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  • RichEdit VCL and URLs. Workarounds for OnPaint Issues.

    - by HX_unbanned
    So, issue is with the thing Delphi progies scare to death - Rich Edit in Windows ( XP and pre-XP versions ). Situation: I have added EM_AUTOURLDETECTION in OnCreate of form. Target - RichEdit1. Then, I have form, that is "collapsed" after showing form. RichEdit Control is sattic, visible and enabled, but it is "hidden" because form window is collapsed. I can expand and collapse form, using Button1 and changing forms Constraints and Size properties. After first time I expand form, the URL inside RichEdit1 control is highlighted. BUT - After second, third, fourth, etc... time I Collapse and Expand form, the RichEdit1 Control does not highlight URL anymore. I have tried EM_SETTEXTMODE messages, also WM_UPDATEUISTATE, also basic WM_TEXT message - no luck. It sems like this merssage really works ( enables detection ) while sending keyboard strokes ( virtual keycodes ), but not when text has been modified. Also - I am thinking to rewrite code to make RichEdit Control dynamic. Would this fix the problem? Maybe solution is to override OnPaint / OnDraw method to avoid highlight ( formatting ) losing when collapsing or expanding form? Weird is that my Embarcadero Documentation says this function must work in any moment text has been modified. Why it does not work? Any help appreciated. I am making this Community Wiki because this is common problem and togewther we cam find solution, right? :) Also - follow-ups and related Question: http://stackoverflow.com/questions/738694/override-onpaint http://stackoverflow.com/questions/478071/how-to-autodetect-urls-in-richedit-2-0 http://www.vbforums.com/archive/index.php/t-59959.html

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  • hint and textview with right gravity and a singleline

    - by codeScriber
    I've opened a bug but i was wondering if anyone encountered this issue and knows a workaround. If you define a text view with a hint inside it, give it right gravity (android:gravity="right") then if you define android:singleLine=true or android:maxLines="1" or android:scrollHorizonatally="true" you don't see the hint. removing the right gravity returns the hint to the left side, removing all the tree params i mentioned above puts the hint on the right side. i want my hint on the right, but i need a single horizontal line... here's the sample layout that doesn't show the hint: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:padding="5dp"> <EditText android:layout_width="fill_parent" android:layout_gravity="center_vertical|right" android:layout_height="wrap_content" android:layout_margin="6dp" android:textSize="16sp" android:paddingRight="5dp" android:id="@+id/c" android:gravity="right" android:hint="hello!!!" android:scrollHorizontally="true" android:maxLines="1" android:singleLine="true"/> </LinearLayout> i checked on 1.6 and 2.1 emulators and it reproduces 100%, i'm prettysure it's a bug, i don't see the connection between single line and the hint.... what's more the hint got it's own layout in the TextView (mLayout and mHintLayout both exists, in onDraw if the text length is 0 mHintLayout if mHint is not null is used).

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  • Put together tiles in android sdk and use as background

    - by Jon
    In a feeble attempt to learn some Android development am I stuck at graphics. My aim here is pretty simple: Take n small images and build a random image, larger than the screen with possibility to scroll around. Have an animated object move around on it I have looked at the SDK examples, Lunar Lander especially but there are a few things I utterly fail to wrap my head around. I've got a birds view plan (which in my head seems reasonably sane): How do I merge the tiles into one large image? The background is static so I figure I should do like this: Make a 2d array with refs to the tiles Make a large Drawable and draw the tiles on it At init draw this big image as the background At each onDraw redraw the background of the previous spot of the moving object, and the moving object at its new location The problem is the hands on things. I load the small images with "Bitmap img1 = BitmapFactory.decodeResource (res, R.drawable.img1)", but then what? Should I make a canvas and draw the images on it with "canvas.drawBitmap (img1, x, y, null);"? If so how to get a Drawable/Bitmap from that? I'm totally lost here, and would really appreciate some hands on help (I would of course be grateful for general hints as well, but I'm primarily trying to understand the Graphics objects). To make you, dear reader, see my level of confusion will I add my last desperate try: Drawable drawable; Canvas canvas = new Canvas (); Bitmap img1 = BitmapFactory.decodeResource (res, R.drawable.img1); // 50 x 100 px image Bitmap img2 = BitmapFactory.decodeResource (res, R.drawable.img2); // 50 x 100 px image canvas.drawBitmap (img1, 0, 0, null); canvas.drawBitmap (img2, 50, 0, null); drawable.draw (canvas); // obviously wrong as draw == null this.setBackground (drawable); Thanks in advance

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  • Rotate MapView in Android

    - by Matthew B.
    I am writing an Android app where one of the features is that the map will rotate according to the compass (i.e. if the phone is pointing east, the map will be oriented so that the east side of the map is on top). Previous answers that I have found suggested over writing the onDraw() method in mapView, however, the api changed the method to final so it cannot be overwritten. As a result I have tried to overwrite the dispatchDraw() method like so: Note: -compass is a boolean that if true, rotate the view -bearing is a float variable that has the degrees that the view should rotate protected void dispatchDraw(Canvas canvas) { canvas.save(); if (compass) { final float w = this.getWidth(); final float h = this.getHeight(); final float scaleFactor = (float)(Math.sqrt(h * h + w * w) / Math.min(w, h)); final float centerX = w / 2.0f; final float centerY = h / 2.0f; canvas.rotate(bearing, centerX, centerY); canvas.scale(scaleFactor, scaleFactor, centerX, centerY); } super.dispatchDraw(canvas); canvas.restore(); }

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  • Write contents of custom View to large Image file on SD card

    - by JFortney
    I have a class that extends View. I override the onDraw method and allow the user to draw on the screen. I am at the point where I want to save this view as an image. I Can use buildDrawingCache and getDrawingCache to create a bitmap that I can write to the SD card. However, the image is not good quality at a large size, it has jagged edges. Since I have a View and I use Paths I can transform all by drawing to a bigger size. I just don't know how to make the Canvas bigger so when I call getDrawingCache it doesn't crop all the paths I am just transformed. What is happening is I transform all my paths but when I write the Bitmap to file I am only getting the "viewport" of the actual screen size. I want something much bigger. Any help in the right direction would be greatly appreciated. I have been reading the docs and books and am at a loss. Thanks Jon

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  • AvoidXferMode Tolerance

    - by kayahr
    I have a problem with the following code: protected void onDraw(Canvas canvas) { Paint paint = new Paint(); // Draw a blue circle paint.setColor(Color.BLUE); canvas.drawCircle(100, 100, 50, paint); // Draw a red circle where it collides with the blue one paint.setXfermode(new AvoidXfermode(Color.BLUE, 0, Mode.TARGET)); paint.setColor(Color.RED); canvas.drawCircle(50, 50, 50, paint); } According to the API documentation of AvoidXfermode the tolerance value 0 means that it looks for an EXACT color match. This should work here because I specify the same color as I used for drawing the first circle. But the result is that the red circle is not drawn at all. When I use a tolerance value of 255 instead then it works (red circle is drawn where it collides with the blue one) but that sounds wrong because with such a high tolerance I think it should draw the circle EVERYWHERE. So what's wrong here? API Documentation? Android? Me?

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  • How: Start an Activity inside a Thread and use finish() to get back.

    - by Kirk Becker
    Hello, I am programming a game on android. I'm using a Thread while calling a Surface View class to update and draw my game. Inside the update I wanted to start an activity based on if the game has just started and this would launch my MENUS. My Thread for the most part.. while (myThreadRun) { Canvas c = null; try { gameTime = System.currentTimeMillis(); c = myThreadSurfaceHolder.lockCanvas(null); synchronized (myThreadSurfaceHolder) { // Update Game. myThreadSurfaceView.onUpdate(); // Draw Game. myThreadSurfaceView.onDraw(c); You can see there where I am updating the game... here is onUpdate(); protected void onUpdate() { // Test if menu needs to be displayed. while (thread.getMenu()) { // Test if menu activity has been started. if (thread.getMenuRunning() == false) { Intent menuIntent = new Intent(this.getContext(), MyMenu.class); ((Activity) cxt).startActivityForResult(menuIntent, 1); thread.setMenuRunning(true); } } I am using a while loop because if I didn't use it the thread just keeps going. Basically I just don't know how to implement my menus using a thread as a game loop. Everywhere I look it seems like that's best practice. In my menu activity I just display the menu layout and a few buttons and when the person wants to start the game it uses finish() to go back to my thread where they play the game. I am very new to this so any insight will be helpful, Thanks

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  • What is the optimal way to animate a drawable within a view using the animator classes?

    - by littleFluffyKitty
    I have read about Property Animation and Hardware Acceleration but I am still uncertain what is the most efficient way to use the animator classes. (For the sake of this question I don't need to support devices before Honeycomb. So I want to use the animator classes.) For example, say I have a View. In this view I have a BitmapDrawable that I want to fade in. There are also many other elements within the view that won't change. What property or object would be best to use with the animator? The drawable? A paint that I am drawing the bitmap with in onDraw? Something else? How can this be done to be most efficient with hardware acceleration? Will this require calling invalidate for each step of the animation or is there a way to animate just the drawable and not cause the rest of the view to be redrawn completely for each step of the animation? I guess I imagine an optimal case would be the rest of the view not having to be completely redrawn in software, but rather hardware acceleration efficiently fading the drawable. Any suggestions or pointers to recommended approaches? Thanks!

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  • Android onFling not responding

    - by Kevin Moore
    I am new to android first of all so think of any newbie mistakes first I am trying to add a fling function in my code. public class MainGamePanel extends SurfaceView implements SurfaceHolder.Callback, OnGestureListener { private MainThread thread; private Droid droid; private Droid droid2; private static final String TAG = gameView.class.getSimpleName(); private GestureDetector gestureScanner; public MainGamePanel(Context context){ super(context); getHolder().addCallback(this); droid = new Droid(BitmapFactory.decodeResource(getResources(), R.drawable.playerbox2), 270, 300); droid2 = new Droid(BitmapFactory.decodeResource(getResources(), R.drawable.playerbox2), 50, 300); thread = new MainThread(getHolder(), this); setFocusable(true); gestureScanner = new GestureDetector(this); } public boolean onTouchEvent(MotionEvent event){ return gestureScanner.onTouchEvent(event); } @Override protected void onDraw(Canvas canvas){ canvas.drawColor(Color.BLACK); droid.draw(canvas); droid2.draw(canvas); } @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { droid.setX(50); droid.setY(50); Log.d(TAG, "Coords: x=" + e1.getX() + ",y=" + e2.getY()); return true; } @Override public boolean onDown(MotionEvent e) { droid2.setX((int)e.getX()); droid2.setY((int)e.getY()); Log.d(TAG, "Coords: x=" + e.getX() + ",y=" + e.getY()); return false; } I got the gestureListener to work with: onDown, onLongPress, and onShowPress. But i can't get any response with onFling, onSingleTapUp, and onScroll. What mistake am I making? does it have to do with views? I don't know what code would be useful to see.... so any suggestions would be much appreciated. Thank You!

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  • How can I avoid garbage collection delays in Java games? (Best Practices)

    - by Brian
    I'm performance tuning interactive games in Java for the Android platform. Once in a while there is a hiccup in drawing and interaction for garbage collection. Usually it's less than one tenth of a second, but sometimes it can be as large as 200ms on very slow devices. I am using the ddms profiler (part of the Android SDK) to search out where my memory allocations come from and excise them from my inner drawing and logic loops. The worst offender had been short loops done like, for(GameObject gob : interactiveObjects) gob.onDraw(canvas); where every single time the loop was executed there was an iterator allocated. I'm using arrays (ArrayList) for my objects now. If I ever want trees or hashes in an inner loop I know that I need to be careful or even reimplement them instead of using the Java Collections framework since I can't afford the extra garbage collection. That may come up when I'm looking at priority queues. I also have trouble where I want to display scores and progress using Canvas.drawText. This is bad, canvas.drawText("Your score is: " + Score.points, x, y, paint); because Strings, char arrays and StringBuffers will be allocated all over to make it work. If you have a few text display items and run the frame 60 times a second that begins to add up and will increase your garbage collection hiccups. I think the best choice here is to keep char[] arrays and decode your int or double manually into it and concatenate strings onto the beginning and end. I'd like to hear if there's something cleaner. I know there must be others out there dealing with this. How do you handle it and what are the pitfalls and best practices you've discovered to run interactively on Java or Android? These gc issues are enough to make me miss manual memory management, but not very much.

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  • Dynamically adding custom view to RemoteViews

    - by Naidu
    Could any help me to do this?My code is like: public CustomClass extends View { //uses ondraw() to do something } For displaying my custom view on HomeScreen i created a class to extend Broadcast Receiver public class customAppWidgetProvider extends BroadcastReceiver { public void onReceive(Context context, Intent intent) { String action = intent.getAction(); if (AppWidgetManager.ACTION_APPWIDGET_UPDATE.equals(action)) { RemoteViews views = new RemoteViews(context.getPackageName(), R.layout.main); //Here i want to create my custom view class object and i want to add this view to linear layout in main.xml CustomClass object = new CustomClass(context) ; LinearLayout layout = new LinearLayout(context) ; layout.setLayoutParameters(new LayoutParameters(LayoutParams.WRAP_CONTENT,LayoutParams.WRAP_CONTENT)); layout.addView(object); views.addview(R.id.linearlayout, (ViewGroup) layout) ; views.setOnClickPendingIntent(R.id.analog_appwidget, PendingIntent.getActivity(context, 0, new Intent(context, AlarmClock.class), PendingIntent.FLAG_CANCEL_CURRENT)); int[] appWidgetIds = intent.getIntArrayExtra( AppWidgetManager.EXTRA_APPWIDGET_IDS); AppWidgetManager gm = AppWidgetManager.getInstance(context); gm.updateAppWidget(appWidgetIds, views); } } } But adding viewgroup to RemoteView reference is not working... above main.xml contains only LinearLayout.I want to add custom view object to it.But after running this not showing anything on screen.. please help me to do this.Thanks in Advance.

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  • Collision Error

    - by Manji
    I am having trouble with collision detection part of the game. I am using touch events to fire the gun as you will see in the video. Note, the android icon is a temporary graphic for the bullets When ever the user touches (represented by clicks in the video)the bullet appears and kills random sprites. As you can see it never touches the sprites it kills or kill the sprites it does touch. My Question is How do I fix it, so that the sprite dies when the bullet hits it? Collision Code snippet: //Handles Collision private void CheckCollisions(){ synchronized(mSurfaceHolder){ for (int i = sprites.size() - 1; i >= 0; i--){ Sprite sprite = sprites.get(i); if(sprite.isCollision(bullet)){ sprites.remove(sprite); mScore++; if(sprites.size() == 0){ mLevel = mLevel +1; currentLevel++; initLevel(); } break; } } } } Sprite Class Code Snippet: //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } EDIT 1: Sprite Class: public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private HitmanView gameView; private Bitmap bmp; private int x; private int y; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Sprite(HitmanView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollision(float x2, float y2){ return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } } Bullet Class: public class Bullet { int mX; int mY; private Bitmap mBitmap; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Bullet (Bitmap mBitmap){ this.mBitmap = mBitmap; } public void draw(Canvas canvas, int mX, int mY) { this.mX = mX; this.mY = mY; canvas.drawBitmap(mBitmap, mX, mY, null); } }

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  • Android 2.1 GoogleMaps ItemizedOverlay ConcurrentModificationException

    - by Soumya Simanta
    Hi, I cannot figure out the origin of the ConcurrentModificationException. In my activity I'm calling updateMapOverlay(). I'm also calling updateMapOverlay() inside another Thread (a TimerTask) that is invoked on regular intervals. I'm taking the appropriate locks when invoking updateMapOverlay() from both the threads. Is this problem being caused because I'm invoking updateMapOverlay from inside a non-UI thread (i.e., TimerTask). Has anyone else faced a similar issue ? private void updateMapOverlay() { this.itemizedOverlay.refreshItems(createOverlayItemsList()); List<Overlay> overlays = mapView.getOverlays(); overlays.clear(); overlays.add(cotItemizedOverlay); this.mapview.invalidate(); } Thanks. Exception: W/dalvikvm(10641): threadid=3: thread exiting with uncaught exception (group=0x4001b180) E/AndroidRuntime(10641): Uncaught handler: thread main exiting due to uncaught exception E/AndroidRuntime(10641): java.util.ConcurrentModificationException E/AndroidRuntime(10641): at java.util.AbstractList$SimpleListIterator.next(AbstractList.java:64) E/AndroidRuntime(10641): at com.google.android.maps.OverlayBundle.draw(OverlayBundle.java:41) E/AndroidRuntime(10641): at com.google.android.maps.MapView.onDraw(MapView.java:494) E/AndroidRuntime(10641): at android.view.View.draw(View.java:6535) E/AndroidRuntime(10641): at android.view.ViewGroup.drawChild(ViewGroup.java:1531) E/AndroidRuntime(10641): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime(10641): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime(10641): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime(10641): at android.view.View.draw(View.java:6538) E/AndroidRuntime(10641): at android.widget.FrameLayout.draw(FrameLayout.java:352) E/AndroidRuntime(10641): at android.view.ViewGroup.drawChild(ViewGroup.java:1531) E/AndroidRuntime(10641): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime(10641): at android.view.ViewGroup.drawChild(ViewGroup.java:1529) E/AndroidRuntime(10641): at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1258) E/AndroidRuntime(10641): at android.view.View.draw(View.java:6538) E/AndroidRuntime(10641): at android.widget.FrameLayout.draw(FrameLayout.java:352) E/AndroidRuntime(10641): at com.android.internal.policy.impl.PhoneWindow$DecorView.draw(PhoneWindow.java:1830) E/AndroidRuntime(10641): at android.view.ViewRoot.draw(ViewRoot.java:1349) E/AndroidRuntime(10641): at android.view.ViewRoot.performTraversals(ViewRoot.java:1114) E/AndroidRuntime(10641): at android.view.ViewRoot.handleMessage(ViewRoot.java:1633) E/AndroidRuntime(10641): at android.os.Handler.dispatchMessage(Handler.java:99) E/AndroidRuntime(10641): at android.os.Looper.loop(Looper.java:123) E/AndroidRuntime(10641): at android.app.ActivityThread.main(ActivityThread.java:4363) E/AndroidRuntime(10641): at java.lang.reflect.Method.invokeNative(Native Method) E/AndroidRuntime(10641): at java.lang.reflect.Method.invoke(Method.java:521) E/AndroidRuntime(10641): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) E/AndroidRuntime(10641): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) E/AndroidRuntime(10641): at dalvik.system.NativeStart.main(Native Method) I/Process ( 95): Sending signal. PID: 10641 SIG: 3

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  • android spinning image

    - by user270811
    hi, i am trying to create two spinning wheels, as in pulleys, so everytime the attached rope moves, the two pulleys will rotate. i have tried two approaches: 1) use Matrix.postRotate within the onDraw() method of the View class, which calls the following: private void drawSpinningWheel(Canvas canvas) { try { canvas.save(); Bitmap bitmapOrg = null; int iDrawable = R.drawable.spinning_button; bitmapOrg = BitmapFactory.decodeResource(getResources(), iDrawable); if(bitmapOrg != null) { int width = bitmapOrg.getWidth(); int height = bitmapOrg.getHeight(); int newWidth = 24; int newHeight = 24; // calculate the scale - in this case = 0.4f float scaleWidth = ((float) newWidth) / width; float scaleHeight = ((float) newHeight) / height; // createa matrix for the manipulation Matrix matrix = new Matrix(); // resize the bit map matrix.postScale(scaleWidth, scaleHeight); matrix.postRotate((float) mDegrees++); Bitmap resizedBitmap = Bitmap.createBitmap(bitmapOrg, 0, 0, width, height, matrix, true); canvas.drawBitmap(resizedBitmap, matrix, null); } canvas.restore(); } catch(Exception e) { Log.e(TAG + "drawSpinningWheel", e.getMessage()); } } but it seems like the image not only spins but rotates around another axis 2) use SurfaceView and a separate thread, in the run() call this: private void doDraw(Canvas canvas) { // Draw the background image. Operations on the Canvas accumulate // so this is like clearing the screen. canvas.drawBitmap(mBackgroundImage, 0, 0, null); int yTop = mCanvasHeight - ((int) mY + mSpinningWheelImageHeight / 2); int xLeft = (int) mX - mSpinningWheelImageWidth / 2; ... // Draw the ship with its current rotation canvas.save(); canvas.rotate((float) mHeading++, (float) mX, mCanvasHeight - (float) mY); mSpinningWheelImage.setBounds(xLeft, yTop, xLeft + mSpinningWheelImageWidth, yTop + mSpinningWheelImageHeight); mSpinningWheelImage.draw(canvas); canvas.restore(); } i get the spinning to work but i can't add another spinning wheel. i even tried to create another thread for the second spinning wheel, only one shows up. can someone point me in the right direction? thanks.

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  • detect face from image and crop face from that photo

    - by Siddhpura Amit
    I have done coding in that i am successfully getting face with rectangle drawing now i want to crop that rectangle area. if there are many rectangle( mean many faces) than user can select one of the face or rectangle and that rectangle areal should be cropped can any body help me... Below is my code class AndroidFaceDetector extends Activity { public String path; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Bundle bundle = this.getIntent().getExtras(); path = bundle.getString("mypath"); setContentView(new myView(this)); } class myView extends View { private int imageWidth, imageHeight; private int numberOfFace = 5; private FaceDetector myFaceDetect; private FaceDetector.Face[] myFace; float myEyesDistance; int numberOfFaceDetected; Bitmap myBitmap; public myView(Context context) { super(context); System.out.println("CONSTRUCTOR"); System.out.println("path = "+path); if (path != null) { BitmapFactory.Options BitmapFactoryOptionsbfo = new BitmapFactory.Options(); BitmapFactoryOptionsbfo.inPreferredConfig = Bitmap.Config.RGB_565; myBitmap = BitmapFactory.decodeFile(path, BitmapFactoryOptionsbfo); imageWidth = myBitmap.getWidth(); imageHeight = myBitmap.getHeight(); myFace = new FaceDetector.Face[numberOfFace]; myFaceDetect = new FaceDetector(imageWidth, imageHeight, numberOfFace); numberOfFaceDetected = myFaceDetect.findFaces(myBitmap, myFace); } else { Toast.makeText(AndroidFaceDetector.this, "Please Try again", Toast.LENGTH_SHORT).show(); } } @Override protected void onDraw(Canvas canvas) { System.out.println("ON DRAW IS CALLED"); if (myBitmap != null) { canvas.drawBitmap(myBitmap, 0, 0, null); Paint myPaint = new Paint(); myPaint.setColor(Color.GREEN); myPaint.setStyle(Paint.Style.STROKE); myPaint.setStrokeWidth(3); for (int i = 0; i < numberOfFaceDetected; i++) { Face face = myFace[i]; PointF myMidPoint = new PointF(); face.getMidPoint(myMidPoint); myEyesDistance = face.eyesDistance(); canvas.drawRect((int) (myMidPoint.x - myEyesDistance), (int) (myMidPoint.y - myEyesDistance), (int) (myMidPoint.x + myEyesDistance), (int) (myMidPoint.y + myEyesDistance), myPaint); } } } } }

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  • draw ellipse in MFC C++ just use OPENGL?

    - by taki
    i trying to draw ellipse in MFC C++ just use OPENGL. it ran for the resulting ellipse but it is not correct mouse coordinates. My code: in class Ellispe.cpp void VeEllispe::putPixel(int x,int y,int xc, int yc) { glBegin(GL_POINTS);// bat dau bang ve diem glVertex2i(xc+x,yc+y); glVertex2i(xc-x,yc-y); glVertex2i(xc+x,yc-y); glVertex2i(xc-x,yc+y); glEnd(); } void VeEllispe::Draw(int a, int b,int xc,int yc) { int x = 0; int y = b; float a2 = (a*a); float b2 = (b*b); float p = b2 - a2*b + 0.25*a2; while(2*b2*x <= 2*y*a2) { putPixel(x,y,xc,yc); if (p < 0) p+= 2*b2*x + 3*b2; else { p+= 2*b2*x + 3*b2 - 2*a2*y + 2*a2; y--; } x++; } x = a; y = 0; p = a2 - b2*a + 0.25*b2; while(2*a2*y <= 2*x*b2) { putPixel(x,y,xc, yc); if (p < 0) p+= 2*a2*y + 3*a2; else { p+= 2*a2*y + 3*a2 - 2*b2*x + 2*b2; x--; } y++; } } in class XYZView.cpp . . VeEllispe e; void Cbaitap1View::OnDraw(CDC* /*pDC*/) { Cbaitap1Doc* pDoc = GetDocument(); ASSERT_VALID(pDoc); if (!pDoc) return; wglMakeCurrent(m_hDC,m_hRC); glClear(GL_COLOR_BUFFER_BIT); glClearColor(1.0,1.0,1.0,0.0); glColor3f(0.0,0.0,1.0); glPointSize(2); if (state==4) e.Draw(X2,Y2,X1,Y1); glFlush(); SwapBuffers(::GetDC(GetSafeHwnd())); wglMakeCurrent(NULL,NULL); } And if possible, can you teach me the document to drawing triangles or parapol use OPENGL?

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  • Problem accessing updated variables within OnTouch

    - by Jay Smith
    I have an OnTouch and a setOnTouchListener that updates varibles which contain screen coord info. The problem is it doesnt seem to ever update them. On line 78, RGB.setText(test); it never changes from 0.0. If i were to move that line and the line above it into the onTouch it updates. any idea what is wrong? Thank you. package com.evankimia.huskybus; import com.test.huskybus.R; import android.app.Activity; import android.os.Bundle; import android.view.MotionEvent; import android.view.View; import android.view.View.OnTouchListener; import android.widget.TextView; public class HuskyBus extends Activity { TextView RGB; private CampusMap mCampusMap; private float startX = 0; //track x from one ACTION_MOVE to the next private float startY = 0; //track y from one ACTION_MOVE to the next float scrollByX = 0; //x amount to scroll by float scrollByY = 0; //y amount to scroll by /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); RGB = (TextView) findViewById(R.id.coordBox); mCampusMap = (CampusMap) findViewById(R.id.map); mCampusMap.setOnTouchListener(new OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent event) { // TODO Auto-generated method stub switch (event.getAction()) { case MotionEvent.ACTION_DOWN: // Remember our initial down event location. startX = event.getRawX(); startY = event.getRawY(); break; case MotionEvent.ACTION_MOVE: float x = event.getRawX(); float y = event.getRawY(); // Calculate move update. This will happen many times // during the course of a single movement gesture. scrollByX = x - startX; //move update x increment scrollByY = y - startY; //move update y increment startX = x; //reset initial values to latest startY = y; mCampusMap.invalidate(); break; }//end switch return false; } ; }); //end onDraw? String test = "" + scrollByX; RGB.setText(test); } }

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  • Stuck in Infinite Loop while PostInvalidating

    - by Nicholas Roge
    I'm trying to test something, however, the loop I'm using keeps getting stuck while running. It's just a basic lock thread while doing something else before continuing kind of loop. I've double checked that I'm locking AND unlocking the variable I'm using, but regardless it's still stuck in the loop. Here are the segments of code I have that cause the problem: ActualGame.java: Thread thread=new Thread("Dialogue Thread"){ @Override public void run(){ Timer fireTimer=new Timer(); int arrowSequence=0; gameHandler.setOnTouchListener( new OnTouchListener(){ @Override public boolean onTouch(View v, MotionEvent me) { //Do something. if(!gameHandler.fireTimer.getActive()){ exitLoop=true; } return false; } } ); while(!exitLoop){ while(fireTimer.getActive()||!gameHandler.drawn); c.drawBitmap(SpriteSheet.createSingleBitmap(getResources(), R.drawable.dialogue_box,240,48),-48,0,null); c.drawBitmap(SpriteSheet.createSingleBitmap(getResources(),R.drawable.dialogue_continuearrow,32,16,8,16,arrowSequence,0),-16,8,null); gameHandler.drawn=false; gameHandler.postInvalidate(); if(arrowSequence+1==4){ arrowSequence=0; exitLoop=true; }else{ arrowSequence++; } fireTimer.startWait(100); } gameHandler.setOnTouchListener(gameHandler.defaultOnTouchListener); } }; thread.run(); And the onDraw method of GameHandler: canvas.scale(scale,scale); canvas.translate(((screenWidth/2)-((terrainWidth*scale)/2))/scale,((screenHeight/2)-((terrainHeight*scale)/2))/scale); canvas.drawColor(Color.BLACK); for(int layer=0;layer(less than)tiles.length;layer++){ if(layer==playerLayer){ canvas.drawBitmap(playerSprite.getCurrentSprite(), playerSprite.getPixelLocationX(), playerSprite.getPixelLocationY(), null); continue; } for(int y=0;y(less than)tiles[layer].length;y++){ for(int x=0;x(less than)tiles[layer][y].length;x++){ if(layer==0&&tiles[layer][y][x]==null){ tiles[layer][y][x]=nullTile; } if(tiles[layer][y][x]!=null){ runningFromTileEvent=false; canvas.drawBitmap(tiles[layer][y][x].associatedSprite.getCurrentSprite(),x*tiles[layer][y][x].associatedSprite.spriteWidth,y*tiles[layer][y][x].associatedSprite.spriteHeight,null); } } } } for(int i=0;i(less than)canvasEvents.size();i++){ if(canvasEvents.elementAt(i).condition(this)){ canvasEvents.elementAt(i).run(canvas,this); } } Log.e("JapaneseTutor","Got here.[1]"); drawn=true; Log.e("JapaneseTutor","Got here.[2]"); If you need to see the Timer class, or the full length of the GameHandler or ActualGame classes, just let me know.

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  • OpenGL, how to set a monochrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :)

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  • OpenGL, how to set a monocrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :) Thank's

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  • Update View at runtime in Android

    - by seretur
    The example is pretty straightforward: i want to let the user know about what the app is doing by just showing a text (canvas.drawText()). Then, my first message appears, but not the other ones. I mean, i have a "setText" method but it doesn't updates. onCreate(Bundle bundle) { super.onCreate(bundle); setContentView(splash); // splash is the view class loadResources(); splash.setText("this"); boundWebService(); splash.setText("that"): etc(); splash.setText("so on"); } The view's text drawing works by doing just a drawText in onDraw();, so setText changes the text but doesn't show it. Someone recommended me replacing the view with a SurfaceView, but it would be alot of trouble for just a couple of updates, SO... how the heck can i update the view dinamically at runtime? It should be quite simple, just showing a text for say 2 seconds and then the main thread doing his stuff and then updating the text... Thanks! Update: I tried implementing handler.onPost(), but is the same story all over again. Let me put you the code: package coda.tvt; import android.app.Activity; import android.graphics.Canvas; import android.graphics.Paint; import android.os.Bundle; import android.view.View; import android.widget.TextView; import android.widget.Toast; public class ThreadViewTestActivity extends Activity { Thread t; Splash splash; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); splash = new Splash(this); t = new Thread(splash); t.start(); splash.setTextow("OA"); try { Thread.sleep(4000); } catch (InterruptedException e) { } splash.setTextow("LALA"); } } And: public class Splash implements Runnable { Activity activity; final Handler myHandler = new Handler(); public Splash(Activity activity) { this.activity=activity; } @Override public void run() { // TODO Auto-generated method stub } public synchronized void setTextow(final String textow) { // Wrap DownloadTask into another Runnable to track the statistics myHandler.post(new Runnable() { @Override public void run() { TextView t = (TextView)activity.findViewById(R.id.testo); t.setText(textow); t.invalidate(); } }); } } Although splash is in other thread, i put a sleep on the main thread, i use the handler to manage UI and everything, it doesn't changes a thing, it only shows the last update.

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  • How to manage a MotionEvent going from one View to another?

    - by Darren
    I have a SurfaceView that takes up part of the screen, and some buttons along the bottom. When a button is pressed and the user drags, I want to be able to drag a picture (based on the button) onto the SurfaceView and have it drawn there. I want to be able to use clickListeners and the like, and not just have a giant SurfaceView with me writing code to detect where the user pressed and if it's a button, etc. I have somewhat of a solution, but it seems a bit of a hack to me. What is the best way to accomplish this using the framework intelligently? Part of my XML: <RelativeLayout android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" android:background="@drawable/background"> <!-- Place buttons along the bottom --> <RelativeLayout android:id="@+id/bottom_bar" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="40dip" android:layout_alignParentBottom="true" android:background="@null"> <ImageButton android:id="@+id/btn_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerVertical="true" android:background="@null" android:src="@drawable/btn_1"> </ImageButton> <!-- More buttons here... --> </RelativeLayout> <!-- Place the SurfaceView in a frame so we can stack on top of it --> <FrameLayout android:layout_width="fill_parent" android:layout_height="0px" android:layout_weight="1" android:layout_above="@id/bottom_bar"> <com.project.question.MySurfaceView android:id="@+id/my_view" android:layout_width="fill_parent" android:layout_height="fill_parent" /> </FrameLayout> And the relevant Java code in MySurfaceView, which extends SurfaceView. mTouchX and Y are used in the onDraw method to draw the image: @Override public boolean onTouchEvent(MotionEvent event){ mTouchX = (int) event.getX(); mTouchY = (int) event.getY(); return true; } public void onButtonTouchEvent(MotionEvent event){ event.setLocation(event.getX(), event.getY() + mScreenHeight); onTouchEvent(event); } Finally, the activity: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); setContentView(R.layout.my_surface); mView = (MySurfaceView) findViewById(R.id.my_view); mSurfaceHeight = mView.getHeight(); mBtn = (ImageButton) findViewById(R.id.btn_1); mBtn.setOnTouchListener(mTouchListener); } OnTouchListener mTouchListener = new OnTouchListener() { public boolean onTouch(View v, MotionEvent event) { int [] location = new int[2]; v.getLocationOnScreen(location); event.setLocation(event.getX() + location[0], event.getY()); mView.onButtonTouchEvent(event); return true; } }; Strangely, one has to add to the x-coordinate in the activity, then add to the y coordinate in the View. Otherwise, it doesn't show up in the correct position. If you add nothing, something drawn using mTouchX and mTouchY will show up in the upper left corner of the SurfaceView. Any direction would be greatly appreciated. If I'm going about this completely the wrong way, that would be good information too.

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  • NullPointerException in ItemizedOverlay.getIndexToDraw

    - by lyricsboy
    I have a relatively simple MapActivity that I'm trying to make display a list of "camps" within a given map region. I've created a custom subclass of OverlayItem called CampOverlayItem, a custom ItemizedOverlay called CampsOverlay that returns CampOverlayItems, and of course a MapActivity subclass that populates the map. I'm pulling the overlay data from a database using an AsyncTask as created in my activity. The AsyncTask is triggered from a ViewTreeObserver.OnGlobalLayoutListener attached to the MapView. In the onPostExecute method of the AsyncTask, I create a new instance of my CampsOverlay class and pass it a list of the camps returned from the database (which are fetched in doInBackground). I then call: mapView.getOverlays().add(newOverlay); where newOverlay is the CampsOverlay I just created. All of this code runs without error, but when the Map tries to draw itself, I get a NullPointerException with the following stack trace: java.lang.NullPointerException at com.google.android.maps.ItemizedOverlay.getIndexToDraw(ItemizedOverlay.java: 211) at com.google.android.maps.ItemizedOverlay.draw(ItemizedOverlay.java:240) at com.google.android.maps.Overlay.draw(Overlay.java:179) at com.google.android.maps.OverlayBundle.draw(OverlayBundle.java: 42) at com.google.android.maps.MapView.onDraw(MapView.java:476) at android.view.View.draw(View.java:6274) at android.view.ViewGroup.drawChild(ViewGroup.java:1526) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1256) at android.view.ViewGroup.drawChild(ViewGroup.java:1524) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1256) at android.view.View.draw(View.java:6277) at android.widget.FrameLayout.draw(FrameLayout.java:352) at android.view.ViewGroup.drawChild(ViewGroup.java:1526) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1256) at android.view.ViewGroup.drawChild(ViewGroup.java:1524) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1256) at android.view.ViewGroup.drawChild(ViewGroup.java:1524) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1256) at android.view.ViewGroup.drawChild(ViewGroup.java:1524) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1256) at android.view.ViewGroup.drawChild(ViewGroup.java:1524) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1256) at android.view.View.draw(View.java:6277) at android.widget.FrameLayout.draw(FrameLayout.java:352) at android.view.ViewGroup.drawChild(ViewGroup.java:1526) at android.view.ViewGroup.dispatchDraw(ViewGroup.java:1256) at android.view.View.draw(View.java:6277) at android.widget.FrameLayout.draw(FrameLayout.java:352) at com.android.internal.policy.impl.PhoneWindow $DecorView.draw(PhoneWindow.java:1883) at android.view.ViewRoot.draw(ViewRoot.java:1332) at android.view.ViewRoot.performTraversals(ViewRoot.java:1097) at android.view.ViewRoot.handleMessage(ViewRoot.java:1613) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:123) at android.app.ActivityThread.main(ActivityThread.java:4203) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:521) at com.android.internal.os.ZygoteInit $MethodAndArgsCaller.run(ZygoteInit.java:791) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) at dalvik.system.NativeStart.main(Native Method) Because it seems particularly relevant, here is the code for my ItemizedOverlay subclass: public class CampsOverlay extends ItemizedOverlay<CampOverlayItem> { private ArrayList<Camp> camps = null; public CampsOverlay(Drawable defaultMarker, ArrayList<Camp> theCamps) { super(defaultMarker); this.camps = theCamps; } @Override protected CampOverlayItem createItem(int i) { Camp camp = camps.get(i); CampOverlayItem item = new CampOverlayItem(camp); return item; } @Override protected boolean onTap(int index) { // TODO Auto-generated method stub return super.onTap(index); } @Override public int size() { return camps.size(); } } Does anyone have any idea what could be happening here? I've attempted to verify that everything I have control over is non-null. I can provide more code if necessary.

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  • screnshot in android

    - by ujjawal
    The following is the code I am using to take a screen shot using GLSurfaceView. But I dont know why the onDraw() method in the GLSurfaceView.Renderer Class is not being called. Please if some one can look at the code below and point out what am I doing wrong.`public class MainActivity extends Activity { private GLSurfaceView mGLView; int x,y,w,h; Display disp; /** Called when the activity is first created. */ @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); // ToDo add your GUI initialization code here setContentView(R.layout.main); x=0; y=0; disp = getWindowManager().getDefaultDisplay(); w = disp.getWidth(); h = disp.getHeight(); mGLView = new ClearGLSurfaceView(this); } class ClearGLSurfaceView extends GLSurfaceView { public ClearGLSurfaceView(Context context) { super(context); setDebugFlags(DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS); mRenderer = new ClearRenderer(); setRenderer(mRenderer); } ClearRenderer mRenderer; } class ClearRenderer implements GLSurfaceView.Renderer { public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Do nothing special. } public void onSurfaceChanged(GL10 gl, int w, int h) { //gl.glViewport(0, 0, w, h); } public void onDrawFrame(GL10 gl) { //gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); int b[]=new int[w*(y+h)]; int bt[]=new int[w*h]; IntBuffer ib=IntBuffer.wrap(b); ib.position(0); gl.glReadPixels(x, 0, w, y+h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, ib); for(int i=0, k=0; i<h; i++, k++) {//remember, that OpenGL bitmap is incompatible with Android bitmap //and so, some correction need. for(int j=0; j<w; j++) { int pix=b[i*w+j]; int pb=(pix>>16)&0xff; int pr=(pix<<16)&0x00ff0000; int pix1=(pix&0xff00ff00) | pr | pb; bt[(h-k-1)*w+j]=pix1; } } Bitmap bmp = Bitmap.createBitmap(bt, w, h,Bitmap.Config.ARGB_8888); try { File f = new File("/sdcard/testpicture.png"); f.createNewFile(); FileOutputStream fos=new FileOutputStream(f); bmp.compress(CompressFormat.PNG, 100, fos); try { fos.flush(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } try { fos.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch(IOException e) { e.printStackTrace(); } } } } ` Please someone help me out. I have just started learning to work on android.

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  • Drawing lines between views in a TableLayout

    - by RiThBo
    Firstly - sorry if you saw my other question which I deleted. My question was flawed. Here is a better version If I have two views, how do I draw a (straight) line between them when one of them is touched? The line needs to be dynamic so it can follow the finger until it reaches the second view where it "locks on". So, when view1 is touched a straight line is drawn which then follows the finger until it reaches view2. I created a LineView class that extends view, but I don't how to proceed. I read some tutorials but none show how to do this. I think I need to get the coordinates of both view, and then create a path which "updates" on MotionEvent. I can get the coordinates and the ids of the views I want to draw a line between, but the line that I try to draw between them either goes above it, or the line does not reach past the width and height of the view. Any advice/code/clarity would be much appreciated! Here is some code: My layout. I want to draw a line between two views contained in theTableLayout.# <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/activity_game_relative_layout" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <TableLayout android:layout_marginTop="35dp" android:layout_marginBottom="35dp" android:id="@+id/tableLayout1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" > <TableRow android:id="@+id/table_row_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="5dip" > <com.example.view.DotView android:id="@+id/game_dot_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_3" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> </TableRow> <TableRow android:id="@+id/table_row_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="5dip" > <com.example.view.DotView android:id="@+id/game_dot_7" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_8" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.dotte.DotView android:id="@+id/game_dot_9" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> </TableRow> </TableLayout> </RelativeLayout> This is my LineView class. I use this to try and draw the actual line between the points. public class LineView extends View { Paint paint = new Paint(); float startingX, startingY, endingX, endingY; public LineView(Context context) { super(context); // TODO Auto-generated constructor stub paint.setColor(Color.BLACK); paint.setStrokeWidth(10); } public void setPoints(float startX, float startY, float endX, float endY) { startingX = startX; startingY = startY; endingX = endX; endingY = endY; invalidate(); } @Override public void onDraw(Canvas canvas) { canvas.drawLine(startingX, startingY, endingX, endingY, paint); } } And this is my Activity. public class Game extends Activity { DotView dv1, dv2, dv3, dv4, dv5, dv6, dv7; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_game); getWindow().getDecorView().setSystemUiVisibility( View.SYSTEM_UI_FLAG_LOW_PROFILE); findDotIds(); RelativeLayout rl = (RelativeLayout) findViewById(R.id.activity_game_relative_layout); LineView lv = new LineView(this); lv.setPoints(dv1.getLeft(), dv1.getTop(), dv7.getLeft(), dv7.getTop()); rl.addView(lv); // TODO: Get the coordinates of all the dots in the TableLayout. Use view tree observer. } private void findDotIds() { // TODO Auto-generated method stub dv1 = (DotView) findViewById(R.id.game_dot_1); dv2 = (DotView) findViewById(R.id.game_dot_2); dv3 = (DotView) findViewById(R.id.game_dot_3); dv4 = (DotView) findViewById(R.id.game_dot_4); dv5 = (DotView) findViewById(R.id.game_dot_5); dv6 = (DotView) findViewById(R.id.game_dot_6); dv7 = (DotView) findViewById(R.id.game_dot_7); } } The views I want to draw lines between are in the TableLayout.

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