Understanding Android's Canvas.saveLayer(...) - java

I am hoping the saveLayer methods will allow me to do draw onto different "layers" and then once the drawing has finished, merge the layers with the canvas in whichever order i choose.
The obvious question is "why dont you just rearrange your drawing operations instead?" The answer is I can't:
I have a Path that I need to draw onto a Canvas. In the background/lowest z-index I want to draw the path closed and with a few additional points using a fill style. Then on top of that, I want to draw an outline of only the points that were originally in the Path.
Since I cannot undo the adding of points to the Path, my only choices are to clone the path, or to draw to a second layer which can later be placed on top of everything else.
saveLayer() seems to offer that functionality but it doesnt behave the way I was expecting. The basic flow of my operations is like this:
int overlay = canvas.saveLayer(...);
// drawing operations for my uppermost layer
...
int background = canvas.saveLayer(...);
// drawing operations for my background layer
...
// merge the offscreen background bitmap with the canvas:
canvas.restoreToCount(background);
// merge the offscreen overlay bitmap with the canvas:
canvas.restoreToCount(overlay);
When the code runs, the ordering of background and overlay have not changed at all; what gets drawn first is at the bottom and what gets drawn last is on top. Even stranger to me is that I can completely comment out both calls to restoreToCount() and nothing changes. According to the javadoc, nothing should be drawn to the canvas until a balancing restore() is invoked.
Obviously I am completely misunderstanding the function of this method. Can anybody help me to understand saveLayer's usage, or perhaps suggest an alternate way to layer my drawing operations?
Thx!
Nick

saveLayer() does not let you rearrange the layers in a random order. The only way to do it is to draw in offscreen bitmaps yourself. Note also that your view's parent will call save()/restore() around your onDraw() call, which will cause your layers to be composited.

Related

How do I make 2d- Flashlight effect in Processing 3

For reference the effect I'm going for is this:
I'm working in Processing 3, NOT p5.js.
I've looked around processing forums, but i can't find anything that works in the current version or doesn't use PGraphics and a mask which from what I've read can be expensive to use.
My current ideas and implementations have resulted to drawing shapes around the player and filling the gaps in with a circles with no fill that has a large stroke weight.
Does anyone know of any methods to easily and inexpensively draw a black background over everything except a small circular area?
If this is the wrong place to ask this question just send me on my way I guess, but please be nice. Thank you:)
You could create an image (or PGraphics) that consists of mostly black, with a transparent circle in it. This is called image masking or alpha compositing. Doing a Google image search for "alpha composite" returns a bunch of the images I'm talking about.
Anyway, after you have the image, it's just a matter of drawing it on top of your scene wherever the player is. You might also use the PImage#mask() function. More info can be found in the reference.

Confused with image scaling and positioning in libgdx

I'm having quite a bit of difficulty wrapping my head around the actual display side of things with libgdx. That is, it just seems fairly jumbled in terms of what needs to be done in order to actually put something up onto the screen. I guess my confusion can sort of be separated into two parts:
What exactly needs to be done in terms of creating an image? There's
Texture, TextureRegion, TextureAtlas, Sprite, Batch, and probably a
few other art related assets that I'm missing. How do these all
relate and tie into each other? What's the "production chain" among
these I guess would be a way of putting it.
In terms of putting
whatever is created from the stuff above onto the monitor or
display, how do the different coordinate and sizing measures relate
and translate to and from each other? Say there's some image X that
I want to put on the screen. IT's got it's own set of dimensions and
coordinates, but then there's also a viewport size (is there a
viewport position?) and a camera position (is there a camera size?).
On top of all that, there's also the overall dispaly size that's
from Gdx.graphics. A few examples of things I might want to do could
be as follow:
X is my "global map" that is bigger than my screen
size. I want to be able to scroll/pan across it. What are the
coordinates/positions I should use when displaying it?
Y is bigger
than my screen size. I want to scale it down and have it always be
in the center of the screen/display. What scaling factor do I use
here, and which coordinates/positions?
Z is smaller than my screen
size. I want to stick it in the upper left corner of my screen and
have it "stick" to the global map I mentioned earlier. Which
positioning system do I use?
Sorry if that was a bunch of stuff... I guess the tl;dr of that second part is just which set of positions/coordinates, sizes, and scales am I supposed to do everything in terms of?
I know this might be a lot to ask at once, and I also know that most of this stuff can be found online, but after sifting through tutorial after tutorial, I can't seem to get a straight answer as to how these things all relate to each other. Any help would be appreciated.
Texture is essentially the raw image data.
TextureRegion allows you to grab smaller areas from a larger texture. For example, it is common practice to pack all of the images for your game/app into a single large texture (the LibGDX “TexturePacker” is a separate program that does this) and then use regions of the larger texture for your individual graphics. This is done because switching textures is a heavy and slow operation and you want to minimize this process.
When you pack your images into a single large image with the TexturePacker it creates a “.atlas” file which stores the names and locations of your individual images. TextureAtlas allows you to load the .atlas file and then extract your original images to use in your program.
Sprite adds position and color capabilities to the texture. Notice that the Texture API has no methods for setting/getting position or color. Sprites will be your characters and other objects that you can actually move around and position on the screen.
Batch/SpriteBatch is an efficient way of drawing multiple sprites to the screen. Instead of making drawing calls for each sprite one at a time the Batch does multiple drawing calls at once.
And hopefully I’m not adding to the confusion, but another I option I really like is using the “Actor” and “Stage” classes over the “Sprite” and “SpriteBatch” classes. Actor is similar to Sprite but adds additional functionality for moving/animating, via the act method. The Stage replaces the SpriteBatch as it uses its own internal SpriteBatch so you do not need to use the SpriteBatch explicitly.
There is also an entire set of UI components (table, button, textfield, slider, progress bar, etc) which are all based off of Actor and work with the Stage.
I can’t really help with question 2. I stick to UI-based apps, so I don’t know the best practices for working with large game worlds. But hopefully someone more knowledgeable in that area can help you with that.
This was to long to reply as a comment so I’m responding as another answer...
I think both Sprite/SpriteBatch and Actor/Stage are equally powerful as you can still animate and move with Sprite/SpriteBatch, but Actor/Stage is easier to work with. The stage has two methods called “act” and “draw” which allows the stage to update and draw every actor it contains very easily. You override the act method for each of your actors to specify what kind of action you want it to do. Look up a few different tutorials for Stage/Actor with sample code and it should become clear how to use it.
Also, I was slightly incorrect before that “Actor” is equivalent to Sprite, because Sprite includes a texture, but Actor by itself does not have any kind of graphical component. There is an extension of Actor called “Image” that includes a Drawable, so the Image class is actually the equivalent to Sprite. Actor is the base class that provides the methods for acting (or “updating”), but it doesn’t have to be graphical. I've used Actors for other purposes such as triggering audio sounds at specific times.
Atlas creates the large Texture containing all of your png files and then allows you to get regions from it for individual png's. So the pipeline for getting a specific png graphic would be Atlas > Region > Sprite/Image. Both Image and Sprite classes have constructors that take a region.

Simple painting

I have an seemingly very simple task at hand. I have a grid (500x500 right now) I want to visualize as it is populated and I want to write a class in Java that makes this easy for me to do. I'm thinking something along the line of:
public class Screen {
...
public void plot(x,y) {
// change the color of pixel x,y to black
}
public void clear() {
// fill the screen with white
}
}
I have been looking around and quickly found Canvas in awt, however from what I have been able to figure out so far, this widget will only allow me to draw on to it by overriding its paint method. This is far from optimal in my case as this will require me to draw the entire grid every time I wish to do just plot one single pixel.
Is there any way to get canvas to just draw a single pixel rather than the entire canvas? Or some other way to accomplish what I look for here?
I would prefer to avoid having to use any external libraries.
You will need to override the paint method to display the entire grid.
However, what you can do is create a BufferedImage that flips the one pixel, and draw that entire image to the component in the paint method, using Graphics.drawImage().
Unfortunately you have to override paint() and render the entire grid every time paint() is called. That's how graphical components work - the windows system/OS may request to repaint the component at any time (eg. when the window is re-shown/resized/moved)

Suggestion for implementing a drawing program - UML designer

This program will have an infinite canvas (ie as long as the user scrolls, it becomes bigger) with a tiled background image, and you can drag and drop blocks and draw arrows between blocks. Obviously I won't use a layout manager for placing blocks and lines, since they will be absolutely positioned (any link on this, possibily with a snapping feature?). The problem arises with blocks and lines. Basically I'll have two options:
Using a simple layout for each building block. This is the simplest and clearest approach, but does it scale well when you have hundreds of objects? This may not be uncommon, just imagine a database with 50 tables and dozens of relationships
Drawing everything with primitives (rectangles, bitmaps, etc). This seems too complicated (especially things like text padding and alignment) but may be more scalable if you have a large number of objects. Also there won't be any event handler
Please give me some hints based on your experience. I have never drawn with Java before - well I did something rather basic with PHP and on Android. Here is a simple preview
DISCLAIMER
You are not forced to answer this. I am looking for someone who did something like this before, what's the use of writing I can check an open source project? Do you know how difficult it is to understand someone else's code? I'm talking about implementations details here... Moreover, there is no guarantee that he's right. This project is just for study and will be funny, I don't want to sell it or anything and I don't need your authorization to start it.
Measuring and drawing text isn't such a pain, since java has built in classes for doing that. you may want to take a look at the 2D Text Tutorial for more information. In fact, I did some text drawing computations with a different graphics engine which is much more primitive, and in the end it was rather easy (at least for the single-line drawing, for going multiline see the previous link).
For the infinite canvas problem, that's also something I always wanted to be able to do. A quick search here at stackoverflow gives this which sounds nice, althought I'm not sure I like it. What you can do, is use the way GIMP has a scroll area that can extend as you move - catch the click of the middle mouse button for marking the initial intention to move the viewport. Then, when the mouse is dragged (while the button is clicked) move the viewport of the jscrollpane by the offset between the initial click and the current position. If we moved outside the bounds of the canvas, then you should simply enlarge the canvas.
In case you are still afraid of some of the manual drawing, you can actually have a JPanel as your canvas, with a fixed layout. Then you can override it's paint method for drawing the connectors, while having child components (such as buttongs and text areas) for other interaction (and each component may override it's own paint method in case it wants to have a custom-painted rect).
In my last drawing test in java, I made an application for drawing bezier curves (which are basically curves made of several control points). It was a JPanel with overidden paint method that drew the curve itself, and buttons with custom painting placed on the location of the control points. Clicking on the control point actually was clicking on a button, so it was easy to detect the matching control point (since each button had one control point associated with it). This is bad in terms of efficiency (manual hit detection may be faster) but it was easy in terms of programming.
Anyway, This idea can be extended by having one child JPanel for each class rectangle - this will provide easy click detection and custom painting, while the parent will draw the connectors.
So in short - go for nested JPanels with custom drawing, so that you can also place "on-canvas" widgets (and use real swing widgets such as text labels to do some ready drawing) while also having custom drawing (by overriding the paint method of the panels). Note that the con of this method is that some swing look-and-feel's may interfere with your drawing, so may need to mess a bit with that (as far as I remember, the metal and nimbus look-and-feel's were ok, and they are both cross-platform).

Painting Program

I'm writing a simple painting program. To simulate a pencil drawing, I've stored the drawn points in a set, so when the window is resized the points won't be gone, and whenever another point is added I call the repaint method (the paint method draws all paints in the array on screen). But when the number of points increases, the program runs slowly.
Is there a more efficient method to do this?
The fastest way to get constant-speed repainting is to store the entire image that's drawn as a bitmap, and of course update it when the user draws. This way, you can redraw the right thing, and even add scrollbars and the like if you want. You can keep the array of points for an "undo" feature, for example.
If instead you want to make a vector-drawing program, then you have to keep the individual primitive operations (such as line, rectangles, etc). In that case it still pays off to keep an image for fast repainting, and now the trick becomes how to efficiently update that image when the user modifies the drawing (e.g. by resizing a rectangle). One way to do that is to tile the drawing area into lots of smaller ones, so you only need to recompute the underlying image for the parts that intersect with the object being modified by the user.
In both techniques, you'd use double-buffering just so that the user doesn't perceive flicker. But with double-buffering alone, the "redraw the whole set of points" would still be slow.
Since you haven't give any code, I am guessing that you are using primitive drawing methods (like draw a line or point).
A good option would be to use the Double Buffering technique to do the painting.
Look up GeneralPath.
What you can do is create a Shape class, that'll vary according to what you are going to draw (Rectangle, Triangle, Point, Line, etc.). You should do this even though now you're only drawing points.
When you create your Shape have code that checks what Shape to create, something like a switch/case statement:
...
case PENCIL:
if (generalPath == null) {
generalPath = new GeneralPath();
generalPath.moveTo(p1.x, p1.y);
} else {
generalPath.lineTo(p2.x, p2.y);
}
shape = generalPath;
break;
...
In the code that draws, simply call repaint and the Shape will be drawn.

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