Android :: Using StaticLayout With Canvas To Draw Text
Feb 4, 2010
I have figured out the static layout this far, but I have no idea how to make it display my text anywhere else but in the top left corner. StaticLayout layout = new StaticLayout(text, getTextPaint(), 140, android.text.Layout.Alignment.ALIGN_CENTER,(float)1.0, (float)0.0, true); layout.draw(canvas);
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Oct 28, 2010
i'm trying to develop a simple pie chart class for android. For now, it can take a map of labels and values and draw the pie chart. I'm yet to add the legends for the pie, which is where i need to place the texts near small rectangles on the screen corner. Any help appreciated, since i'm new to Android dev.
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Jul 7, 2010
My loadMap() method generate a canvas.throwIfRecycled exception when i try to load a new map.
When i start the game, the initial map loads and work fine though,
its only when i try to load a new map that i get the exception ..
How can i "reset" canvas and the bitmap i use to draw into, so i can startover fresh with them ?
here's what i use to create and draw my maps:
CODE:.........
So basicaly once i created and used picDest and canvas, i cannot figure how to reset it all for when i want to load a new map..
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Oct 28, 2010
I'm making an App that needs to be able to draw new graphics on top of the last set.
This is my current onDraw() method -
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
if(points.size() > 0) {
//do some stuff here - this is all working ok
canvas.drawLine(p1.x, p1.y, p2.x, p2.y, linePaint);
}
}
Basically, I need to draw the new graphics as a layer on top of the last, so what I'm looking for is a way to carry the image of the last canvas to the current. I have tried to figure it out myself using the canvas.setBitmap() method but it acts very funny.
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Sep 7, 2010
My requirement is to draw a line on canvas for every second. I am able to draw the line but its clearing the previously drawn lines when I call myview.invalidate(). Now my question is how to draw a new line retaining all the previously drawn line on the same canvas.
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May 26, 2009
I want to load an icon from resource and draw over it. But I cannot get it into a canvas. Can anyone please help me with the code below. If I uncomment c.drawColor(), I get blue color as expected. So the problem is on icon.draw(). code...
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Sep 28, 2010
I want to load e.g. LinearLayout with some Buttons from XML and draw it on Canvas in a way that the Views behave normally (I can set onClick actions for the Buttons and when I press a Button, it changes it's background drawable). Can I do this?
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Jan 24, 2010
I'm trying to draw a nine patch onto a Canvas object on the Android. What seems strange is that although I generated my nine patch using the draw9patch tool, the constructor for NinePatch requires an additional byte array called the "chunk" to construct the nine patch. Why isn't this simpler? What is the "chunk"? And if you have done this yourself, how did you go about it?
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Oct 26, 2010
I'm porting an app written in a graphics environment that allows drawing to happen outside the bounds of the clipping rectangle. Any way to do this in Android?
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Jan 18, 2010
First I want to say that I have read many articles on this subject in this forum and on some external resources(very helpful was Robert Green's diary at www.rbgrn.net and www.droidnova.com).
However, despite all of this I want to start topic regarding FPS, and ask for advice from experienced game developers on Android platform.
My main question is "How to improve FPS when draw on Canvas?"
I have implemented simple 2D arcade game skeleton for testing purpose. Now I have ~20 FPS and want to increase this value to 40-50 FPS, if this is possible of course. I know about Open GL ES, but so far I am interested in Canvas.
In every frame I draw following stuff on the screen: - Canvas.drawColor(Color.BLACK) - to clear the screen - 1 spaceship PNG 24x24 image 1.25 kb - 5 asteroids PNG 64x64 image ~8 kb each - from 1 to 30 bullets PNG 8x8 image 299 b - 4 30x30 Rectangles - to control objects on the screen
After running my app, in logcat I can see following output data: - Average FPS: 20 (Total frames drawn: 1945 in 97 seconds) - Average onDraw: 32 ms (clear canvas: 3, draw game stuff: 26, draw controls: 1) - Average updatePhysics: 1 ms
From this output I can assume, that my main problem here is "draw game stuff" wich includes: - draw 1 spaceship - draw 5 asteroids - draw from 1 to 30 bullets
Here is my code:........................
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Dec 30, 2009
I need do draw on Android's Canvas using Blur effect, it is a very simple feature, I need to draw a circular area, which is blurred (the foreground) and the background transparent, I can do everything with manipulating the colour alpha to do it with custom transparency but I need it to be blurred instead of transparent..
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Jun 28, 2010
I want to draw hands on the canvas which is smooth and closed arc. How can I draw it? Any code regarding graphics or reference class to draw it will be helpful.
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Sep 16, 2010
Can anybody tell me or send me some links if there is any..which tells how Google map draw on canvas in android. what is the logic behind that.
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Oct 11, 2010
There is no problem with portrait mode but when i try my app on landscape mode it doesn't look how it should.What is general approach to solve this problem.My first idea is replacing X and Y places.If i am on the right track how should i do this ? Should i use an if statement at the beginning of the onDraw() function and write entire same code twice (one for x,y and other is for y,x) ?
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Aug 7, 2010
I am very new to android development and have been trying to draw a square comprised of multiple smaller rectangles of different colours... Like a Mosaic essentially. Basically at the moment I am reading values from a file which assigns the colour to the smaller Rects. I am using a pair of nested for loops to try to draw the small Rects sequentially, line by line. However when the program finishes there is only one small Rect drawn which is the last one to be drawn and its colour corresponds to the first value read from the file. Here is some of my code to show you what I mean:
public SnapshotDraw(Context context) {
super(context);
for(int a = 0; a < 63; a++){
for(int b = 0; b < 63; b++){
fileName = PREFIX + "2" + EXTENSION;..............
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Sep 29, 2010
How can i draw a view on a canvas by giving the x,y position in the canvas.
For example,
I have custom view myView, which was created by inflating one of my layout.xml file.
Now i want to draw this myView on the canvas at position (x, y).
How can i do that? code...
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Mar 25, 2010
I want to draw a bitmap on a canvas with bigger size than it is. I can use canvas.drawBitmap(bitmap, null, destRect, null); but that gives a poor quality, as the result is pixelated, if the source image is sightly smaller than the destination rectangle. How can i draw my bitmap using bilinear or bicubic resampling?
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Mar 17, 2010
I have a Bitmap object and want to render it to a Canvas object with varying levels of translucency (i.e. make the whole bitmap partially see through). For example, I have sprites in a game (that are drawn over the top of a bitmap background) that I want to fade out from being opaque to being invisible. Can I do this without having to resort to OpenGL?
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Jun 15, 2010
I currently have a game written using the Android canvas. It is completely 2D, and I draw bitmaps as sprites on the canvas, and it technically works, but I have a few features that I need to add that will require drawing many more bitmaps on the screen, and there will be a lot more movement.
The app needs more power.
What is the best way to go from this method of drawing Bitmaps on a canvas to using OpenGL so I can draw them faster?
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May 25, 2010
I want to created a wrapping text ontop of google maps api. I have been able to do this with a lot of code, but have been working on a better way. My latest attempt is to use the StaticLayout class and the text is wrapping, but I do not know how to position it...no matter what I try it is always starting in the top left corner of the screen....
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Nov 16, 2010
I want to get an animated text in Android where it should run from left to right on the screen.
Eg: I want to get this text. private static final String QUOTE = "Nobody uses Java anymore. It's this big heavyweight ball and chain.";
running from right to left using animation.
However, this text gets truncated to "Nobody uses Java anymore. It's" in Portrait mode and to "Nobody uses Java anymore. It's this big heavyweight" in landscape mode.
This is the code that I have used:
CODE:......................
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Jul 15, 2010
Is there a method which returns the width ( in pixels ) of a text to be drawn on an Android canvas using the drawText() method according to the Paint used to draw it.
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Sep 6, 2010
Any straight forward way to measure the height of text? The way I am doing it now is by using Paint's measureText() to get the width, then by trial and error finding a value to get an approximate height. I've also been messing around with FontMetrics, but all these seem like approximate methods that suck. I am trying to scale things for different resolutions. I can do it, but I end up with incredibly verbose code with lots of calculations to determine relative sizes. I hate it! There has to be a better way.
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Jun 14, 2009
Can i draw text on a bitmap? I cannot find any API support this.
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Apr 12, 2010
how to draw text on GLSurfaceView in Android?
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Aug 4, 2009
I have just started looking at developing for Google Android and want to draw a rectangle with some text in it that I then want to position where i want on screen. I have got as far as drawing a rectangle on screen using a ShapeDrawable and RectShape I now want to put some text in the rectangle. How can I best do this? Should I be looking at somehow adding a textView to the RectShape? Or am i going down the the wrong avenue completely?
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Aug 27, 2009
I'm currently developing a small OpenGL game for the Android platform and I wonder if there's an easy way to render text on top of the rendered frame (like a HUD with the player´s score etc). The text would need to use a custom font also. I've seen an example using a View as an overlay, but I don't know if I want to do that since I might want to port the game to other platforms later.
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Nov 6, 2009
I want to write a graphics app using SurfaceView.
Basically my requirement is to draw some text frequently according to some time.
Is it possible to do this? can any one please provide me some source code which draws the text using SurfaceView.
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Sep 10, 2010
I am writing to a canvas from a thread.
public void draw(Canvas canvas) {
Paint p = new Paint();
p.setAntiAlias(true);
p.setTextSize(30);
p.setColor(Color.WHITE);
p.setTextAlign(Paint.Align.CENTER);
canvas.drawText("Centered", xCentre, yCentre, p);
}
My problem start when I have a multi colored SpannableStringBuilder which I want to write to the canvas, and I have no idea how to do this. SpannableStringBuilder has a drawText() method which I have been unable to use. Or is there some other method to write a string to a canvas where some of the letters have a different color?
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Jul 19, 2010
I am drawing text in my custom view in android using canvas.drawtext. i need to change back color, and want text right aligned. for example i want to print the text in a 10, 10, 100, 20 rectangle of color yellow and text color red and right aligned. how can i do that ?
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