Hey guys,
I have a SurfaceView with a transparent background, on which i draw stuff,
and on top of that i want an ImageView to be drawn.
In order for the SurfaceView to be transparent i have to set
*surfaceView.setZOrderOnTop(true), *but the problem is that now, my
surfaceview's canvas is
You should be able to write to the Bitmap object from any thread.
It us setting that Bitmap into a View in the ViewHierarchy that is restricted
to the UIThread.
So your thread will have to pass the resulting Bitmap back to the UIThread and
set it into a View there. If you are not using an
Hi,
In my current application that I'm developing I draw into an
android.graphics.Bitmap object from a non-UI thread. This is done from
native code via the AndroidBitmap_lockPixels and AndroidBitmap_unlockPixels
calls. Every time the drawing has finished, the UI thread gets notified
that the
I've got an ExpandableListView and would like to write
the full view to a bitmap - not just a screenful.
i.e. if the view has a 100 entries - write it out to a long bitmap.
I'm using listview.draw(canvas) and it's set to a long/tall bitmap.
The problem is the draw() function seems to write only
Is there an easy way to draw over the whole screen including the soft
keyboard?
I'm trying to create an app that has a fire effect using particle effects
wherever the user presses the screen.
Thanks.
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So, I have a fish Bitmap that is facing left. I want to draw the Bitmap
facing right sometimes though.
Any thoughts on the best way to do this on a Canvas object?
Thanks.
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On Tue, May 7, 2013 at 5:04 PM, bob b...@coolfone.comze.com wrote:
Any thoughts on the best way to do this on a Canvas object?
Please watch this instructional
videohttp://lmgtfy.com/?q=flip+bitmap+with+canvas
.
The easiest way is to apply a negative scale on the X axis:
canvas.scale(-1.0f, 1.0f);
You might need to translate your bitmap by its width as well.
On Tue, May 7, 2013 at 3:19 PM, TreKing treking...@gmail.com wrote:
On Tue, May 7, 2013 at 5:04 PM, bob b...@coolfone.comze.com wrote:
Any
I am needing to draw shapes which will have hollow regions.
To simplify the idea, take an ampersand sign :
This is just to illustrate the kind of task I need to do.
I can create the outline by using a path.
However, I have not been able to see how to create the two holes such
that when the
Hey,
I am new and just got a droid. I am working on a project and need to be
able to track the coordinates that the user draws on the screen of my app.
So basically I want an array of coordinates to be constantly updated of
whatever the user draws on the screen of the app. Is there any
On Thu, Jul 5, 2012 at 9:29 PM, mechaman julien.hoach...@gmail.com wrote:
Is there any prewritten code or APIs that would be useful to me?
Yes. The Android SDK.
Your requirement is very specific. If you're hoping for some magical piece
of code that does exactly what you want with no effort on
I want to develop a drawing app to allow users to draw simple shapes using
gestures. Is there any framework out there that can be used? I am having a
look at LibGdx but it is mainly for gaming, will it do the job?
Sandeep
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On Mon, Jun 25, 2012 at 12:06 PM, voullie ulas.albay...@gmail.com wrote:
How can I change the (0,0) coordinate of a drawable to a pixel offset (x,
y) before attaching it to the canvas?
http://developer.android.com/reference/android/graphics/Canvas.html#translate%28float,%20float%29
Or, since
Hi,
I have an Android app where I try to attach a marker made from a custom
drawable onto a MapView. Since the drawable I'm using isn't symmetric I
want the drawable to attach to the map at a certain pixel offset from the
upper left corner but I can't seem to figure out how this is done. I've
Dear,
I want to Draw letter 'A' with this content in XML file.
-strokes id=capital_regular_a
-stroke
line endy=72 endx=0 yoffset=3 xoffset=-1 starty=0 startx=36/
/stroke
-stroke
line endy=72 endx=72 yoffset=3 xoffset=1 starty=0 startx=36/
/stroke
-stroke line endx=55.38 yoffset=0
Hi,
I'm working on a mapping application using the Google Maps API. I have a
demand to implement drawing and editing of polygons.
I would like to have some hints of how to best do this.
I think I have to create some kind of cursor showed beside the finger to
get enough precision.
A link
I'd like to put a view (canvas) in a layout and then draw it.
would i use a view sub-class -.
how would i do that thanks.
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Hi all,
I am here trying to draw a circle using Canvas class, but my requirement is
just to draw the boundary/circumference of the circle.
The remaining part of the circle should be empty.
For eg, I am drawing a circle of yellow color, just want to show the
yellow boundary, else should be empty.
http://developer.android.com/reference/android/graphics/Paint.html#setStyle%28android.graphics.Paint.Style%29
http://developer.android.com/reference/android/graphics/Paint.Style.html
Thanks,
Justin Anderson
MagouyaWare Developer
http://sites.google.com/site/magouyaware
On Tue, Mar 27, 2012 at
Hello.
I want creates shapes(rectangle, oval, square, etc) in runtime. Also I want
drag and drop shapes that I create.
My question is: may I for my goals create one class named, for example,
Shape extended View and simply provide different constructors for each kind
of shape or I must create
How can I draw in the traceview? I need to add a row below all
threads, and draw a graph with respect to the time which is given at
the top.
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Okay, some user says they cant see some partially transparent colored
boxes that I draw on a custom view in his new Galaxy Nexus.
I can see them just fine in an ICS emulator. Three other people with
Galaxy Nexus have not reported this problem even though they have
contacted me about other things.
Hello,
Till now in my application i am scaling image and drawing it on screen
according to screen size. after that user can draw text or any thing
on it using his finger. and after that i convert view to Bitmap and i
resize that bitmap and make it to the same height and width as real
image. now
I bought a Vizio Tablet. When I plug it into my PC, the PC says it's
disabling the USB connection because it was drawing too much power.
Any ideas how to get by this?
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Plug it into the wall?
On 9/16/2011 11:26 AM, bob wrote:
I bought a Vizio Tablet. When I plug it into my PC, the PC says it's
disabling the USB connection because it was drawing too much power.
Any ideas how to get by this?
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I have 12 ImageButtons setup in a 3x4 grid. When the user clicks on an
image button it grows to fill the screen, holds, and then shrinks down
to its original location.
The animation works except that when the button is shrinking it
sometimes leaves lines behind. (I've attached images below). The
I have a bitmap that I draw on at runtime, and I basically come up
with 10 points on the bitmap that I'd like to see connected with one
smooth curve. Using the Path.lineTo to draw individual lines now which
are obviously individual sharp lines connecting 2 successive points.
Any good ideas for
Hello all,
I'm not familiar with Graphics in Android. I'm trying to draw circles
in a row in my app using the code below. However, these circles appear
only for a second and then disappear. How do I make them stay?
protected void onDraw(Canvas canvas) {
for (int i = 0;
Call super.onDraw() first thing in your method, just once.
And don't call invalidate(), as that would cause another redraw, and
another, and another. at some point the value of k will increase
to place the circles beyond the right edge of the screen (you will want
to reset k somewhere,
Below is a generalized version of the map overlay class of an
application I'm developing. The feature I'm trying to highlight is
that the class does all of its drawing to a bitmap and then re-renders
the bitmap when requested to draw the overlay onto a map that hasn't
moved. There are more details
I loaded the first bitmap (image1) on the canvas i.e. sized 320 X
312. The second bitmap (image2) is 41 X 41 loaded at x,y - 235, 147.
Overlapped on top of the image1. Now when I do a draw line from x,y -
174, 254 to x,y - 249, 177 in the touch event. The lineTo destination
249, 177 is
Hi,
I am new in android and my application requirement is to draw a line
graph using data given by the user. I am trying it from 2 days but
didn't found any perfect solution.The data provided by the user will
be
1. A list of (x,y) co-ordinates
2. Title of the graph
3. X-axis label and Y-axis
Hello,
For my application, I have been using a table layout inside a scroll
view to display a table. So, if a table size is large, it take a
longer time to render (although it is only showing the portion that
fits screen size, it seems that it renders entire table, and hide the
rest of the table
Okay I had re-written some of this
onDraw just handles drawing and canvas operations, ONLY
lines is a Vector Vectorlinelines;
@Override
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(mBitmap , matrix , mPaint);
String result;
if (lines != null) {
Is there a way to take the
canvas and save it as a bitmap perhaps ?
On Jun 28, 2011, at 1:31 PM, New Developer wrote:
Okay I had re-written some of this
onDraw just handles drawing and canvas operations, ONLY
lines is a Vector Vectorlinelines;
@Override
protected void
Yes, see:
http://developer.android.com/reference/android/graphics/Canvas.html#Canvas(android.graphics.Bitmap)
On Tue, Jun 28, 2011 at 10:56 AM, New Developer secur...@isscp.com wrote:
Is there a way to take the
canvas and save it as a bitmap perhaps ?
On Jun 28, 2011, at 1:31 PM, New
I have that
mBitmap is a Bitmap for the entire class
same with mCanvas is a Canvas for the entire class
then I call invalidate() which calls the onDraw(canvas) function
the canvas parameter to onDraw and the mCanvas are the same
Im not getting what you are imply by the link, please
I'm using the following type of code to do panning and zooming on my own
extension of an ImageView
setBackgroundColor(Color.BLACK);
matrix.postScale(newfactor , newfactor , mid.x ,
Make sure you are drawing your line after you draw your image
On Mon, Jun 27, 2011 at 12:57 PM, New Developer secur...@isscp.com wrote:
I'm using the following type of code to do panning and zooming on my own
extension of an ImageView
setBackgroundColor(Color.BLACK);
within the function that has the drawline
I first call super.draw()
super.onDraw(canvas);
layers[0] = new BitmapDrawable( mBitmap );
//canvas.save();
mPaint.setColor(Color.BLUE);
canvas.drawLine(pointA.x, pointA.y, pointB.x, pointB.y, mPaint);
canvas.drawText( result,
Hmm, doesn't look like you are.
Try drawing on the bitmap itself and then set that for the ImageView.
See:
http://developer.android.com/reference/android/graphics/Canvas.html#Canvas(android.graphics.Bitmap)
On Mon, Jun 27, 2011 at 6:00 PM, New Developer secur...@isscp.com wrote:
within the
Hi,
I am using a SurfaceView and a Thread to draw animated gif on a canvas
and its working perfectly.
Once I try to draw my second animated gif, I'm getting 2 animated
gifs
with the last animinated gif aniation.
like my second Movie.DecodeStream(is) override the first Movie.
The result of the
I write an Android Java program to animate the moving of Tower of
Hanoi.
The drawing does not show in steps I expected, instead it shows in a
chunk at the end of the drawing. Why?
Also, I use BLUE color to erase the discs moved, then use BLACK
color to draw the missing stick portion. BUT, it does
Hi all,
I'm sorry if this topic has been brought before, but all my searches
on the web and this group did not help me.
I'm currently developing a little game with th Android SDK, and use hi-
res bitmaps that I resize accordingly
to match the device's resolution (letting the system do it for me
I write an Android Java program to animate the moving of Tower of
Hanoi.
The drawing does not show in steps I expected, instead it shows in a
chunk at the end of the drawing. Why?
Also, I use BLUE color the erase the discs moved, then use BLACK
color to draw the missing stick portion. BUT, it does
The colors are wrong because you are most likely not updating your Paint
object correctly. As for the animation, it seems like you are simply using a
sleep() inside the drawing code right? If you do, it won't work. A sleep()
will block the rendering thread until it's done. Furthermore, Android
Hi,
I'm writing an app where I'd like to draw to a Canvas inside each
element of a ListView.
To do this I have created the ListView with a custom Adaptor,
overriding the getView function to inflate a new View as shown below:
@Override
public View getView(int position, View convertView,
In my app I'm drawing polygons using Canvas#drawPath. The polygons are
stroked with a stroke width 1.
In order to zoom in and out on the polygons I tried setting a scaling
affine transform on the canvas, but this causes the stroke width to be
scaled as well. At scale 1 and stroke width 5 the
I seem to be missing a key concept here. I want to be able to put a
white square on top of an image. Seems simple right? I can't figure
it out.
Currently, I have have an XML file describing my layout.
?xml version=1.0 encoding=utf-8?
LinearLayout
Hello. I thought it was an easy find over all these android forums but
it seems i cannot find if there is a pre-built way to draw my sprite
(made up with a couple of shapes) over a static bitmap as background.
What I currently do is redrawing the background and drawing over same
canvas the sprite,
This brings me back some years! I remember when trying to dabble in this
area of game/graphics drawing, thinking to myself.. if I have multiple
objects on the screen, and one goes behind another, I don't want to draw the
one behind it. It should speed things up a bit. I never could figure out how
On Sat, Jan 8, 2011 at 5:34 AM, brian purgert brianpurge...@gmail.comwrote:
So I was just wondering is openGL better in terms of making a 2dgame. does
it render faster then if I were to draw on a Canvas
It really depends on what you're doing.There are certain things that are
simply not
You should watch this:
http://www.google.com/events/io/2009/sessions/WritingRealTimeGamesAndroid.html
On Fri, Jan 7, 2011 at 8:34 PM, brian purgert brianpurge...@gmail.com wrote:
So I was just wondering is openGL better in terms of making a 2dgame. does
it render faster then if I were to draw
Thanks I started watching that video,
On Sat, Jan 8, 2011 at 8:37 AM, Miguel Morales therevolti...@gmail.comwrote:
You should watch this:
http://www.google.com/events/io/2009/sessions/WritingRealTimeGamesAndroid.html
On Fri, Jan 7, 2011 at 8:34 PM, brian purgert brianpurge...@gmail.com
What about drawing multiple background layers
On Jan 8, 2011 2:42 PM, brian purgert brianpurge...@gmail.com wrote:
Thanks I started watching that video,
On Sat, Jan 8, 2011 at 8:37 AM, Miguel Morales therevolti...@gmail.com
wrote:
You should watch this:
Going with OpenGL increases the complexity of the game as you now
have to deal with activity life cycle issues and drivers. You also now
have to manage creating and loading textures. All these things can be
managed of course but they will have to be managed and hence will
require more
So I was just wondering is openGL better in terms of making a 2dgame. does
it render faster then if I were to draw on a Canvas
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hi, I am new member and I am very happy to be.
zeinab
On Sat, Dec 25, 2010 at 5:51 PM, Kostya Vasilyev kmans...@gmail.com wrote:
I just tried drawing text to an off-screen bitmap, and it's absolutely
perfect:
http://xmages.net/storage/10/1/0/d/0/upload/6fe914a9.png
In this screenshot, each
Michael,
I just tied changing my code so it's exactly like what you posted,
including the color scheme and how the Paint (font) object is
constructed. Perfect again.
Is your application perhaps running in 320x480 compatibility mode? That
would explain what you're seeing.
Make sure that
Kostya, that's very well spotted: the uses-sdk android:minSdkVersion=4
/ tag does the thing (for some reason I neglected it). The alternative
supports-screens
... / does it as well.
Cheers, and thanks again,
Michael
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26.12.2010 14:32, MichaelF ?:
Kostya, that's very well spotted: the uses-sdk
android:minSdkVersion=4 / tag does the thing (for some reason I
neglected it). The alternative supports-screens ... / does it as well.
Ok, cool. I should have thought of this sooner.
Cheers, and thanks again,
Hi,
I am drawing some text on a Canvas, and on a Bitmap, respectively:
protected void onDraw(Canvas canvas) {
canvas.drawText(Canvas text, 10, 10, mPaint);
Canvas singleUseCanvas = new Canvas();
singleUseCanvas.setBitmap(mBitmap);
singleUseCanvas.drawText(Bitmap text, 10, 30,
Since you mention magnification, and it looks like you are using the
same mPaint object for both drawText calls, I guess you scale up the
contents of singleUseCanvas to achive that. That's the reason for the
roughness of text.
Make sure you render text into singleUseCanvas at magnified
Thanks for your response, Kostya. No, the roughness is not only due to
magnification, as the text appears rough even when drawn, unmodified, to the
bitmap. Any idea on how to remedy that?
Best,
Michael
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I just tried drawing text to an off-screen bitmap, and it's absolutely
perfect:
http://xmages.net/storage/10/1/0/d/0/upload/6fe914a9.png
In this screenshot, each WiFi router's SSID is drawn twice, top to
bottom - first directly to the canvas given to onDraw(), then with an
off-screen bitmap.
Hi again,
I see. Indeed, drawBitmap produces very good results (although I can see a
slight difference on my N1). The mess seems to be caused by drawBitmapMesh
(even with the mesh vertices unchanged from the original ones). The result
is as follows: http://i.imgur.com/pCqGT.png. And yes I am
Hi again,
I see. Indeed, drawBitmap produces very good results (although I can see a
difference on my N1 when using a very large font size). The mess seems to be
caused by drawBitmapMesh (even with the mesh vertices unchanged from the
original ones). The result is as follows:
Michael,
Interesting. I actually got curious about this.
I added a call to drawBitmapMesh, stretching the first column (out of
4), and mapping the rest one to one.
As you can see in this link, the bitmap is still perfect where it's not
stretched.
Kostya, thanks for your time. This is strange... I've literally pasted your
code into my view, and the problem persists (same results for ARGB_ and
ARGB_ configs). Here is a full working code:
http://pastebin.com/damgWgXF, and here is the result:
http://i.imgur.com/C2wdk.png. Am I
(Cross-posted from StackOverflow:
http://stackoverflow.com/questions/4485587/drawing-text-on-a-bitmap-rather-than-canvas)
Hi,
I am drawing some text on a Canvas, and on a Bitmap, respectively:
protected void onDraw(Canvas canvas) {
canvas.drawText(Canvas text, 10, 10, mPaint);
Canvas
i'd like to get some info on how to draw vector based paths,
arcs and other shapes.
can someone point me in the right direction.
thanks.
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Canvas.drawPath:
http://developer.android.com/reference/android/graphics/Canvas.html
Path:
http://developer.android.com/reference/android/graphics/Path.html
addArc, arcTo, etc.
-- Kostya
09.12.2010 13:34, dashman пишет:
i'd like to get some info on how to draw vector based paths,
arcs and
Ok so I'm making a game and I'm having a problem, that Is I don't have
anyway of going about this, Making a line that looks like a pencil
pencil stroke.
I start out with drawLine(float startX, float startY, float stopX,
float stopY, Paint paint); of course
and then I I use all the stuff involved
I have two Classes (Draw and DrawView) I'm trying to get the buttons
to function. The buttons need to change stroke color, change stroke
width, undo redo, erase and etc... I can see the buttons in emulator
but cannot get them to function.
Someone please help..this is diving me crazy...I'm
On Thu, Dec 2, 2010 at 11:27 AM, Cruiz bkatro...@gmail.com wrote:
I can see the buttons in emulator but cannot get them to function.
What does can't get them to function mean, exactly?
Someone please help..this is diving me crazy...I'm fairly new to android
app development.
Here is what
Hi all,
Does anybody have a piece of code or a link that can guide me to draw a circle
on a MapView to mark the accuracy of the location estimation ?
Is using GPolygon() the only way ?
Thanks in advance,
Emre
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On Sun, Nov 28, 2010 at 4:42 PM, Emre A. Yavuz eayl...@hotmail.com wrote:
Does anybody have a piece of code or a link that can guide me to draw a
circle on a MapView to mark the accuracy of the location estimation ?
Is using GPolygon() the only way ?
No, you can just use this:
Hi all,
I'm an Android newbie, and I'm trying to get started doing some simple
drawing on the screen. It looks like SurfaceView is the ticket for
this. I started with the SkeletonApp demo, removed all the UI
components, and put one custom SurfaceView at the top level, and in
that class, I
On Wed, Nov 10, 2010 at 11:58 PM, kavitha b kkavith...@gmail.com wrote:
But the views which i draw are drawing down the scrollview.
What does down the scrollview mean?
Why are you calling super.dispacthDraw(canvas) in onDraw(canvas) ?
Hi All,
I am trying to draw a custom view extending linearlayout and put a
scrollview within that.
I should be able to draw objects on top of scrollview.
But the views which i draw are drawing down the scrollview.It is not drawing
on top layer of scrollview.
I tried with framelayout.But it is
Hi, I'm trying to develop an Android app that will draw a mark on the
map when the user touch the map. I've been searching around the web
but can't find any example or tutorials on it. Can anyone tell me how
can i go about doing it? Thanks in advance.
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On Sun, Nov 7, 2010 at 2:59 AM, ZQ zhiqiang@gmail.com wrote:
Can anyone tell me how can i go about doing it?
In broad terms, detect a user touched the map (using one of the various
onTap, onTouch, onWhatever functions) then add an Overlay to the MapView at
the given location.
If you want
It takes some time to draw my views so I want to put up a progress
dialog while I do it. I set up the code like this:
public class MyActivityClass {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
You should NEVER create or draw Views from a background thread. The UI
toolkit (and the framework in general) is not thread safe.
On Sat, Nov 6, 2010 at 10:21 AM, Bret Foreman bret.fore...@gmail.comwrote:
It takes some time to draw my views so I want to put up a progress
dialog while I do it.
I need to draw a graph, with a NinePatch image overlay. How?
I'am currently using an custom SurfaceView to draw the graph when
onDraw is called. Works fine. But now I'am stuck when trying to draw
the NinePatch image atop it. Loading a NinePatch seems complicated,
the constructor doesn't take a
Trying to draw a circle at a longitude/latitude position. The circle below
doesn't show up, does anybody know why?
latitude, longitude is known here
ListOverlay mapOverlays = mapView.getOverlays();
ColorDrawable myCircle = new ColorDrawable();
mCirc = new Canvas();
mPaint = new Paint();
I think you are missing a call to invalidate() on map view after adding the
overlay.
-Shashi
On Fri, Oct 29, 2010 at 12:26 PM, Hendrik Greving fourhend...@gmail.comwrote:
Trying to draw a circle at a longitude/latitude position. The circle below
doesn't show up, does anybody know why?
On Fri, Oct 29, 2010 at 1:56 AM, Hendrik Greving fourhend...@gmail.comwrote:
The circle below doesn't show up, does anybody know why?
Probably because you're creating your own Canvas the system knows nothing
about.
If you want to do custom drawing, override the onDraw or draw() methods in
the
= new OverlayItem(gp, title, );
itemizedoverlay.addOverlay(overlayitem);
mapOverlays.add(itemizedoverlay);
- Original Message -
From: TreKing
To: android-developers@googlegroups.com
Sent: Friday, October 29, 2010 11:02 AM
Subject: Re: [android-developers] Drawing circle
On Fri, Oct 29, 2010 at 4:00 PM, Hendrik Greving fourhend...@gmail.comwrote:
Shouldn't it work somehow since I create a drawable and pass it to the
OverlayItem?
Uh ... no ... if it did, you wouldn't have the problem, now would you? :-P.
I repeat: you're creating your own empty Canvas the
Hello,
I am in the beginning stages of developing my first 2d puzzle game
(7x7 grid kind of like bejeweled), and looking for the best method to
implement the following:
draw 49 random pieces(from 7 original pngs) on the board that can be
moved around without redrawing the whole board. I can get
Hello,
This seems like a basic question but I’ve been struggling with it and need
another set of eyes to set me straight.
I’m trying to draw a line using code in a RelativeLayout and it’s not
showing up. I have this XML file:
?xml version=*1.0* encoding=*utf-8*?
shape
Hello,
I am using SurfaceView to draw my game on the screen of the phone. Basically
now I want to be able to draw Android Views on my View, such as a Button or
ListView...
I am simlpy getting a Canvas and then I draw on that... does anybody know
how to draw AndroidViews (Button, ListView) on
On Thu, Sep 9, 2010 at 3:38 AM, Mohammad Nasserzadeh
samyboy...@gmail.com wrote:
I am using SurfaceView to draw my game on the screen of the phone. Basically
now I want to be able to draw Android Views on my View, such as a Button or
ListView...
I am simlpy getting a Canvas and then I draw on
On 14 August 2010 06:26, Abhi abishe...@gmail.com wrote:
Hi,
I am creating a custom view which has an image. The image can be of
any type. What i want to achieve is that i want to draw an EditText
control on top of the image so that the user can add some values to
it. I am not sure how to
Hi,
I am creating a custom view which has an image. The image can be of
any type. What i want to achieve is that i want to draw an EditText
control on top of the image so that the user can add some values to
it. I am not sure how to achieve this. The onDraw control will not
allow me to draw any
On Fri, Aug 13, 2010 at 11:26 PM, Abhi abishe...@gmail.com wrote:
What i want to achieve is that i want to draw an EditText control on top of
the image so that the user can add some values to it.
Just define a layout that has an EditText and and ImageView below it. You
should not have to do
Using OpenGL ES, how do I draw an image from the resources file onto
the screen? The image is in png format, if that matters.
Thanks!
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Hello there!
I am probably barking mad here, but I have the need to draw the output
from the google maps 'object' inside a SurfaceView (basically I need
to draw it as part of the surfaceview canvas, (inside a widget
design)). Unfortunately using the native layouts is not an option, it
has to go
I am trying to put a background image and draw on top of that screen.
I assumed activity will have a on draw method, but it does not have.
it seems i need to use surfaceview. Can I put a surfaceview on top of
the image view and make it transparent ? any example/tutorial i can
refer to ?
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