Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

Redraw multiple Paths at same positions from previous layout orientation

Based on my previous question of "How to create a BottomBar as StickyBottomCaptureLayout in camera2 Android api?", I created a layout with a StickyBar (SB) which is always locked above/near the system bar. I set the default positions and coordinates of the SB and the other layout in onLayout() (exactly as my answer).

The upper layout is a simple custom DrawView which has an ArrayList of Paths drew by the user. When the device rotates, it recalls onDraw() and calls several times canvas.drawPath(). However, the Paths are redrew with the same coordinates as before but on a different position and layout size. These screenshots demonstrate the actual behavior:

portrait landscape

left: portrait - right: landscape

But I want to keep the same coordinates and positions when the orientation changed, like this:

portrait lanscape

left: same portrait as above - right: landscape with "portrait" coordinates

Locking my activity with android:orientation="portrait" is not the expected solution. I use android:configChanges="orientation" and an OrientationListener to detect the rotation and prevent the total recreation of the Activity.

  • I tried to set other different positions in onLayout() but obviously, this is not the right way.
  • I previously tried to transform the multiple Paths like this:

    for (Path path : mPathList) {
        Matrix matrix = new Matrix();
        RectF bounds = new RectF();
        path.computeBounds(bounds, true);
    
        // center points to rotate
        final float px = bounds.centerX();
        final float py = bounds.centerY();
        // distance points to move 
        final float dx; // ?
        final float dy; // ?
        /** I tried many calculations without success, it's 
            not worth to paste these dumb calculations here... **/
    
        matrix.postRotate(rotation, px, py); // rotation is 90°, -90° or 0
        matrix.postTranslate(dx, dy); // ?
        path.transform(matrix);
    }
    
  • I also tried to rotate the canvas as follows:

    @Override
    protected void onDraw(Canvas canvas) {
        canvas.save();
        canvas.rotate(rotation); // rotation is 90°, -90° or 0
    
        canvas.drawColor(mDrawHelper.getBackgroundViewColor());
        for (int i=0; i < mPathList.size(); i++) {
           canvas.drawPath(mPathList.get(i), mPaintList.get(i));
        }
        if (mPath != null && mPaint != null)
           canvas.drawPath(mPath, mPaint);
    
        canvas.restore();
    }  
    

Anyway, I tried many manipulations but nothing seems to work in this specific case. Does someone have a bright and fabulous idea to share which can lead me in the right direction?
Thanks in advance for the help.

like image 749
Blo Avatar asked Mar 23 '17 20:03

Blo


2 Answers

Update: Methodology has been simplified and made easier to follow. The sample app has been updated.

I think I understand what you are trying to do. You want the graphic to maintain its relationship with the StickyCaptureLayout that you have defined. I like the approach using Path and Matrix transformations.

After determining the rotation that the device has undergone, create a Matrix to do the appropriate rotation and rotate about the center of the graphic.

mMatrix.postRotate(rotationDegrees, oldBounds.centerX(), oldBounds.centerY());

Here oldBounds is the bounds of the graphic before location. We will use this to determine margins on the rotated graphic. Go ahead and do the rotation

mPath.transform(mMatrix)

The graphic has been rotated but its position is not correct. It is in the old position but rotated. Create a translation Matrix to move the Path to the appropriate location. The actual computation is dependent upon the rotation. For a 90 degree rotation the computation is

transY = -newBounds.bottom; // move bottom of graphic to top of View
transY += getHeight(); // move to bottom of rotated view
transY -= (getHeight() - oldBounds.right); // finally move up by old right margin
transX = -newBounds.left; // Pull graphic to left of container
transX += getWidth() - oldBounds.bottom; // and pull right for margin

where transY is the Y-translation and transX is the X-translation. oldBounds is the pre-rotation bounds and newBounds is the post-rotation bounds. Important to note here is that getWidth() will give you the "old" View height and getHeight() will give you the old View width.

Here is a sample program that accomplishes what I have described above. A couple of graphics follow showing a 90 degree rotation using this sample app.

Demo app

package com.example.rotatetranslatedemo;

import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Matrix;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.RectF;
import android.os.Bundle;
import android.view.Display;
import android.view.Surface;
import android.view.View;
import android.view.WindowManager;

public class MainActivity extends Activity {

    private DrawingView dv;
    private Paint mPaint;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        dv = new DrawingView(this);
        setContentView(dv);
        mPaint = new Paint();
        mPaint.setAntiAlias(true);
        mPaint.setDither(true);
        mPaint.setColor(Color.GREEN);
        mPaint.setStyle(Paint.Style.STROKE);
        mPaint.setStrokeJoin(Paint.Join.ROUND);
        mPaint.setStrokeCap(Paint.Cap.ROUND);
        mPaint.setStrokeWidth(12);
    }

    public class DrawingView extends View {

        private Bitmap mBitmap;
        private Path mPath;
        private Paint mBitmapPaint;
        Context context;
        private Paint paint;
        Matrix mMatrix = new Matrix();
        RectF oldBounds = new RectF();
        RectF newBounds = new RectF();

        public DrawingView(Context c) {
            super(c);
            context = c;
            mBitmapPaint = new Paint(Paint.DITHER_FLAG);
            paint = new Paint();
            paint.setAntiAlias(true);
            paint.setColor(Color.BLUE);
            paint.setStyle(Paint.Style.STROKE);
            paint.setStrokeJoin(Paint.Join.MITER);
            paint.setStrokeWidth(4f);
        }

        @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);
        }

        @Override
        protected void onDraw(Canvas canvas) {
            Display display = ((WindowManager) context.getSystemService(Context.WINDOW_SERVICE))
                    .getDefaultDisplay();
            int rotationDegrees = 0;
            float transX = 0;
            float transY = 0;

            super.onDraw(canvas);

            canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);

            // Determine the rotation of the screen.
            switch (display.getRotation()) {
                case Surface.ROTATION_0:
                    break;

                case Surface.ROTATION_90:
                    rotationDegrees = 270;
                    break;

                case Surface.ROTATION_180:
                    rotationDegrees = 180;
                    break;

                case Surface.ROTATION_270:
                    rotationDegrees = 90;
                    break;

                default:
                    rotationDegrees = 0;
                    break;
            }

            if (mPath == null) { // Just define what we are drawing/moving
                mPath = setupGraphic();
            }

            // Reposition the graphic taking into account the current rotation.
            if (rotationDegrees != 0) {
                mMatrix.reset();
                // Rotate the graphic by its center and in place.
                mPath.computeBounds(oldBounds, true);
                mMatrix.postRotate(rotationDegrees, oldBounds.centerX(), oldBounds.centerY());
                mPath.transform(mMatrix);
                // Get the bounds of the rotated graphic
                mPath.computeBounds(newBounds, true);
                mMatrix.reset();
                if (rotationDegrees == 90) {
                    transY = -newBounds.bottom; // move bottom of graphic to top of View
                    transY += getHeight(); // move to bottom of rotated view
                    transY -= (getHeight() - oldBounds.right); // finally move up by old right margin
                    transX = -newBounds.left; // Pull graphic to left of container
                    transX += getWidth() - oldBounds.bottom; // and pull right for margin
                } else if (rotationDegrees == 270) {
                    transY = -newBounds.top; // pull top of graphic to the top of View
                    transY += getHeight() - oldBounds.right; // move down for old right margin
                    transX = getWidth() - newBounds.right; // Pull to right side of View
                    transX -= getHeight() - oldBounds.right; // Reestablish right margin
                }
                mMatrix.postTranslate(transX, transY);
                mPath.transform(mMatrix);
            }
            canvas.drawPath(mPath, mPaint);
        }

        // Define the graphix that we will draw and move.
        private Path setupGraphic() {
            int startX;
            int startY;
            final int border = 20;
            Path path;

            if (getHeight() > getWidth()) {
                startX = getWidth() - border - 1;
                startY = getHeight() - border - 1;
            } else {
                startX = getHeight() - border - 1;
                startY = getWidth() - border - 1;
            }
            startX = startX - 200;

            Pt[] myLines = {
                    new Pt(startX, startY),
                    new Pt(startX, startY - 500),

                    new Pt(startX, startY),
                    new Pt(startX - 100, startY),

                    new Pt(startX, startY - 500),
                    new Pt(startX - 50, startY - 400),

                    new Pt(startX, startY - 500),
                    new Pt(startX + 50, startY - 400),

                    new Pt(startX + 200, startY),
                    new Pt(startX + 200, startY - 500)
            };

            // Create the final Path
            path = new Path();
            for (int i = 0; i < myLines.length; i = i + 2) {
                path.moveTo(myLines[i].x, myLines[i].y);
                path.lineTo(myLines[i + 1].x, myLines[i + 1].y);
            }

            return path;
        }

        private static final String TAG = "DrawingView";

    }

    // Class to hold ordered pair
    private class Pt {
        float x, y;

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

Portrait

enter image description here

Landscape

enter image description here

like image 79
Cheticamp Avatar answered Oct 23 '22 14:10

Cheticamp


Your solution #2 is almost correct. All you need to do is translate your canvas appropriately.

Assuming that rotation is declared as int and may be only 90, -90 or 0, you need to replace this line:

canvas.rotate(rotation); // rotation is 90°, -90° or 0

by the following code:

if (rotation == 90) {
    canvas.translate(canvas.getWidth(), 0);
    canvas.rotate(90);
} else if (rotation == -90) {
    canvas.translate(0, canvas.getHeight());
    canvas.rotate(-90);
}

This will work. I can set up a demo project if needed.

like image 1
Oleksii K. Avatar answered Oct 23 '22 14:10

Oleksii K.