| 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> |