Rectangle not appearing on the right - java

I'm trying to create a rectangle within a canvas so that it appears on the right hand side of the screen but the app seems to crash every time I run it. I seriously don't know am I doing wrong here + what needs to change within my code?
activity_main.xml
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:paddingLeft="#dimen/activity_horizontal_margin"
android:paddingRight="#dimen/activity_horizontal_margin"
android:paddingTop="#dimen/activity_vertical_margin"
android:paddingBottom="#dimen/activity_vertical_margin"
tools:context=".MainActivity">
<TextView android:text="#string/hello_world" android:layout_width="wrap_content"
android:layout_height="wrap_content" />
<com.apptacularapps.customview.DrawView
android:id="#+id/diagram"
android:layout_width="fill_parent"
android:layout_height="52dp" />
</LinearLayout>
MainActivity.java
import android.graphics.Color;
import android.os.Bundle;
import android.support.v7.app.ActionBarActivity;
import android.view.Menu;
import android.view.MenuItem;
public class MainActivity extends ActionBarActivity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
DrawView drawView = new DrawView(this);
drawView.setBackgroundColor(Color.BLACK);
setContentView(drawView);
}
}
DrawView.java
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Point;
import android.view.Display;
import android.view.View;
import android.view.WindowManager;
public class DrawView extends View {
Paint paint = new Paint();
Context context;
public DrawView(Context context) {
super(context);
this.context = context;
}
#Override
public void onDraw(Canvas canvas) {
//Code to Measure the Screen width in pixels
WindowManager wm = (WindowManager) context.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
Point size = new Point();
display.getSize(size);
int width = size.x;
paint.setColor(Color.RED);
canvas.drawRect(0, 0, 5, canvas.getHeight(), paint );
paint.setColor(Color.RED);
canvas.drawRect(canvas.getWidth()-width, 0, 5, canvas.getHeight(), paint );
}
}

My earlier answer was because of my lack of understanding of your problem. Sorry for the inconvenience caused, if any. I am not sure if i can help you, but try this.
public void onDraw(Canvas canvas) {
//Code to Measure the Screen width in pixels
WindowManager wm = (WindowManager) context.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
Point size = new Point();
display.getSize(size);
int width = size.x;
paint.setColor(Color.RED);
canvas.drawRect(0, 0, 5, canvas.getHeight(), paint );
paint.setColor(Color.RED);
canvas.drawRect(canvas.getWidth()-width, 0, 5, canvas.getHeight(), paint );
}
In the above piece of code, in the last line, instead of canvas.getWidth()-width, type canvas.getWidth()-(float) width. Because width is integer and canvas.getWidth() returns float and float-int returns a recurring floating number.
Check the value of width. Is it as expected ? Also try setting the value width manually and see if the problem persists.
Hope this helps and solves the trouble !
Have a look at this question and its accepted answer.

try this..
<com.example.mystackoverflow.MyView
android:id="#+id/myview"
android:layout_width="match_parent"
android:layout_height="100dp"
android:layout_alignParentTop="true" />
MyView class
public class MyView extends View {
private Paint mPaint;
private int view_width, view_height;
public MyView(Context context, AttributeSet attrs) {
super(context, attrs);
mPaint = new Paint();
mPaint.setColor(getResources().getColor(color.Red));
mPaint.setFlags(Paint.ANTI_ALIAS_FLAG);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//canvas.drawRect(0, 0, view_width, view_height, mPaint);
canvas.drawRect(view_width/2, 0, view_width, view_height, mPaint);
}
#Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
view_width = right - left;
view_height = bottom - top;
}
}

Related

Scale animation of the custom view (relative to the centre point)

I have a custom view, which I want to scale relative to the centre.
If I use this line of code for the ImageView it works perfectly well and scale correctly:
imageView.animate().scaleX(2.5f).scaleY(2.5f).setDuration(2000);
But if I use it for my custom view, it goes up, and animation doesn't look correctly, how to fix it?
Here is a video: https://youtu.be/f0-jMqE9ULU
(The animation of the red circle going wrong, animation of the pink circle (imageView) works correctly)
My custom view:
public class CircleDrawView extends View {
private Paint paint;
private int x;
private int y;
private String labelName;
private int radius = 40;
public CircleDrawView(Context context, AttributeSet attrs)
{
super(context, attrs);
}
public CircleDrawView(Context context)
{
super(context);
paint = new Paint();
}
public CircleDrawView(Context context, int x, int y, String labelName)
{
super(context);
paint = new Paint();
this.x=x;
this.y=y;
this.labelName=labelName;
}
#Override
protected void onDraw(Canvas canvas)
{
super.onDraw(canvas);
paint.setColor(Color.RED);
canvas.drawCircle(x, y, radius, paint);
Paint textPaint = new Paint();
textPaint.setTextSize(25);
textPaint.setColor(Color.WHITE);
textPaint.setAntiAlias(true);
textPaint.setTextAlign(Paint.Align.CENTER);
Rect bounds = new Rect();
textPaint.getTextBounds(labelName, 0, labelName.length(), bounds);
canvas.drawText(labelName, x, y, textPaint);
}
}
Activity:
public class MainActivity extends AppCompatActivity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
LinearLayout rootView =(LinearLayout) findViewById(R.id.test_layout);
ImageView imageView = (ImageView) findViewById(R.id.test_image);
CircleDrawView circle = new CircleDrawView(getApplicationContext(), 200, 200, "1");
rootView.addView(circle);
rootView.invalidate();
circle.animate().scaleX(1.2f).scaleY(1.2f).setDuration(2000);
imageView.animate().scaleX(2.5f).scaleY(2.5f).setDuration(2000);
}
}
xml:
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:paddingBottom="#dimen/activity_vertical_margin"
android:paddingLeft="#dimen/activity_horizontal_margin"
android:paddingRight="#dimen/activity_horizontal_margin"
android:paddingTop="#dimen/activity_vertical_margin"
tools:context="com.example.attracti.animation.MainActivity">
<LinearLayout
android:id="#+id/test_layout"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="horizontal">
<ImageView
android:id="#+id/test_image"
android:layout_width="40dp"
android:layout_height="40dp"
android:layout_gravity="center_vertical"
android:layout_marginLeft="100dp"
android:background="#drawable/circle_shape" />
</LinearLayout>
</RelativeLayout>
Your call to circle.animate() returns a ViewPropertyAnimator.
The scaleX() and scaleY() methods you call on this ViewPropertyAnimator scale the View about it's pivot.
The pivot of a View is set by the View.setPivotX() and View.setPivotY() methods.
In your constructor, set these values to the supplied x and y. Your view will then scale about the supplied center point.

Drawing Circles using Canvas and Framelayout android

I am trying to create an app that displays a circle everytime I click a button. I have the layout looking great but when i click the button(circle) to display a circle on the screen nothing happens. I'm not confident that my draw circle class is being called correctly in my main activity. Here is my code below.
package com.example.randomcircles;
import android.annotation.SuppressLint;
import android.app.Activity;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;
import android.widget.FrameLayout;
public class DisplayRandomCircles extends Activity
{
DrawCircle c;
Canvas d;
#Override
public void onCreate(Bundle b)
{
super.onCreate(b);
setContentView(R.layout.activity_display_random_circles);
Button btn1 = (Button) findViewById(R.id.btn1);
Button btn2 = (Button) findViewById(R.id.btn2);
c = new DrawCircle(getApplicationContext());
d = new Canvas();
FrameLayout f1 = (FrameLayout) findViewById(R.id.frame);
}
#SuppressLint("WrongCall")
public void doit(View v)
{
switch (v.getId())
{
case (R.id.btn1):
c.onDraw(d);
break;
case (R.id.btn2):
break;
}
}
}
Here is my DrawCircle class
package com.example.randomcircles;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.View;
public class DrawCircle extends View
{
public DrawCircle(Context con)
{
super(con);
}
#Override
protected void onDraw(Canvas c)
{
super.onDraw(c);
Paint p = new Paint(Paint.ANTI_ALIAS_FLAG);
p.setAntiAlias(true);
p.setStyle(Paint.Style.STROKE);
p.setStrokeWidth(100);
p.setColor(Color.RED);
p.setStyle(Paint.Style.FILL);
c.drawCircle(75, 75, 100, p);
}
}
And my layout xml
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >
<FrameLayout
android:id="#+id/frame"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_weight=".75"
android:orientation="vertical" >
</FrameLayout>
<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_weight=".25"
android:gravity="bottom|center"
android:orientation="horizontal" >
<Button
android:id="#+id/btn1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="start|bottom"
android:layout_weight=".50"
android:onClick="doit"
android:text="#string/Circle" />
<Button
android:id="#+id/btn2"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_weight=".50"
android:layout_gravity="end|bottom"
android:onClick="doit"
android:text="#string/Clear" />
</LinearLayout>
</LinearLayout>
Ok, here are some changes I'd make for this. I'm not exactly sure what you're trying to do, but this should make things easier.
First, change your class "DrawCircle" like this:
public class DrawCircle extends View
{
final Paint circlePaint;
{
circlePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
circlePaint.setAntiAlias(true);
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStrokeWidth(100);
circlePaint.setColor(Color.RED);
circlePaint.setStyle(Paint.Style.FILL);
}
public DrawCircle(Context con)
{
super(con);
}
public DrawCircle(Context con, AttributeSet set)
{
super(con, set);
}
public DrawCircle(Context con, AttributeSet set, int style)
{
super(con, set, style);
}
#Override
protected void onDraw(Canvas c)
{
super.onDraw(c);
c.drawCircle(75, 75, 100, circlePaint);
}
}
This will allow you to reuse the same Paint object with each draw because the onDraw() method can be called hundreds of times and there's no need to slow down your program for this.
Second, adding the other constructors allows you to add the View to your FrameLayouts by xml.
<FrameLayout
android:id="#+id/frame"
android:layout_width="match_parent"
android:layout_height="match_parent" >
<com.example.randomCircles.DrawCircle
android:id="#+id/circleFrame"
android:layout_width="match_parent"
android:layout_height="match_parent" />
</FrameLayout>
Next, to fill your screen, you need to loop in your onDraw method. Think about drawing on the canvas as a stamp. Every time you draw, you stamp your image at the location you specify on top of the previous draw.
So
protected void onDraw(Canvas c)
{
super.onDraw(c);
for(int i = 0; i < 10; i++)
{
c.drawCircle(i*100, 75, 100, circlePaint);
}
}
This should draw 10 circles of radius 100 pixels across the top of your screen.

How can I draw with canvas over an xml background?

I'm working on a simple project for my studies and I’m stuck with this problem.
I'm building Snakes And Ladders app and I’m trying to make my player (PNG image) to move around the board an animate.
I want the animation to happen over the game’s board background which I defined in an xml file and I just can’t do it.
The program that I will attach is not working, I have no idea why. In addition I need to add the part that takes the xml background in consideration, that part is missing and I will greatly appreciate if someone can help me solve this problem.
Thanks in advanced.
The board xml file(game.xml):
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#drawable/easymap"
android:orientation="vertical" >
<TextView
android:id="#+id/whitePlayer"
android:layout_width="32dp"
android:layout_height="32dp"
android:background="#drawable/white"
android:visibility="gone" />
<TextView
android:id="#+id/blackPlayer"
android:layout_width="32dp"
android:layout_height="32dp"
android:background="#drawable/black"
android:visibility="gone" />
<Button
android:id="#+id/btRoll"
android:layout_width="160dp"
android:layout_height="50dp"
android:layout_alignParentLeft="true"
android:layout_alignTop="#+id/cubePic"
android:background="#drawable/buttonshape"
android:text="Roll"
android:textColor="#FFFFFF" />
<TextView
android:id="#+id/cubePic"
android:layout_width="100dp"
android:layout_height="100dp"
android:layout_alignParentBottom="true"
android:layout_alignParentRight="true"
android:layout_marginBottom="42dp"
android:layout_marginRight="22dp"
android:background="#drawable/cube" />
<TextView
android:id="#+id/tvTurn"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignBottom="#+id/cubePic"
android:layout_alignRight="#+id/btRoll"
android:text="Your turn!"
android:textColor="#color/green"
android:textSize="32dp"
android:textStyle="italic" />
</RelativeLayout>
The java class:
package com.example.snakesnladders;
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.os.Bundle;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
import android.widget.TextView;
public class GFX_Game extends Activity implements OnClickListener {
TextView whitePlayer, blackPlayer;
Button roll;
TextView cube, map1, map2, map3, label;
boolean yourTurn = true;
MyBringBack ourView;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
ourView = new MyBringBack(this);
setContentView(ourView);
init();
}
private void init() {
cube = (TextView) findViewById(R.id.cubePic);
roll = (Button) findViewById(R.id.btRoll);
label = (TextView) findViewById(R.id.tvTurn);
roll.setOnClickListener(this);
}
#Override
protected void onDestroy() {
super.onDestroy();
}
#Override
public void onClick(View view) {
int rand = (int) (Math.random() * 6) + 1;
}
class MyBringBack extends SurfaceView implements Runnable {
SurfaceHolder ourHolder;
Thread ourThread = null;
Bitmap backGround, playerB, playerW;
boolean isRunning = true;
public MyBringBack(Context context) {
super(context);
playerW = BitmapFactory.decodeResource(getResources(),
R.id.whitePlayer);
ourHolder = getHolder();
ourThread = new Thread(this);
ourThread.start();
}
#Override
public void run() {
while (isRunning) {
if (!ourHolder.getSurface().isValid())
continue;
Canvas canvas = ourHolder.lockCanvas();
canvas.drawBitmap(playerW, 0, 0, null);
ourHolder.unlockCanvasAndPost(canvas);
}
}
}
}
The changed inner class:( I've extended View an override the onDraw method from the Viev class, and it still not working)
In addition I wanted to draw on my existing xml layout that i created in the game.xml file.
class MyBringBack extends View {
Bitmap playerW;
public MyBringBack(Context context) {
super(context);
playerW = BitmapFactory.decodeResource(getResources(),
R.id.whitePlayer);
}
#Override
protected void onDraw(Canvas canvas) {
// TODO Auto-generated method stub
super.onDraw(canvas);
canvas.drawBitmap(playerW,0,0,null);
}
}
Create a custom View as follows. If you're root view is RelativeLayout and you need to draw on it, extend a RelativeLayout
public final class MyRelativeLayout extends RelativeLayout {
Bitmap playerW;
public MyRelativeLayout(Context context) {
super(context);
init(context);
}
public MyRelativeLayout(Context context, AttributeSet attrs) {
super(context, attrs);
init(context);
}
public MyRelativeLayout(Context context, AttributeSet attrs, int style) {
super(context, atts, style);
init(context);
}
private void init(final Context context) {
playerW = BitmapFactory.decodeResource(context.getResources(),
R.id.whitePlayer);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap(playerW,0,0,null);
}
}
Then use it in xml as follows
<?xml version="1.0" encoding="utf-8"?>
<your.package.name.package.MyRelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
...
all the stuff here
<your.package.name.package.MyRelativeLayout>

Animation on Android

I have been looking around and searching for an answer and really trying to dive into android programming before asking any questions. I know that this site is here to help, but also not an outlet to be redundant and lazy. Though I am a begginer with android and am in need of some assistance if some of you have the time. I looked at a question that I really thought would help (URL: Button animations in android) But it just ended up making my program crash. I also checked out this one http://mobile.tutsplus.com/tutorials/android/android-sdk-creating-a-simple-property-animation/ , which also didn't really get me to the correct answer I was looking for. Now I have no code unfortunately but have tried to replicate the code from both of these example sites I have provided. They both crash when I get to the declaration of animation objects in the actual java code
i.e.
ImageView confettiStart = (ImageView) findViewById(R.id.confetti);
AnimatorSet confettiSet =(AnimatorSet)AnimatorInflater.loadAnimator(this,R.animator.startconfettianimations);
My goal is to basically just have a confetti animation come from the top of my screen and roll down to the bottom of my screen. I have created about 8 different images in order to create an "animation" but I really do not know how to implement this in Android itself. If someone could help or point me in the right direction I would greatly appreciate it. Thank you so much.
Use objectAnimator for that view and in that keep x parameter same while Change y parameter to 0 to 600 or something same . Hope it works. or translator animator will do the trick try it keep x1=0 x2=0 and y1=0 y2=600.
package com.shubh;
import android.os.Build;
import android.os.Bundle;
import android.animation.AnimatorSet;
import android.animation.ObjectAnimator;
import android.annotation.SuppressLint;
import android.annotation.TargetApi;
import android.app.Activity;
import android.content.Intent;
import android.graphics.Paint;
import android.view.Menu;
import android.view.MenuItem;
import android.view.View;
import android.view.animation.AnimationUtils;
import android.view.animation.LayoutAnimationController;
import android.widget.Button;
import android.widget.ImageView;
import android.widget.LinearLayout;
import android.widget.RelativeLayout;
import android.widget.TextView;
public class MainActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.act_main);
}
#TargetApi(Build.VERSION_CODES.HONEYCOMB)
#SuppressLint("NewApi")
public void startAnimation(View view) {
float dest = 0;
ImageView aniView = (ImageView) findViewById(R.id.imageView1);
switch (view.getId()) {
case R.id.Button01:
dest = 360;
if (aniView.getRotation() == 360) {
System.out.println(aniView.getAlpha());
dest = 0;
}
ObjectAnimator animation1 = ObjectAnimator.ofFloat(aniView,
"rotation", dest);
animation1.setDuration(2000);
animation1.start();
// Show how to load an animation from XML
// Animation animation1 = AnimationUtils.loadAnimation(this,
// R.anim.myanimation);
// animation1.setAnimationListener(this);
// animatedView1.startAnimation(animation1);
break;
case R.id.Button02:
// Shows how to define a animation via code
// Also use an Interpolator (BounceInterpolator)
Paint paint = new Paint();
TextView aniTextView = (TextView) findViewById(R.id.textView1);
float measureTextCenter = paint.measureText(aniTextView.getText()
.toString());
dest = 0 - measureTextCenter;
if (aniTextView.getX() < 0) {
dest = 0;
}
ObjectAnimator animation2 = ObjectAnimator.ofFloat(aniTextView,
"x", dest);
animation2.setDuration(2000);
animation2.start();
break;
case R.id.Button03:
// Demonstrate fading and adding an AnimationListener
RelativeLayout mainContainer = (RelativeLayout) findViewById(R.id.layout);
LayoutAnimationController controller = AnimationUtils.loadLayoutAnimation(this, R.anim.main_layout_animation);
mainContainer.setLayoutAnimation(controller);
dest = 1;
Button button3=(Button)findViewById(R.id.Button03);
button3.startAnimation(AnimationUtils.loadAnimation(MainActivity.this, R.anim.hyperspace_jump));
if (aniView.getAlpha() > 0) {
dest = 0;
}
ObjectAnimator animation3 = ObjectAnimator.ofFloat(aniView,
"alpha", dest);
animation3.setDuration(2000);
animation3.start();
break;
case R.id.Button04:
ObjectAnimator fadeOut = ObjectAnimator.ofFloat(aniView, "alpha",
0f);
fadeOut.setDuration(2000);
ObjectAnimator mover = ObjectAnimator.ofFloat(aniView,
"translationX", -500f, 0f);
mover.setDuration(2000);
ObjectAnimator fadeIn = ObjectAnimator.ofFloat(aniView, "alpha",
0f, 1f);
fadeIn.setDuration(2000);
AnimatorSet animatorSet = new AnimatorSet();
animatorSet.play(mover).with(fadeIn).after(fadeOut);
animatorSet.start();
break;
default:
break;
}
}
#Override
public boolean onCreateOptionsMenu(Menu menu) {
getMenuInflater().inflate(R.menu.main, menu);
return super.onCreateOptionsMenu(menu);
}
#Override
public boolean onOptionsItemSelected(MenuItem item) {
Intent intent = new Intent(this, HitActivity.class);
startActivity(intent);
return true;
}
}
and the xml is
<?xml version="1.0" encoding="utf-8" ?>
- <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="#+id/layout"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical">
- <LinearLayout android:id="#+id/test"
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<Button android:id="#+id/Button01"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:onClick="startAnimation"
android:text="Rotate" />
<Button android:id="#+id/Button04"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:onClick="startAnimation"
android:text="Group" />
<Button android:id="#+id/Button03"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:onClick="startAnimation"
android:text="Fade" />
<Button android:id="#+id/Button02"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:onClick="startAnimation"
android:text="Animate" />
</LinearLayout>
<ImageView android:id="#+id/imageView1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_centerHorizontal="true"
android:layout_centerVertical="true"
android:src="#drawable/img" />
<TextView android:id="#+id/textView1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_above="#+id/imageView1"
android:layout_alignRight="#+id/imageView1"
android:layout_marginBottom="30dp"
android:text="Large Text"
android:textAppearance="?android:attr/textAppearanceLarge" />
</RelativeLayout>
Try this
public class HitActivity extends Activity {
private ObjectAnimator animation1;
private ObjectAnimator animation2;
private Button button;
private Random randon;
private int width;
private int height;
private AnimatorSet set;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.doctor_chemist_list);
width = getWindowManager().getDefaultDisplay().getWidth();
height = getWindowManager().getDefaultDisplay().getHeight();
randon = new Random();
set = createAnimation();
set.start();
set.addListener(new AnimatorListenerAdapter() {
#Override
public void onAnimationEnd(Animator animation) {
int nextX = randon.nextInt(width);
int nextY = randon.nextInt(height);
animation1 = ObjectAnimator.ofFloat(button, "x", button.getX(),
nextX);
animation1.setDuration(1400);
animation2 = ObjectAnimator.ofFloat(button, "y", button.getY(),
nextY);
animation2.setDuration(1400);
set.playTogether(animation1, animation2);
set.start();
}
});
}
public void onClick(View view) {
String string = button.getText().toString();
int hitTarget = Integer.valueOf(string) + 1;
button.setText(String.valueOf(hitTarget));
}
#TargetApi(Build.VERSION_CODES.HONEYCOMB)
#SuppressLint("NewApi")
private AnimatorSet createAnimation() {
int nextX = randon.nextInt(width);
int nextY = randon.nextInt(height);
button = (Button) findViewById(R.id.Button01);
animation1 = ObjectAnimator.ofFloat(button, "x", nextX);
animation1.setDuration(1400);
animation2 = ObjectAnimator.ofFloat(button, "y", nextY);
animation2.setDuration(1400);
AnimatorSet set = new AnimatorSet();
set.playTogether(animation1, animation2);
return set;
}
}

using Canvas in android

I am trying to use Canvas that has been created in external class.
However, the app does not run. Here is my code for MyImge where activity starts
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.os.Bundle;
import android.widget.ImageView;
public class MyImage2 extends Activity {
DemoView draw;
private int imageSizeX = 2047;
private int imageSizeY = 2047;
private int current_drawable = R.drawable.image;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
Map<String, Integer> map = new HashMap<String, Integer>();
map.put("blah", current_drawable);
ImageView img=(ImageView)findViewById(R.id.imageView);
Bitmap bmp=BitmapFactory.decodeResource(getResources() ,current_drawable);
draw = (DemoView)findViewById(R.id.demo);
imageSizeX = bmp.getWidth()/2;
imageSizeY = bmp.getHeight()/2;
Bitmap resizedbitmap=Bitmap.createScaledBitmap(bmp, imageSizeX, imageSizeY, true);
img.setImageBitmap(resizedbitmap);
}
}
and my DemoView as follows
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.View;
public class DemoView extends View{
public DemoView(Context context){
super(context);
}
#Override protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
// make the entire canvas white
paint.setColor(Color.WHITE);
canvas.drawPaint(paint);
paint.setAntiAlias(false);
paint.setColor(Color.GREEN);
canvas.drawRect(100, 5, 200, 30, paint);
canvas.drawLine(0, 300 , 320, 300, paint);
}
}
the layout
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>
<ImageView
android:id="#+id/imageView"
android:layout_width="fill_parent"
android:scaleType="matrix"
android:layout_height="525px">
</ImageView>
<view class="com.test.DemoView"
android:id="#+id/demo"
android:layout_width="fill_parent"
android:layout_height="125px"/>
</LinearLayout>
if I remove the tag com.myimage2.DemoView I can see the image, however my goal is to see the image and canvas. Could someone help please.
Error log:
!ENTRY com.android.ide.eclipse.adt 2 0 2011-04-10 02:19:27.204
!MESSAGE AndroidManifest: Ignoring unknown 'com.test.DemoView' XML element
!ENTRY com.android.ide.eclipse.adt 2 0 2011-04-10 02:19:27.891
!MESSAGE AndroidManifest: Ignoring unknown 'view' XML element
Many thanks in advance.
I think you need to provide one of the other constructors (one that can handle AttributeSet) in order for the classs to be instantiated from xml. Try adding DemoView(Context context, AttributeSet attrs).
I don't know what you want to do with your code in your onCreate-method in the class "MyImage2".
You need just 2 lines to set a canvas view:
draw=new DemoView(this);
setContentView(draw);
By setting your content view to the main layout, the canvas will never be seen. So don't use your main layout, just print everything in the canvas.
Hope this will help you.

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