Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

Drawing on Canvas and save image

I am new to the Android Graphics class. I want to draw an image(actually a signature kind) using the touch events and want it to be saved on SDcard when I want to save it. I have scanned through the web for any such tutorials but I have not found any. Can anyone please tell me how to draw on canvas using the touch events and save it.

Any tutorials or sample code will be of great help.

like image 519
Rahul Kalidindi Avatar asked Sep 13 '11 11:09

Rahul Kalidindi


People also ask

How do you save a canvas drawing?

Save the canvas contents as a base64 encoded PNG image by calling canvas. toDataURL() and store the encoded string in the page's localStorage. When you want to restore the canvas, you would create an image, set the src to be the value previously stored locally and then draw that image on the canvas.

How do I export an image from canvas?

Choose File > Export > Make Canvas Picture . Set File type to psd in the option box.

Can you draw on an image in canvas?

The function we use for drawing an image onto a canvas is the drawImage() function. This function draws an image, canvas, or video onto the canvas. It can also draw parts of an image, and/or increase/reduce the image size.

How do I use canvas toDataURL?

It is possible to grab the contents of an HTML5 canvas using the canvas toDataURL() function. Here is a code example of that is done: var canvas = document. getElementById("ex1"); var dataUrl = canvas.


2 Answers

I saw really good code on android developers, but I can't find it anymore... It's output is bezier curves so it will be pretty smooth. Here is code that I edited:

public class MyDrawView extends View {

private Bitmap  mBitmap;
private Canvas  mCanvas;
private Path    mPath;
private Paint   mBitmapPaint;
private Paint   mPaint;

public MyDrawView(Context c) {
    super(c);

    mPath = new Path();
    mBitmapPaint = new Paint(Paint.DITHER_FLAG);

    mPaint = new Paint();
    mPaint.setAntiAlias(true);
    mPaint.setDither(true);
    mPaint.setColor(0xFF000000);
    mPaint.setStyle(Paint.Style.STROKE);
    mPaint.setStrokeJoin(Paint.Join.ROUND);
    mPaint.setStrokeCap(Paint.Cap.ROUND);
    mPaint.setStrokeWidth(3);
}

@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
    super.onSizeChanged(w, h, oldw, oldh);
    mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
    mCanvas = new Canvas(mBitmap);
}

@Override
protected void onDraw(Canvas canvas) {
    canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);

    canvas.drawPath(mPath, mPaint);
}

private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;

private void touch_start(float x, float y) {
    mPath.reset();
    mPath.moveTo(x, y);
    mX = x;
    mY = y;
}
private void touch_move(float x, float y) {
    float dx = Math.abs(x - mX);
    float dy = Math.abs(y - mY);
    if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
        mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
        mX = x;
        mY = y;
    }
}
private void touch_up() {
    mPath.lineTo(mX, mY);
    // commit the path to our offscreen
    mCanvas.drawPath(mPath, mPaint);
    // kill this so we don't double draw
    mPath.reset();
}

@Override
public boolean onTouchEvent(MotionEvent event) {
    float x = event.getX();
    float y = event.getY();

    switch (event.getAction()) {
        case MotionEvent.ACTION_DOWN:
            touch_start(x, y);
            invalidate();
            break;
        case MotionEvent.ACTION_MOVE:
            touch_move(x, y);
            invalidate();
            break;
        case MotionEvent.ACTION_UP:
            touch_up();
            invalidate();
            break;
    }
    return true;
}

public void clear(){
    mBitmap.eraseColor(Color.TRANSPARENT);
    invalidate();
    System.gc();
}}

then in onCreate of activity you want to use it in you just write something like this:

RelativeLayout parent = (RelativeLayout) findViewById(R.id.signImageParent);
myDrawView = new MyDrawView(this);
parent.addView(myDrawView);

This view is transparent and uses black paint to draw with your finger. So if you want see what you draw simply draw a white or gray bitmap on background of this view (you just add one line in the beginnig of onDraw), or you can use the background of the parent.

Then when you want to create an image from what you have drawn you just call

parent.setDrawingCacheEnabled(true);
Bitmap b = parent.getDrawingCache();

FileOutputStream fos = null;
try {
fos = new FileOutputStream(getFileName());
} catch (FileNotFoundException e) {
e.printStackTrace();
}

b.compress(CompressFormat.PNG, 95, fos);

It depends on what you want to have as output, you can use this code or instead of parent you can do this with myDrawView and you get just the image you have drawn without background (since we have our myDrawView background transparent).

Hope this will help. Feel free to leave feedback.

like image 79
Belovoj Avatar answered Sep 20 '22 14:09

Belovoj


the drawing thing

Scribbler.java:

package org.yourpackage.scribble;

import android.app.Activity;
import android.graphics.Color;
import android.os.Bundle;

public class Scribbler extends Activity {
    DrawView drawView;

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        drawView = new DrawView(this);
        drawView.setBackgroundColor(Color.WHITE);
        setContentView(drawView);
        drawView.requestFocus();

    }
}

DrawView.java:

package org.yourpackage.scribble;

import java.util.ArrayList;
import java.util.List;

import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;

public class DrawView extends View implements OnTouchListener {
    List<Point> points = new ArrayList<Point>();
    Paint paint = new Paint();

    public DrawView(Context context) {
        super(context);
        setFocusable(true);
        setFocusableInTouchMode(true);
        this.setOnTouchListener(this);
        paint.setColor(Color.BLACK);
    }

    @Override
    public void onDraw(Canvas canvas) {
        for (Point point : points) {
            canvas.drawCircle(point.x, point.y, 2, paint);  
        }
    }

    public boolean onTouch(View view, MotionEvent event) {
        Point point = new Point();
        point.x = event.getX();
        point.y = event.getY();
        points.add(point);
        invalidate();
        return true;
    }
}

class Point {
    float x, y;
}

AndroidManifest.xml:

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
      package="org.yourpackage.scribble"
      android:versionCode="1"
      android:versionName="1.0">
    <application>
        <activity android:name=".Scribbler">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
    </application>
    <uses-sdk android:minSdkVersion="3" />
</manifest> 

..will give you something like that:

alt text

You may want to draw lines instead of pixels

the saving thing

To implement saving you can pass a Bitmap into the Canvas constructor, then use the compress method of Bitmap to create an OutputStream which can be written to the SD card

EDIT to answer your comment:
Sure you can use XML to define your layout since DrawView extends View you can use it in your layout xml file. An example for the main.xml layout file

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:orientation="vertical"
    android:id="@+id/linearLayout"
    android:layout_width="fill_parent"
    android:layout_height="fill_parent"
    android:background="@drawable/gradient"
    >

    <Button android:text="Button" android:id="@+id/button1" android:layout_width="wrap_content" android:layout_height="wrap_content"></Button>
    <org.yourpackage.scribble.DrawView android:id="@+id/drawView1" android:layout_width="wrap_content" android:layout_height="wrap_content">        </at.gru.android.drawdemo.DrawView>
</LinearLayout>

that gives you something like that:
enter image description here
You'll just need an additional contstructor public DrawView(Context context, AttributeSet attrSet)

like image 26
DonGru Avatar answered Sep 22 '22 14:09

DonGru