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Android How to draw a smooth line following your finger

http://marakana.com/tutorials/android/2d-graphics-example.html

I am using this example below. But when I move my fingers too fast across the screen the line turns to individual dots.

I am not sure whether I can speed up the drawing. Or I should connect the two last points with a straight line. The second of these two solutions seems like a good option, except when moving your finger very fast you will have long sections of a straight line then sharp curves.

If there are any other solutions it would be great to hear them.

Thanks for any help in advance.

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Somk Avatar asked Nov 27 '11 18:11

Somk


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1 Answers

An easy solution, as you mentioned, is to simply connect the points with a straight line. Here's the code to do so:

public void onDraw(Canvas canvas) {     Path path = new Path();     boolean first = true;     for(Point point : points){         if(first){             first = false;             path.moveTo(point.x, point.y);         }         else{             path.lineTo(point.x, point.y);         }     }     canvas.drawPath(path, paint); } 

make sure you change your paint from fill to stroke:

paint = new Paint(Paint.ANTI_ALIAS_FLAG); paint.setStyle(Paint.Style.STROKE); paint.setStrokeWidth(2); paint.setColor(Color.WHITE); 

Another option is to connect the points with iterpolation using the quadTo method:

public void onDraw(Canvas canvas) {     Path path = new Path();     boolean first = true;     for(int i = 0; i < points.size(); i += 2){         Point point = points.get(i);         if(first){             first = false;             path.moveTo(point.x, point.y);         }          else if(i < points.size() - 1){             Point next = points.get(i + 1);             path.quadTo(point.x, point.y, next.x, next.y);         }         else{             path.lineTo(point.x, point.y);         }     }      canvas.drawPath(path, paint); } 

This still results in some sharp edges.

If you're really ambitious, you can start to calculate the cubic splines as follows:

public void onDraw(Canvas canvas) {     Path path = new Path();      if(points.size() > 1){         for(int i = points.size() - 2; i < points.size(); i++){             if(i >= 0){                 Point point = points.get(i);                  if(i == 0){                     Point next = points.get(i + 1);                     point.dx = ((next.x - point.x) / 3);                     point.dy = ((next.y - point.y) / 3);                 }                 else if(i == points.size() - 1){                     Point prev = points.get(i - 1);                     point.dx = ((point.x - prev.x) / 3);                     point.dy = ((point.y - prev.y) / 3);                 }                 else{                     Point next = points.get(i + 1);                     Point prev = points.get(i - 1);                     point.dx = ((next.x - prev.x) / 3);                     point.dy = ((next.y - prev.y) / 3);                 }             }         }     }      boolean first = true;     for(int i = 0; i < points.size(); i++){         Point point = points.get(i);         if(first){             first = false;             path.moveTo(point.x, point.y);         }         else{             Point prev = points.get(i - 1);             path.cubicTo(prev.x + prev.dx, prev.y + prev.dy, point.x - point.dx, point.y - point.dy, point.x, point.y);         }     }     canvas.drawPath(path, paint); } 

Also, I found that you needed to change the following to avoid duplicate motion events:

public boolean onTouch(View view, MotionEvent event) {     if(event.getAction() != MotionEvent.ACTION_UP){         Point point = new Point();         point.x = event.getX();         point.y = event.getY();         points.add(point);         invalidate();         Log.d(TAG, "point: " + point);         return true;     }     return super.onTouchEvent(event); } 

and add the dx & dy values to the Point class:

class Point {     float x, y;     float dx, dy;      @Override     public String toString() {         return x + ", " + y;     } } 

This produces smooth lines, but sometimes has to connect the dots using a loop. Also, for long drawing sessions, this becomes computationally intensive to calculate.

Hope that helps... fun stuff to play around with.

Edit

I threw together a quick project demonstrating these different techniques, including Square's suggessted signature implementation. Enjoy: https://github.com/johncarl81/androiddraw

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John Ericksen Avatar answered Sep 22 '22 22:09

John Ericksen