| page.title=Graphics |
| @jd:body |
| |
| <div id="qv-wrapper"> |
| <div id="qv"> |
| <h2>In this document</h2> |
| <ol> |
| <li><a href="#options">Consider your Options</a></li> |
| <li><a href="#draw-to-view">Simple Graphics Inside a View</a></li> |
| <li><a href="#draw-with-canvas">Draw with a Canvas</a> |
| <ol> |
| <li><a href="#on-view">On a View</a></li> |
| <li><a href="#on-surfaceview">On a SurfaceView</a></li> |
| </ol> |
| </li> |
| </ol> |
| <h2>See also</h2> |
| <ol> |
| <li><a href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a></li> |
| <li><a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a></li> |
| </ol> |
| </div> |
| </div> |
| |
| <p>Android graphics are powered by a custom 2D graphics library, and the framework provides |
| support for high performance 3D graphics in the form of OpenGL ES and RenderScript. The most |
| common 2D graphics APIs can be found in the {@link android.graphics.drawable drawable package}. |
| OpenGL APIs are available from the Khronos {@link javax.microedition.khronos.opengles OpenGL ES} and |
| the {@link android.opengl} packages. The RenderScript APIs are available in the |
| {@link android.renderscript} package.</p> |
| |
| <p>When starting a project, it's important to consider exactly what your graphical demands will be. |
| Varying graphical tasks are best accomplished with varying techniques. For example, graphics and animations |
| for a rather static application should be implemented much differently than graphics and animations |
| for an interactive game or 3D rendering.</p> |
| |
| <p>Here, we'll discuss a few of the options you have for drawing graphics on Android, |
| and which tasks they're best suited for.</p> |
| |
| <p>If you're specifically looking for information on drawing 3D graphics, this page won't |
| help a lot. However, the information below about how to <a href="#draw-with-canvas">Draw with a |
| Canvas</a> (and the section on SurfaceView), will give you a quick idea of how you should draw to |
| the View hierarchy. For more information on Android's 3D graphics APIs, see |
| the <a href="opengl.html">3D with OpenGL</a> and |
| <a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a> documents.</p> |
| |
| |
| <h2 id="options">Consider your Options</h2> |
| |
| <p>When drawing 2D graphics, you'll typically do so in one of two ways:</p> |
| <ol type="a"> |
| <li>Draw your graphics or animations into a View object from your layout. In this manner, |
| the drawing (and any animation) of your graphics is handled by the system's |
| normal View hierarchy drawing process — you simply define the graphics to go inside the View.</li> |
| <li>Draw your graphics directly to a Canvas. This way, you personally call the appropriate class's |
| <code>draw()</code> method (passing it your Canvas), or one of the Canvas <code>draw...()</code> methods (like |
| <code>{@link android.graphics.Canvas#drawPicture(Picture,Rect) drawPicture()}</code>). In doing so, you are also in |
| control of any animation.</li> |
| </ol> |
| |
| <p>Option "a," drawing to a View, is your best choice when you want to draw simple graphics that do not |
| need to change dynamically and are not part of a performance-intensive game. For example, you should |
| draw your graphics into a View when you want to display a static graphic or predefined animation, within |
| an otherwise static application. Read <a href="#draw-to-view">Simple Graphics Inside a View</a>.</li> |
| |
| <p>Option "b," drawing to a Canvas, is better when your application needs to regularly re-draw itself. |
| Basically, any video game should be drawing to the Canvas on its own. However, there's more than |
| one way to do this: </p> |
| <ul> |
| <li>In the same thread as your UI Activity, wherein you create a custom View component in |
| your layout, call <code>{@link android.view.View#invalidate()}</code> and then handle the |
| <code>{@link android.view.View#onDraw(Canvas) onDraw()}</code> callback..</li> |
| <li>Or, in a separate thread, wherein you manage a {@link android.view.SurfaceView} and |
| perform draws to the Canvas as fast as your thread is capable |
| (you do not need to request <code>invalidate()</code>).</li> |
| </ul> |
| <p>...Begin by reading <a href="#draw-with-canvas">Draw with a Canvas</a>.</p> |
| |
| <h2 id="draw-to-view">Simple Graphics Inside a View</h2> |
| |
| <p>If you'll be drawing some simple graphics (images, shapes, colors, pre-defined animations, etc.), |
| then you should probably just draw to the background of a View or |
| to the content of an {@link android.widget.ImageView} in your layout. |
| In this case, you can skip the rest of this document and learn how to |
| draw graphics and animations in the <a href="2d-graphics.html">2D Graphics</a> document. |
| </p> |
| |
| |
| <h2 id="draw-with-canvas">Draw with a Canvas</h2> |
| |
| <p>When you're writing an application in which you would like to perform specialized drawing |
| and/or control the animation of graphics, |
| you should do so by drawing through a {@link android.graphics.Canvas}. A Canvas works for you as |
| a pretense, or interface, to the actual surface upon which your graphics will be drawn — it |
| holds all of your "draw" calls. Via the Canvas, your drawing is actually performed upon an |
| underlying {@link android.graphics.Bitmap}, which is placed into the window.</p> |
| |
| <p>In the event that you're drawing within the <code>{@link android.view.View#onDraw(Canvas) onDraw()}</code> |
| callback method, the Canvas is provided for you and you need only place your drawing calls upon it. |
| You can also acquire a Canvas from <code>{@link android.view.SurfaceHolder#lockCanvas() SurfaceHolder.lockCanvas()}</code>, |
| when dealing with a SurfaceView object. (Both of these scenarios are discussed in the following sections.) |
| However, if you need to create a new Canvas, then you must define the {@link android.graphics.Bitmap} |
| upon which drawing will actually be performed. The Bitmap is always required for a Canvas. You can set up |
| a new Canvas like this:</p> |
| <pre> |
| Bitmap b = Bitmap.createBitmap(100, 100, Bitmap.Config.ARGB_8888); |
| Canvas c = new Canvas(b); |
| </pre> |
| |
| <p>Now your Canvas will draw onto the defined Bitmap. After drawing upon it with the Canvas, you can then carry your |
| Bitmap to another Canvas with one of the <code>{@link android.graphics.Canvas#drawBitmap(Bitmap,Matrix,Paint) |
| Canvas.drawBitmap(Bitmap,...)}</code> methods. It's recommended that you ultimately draw your final |
| graphics through a Canvas offered to you |
| by <code>{@link android.view.View#onDraw(Canvas) View.onDraw()}</code> or |
| <code>{@link android.view.SurfaceHolder#lockCanvas() SurfaceHolder.lockCanvas()}</code> (see the following sections).</p> |
| |
| <p>The {@link android.graphics.Canvas} class has its own set of drawing methods that you can use, |
| like <code>drawBitmap(...)</code>, <code>drawRect(...)</code>, <code>drawText(...)</code>, and many more. |
| Other classes that you might use also have <code>draw()</code> methods. For example, you'll probably |
| have some {@link android.graphics.drawable.Drawable} objects that you want to put on the Canvas. Drawable |
| has its own <code>{@link android.graphics.drawable.Drawable#draw(Canvas) draw()}</code> method |
| that takes your Canvas as an argument.</p> |
| |
| |
| <h3 id="on-view">On a View</h3> |
| |
| <p>If your application does not require a significant amount of processing or |
| frame-rate speed (perhaps for a chess game, a snake game, |
| or another slowly-animated application), then you should consider creating a custom View component |
| and drawing with a Canvas in <code>{@link android.view.View#onDraw(Canvas) View.onDraw()}</code>. |
| The most convenient aspect of doing so is that the Android framework will |
| provide you with a pre-defined Canvas to which you will place your drawing calls.</p> |
| |
| <p>To start, extend the {@link android.view.View} class (or descendant thereof) and define |
| the <code>{@link android.view.View#onDraw(Canvas) onDraw()}</code> callback method. This method will be called by the Android |
| framework to request that your View draw itself. This is where you will perform all your calls |
| to draw through the {@link android.graphics.Canvas}, which is passed to you through the <code>onDraw()</code> callback.</p> |
| |
| <p>The Android framework will only call <code>onDraw()</code> as necessary. Each time that |
| your application is prepared to be drawn, you must request your View be invalidated by calling |
| <code>{@link android.view.View#invalidate()}</code>. This indicates that you'd like your View to be drawn and |
| Android will then call your <code>onDraw()</code> method (though is not guaranteed that the callback will |
| be instantaneous). </p> |
| |
| <p>Inside your View component's <code>onDraw()</code>, use the Canvas given to you for all your drawing, |
| using various <code>Canvas.draw...()</code> methods, or other class <code>draw()</code> methods that |
| take your Canvas as an argument. Once your <code>onDraw()</code> is complete, the Android framework will |
| use your Canvas to draw a Bitmap handled by the system.</p> |
| |
| <p class="note"><strong>Note: </strong> In order to request an invalidate from a thread other than your main |
| Activity's thread, you must call <code>{@link android.view.View#postInvalidate()}</code>.</p> |
| |
| <p>Also read <a href="{@docRoot}guide/topics/ui/custom-components.html">Custom Components</a> |
| for a guide to extending a View class, and <a href="2d-graphics.html">2D Graphics: Drawables</a> for |
| information on using Drawable objects like images from your resources and other primitive shapes.</p> |
| |
| <p>For a sample application, see the Snake game, in the SDK samples folder: |
| <code><your-sdk-directory>/samples/Snake/</code>.</p> |
| |
| <h3 id="on-surfaceview">On a SurfaceView</h3> |
| |
| <p>The {@link android.view.SurfaceView} is a special subclass of View that offers a dedicated |
| drawing surface within the View hierarchy. The aim is to offer this drawing surface to |
| an application's secondary thread, so that the application isn't required |
| to wait until the system's View hierarchy is ready to draw. Instead, a secondary thread |
| that has reference to a SurfaceView can draw to its own Canvas at its own pace.</p> |
| |
| <p>To begin, you need to create a new class that extends {@link android.view.SurfaceView}. The class should also |
| implement {@link android.view.SurfaceHolder.Callback}. This subclass is an interface that will notify you |
| with information about the underlying {@link android.view.Surface}, such as when it is created, changed, or destroyed. |
| These events are important so that you know when you can start drawing, whether you need |
| to make adjustments based on new surface properties, and when to stop drawing and potentially |
| kill some tasks. Inside your SurfaceView class is also a good place to define your secondary Thread class, which will |
| perform all the drawing procedures to your Canvas.</p> |
| |
| <p>Instead of handling the Surface object directly, you should handle it via |
| a {@link android.view.SurfaceHolder}. So, when your SurfaceView is initialized, get the SurfaceHolder by calling |
| <code>{@link android.view.SurfaceView#getHolder()}</code>. You should then notify the SurfaceHolder that you'd |
| like to receive SurfaceHolder callbacks (from {@link android.view.SurfaceHolder.Callback}) by calling |
| {@link android.view.SurfaceHolder#addCallback(SurfaceHolder.Callback) addCallback()} |
| (pass it <var>this</var>). Then override each of the |
| {@link android.view.SurfaceHolder.Callback} methods inside your SurfaceView class.</p> |
| |
| <p>In order to draw to the Surface Canvas from within your second thread, you must pass the thread your SurfaceHandler |
| and retrieve the Canvas with <code>{@link android.view.SurfaceHolder#lockCanvas() lockCanvas()}</code>. |
| You can now take the Canvas given to you by the SurfaceHolder and do your necessary drawing upon it. |
| Once you're done drawing with the Canvas, call |
| <code>{@link android.view.SurfaceHolder#unlockCanvasAndPost(Canvas) unlockCanvasAndPost()}</code>, passing it |
| your Canvas object. The Surface will now draw the Canvas as you left it. Perform this sequence of locking and |
| unlocking the canvas each time you want to redraw.</p> |
| |
| <p class="note"><strong>Note:</strong> On each pass you retrieve the Canvas from the SurfaceHolder, |
| the previous state of the Canvas will be retained. In order to properly animate your graphics, you must re-paint the |
| entire surface. For example, you can clear the previous state of the Canvas by filling in a color |
| with <code>{@link android.graphics.Canvas#drawColor(int) drawColor()}</code> or setting a background image |
| with <code>{@link android.graphics.Canvas#drawBitmap(Bitmap,Rect,RectF,Paint) drawBitmap()}</code>. Otherwise, |
| you will see traces of the drawings you previously performed.</p> |
| |
| |
| <p>For a sample application, see the Lunar Lander game, in the SDK samples folder: |
| <code><your-sdk-directory>/samples/LunarLander/</code>. Or, |
| browse the source in the <a href="{@docRoot}guide/samples/index.html">Sample Code</a> section.</p> |
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