Suppose I have an Android View that is being partially masked by another View. For instance, imagine that the masking view has a transparent rectangular "window" in the center of it, and my view is centered beneath the window and possessing dimensions that are larger than the dimensions of the window. In such a case, some rectangular portion of the view will be visible, with the rest being obscured by the mask.
So my question is, is there any straightforward way to retrive the position and dimensions of the visible area without having any access to the masking view itself (so without knowing how big the mask's "window" itself is)?
I tried calling getLocalVisibleRect(), which sounded promising, but that only seems to return the view's layout rectangle and not the rectangle that is actually visible.
This is pretty late to the game, but I suspect that getGlobalVisibleRect does what you want.
I have used getWindowVisibleDisplayFrame method to determine if view is partially visible or not to determine if a soft keyboard is open. You can try it out.
Rect r = new Rect();
// r will be populated with the coordinates of your view
// that area still visible.
rootView.getWindowVisibleDisplayFrame(r);
Does this not work: http://developer.android.com/reference/android/view/View.html#getDrawingRect(android.graphics.Rect)
The documentation says that it does what you want.
Related
I'm making an android app which has Libgdx Stage handling the HUD. But how can I scale things I add to Stage?
I've tried some manipulations with Camera, Viewport, and none of the work properly. Let's say I want my ImageButton placed in the right top corner of the screen. I managed to do that manipulating with table positioning, it seems to be fine. But the problem appear when I run my app on my phone. The ImageButton positioned right but it's kinda small :-)
Thing is I want ImageButton look like on (540,800) resolution screen.
ImageButton is (65,65).
When it comes to bigger screensizes ImageButton starts to look small because it does not scale(or the viewport and camera stuff dont work well, I dont think the actual scaling is truly necessary)
I suggest you to check the documentation about Viewports, which is pretty clear, although a bit dated : https://github.com/libgdx/libgdx/wiki/Viewports
If you don't need to mess with the camera, don't bother to declare one. Simply use a stage, with includes automatically an orthographic camera. If you declare an Actor within the bounds of the viewport, it should scale properly depending on the type of viewport you selected. For instance :
FillViewport vp = new FillViewport(800, 1280); // fills the screen, adapting itself to actual screen ratio
Stage stage = new Stage(vp);
I am currently trying to get an image view containing an image to move from top of the screen downwards. When it reaches the buttom of the screen i'd like to switch direction going upwards again.
My problem is i can't find the exact spot, where i should make the image view change direction. My screen has a very high resolution and therefore i've set my os, windows, to enlarge all components. I can therefore not use my screen size to calculate how many pixels there are from top to bottom.
Therefore i use following code to get height of screen:
Screen screen = Screen.getPrimary();
Rectangle2D bounds = screen.getVisualBounds();
bounds.getHeight();
My Imageview is initialized at point (0,0) and i can therefore at any given time get the y-koordinate of my top left corner by using imageview.getY()
Therefore i should move it downwards until the value of imageView.getY() + height the image view equals the height of the screen.
But this solution seems to make my image view switch direction a bit before it reaches the bottom of the screen.
For calculating height of image i use the method imageView.getFitHeight();
I suspect imageView.getFitHeight for delivering the height desired by the imageview before it is actually determined by the underlying anchor pane and therefor i am not sure imageView.getFitHeight() actually delivers the height of the imageView. I can't seem to find any other method in imageView which regards height of the imageView.
I don't know how to make the imageview switch direction exactly at the bottom, can anybody help?
Regards Martin
I'm new to Android but i have a simple problem.
I have a vertical linear layout, if i place here a normal button, and give it the MATCH_PARENT flag for the width and the height, the button will fill all the space. All ok.
Now i have a my simple custom view (a class that extends View) and i overrided the OnDraw method for draw a cross in the middle of the view. For draw the cross i need to get the width and the height of the control, if in the UI Layout editor of eclipse i set a fixed width and height, it works correcly (i see a preview of the cross directly in Eclipse) but if i extend the View to the borders i got only WARP_CONTENT (With button i get MATCH_PARENT), no problem, i change it in the XML, but LayoutParams width and height will return 0!! (I see the error directly in the preview of eclipse!) Why?
I tried to set manualy the width and the height in the OnWindowFocusChanged method to wait but it give me always 0.
The problem is that the view actualy have the rights dimensions but when i call the getLayoutParams().width it give me 0, so i see a white rectangle in the right position (white background of the view), but the cross is drawed on the upper-left corner!
Sorry for my bad english.
Thank you.
Mauro.
i think u need to set this parameter for your view.
android:layout_alignTop
or something related to this.i guess
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)