I'm trying to animate drawing out a circle. In my custom view, I have
private final Paint mPaint = new Paint() {
{
setDither(true);
setStyle(Paint.Style.STROKE);
setStrokeCap(Paint.Cap.ROUND);
setStrokeJoin(Paint.Join.ROUND);
setColor(Color.BLUE);
setStrokeWidth(30.0f);
setAntiAlias(true);
}
};
...
protected void onDraw(Canvas canvas) {
super.onDraw();
if (mOval == null) {
mOval = new RectF(getLeft(), getTop(), getRight(), getBottom());
}
if (mPath == null) {
mPath = new Path();
mPath.moveTo(0, getHeight() / 2);
}
float sweepAngle = Math.min((float) mElapsedTime / 1000 * 60 * 1, 1) * 360;
if (sweepAngle == 0) {
mPath.reset();
} else if (mCurrentAngle != sweepAngle) {
mPath.arcTo(mOval, mCurrentAngle, sweepAngle);
}
mCurrentAngle = sweepAngle;
canvas.drawPath(mPath, mPaint);
}
At intervals, I'm updating mElapsedTime
and calling invalidate()
. However, nothing is drawn on the screen. I've tried several variations, but to no avail. Is there something I'm doing wrong? Is there an easier way to do this? Given a percentage of a circle, I want to be able to make that much of the circle be what is drawn on the screen.
There are two things here:
You have to call canvas.drawOval(...)
before drawing the arc onto the oval. Otherwise it won't show up. This is why my method didn't work.
Canvas
has a drawArc
method that takes a start angle and a degrees to sweep out. See Canvas.drawArc(RectF, float, float, boolean, Paint)
. This is what I was looking for to draw circles.
EDIT: here's the relevant code from my View
subclass:
private final Paint mArcPaint = new Paint() {
{
setDither(true);
setStyle(Paint.Style.STROKE);
setStrokeCap(Paint.Cap.ROUND);
setStrokeJoin(Paint.Join.ROUND);
setColor(Color.BLUE);
setStrokeWidth(40.0f);
setAntiAlias(true);
}
};
private final Paint mOvalPaint = new Paint() {
{
setStyle(Paint.Style.FILL);
setColor(Color.TRANSPARENT);
}
};
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
RectF mOval = new RectF(left, top, right, bottom); //This is the area you want to draw on
float sweepAngle = 270; //Calculate how much of an angle you want to sweep out here
canvas.drawOval(mOval, mOvalPaint);
canvas.drawArc(mOval, 269, sweepAngle, false, mArcPaint); //270 is vertical. I found that starting the arc from just slightly less than vertical makes it look better when the circle is almost complete.
}
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