285 lines
11 KiB
Plaintext
285 lines
11 KiB
Plaintext
page.title=Custom Drawing
|
|
parent.title=Creating Custom Views
|
|
parent.link=index.html
|
|
|
|
trainingnavtop=true
|
|
previous.title=Creating a View Class
|
|
previous.link=create-view.html
|
|
next.title=Making the View Interactive
|
|
next.link=making-interactive.html
|
|
|
|
@jd:body
|
|
|
|
<div id="tb-wrapper">
|
|
<div id="tb">
|
|
|
|
<h2>This lesson teaches you to</h2>
|
|
<ol>
|
|
<li><a href="#ondraw">Override onDraw()</a></li>
|
|
<li><a href="#createobject">Create Drawing Objects</a></li>
|
|
<li><a href="#layoutevent">Handle Layout Events</a></li>
|
|
<li><a href="#draw">Draw!</a></li>
|
|
</ol>
|
|
|
|
<h2>You should also read</h2>
|
|
<ul>
|
|
<li><a href="{@docRoot}guide/topics/graphics/2d-graphics.html">
|
|
Canvas and Drawables</a></li>
|
|
</ul>
|
|
<h2>Try it out</h2>
|
|
<div class="download-box">
|
|
<a href="{@docRoot}shareables/training/CustomView.zip"
|
|
class="button">Download the sample</a>
|
|
<p class="filename">CustomView.zip</p>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
<p>The most important part of a custom view is its appearance. Custom drawing can be easy or complex
|
|
according to your
|
|
application's needs. This lesson covers some of the most common operations.</p>
|
|
|
|
<h2 id="overrideondraw">Override onDraw()</h2>
|
|
|
|
<p>The most important step in drawing a custom view is to override the {@link
|
|
android.view.View#onDraw(android.graphics.Canvas) onDraw()} method. The parameter to {@link
|
|
android.view.View#onDraw(android.graphics.Canvas) onDraw()} is a {@link
|
|
android.graphics.Canvas Canvas} object that the view can use to draw itself. The {@link
|
|
android.graphics.Canvas Canvas}
|
|
class defines methods for drawing text, lines, bitmaps, and many other graphics primitives. You can
|
|
use these methods in
|
|
{@link
|
|
android.view.View#onDraw(android.graphics.Canvas) onDraw()} to create your custom user interface (UI).</p>
|
|
|
|
<p>Before you can call any drawing methods, though, it's necessary to create a {@link
|
|
android.graphics.Paint Paint}
|
|
object. The next section discusses {@link android.graphics.Paint Paint} in more detail.</p>
|
|
|
|
<h2 id="createobject">Create Drawing Objects</h2>
|
|
|
|
<p>The {@link android.graphics} framework divides drawing into two areas:</p>
|
|
|
|
<ul>
|
|
<li><i>What</i> to draw, handled by {@link android.graphics.Canvas Canvas}</li>
|
|
<li><i>How</i> to draw, handled by {@link android.graphics.Paint}.</li>
|
|
</ul>
|
|
|
|
<p>For instance, {@link android.graphics.Canvas Canvas} provides a method to draw a line, while
|
|
{@link
|
|
android.graphics.Paint Paint} provides methods to define that line's color. {@link
|
|
android.graphics.Canvas Canvas} has a
|
|
method to draw a rectangle, while {@link android.graphics.Paint Paint} defines whether to fill that
|
|
rectangle with a
|
|
color or leave it empty. Simply put, {@link android.graphics.Canvas Canvas} defines shapes that you
|
|
can draw on the
|
|
screen, while {@link android.graphics.Paint Paint} defines the color, style, font, and so forth of
|
|
each shape you
|
|
draw.</p>
|
|
|
|
<p>So, before you draw anything, you need to create one or more {@link android.graphics.Paint Paint}
|
|
objects. The {@code PieChart} example does this in a method called {@code init}, which is
|
|
called from the
|
|
constructor:</p>
|
|
|
|
<pre>
|
|
private void init() {
|
|
mTextPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
|
|
mTextPaint.setColor(mTextColor);
|
|
if (mTextHeight == 0) {
|
|
mTextHeight = mTextPaint.getTextSize();
|
|
} else {
|
|
mTextPaint.setTextSize(mTextHeight);
|
|
}
|
|
|
|
mPiePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
|
|
mPiePaint.setStyle(Paint.Style.FILL);
|
|
mPiePaint.setTextSize(mTextHeight);
|
|
|
|
mShadowPaint = new Paint(0);
|
|
mShadowPaint.setColor(0xff101010);
|
|
mShadowPaint.setMaskFilter(new BlurMaskFilter(8, BlurMaskFilter.Blur.NORMAL));
|
|
|
|
...
|
|
</pre>
|
|
|
|
|
|
<p>Creating objects ahead of time is an important optimization. Views are redrawn very frequently,
|
|
and many drawing
|
|
objects require expensive initialization. Creating drawing objects within your {@link
|
|
android.view.View#onDraw(android.graphics.Canvas) onDraw()}
|
|
method significantly
|
|
reduces performance and can make your UI appear sluggish.</p>
|
|
|
|
<h2 id="layouteevent">Handle Layout Events</h2>
|
|
|
|
<p>In order to properly draw your custom view, you need to know what size it is. Complex custom
|
|
views often need to
|
|
perform multiple layout calculations depending on the size and shape of their area on screen. You
|
|
should never make
|
|
assumptions about the size of your view on the screen. Even if only one app uses your view, that app
|
|
needs to handle
|
|
different screen sizes, multiple screen densities, and various aspect ratios in both portrait and
|
|
landscape mode.</p>
|
|
|
|
<p>Although {@link android.view.View} has many methods for handling measurement, most of them do not
|
|
need to be
|
|
overridden. If your view doesn't need special control over its size, you only need to override one
|
|
method: {@link
|
|
android.view.View#onSizeChanged onSizeChanged()}.</p>
|
|
|
|
<p>{@link
|
|
android.view.View#onSizeChanged onSizeChanged()} is called when your view is first assigned a size,
|
|
and again if the size of your view changes
|
|
for any reason. Calculate positions, dimensions, and any other values related to your view's size in
|
|
{@link
|
|
android.view.View#onSizeChanged onSizeChanged()}, instead of recalculating them every time you draw.
|
|
In the {@code PieChart} example, {@link
|
|
android.view.View#onSizeChanged onSizeChanged()} is
|
|
where the {@code PieChart} view calculates the bounding rectangle of the pie chart and the relative position
|
|
of the text label
|
|
and other visual elements.</p>
|
|
|
|
<p>When your view is assigned a size, the layout manager assumes that the size includes all of the
|
|
view's padding. You
|
|
must handle the padding values when you calculate your view's size. Here's a snippet from {@code
|
|
PieChart.onSizeChanged()}
|
|
that shows how to do this:</p>
|
|
|
|
<pre>
|
|
// Account for padding
|
|
float xpad = (float)(getPaddingLeft() + getPaddingRight());
|
|
float ypad = (float)(getPaddingTop() + getPaddingBottom());
|
|
|
|
// Account for the label
|
|
if (mShowText) xpad += mTextWidth;
|
|
|
|
float ww = (float)w - xpad;
|
|
float hh = (float)h - ypad;
|
|
|
|
// Figure out how big we can make the pie.
|
|
float diameter = Math.min(ww, hh);
|
|
</pre>
|
|
|
|
<p>If you need finer control over your view's layout parameters, implement {@link
|
|
android.view.View#onMeasure onMeasure()}. This method's parameters are
|
|
{@link android.view.View.MeasureSpec} values that tell you how big your view's
|
|
parent wants your view to be, and whether that size is a hard maximum or just a suggestion. As an
|
|
optimization, these
|
|
values are stored as packed integers, and you use the static methods of
|
|
{@link android.view.View.MeasureSpec} to
|
|
unpack the information
|
|
stored in each integer.
|
|
|
|
<p>Here's an example implementation of {@link android.view.View#onMeasure onMeasure()}.
|
|
In this implementation, {@code PieChart}
|
|
attempts to make its area
|
|
big enough to make the pie as big as its label:</p>
|
|
|
|
<pre>
|
|
@Override
|
|
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
|
|
// Try for a width based on our minimum
|
|
int minw = getPaddingLeft() + getPaddingRight() + getSuggestedMinimumWidth();
|
|
int w = resolveSizeAndState(minw, widthMeasureSpec, 1);
|
|
|
|
// Whatever the width ends up being, ask for a height that would let the pie
|
|
// get as big as it can
|
|
int minh = MeasureSpec.getSize(w) - (int)mTextWidth + getPaddingBottom() + getPaddingTop();
|
|
int h = resolveSizeAndState(MeasureSpec.getSize(w) - (int)mTextWidth, heightMeasureSpec, 0);
|
|
|
|
setMeasuredDimension(w, h);
|
|
}
|
|
</pre>
|
|
|
|
<p>There are three important things to note in this code:</p>
|
|
|
|
<ul>
|
|
<li>The calculations take into account the view's padding. As mentioned earlier, this is the
|
|
view's
|
|
responsibility.
|
|
</li>
|
|
<li>The helper method {@link android.view.View#resolveSizeAndState resolveSizeAndState()} is
|
|
used to create the
|
|
final width and height values. This helper returns an appropriate
|
|
{@link android.view.View.MeasureSpec} value
|
|
by comparing the view's desired size to the spec passed into
|
|
{@link android.view.View#onMeasure onMeasure()}.
|
|
</li>
|
|
<li>{@link android.view.View#onMeasure onMeasure()} has no return value.
|
|
Instead, the method communicates its results by
|
|
calling {@link
|
|
android.view.View#setMeasuredDimension setMeasuredDimension()}. Calling this method is
|
|
mandatory. If you omit
|
|
this call, the {@link android.view.View} class throws a runtime exception.
|
|
</li>
|
|
</ul>
|
|
|
|
<h2 id="draw">Draw!</h2>
|
|
|
|
<p>Once you have your object creation and measuring code defined, you can implement {@link
|
|
android.view.View#onDraw(android.graphics.Canvas) onDraw()}. Every view
|
|
implements {@link
|
|
android.view.View#onDraw(android.graphics.Canvas) onDraw()}
|
|
differently, but there are some common operations that most views
|
|
share:</p>
|
|
|
|
<ul>
|
|
<li>Draw text using {@link android.graphics.Canvas#drawText drawText()}. Specify the typeface by
|
|
calling {@link
|
|
android.graphics.Paint#setTypeface setTypeface()}, and the text color by calling {@link
|
|
android.graphics.Paint#setColor setColor()}.
|
|
</li>
|
|
<li>Draw primitive shapes using {@link android.graphics.Canvas#drawRect drawRect()}, {@link
|
|
android.graphics.Canvas#drawOval drawOval()}, and {@link android.graphics.Canvas#drawArc
|
|
drawArc()}. Change
|
|
whether the shapes are filled, outlined, or both by calling {@link
|
|
android.graphics.Paint#setStyle(android.graphics.Paint.Style) setStyle()}.
|
|
</li>
|
|
<li>Draw more complex shapes using the {@link android.graphics.Path} class.
|
|
Define a shape by adding lines and curves to a
|
|
{@link
|
|
android.graphics.Path} object, then draw the shape using {@link
|
|
android.graphics.Canvas#drawPath drawPath()}.
|
|
Just as with primitive shapes, paths can be outlined, filled, or both, depending on the
|
|
{@link android.graphics.Paint#setStyle
|
|
setStyle()}.
|
|
</li>
|
|
<li>
|
|
Define gradient fills by creating {@link android.graphics.LinearGradient} objects. Call {@link
|
|
android.graphics.Paint#setShader setShader()} to use your
|
|
{@link android.graphics.LinearGradient} on filled
|
|
shapes.
|
|
<li>Draw bitmaps using {@link android.graphics.Canvas#drawBitmap drawBitmap()}.</li>
|
|
</ul>
|
|
|
|
<p>For example, here's the code that draws {@code PieChart}. It uses a mix of text, lines, and shapes.</p>
|
|
|
|
<pre>
|
|
protected void onDraw(Canvas canvas) {
|
|
super.onDraw(canvas);
|
|
|
|
// Draw the shadow
|
|
canvas.drawOval(
|
|
mShadowBounds,
|
|
mShadowPaint
|
|
);
|
|
|
|
// Draw the label text
|
|
canvas.drawText(mData.get(mCurrentItem).mLabel, mTextX, mTextY, mTextPaint);
|
|
|
|
// Draw the pie slices
|
|
for (int i = 0; i < mData.size(); ++i) {
|
|
Item it = mData.get(i);
|
|
mPiePaint.setShader(it.mShader);
|
|
canvas.drawArc(mBounds,
|
|
360 - it.mEndAngle,
|
|
it.mEndAngle - it.mStartAngle,
|
|
true, mPiePaint);
|
|
}
|
|
|
|
// Draw the pointer
|
|
canvas.drawLine(mTextX, mPointerY, mPointerX, mPointerY, mTextPaint);
|
|
canvas.drawCircle(mPointerX, mPointerY, mPointerSize, mTextPaint);
|
|
}
|
|
</pre>
|