Looks like your mXLocation and mYLocation are wrong :)

On Thu, Jun 23, 2011 at 12:26 AM, Zarah <[email protected]> wrote:
> Hi Romain!
>
> I know, thanks for the reminder! This is just while I am trying out
> stuff to help me get the result that I want.
>
> So far I am unsuccessful though. Any suggestions or pointers on how I
> can make images draw where I want them to be?
>
> I moved everything out of the onDraw method and now I have this:
> @Override
> protected void onDraw(Canvas canvas) {
>        super.onDraw(canvas);
>
>        canvas.drawBitmap(mResizedBitmap, mXLocation, mYLocation, null);
> }
>
> with mResizedBitmap being the transformed image, and mXLocation and
> mYLocation the coordinates I want the images to be in. But the images
> are still all dumped onto the top-left corner of the screen.
>
> The API for drawBitmap says "Draw the specified bitmap, with its top/
> left corner at (x,y), using the specified paint, transformed by the
> current matrix." But it doesn't do that. Is there any step I am
> missing here?
>
>
> Thanks!
> - Zarah.
>
>
> On Jun 23, 2:45 pm, Romain Guy <[email protected]> wrote:
>> Never, ever, ever decode bitmaps from the onDraw() method. This is
>> going to cause big performance issues.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> On Wed, Jun 22, 2011 at 11:41 PM,Zarah<[email protected]> wrote:
>> > Hi again! I tried creating a custom View that extends View so I can
>> > control how the image should appear and where it should appear.
>>
>> > I override the onDraw() method like this:
>> > @Override
>> > protected void onDraw(Canvas canvas) {
>> >        super.onDraw(canvas);
>>
>> >        Bitmap bitmapOrg =
>> > BitmapFactory.decodeResource(mContext.getResources(), mResourceID);
>>
>> >        // ... set up image (scale, rotate, etc) ...
>> >        // (maybe this can be moved done before calling this method?)
>>
>> >        canvas.drawBitmap(resizedBitmap, mXLocation, mYLocation, null);
>> > }
>>
>> > It draws the image the size that I want it to be, at the coordinates I
>> > want to be. So far, so good. I tried adding two instances of this
>> > custom View and they appeared correctly. But I noticed that the bounds
>> > of each image spans the whole screen, so I cannot capture which of the
>> > two images was clicked.
>>
>> > I tried changing the custom View to inherit from ImageView instead,
>> > and now the app can recognize which of the two images was clicked. BUT
>> > it doesn't draw where I want it to draw. All images are dumped on the
>> > upper left hand corner. :(
>>
>> > If I can merge the two results, it would be perfect (I think!) for
>> > what I need.
>>
>> > Any thoughts? :)
>>
>> > Thank you so much!
>> > -Zarah
>>
>> > On Jun 23, 11:45 am, Zsolt Vasvari <[email protected]> wrote:
>> >> If you want the simplicity of View objects, use the layout_margin as I
>> >> outlined above.
>>
>> >> The rotation should be doable via translation animations, if not, you
>> >> can certainly set up a Timer and change the View margins so they
>> >> appear is the new positions.  Now, if you need to rotate each
>> >> individual View so they appear as if they were on carousel, I am not
>> >> sure how to do that.  If they are just ImageButtons, you can probably
>> >> rotate and change their Drawables.
>>
>> >> On Jun 23, 10:23 am,Zarah<[email protected]> wrote:
>>
>> >> > Hi Nik and Zsolt! Thanks for your responses!
>>
>> >> > Yeah, I would need to have the conveniences of View objects (listeners
>> >> > and such). I would also need to be able to rotate the Canvas each time
>> >> > the user clicks and drags on an image and still be able to track which
>> >> > image was clicked.
>>
>> >> > -Zarah.
>>
>> >> > On Jun 23, 6:56 am, Zsolt Vasvari <[email protected]> wrote:
>>
>> >> > > But I think he wants the other niceties, such as the visible state
>> >> > > changes, etc, at least that way my impression.  Those things aren't
>> >> > > trivial to implement.
>>
>> >> > > Of course, if that's not a requirement, just use a Canvas object.
>>
>> >> > > On Jun 22, 10:15 pm, niko20 <[email protected]> wrote:
>>
>> >> > > > I would suggest using a Canvas and just drawing yourself. Then in 
>> >> > > > the
>> >> > > > onTouch handler just do the match to find which circle was clicked.
>> >> > > > You could use RelativeLayout too if you wanted to use views.
>>
>> >> > > > -nik
>>
>> >> > > > On Jun 22, 5:56 am, Zsolt Vasvari <[email protected]> wrote:
>>
>> >> > > > > Yes, looks like it is.  Sorry, I didn't know that as I've never 
>> >> > > > > used
>> >> > > > > AbsoluteLayout.
>>
>> >> > > > > I guess you could use FrameLayout and then give each view an
>> >> > > > > appropriate layout_marginLeft and layout_marginTop.
>>
>> >> > > > > On Jun 22, 6:44 pm,Zarah<[email protected]> wrote:
>>
>> >> > > > > > Hi Zsolt!
>>
>> >> > > > > > But isn't that deprecated already?
>>
>> >> > > > > > -Zarah.
>>
>> >> > > > > > On Jun 22, 6:40 pm, Zsolt Vasvari <[email protected]> wrote:
>>
>> >> > > > > > > Use an AbsoluteLayout
>>
>> >> > > > > > > On Jun 22, 6:33 pm,Zarah<[email protected]> wrote:
>>
>> >> > > > > > > > Hi guys,
>>
>> >> > > > > > > > This is such a n00b question but I hope someone helps me. :)
>>
>> >> > > > > > > > I have always made apps that make use of traditional 
>> >> > > > > > > > widgets so when
>> >> > > > > > > > it comes to things like this I am totally at a loss. :(
>>
>> >> > > > > > > > Anyhooo, my aim is to display a set of images of beads into 
>> >> > > > > > > > a circle
>> >> > > > > > > > (sort of forming a bracelet), with each bead being 
>> >> > > > > > > > clickable. Some of
>> >> > > > > > > > the beads are not perfect spheres (some are oblong-ish), so 
>> >> > > > > > > > I would
>> >> > > > > > > > have to rotate the images by some degrees to either left or 
>> >> > > > > > > > right to
>> >> > > > > > > > make them look like they are stringed together.
>>
>> >> > > > > > > > I don't have an idea how to start doing this because I 
>> >> > > > > > > > don't know how
>> >> > > > > > > > I should tell the OS where to place the images. Should I 
>> >> > > > > > > > use a Canvas?
>> >> > > > > > > > Learn OpenGL?
>>
>> >> > > > > > > > If I use a Canvas, I would end up having a bitmap with all 
>> >> > > > > > > > the images,
>> >> > > > > > > > right? Can I still make the images clickable?
>>
>> >> > > > > > > > If I use OpenGL, is it an overkill? The main animation I 
>> >> > > > > > > > would have to
>> >> > > > > > > > do is simply have the circle rotate when the user clicks 
>> >> > > > > > > > and drags on
>> >> > > > > > > > a bead.
>>
>> >> > > > > > > > Thank you in advance!
>>
>> >> > > > > > > > -Zarah.- Hide quoted text -
>>
>> >> > > > > > - Show quoted text -- Hide quoted text -
>>
>> >> > > > - Show quoted text -- Hide quoted text -
>>
>> >> > - Show quoted text -
>>
>> > --
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>>
>> --
>> Romain Guy
>> Android framework engineer
>> [email protected]
>>
>> Note: please don't send private questions to me, as I don't have time
>> to provide private support.  All such questions should be posted on
>> public forums, where I and others can see and answer them
>
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-- 
Romain Guy
Android framework engineer
[email protected]

Note: please don't send private questions to me, as I don't have time
to provide private support.  All such questions should be posted on
public forums, where I and others can see and answer them

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