My application uses a canvas that I scale so that I can specify path points in meters instead of pixels. When I scale the canvas, then draw a line using path.lineTo()
, with hardware acceleration on, the line is blurry and offset. This does not happen with hardware acceleration off or with canvas.drawLine()
.
Here is the code to reproduce the problem:
package com.example.canvasproblem;
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Path;
import android.os.Bundle;
import android.view.View;
public class MainActivity extends Activity {
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new MyView(this));
}
class MyView extends View {
Paint pen = new Paint();
public MyView(Context context) {
super(context);
pen.setStyle(Paint.Style.STROKE);
pen.setStrokeWidth(1f); // 1 meters wide
//this.setLayerType(LAYER_TYPE_SOFTWARE, null);
}
protected void onDraw(Canvas canvas) {
float width_meter = 10.0f; // width of canvas in meters
float width_pxl = canvas.getWidth(); // width of canvas in pixels
float height_pxl = canvas.getHeight(); // height of canvas in pixels
canvas.save();
canvas.translate(width_pxl/2, height_pxl/2); // make center of canvas (0,0)
canvas.scale(width_pxl/width_meter, width_pxl/width_meter); // convert to meters
// path
Path path = new Path();
path.moveTo(0, 0);
path.lineTo(0, 4);
canvas.drawPath(path, pen);
// line
canvas.drawLine(0, 0, 0, 4, pen);
canvas.restore();
}
}
}
Here is a screenshot of the problem output (the correct drawLine() is shown on top of lineTo()):
Screenshot.png
The hardware is a 1024x768 tablet, running android 4.1.1. The processor is a Rockchip RK30.
My preference is to use Path's with hardware acceleration, for rounded joins between points and speed. Please let me know if I am doing something wrong to create this problem. Thank you
Be gentle, this is my first post.
This is a limitation of the hardware accelerated renderer. Paths are rasterized at their native size before transform. In your case, the Path is transformed into a 1x4 texture. That texture is then scaled at draw time. To work around this, scale your Path directly by using Path.transform(Matrix)
. You can also use scaled coordinates when building the path.
Thanks to Romain Guy's answer, here is a wrapper for the drawPath() method that produces the same results for hardware acceleration on and off. It only handles the case where the x & y scaling in the existing matrix are the same, and it might not be the most efficient.
void drawPath(Canvas canvas, Path path, final Paint pen) {
canvas.save();
// get the current matrix
Matrix mat = canvas.getMatrix();
// reverse the effects of the current matrix
Matrix inv = new Matrix();
mat.invert(inv);
canvas.concat(inv);
// transform the path
path.transform(mat);
// get the scale for transforming the Paint
float[] pts = {0, 0, 1, 0}; // two points 1 unit away from each other
mat.mapPoints(pts);
float scale = (float) Math.sqrt(Math.pow(pts[0]-pts[2], 2) + Math.pow(pts[1]-pts[3], 2));
// copy the existing Paint
Paint pen2 = new Paint();
pen2.set(pen);
// scale the Paint
pen2.setStrokeMiter(pen.getStrokeMiter()*scale);
pen2.setStrokeWidth(pen.getStrokeWidth()*scale);
// draw the path
canvas.drawPath(path, pen2);
canvas.restore();
}
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