Played around with this a little and solved it just like Dave Sparks
suggested
Thank you Dave
here is the code
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.hardware.Camera;
import android.os.Bundle;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.View;
import android.view.Window;
import android.view.ViewGroup.LayoutParams;
public class TestCameraOverlay extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
Preview mPreview = new Preview(this);
DrawOnTop mDraw = new DrawOnTop(this);
setContentView(mPreview);
addContentView(mDraw, new LayoutParams
(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
}
}
class DrawOnTop extends View {
public DrawOnTop(Context context) {
super(context);
// TODO Auto-generated constructor stub
}
@Override
protected void onDraw(Canvas canvas) {
// TODO Auto-generated method stub
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.BLACK);
canvas.drawText("Test Text", 10, 10, paint);
super.onDraw(canvas);
}
}
//----------------------------------------------------------------------
class Preview extends SurfaceView implements SurfaceHolder.Callback {
SurfaceHolder mHolder;
Camera mCamera;
Preview(Context context) {
super(context);
// Install a SurfaceHolder.Callback so we get notified when
the
// underlying surface is created and destroyed.
mHolder = getHolder();
mHolder.addCallback(this);
mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
}
public void surfaceCreated(SurfaceHolder holder) {
// The Surface has been created, acquire the camera and tell
it where
// to draw.
mCamera = Camera.open();
mCamera.setPreviewDisplay(holder);
}
public void surfaceDestroyed(SurfaceHolder holder) {
// Surface will be destroyed when we return, so stop the
preview.
// Because the CameraDevice object is not a shared resource,
it's very
// important to release it when the activity is paused.
mCamera.stopPreview();
mCamera = null;
}
public void surfaceChanged(SurfaceHolder holder, int format, int
w, int h) {
// Now that the size is known, set up the camera parameters
and begin
// the preview.
Camera.Parameters parameters = mCamera.getParameters();
parameters.setPreviewSize(w, h);
mCamera.setParameters(parameters);
mCamera.startPreview();
}
}
On Jan 31, 9:56 pm, srajpal <[email protected]> wrote:
> sounds good, do you have an example piece of code or can you please
> point me to something.
>
> On Jan 30, 8:44 pm, Dave Sparks <[email protected]> wrote:
>
> > No, you don't draw on the camera preview surface. You create a
> > transparent surface above it in the Z stack and draw on that.
>
> > On Jan 30, 5:31 pm, srajpal <[email protected]> wrote:
>
> > > I checked out the api demo, it helps to place the camera preview on
> > > top of the surface view, but the buffers are handid over to the camera
> > > so anything drawn on the canvas, which is received from the handler,
> > > is ignored.
>
> > > There must be some way. I just don't know it yet.
>
> > > On Jan 30, 7:27 pm, Dianne Hackborn <[email protected]> wrote:
>
> > > > There is an Api Demo showing how to generally do this with a surface
> > > > view.
> > > > It's very easy, since SurfaceView essentially operates like any other
> > > > view
> > > > in terms of compositing.
>
> > > > On Fri, Jan 30, 2009 at 3:48 PM, srajpal <[email protected]> wrote:
>
> > > > > Does someone know how I can overlay an image over the camera preview?
>
> > > > --
> > > > Dianne Hackborn
> > > > 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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