Working on a project that requires marking oval areas on a map. is this possible? has anyone done this before? Searching around I found lots of refrences of how to draw projected circles , but not ovals. would appreciate any insight or help. Thank you
Turns out it is!
I created an ItemizedOverlay which draws the ovals i need using the project method to translate my geopoints to screen coords.
My issue now, and i hope someone has some insight, Is it possible to create an ItemizedOverlay (or some other kind of overlay) that DOES NOT draw an icon.
In my case i want to draw the ovals on the map but i dont want a default icon to be drawn.
currently the ovals are being drawn and the default icon is being placed at their center, the default icon provided to the itemizedOverlay constructor.
I have tried constructing with NULL as default icon but it provokes a NULLpointerException.
thank you.
In order to solve the second issue metioned above, I created an empty Drawable (extended Drawable and left everything empty), and instance of this class is sent as the default marker, thus making the default marker actually empty.
Works as expected.
Related
So, I've created this little maze building algorithm (trying to understand how Java AWT & Swing works).
Now, I've used the Graphics (paint method) to create the maze itself, meaning I didn't store it anywhere.
Now I wanted to know if there is a way to know if at given a specific point on the JFrame, is there a way to tell which color it is?
If so, how can I do it?
Let's say for example in my maze I want to see what color is on the PURPLE dot (seeing if it's a wall there basically).
Is there a way to do it, or do I have to do a work-around that?
Thanks.
There is no direct way to a Component's image buffer. But there are two indirect ways.
(Better) Create an Image (Either BufferedImage or Component.createImage) with the same height and width as your Component. You can then run myComponent.paint(myBuffer.getGraphics());. This will draw the component on the image, and from there you can get the pixel Color you are interested in
(Alternative) You can use java.awt.Robot to capture the screen in an Image. Use this image similar as described above
How should I create this custom View? The actual slider doesnt need to slide, it is set once programatically and then just stays in that position. I was thinking that even if I extended ProgressBar I would still need to do some maths in order for the arrow to appear directly over a notch, so maybe drawing each Rect onto a canvas and then the thumb above in the correct place would be a better approach? Thanks in advance
I am trying to make an android app and I can't seem to find anywhere how to make a simple activity where a circle shows up when anywhere on the screen is touched. It doesn't have to link with the coordinates with the click, just a circle in the middle of the screen. I have the frameview and everything set up, I just need to figure out the circle class. Any help?
Use Touch events to get the touch points of x and y value.
refer this link
use canvas to draw circle.
refer this link
This tutorial is kinda old, but should get you most of the way there...
You should use a SurfaceView with a drawable at the place where screen is touched.
Refer to this sample which does something similar
http://developer.android.com/resources/samples/ApiDemos/src/com/example/android/apis/animation/BouncingBalls.html
This is the scenario:
I have one image background set on an activity. On this background, a rectangle has been drawn (in other words, one image depicting a rectangle). I need to display text WITHIN this rectangle.
Right now, I have one solution in mind: since I'm going to optimize the UI for most screens (incl. tablets), I'm going to customize the main .xml layout for each screen size (multiple .xml layouts). Thus, I can manually set the place where the text area goes within the rectangle (+ its size).
I am most certain that this solution is NOT good. I'd like to hear some suggestions from more advanced developers. What would an elegant way of placing text over a background image showing a rectangle, so that the text stays within the rectangle's borders be?
Because I need to set particular positions for other UI elements (centered buttons (vertically/horizontally), I am currently using a Relative Layout.
By default if you have used dp as dimensional measure, your app should in theory work fine for all resoultions. Android by default scales the screen to fit different screens. AndroidDeveloper You just have to make sure that you have different images for resources (Rectangle image). There is another post in SO which you might be intrested to look into link
Cheers
RIchie
I asked a question about this earlier but received no responses, so I'm trying again.
I need to do a rendered 2D picture with some accompanying labels and graphics on a Motorola Xoom, Android 3.0. Although what I need can be done with just a SurfaceView (Canvas) or just a GLSurfaceView, I would really like to use both because the rendering is faster with the GLSurfaceView, and the labeling and graphics are easier with the SurfaceView. The visual layout is as shown below.
I tried to put the SurfaceView on top by declaring it in the layout XML after the GLSurfaceView. The SurfaceView is transparent (except for where I explicitly draw stuff) so that the GLSurfaceView can still be seen.
This approach has worked pretty well with one huge exception. Anything that I draw on the SurfaceView that is in the GLSurfaceView region does not show up at all. To verify this I drew some text that was right on the boundary (some in the shared region, some just in the SurfaceView region), and it was chopped off at the GLSurfaceView boundary. I have tried using the "bringToFront" method to fix this, but it hasn't worked.
Can anyone give me some ideas on why this isn't working or what I can do about it? Is it that the GLSurfaceView is in front, or is that the GLSurfaceView writes directly to the video memory, so it doesn't matter if something is in front of it?
The way SurfaceViews work will make it impossible to do what you want. You will have to render your text inside the GLSurfaceView.
Never try to overlap a GLSurfaceView with anything (above or below). At best it breaks on your device and you catch it early, at worst it works on one device and not others. Bite the bullet and do everything in a GL view or none of it. If you need the speed then GL is the way to go.
we should set setZOrderMediaOverlay and setZOrderOnTop to true value
setZOrderMediaOverlay
Added in API level 5
void setZOrderMediaOverlay (boolean isMediaOverlay)
Control whether the surface view's surface is placed on top of another regular surface view in the window (but still behind the window itself). This is typically used to place overlays on top of an underlying media surface view.
Note that this must be set before the surface view's containing window is attached to the window manager.
Calling this overrides any previous call to setZOrderOnTop(boolean).
setZOrderOnTop
Added in API level 5
void setZOrderOnTop (boolean onTop)
Control whether the surface view's surface is placed on top of its window. Normally it is placed behind the window, to allow it to (for the most part) appear to composite with the views in the hierarchy. By setting this, you cause it to be placed above the window. This means that none of the contents of the window this SurfaceView is in will be visible on top of its surface.
Note that this must be set before the surface view's containing window is attached to the window manager.
Calling this overrides any previous call to setZOrderMediaOverlay(boolean).
Please refer to this link :
http://developer.android.com/reference/android/view/SurfaceView.html#setZOrderMediaOverlay(boolean)