Thursday, August 25, 2011

drawPath() on Canvas

drawPath() on Canvas
package com.exercise.AndroidDraw;


import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.os.Bundle;
import android.view.View;

public class AndroidDrawActivity extends Activity {

/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new MyView(this));
}

public class MyView extends View {

class Pt{
float x, y;

Pt(float _x, float _y){
x = _x;
y = _y;
}
}

Pt[] myPath = { new Pt(100, 100),
new Pt(200, 200),
new Pt(200, 500),
new Pt(400, 500),
new Pt(400, 200)
};

public MyView(Context context) {
super(context);
// TODO Auto-generated constructor stub
}

@Override
protected void onDraw(Canvas canvas) {
// TODO Auto-generated method stub
super.onDraw(canvas);


Paint paint = new Paint();
paint.setColor(Color.WHITE);
paint.setStrokeWidth(3);
paint.setStyle(Paint.Style.STROKE);
Path path = new Path();

path.moveTo(myPath[0].x, myPath[0].y);
for (int i = 1; i < myPath.length; i++){
path.lineTo(myPath[i].x, myPath[i].y);
}
canvas.drawPath(path, paint);

}

}
}

2 comments:

  1. if I only want to drawpath in an image of the interface, I do like how?

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  2. Your onDraw method is doing too much. You could easily create the Paint and Path objects you are using via your View's constructor and not have to recreate them each time onDraw is called. Doing things this way is simply wasting CPU cycles recreating data that is not dynamic.

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