I have created a canvas on android which has a circle drawn on and buttons however I want an image from the drawables to be dropped in via some sort of interaction so I thought of using a button, but I have created this screen only using the content view of the java class, thus I cannot use xml so is there any way you guys would know how I can grab the image on click in java (programatically).
Thanks.
you can draw anything on canvas,and add events to custom class that you have designed...
take a look http://android-er.blogspot.in/2010/05/draw-bitmap-on-view.html
Related
I am trying to do a project with javafx but I can't create the figures to a puzzle game with tiles, in order to push them with the click of a button. How can an Image be cropped and saved as an individual tile ?
The ImageView class is used to display an image. It has a viewport property that represents the portion of the image it is viewing. So you can create multiple image views from the same image, each with a different viewport: then you can add the image views to a pane of some kind, register mouse handlers on them, etc.
If you actually need to store each piece as an individual image, you can snapshot the image view to create a new Image from it. You'll probably find you don't need this, however.
You might want to try PixelReader and WritableImage APIs from JavaFX platform.
I've been looking around for a simple way to put graphic on the screen in android for a while now and I'm really confused.
I've a simple game written in java with swing for graphics and that's all I really need as the graphics doesn't really matter in this project.
Now we want to rewrite it so it works on devices with android and honestly I can't find a simple way to just put a image on the screen.
I'd love to avoid using complex game engine because I just don't need it. All I want is a possibility to draw an image (or 50 images) on x,y given by me and refreshing a screen every 100 milliseconds and I thought I'd be the first thing I'd learn in any android tutorial but well... it's not. Of course I know how to draw an Image with .xml but I need something more automatic - for dozens of images changing all the time.
So what is the best to do this? Isn't there really any way to do it with just some android built in function? If not what engine should I use just for the simplest things I mentioned?
A simple but not necessarily very clean way to do this would be to create an xml layout that is just an empty RelativeLayout.
Then you could create your images like this:
ImageView image = new ImageView(this);
image.setLayoutParams(new RelativeLayout.LayoutParams(IMAGE_WIDTH,IMAGE_HEIGHT));
//Other setup code for your image goes here
myRelativeLayout.addView(image);
This should give you an image of the specified width and height that sits at the origin.
Then you could move the image into position like this:
image.setX(IMAGE_X_POS);
image.setY(IMAGE_Y_POS);
When to do the moving is up to you as it will depend on when you know the positions that need to be moved to.
I want to have an image on the android screen where different parts of the image can be clickable. What I mean is that, If its an image of 3 circles, I want to be able to click each of these circles,
Then I can add different functionalities to each of these clickable circles.
For an instance in this image below I want to be able to click each distinct color. Is it possible to have on-touch-listener and get you the color ? and can it be an image or has to be drawn in Java OR XML ?
I found a really good widget that helps you make any image muli-clickable. They have some good notes on how to use their widget as well.
The widget has a similar approach as Image mapping in html. The good thing about this widget is that the image can be zoomed and it will not lose the coordinates or areas associated to specific clicks.
Here is the link to their website. the guy who made the widget apparently had similar problem and came up with this widget.
Another solution would have been
creating an ImageView containing the png file referenced
making the whole ImageView clickable
setting an OnTouchListener to the ImageView which overrides the onTouch method
check the colors of the image pixel at the touch position
This is often done with an invisible mask image with one color for each zone (see the popular detailed tutorial), but here the image itself has distinct colors for each zone which makes it more interesting.
I need Your help in generating offscreen images from graphics class and converting them to binary data without setting them visible on screen.
I want to generate large amounts of labels and send them to a printer as binary data. If i create the image, show it on screen and then send it, everything is ok, but i generate 100 labels in one minute and it is annoying when they flicker on the screen of my java aplication.
I want it to be generated by a seperate thread, without visible efects.
If i don't show them, the labels are send black. I tried to generate them, and then show them off screen, that did not match my expectations.
Is there a way to generate "invisible" images from Graphics2d??
or
Is there another way You could suggest me?
Thank You in advance
Qba
You can use a BufferedImage and use getGraphics() to get hold of a Graphics2D object that paints onto this image.
If you're after painting GUI components (if your "label" refers to JLabel for instance) you could have a look at these questions:
How to get a BufferedImage from a Component in java?
Java/Swing offscreen rendering (Cobra HTMLPanel -> BufferedImage) Problem: Component doesn't finish redrawing first
The question is about java applet programming
I used a java applet to draw an image in the paint method using the following code:
g.draw(Myimage,0,0,this);
The image was drawn on the screen, But what i want to do is to be able to change the position of this image without clearing the screen and without drawing blank image in the previous position of the image..
Thanks in advance.
You can simply draw another image in other place. Just change the parameters in your code. For more details about graphics object follow the link. http://docs.oracle.com/javase/1.4.2/docs/api/java/awt/Graphics.html
Other wise why dont you simply extend GraphicsProgram class provided by acm. It has a move function which will exactly do what you want to do. Check out the link.
http://jtf.acm.org/rationale/graphics-package.html
Hope this helps.
But what i want to do is to be able to change the position of this image without clearing the screen and without drawing blank image in the previous position of the image..
Then use a JLabel. When you want to move the label you use the setLocation() method. The RepaintManager will repaint the location where the label was and then paint the label in its new location so you don't have to worry about calculating the area affected by the move.