How do I create an Android material design UI widget? - android-layout

I did read new android material design guide but i am not able to find anything about how to create this UI widget(element). Apps like Gmail, S converter etc has updated their apps to support new material design.
I have added screenshot of it. Here is the link to it. because of low points i can't put the picture. sorry about it
Any suggestions on how shall i make it??

You are talking about the Floating Action Button. Bottom line is: there is no native "FAB" widget (at least for now), it is a custom layout that must be implemented.
If you really want to fully implement a Material Design app, I recommend you take a look at Google's 2014 I/O app. They have an example of a FAB layout here.
Here's also the code to create one. It is from this gist.
public class FloatingActionButton extends View {
Context context;
Paint mButtonPaint;
Paint mDrawablePaint;
Bitmap mBitmap;
boolean mHidden = false;
public FloatingActionButton(Context context) {
super(context);
this.context = context;
init(Color.WHITE);
}
public void init(int color) {
setWillNotDraw(false);
setLayerType(View.LAYER_TYPE_SOFTWARE, null);
mButtonPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mButtonPaint.setColor(color);
mButtonPaint.setStyle(Paint.Style.FILL);
mButtonPaint.setShadowLayer(10.0f, 0.0f, 3.5f, Color.argb(100, 0, 0, 0));
mDrawablePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
invalidate();
}
#Override
protected void onDraw(Canvas canvas) {
setClickable(true);
canvas.drawCircle(getWidth() / 2, getHeight() / 2, (float) (getWidth() / 2.6), mButtonPaint);
canvas.drawBitmap(mBitmap, (getWidth() - mBitmap.getWidth()) / 2,
(getHeight() - mBitmap.getHeight()) / 2, mDrawablePaint);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_UP) {
setAlpha(1.0f);
} else if (event.getAction() == MotionEvent.ACTION_DOWN) {
setAlpha(0.6f);
}
return super.onTouchEvent(event);
}
public void setColor(int color) {
init(color);
}
public void setDrawable(Drawable drawable) {
mBitmap = ((BitmapDrawable) drawable).getBitmap();
invalidate();
}
public void hide() {
if (!mHidden) {
ObjectAnimator scaleX = ObjectAnimator.ofFloat(this, "scaleX", 1, 0);
ObjectAnimator scaleY = ObjectAnimator.ofFloat(this, "scaleY", 1, 0);
AnimatorSet animSetXY = new AnimatorSet();
animSetXY.playTogether(scaleX, scaleY);
animSetXY.setInterpolator(new AccelerateInterpolator());
animSetXY.setDuration(100);
animSetXY.start();
mHidden = true;
}
}
public void show() {
if (mHidden) {
ObjectAnimator scaleX = ObjectAnimator.ofFloat(this, "scaleX", 0, 1);
ObjectAnimator scaleY = ObjectAnimator.ofFloat(this, "scaleY", 0, 1);
AnimatorSet animSetXY = new AnimatorSet();
animSetXY.playTogether(scaleX, scaleY);
animSetXY.setInterpolator(new OvershootInterpolator());
animSetXY.setDuration(200);
animSetXY.start();
mHidden = false;
}
}
public boolean isHidden() {
return mHidden;
}
public static class Builder {
private FrameLayout.LayoutParams params;
private final Activity activity;
int gravity = Gravity.BOTTOM | Gravity.RIGHT; // default bottom right
Drawable drawable;
int color = Color.WHITE;
int size = 0;
float scale = 0;
/**
* Constructor using a context for this builder and the
* {#link FloatingActionButton} it creates
* #param context
*/
public Builder(Activity context) {
scale = context.getResources().getDisplayMetrics().density;
// The calculation (value * scale + 0.5f) is a widely used to convert to dps to pixel
// units based on density scale
// see <a href="http://developer.android.com/guide/practices/screens_support.html">
// developer.android.com (Supporting Multiple Screen Sizes)</a>
size = (int) (72 * scale + 0.5f); // default size is 72dp by 72dp
params = new FrameLayout.LayoutParams(size, size);
params.gravity = gravity;
this.activity = context;
}
/**
* Sets the FAB gravity.
*/
public Builder withGravity(int gravity) {
this.gravity = gravity;
return this;
}
/**
* Sets the FAB margins in dp.
*/
public Builder withMargins(int left, int top, int right, int bottom) {
params.setMargins((int) (left * scale + 0.5f), (int) (top * scale + 0.5f),
(int) (right * scale + 0.5f), (int) (bottom * scale + 0.5f));
return this;
}
/**
* Sets the FAB drawable.
*
* #param drawable
*/
public Builder withDrawable(final Drawable drawable) {
this.drawable = drawable;
return this;
}
/**
* Sets the FAB color.
*
* #param color
*/
public Builder withColor(final int color) {
this.color = color;
return this;
}
/**
* Sets the FAB size.
*
* #param size
* #return
*/
public Builder withSize(int size) {
size = (int) (size * scale + 0.5f);
params = new FrameLayout.LayoutParams(size, size);
return this;
}
/**
* Creates a {#link FloatingActionButton} with the
* arguments supplied to this builder.
*/
public FloatingActionButton create() {
final FloatingActionButton button = new FloatingActionButton(activity);
button.setColor(this.color);
button.setDrawable(this.drawable);
params.gravity = this.gravity;
ViewGroup root = (ViewGroup) activity.findViewById(android.R.id.content);
root.addView(button, params);
return button;
}
}
}
Then you would add like this:
FloatingActionButton mFab = new FloatingActionButton.Builder(this)
.withColor(getResources().getColor(R.color.accent_color))
.withDrawable(getResources().getDrawable(R.drawable.fab_icon))
.withSize(72)
.withMargins(0, 0, 16, 16)
.create();

Related

Draw Graphics on bitmap

I try to use mouse up and mouse down to draw rectangles on bitmaps. But the problem is that the rectangle always delay one event. For example, I try to draw a rectangle (0,0,50,50) in the first time but there is no rectangle drawing on bitmap. I continues drawing a rect (50,50,100,100) but a rect (0,0,50,50) created (not be the rect (50,50,100,100). If I keep to draw next rects, it always delay like that. Please help me!
This is my code:
Rectangle rect = new Rectangle(0, 0, 0, 0);
int Xmouse;
int Ymouse;
public Form1()
{
InitializeComponent();
pictureBox1.Paint += new PaintEventHandler(pictureBox1_Paint);
this.DoubleBuffered = true;
}
private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
{
Xmouse = e.X;
Ymouse = e.Y;
drawOK = true;
}
private void pictureBox1_MouseUp(object sender, MouseEventArgs e)
{
if (drawOK)
{
drawOK = false;
rect = new Rectangle(Xmouse * 3676 / 800, Ymouse * 3676 / 800, (e.X - Xmouse) * 3676 / 800, (e.Y - Ymouse) * 3676 / 800);
pictureBox1.Invalidate();
}
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
using (var g = Graphics.FromImage(pictureBox1.Image))
{
using (Pen myPen = new Pen(Color.Black, 6))
{
g.DrawRectangle(myPen, rect);
}
}
}
Try moving your draw method outside of paint into a different sub and call that sub manually from mouse up:
Rectangle rect = new Rectangle(0, 0, 0, 0);
int Xmouse;
int Ymouse;
bool drawOK;
private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
{
Xmouse = e.X;
Ymouse = e.Y;
Console.WriteLine("MouseDown({0},{1})", e.X, e.Y);
drawOK = true;
}
private void pictureBox1_MouseUp(object sender, MouseEventArgs e)
{
if (drawOK)
{
drawOK = false;
Console.WriteLine("MouseUp({0},{1})", e.X, e.Y);
rect = new Rectangle(Xmouse , Ymouse , (e.X - Xmouse) , (e.Y - Ymouse) );
DrawRect();
pictureBox1.Invalidate();
}
}
private void DrawRect()
{
Console.WriteLine("drawing {0}", rect);
using (var g = Graphics.FromImage(pictureBox1.Image))
{
using (Pen myPen = new Pen(Color.Black, 6))
{
g.DrawRectangle(myPen, rect);
}
}
}
private void ClearPic()
{
using (var g = Graphics.FromImage(pictureBox1.Image))
{
using (Brush myPen = Brushes.White)
{
g.Clear(Color.White);
}
}
}
private void Form1_Load(object sender, EventArgs e)
{
Image bmp = new Bitmap(pictureBox1.Width, pictureBox1.Height);
pictureBox1.Image = bmp;
ClearPic();
pictureBox1.Paint += new PaintEventHandler(pictureBox1_Paint);
pictureBox1.MouseDown += pictureBox1_MouseDown;
pictureBox1.MouseUp += pictureBox1_MouseUp;
}

How to setPosition menu from the screen?

How can I set my menu Sprites in the center of the screen with the usual look for menu
CCSize size = CCDirector::sharedDirector()->getWinSize();
sprite ->setPosition(ccp(size.width, size.height));
Please help me with the (ccp(?,?))
Sprites: Start, Options, Quit for game menu
#include "MenuScene.h"
#include "cocos2d.h"
USING_NS_CC;
using namespace cocos2d;
CCSprite *car;
CCScene* MenuScene::scene()
{
CCScene *scene = CCScene::create();
MenuScene *layer = MenuScene::create();
scene->addChild(layer);
return scene;
}
// on "init" you need to initialize your instance
bool MenuScene::init()
{
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
this->setTouchEnabled(true);
//this->schedule( schedule_selector(MenuScene::update) );
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
// add a "close" icon to exit the progress. it's an autorelease object
// CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
// "CloseNormal.png",
// "CloseSelected.png",
// this,
// menu_selector(MenuScene::menuCloseCallback));
//
// pCloseItem->setPosition(ccp(origin.x + visibleSize.width -
pCloseItem->getContentSize().width ,
// origin.y +
pCloseItem->getContentSize().height));
// create menu, it's an autorelease object
// CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
// pMenu->setPosition(CCPointZero);
// this->addChild(pMenu, 1);
// 3. add sprite below...
CCSprite *menuLayout = CCSprite::create("sky.png");
menuLayout->setPosition(ccp(size.width/2, size.height/2));
this->addChild(menuLayout, -1);
float aX = size.width / menuLayout->getContentSize().width;
float aY = size.height / menuLayout->getContentSize().height;
menuLayout->setScaleX(aX);
menuLayout->setScaleY(aY);
return true;
}
//callfuncN_selector(MainScene::spriteMoveFinished)
//backcalls the function spriteMoveFinished()
void MenuScene::spriteMoveFinished(CCNode* pSender)
{
CCSprite *sprite = (CCSprite *)pSender;
this->removeChild(sprite, true);
}
void MenuScene::Menus()
{
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCMenuItemImage *startItem = CCMenuItemImage::create("sprite.png",
"sprite.png",this,menu_selector(MenuScene::menuCloseCallback));
startItem->setPosition(ccp(590, 450));
float aX = size.width / startItem->getContentSize().width;
float aY = size.height / startItem->getContentSize().height;
// startItem->setScaleX(aX);
// startItem->setScaleY(aY);
CCMenuItemImage *extraItem = CCMenuItemImage::create("sprite2.png",
"sprite2.png",this,menu_selector(MenuScene::menuCloseCallback));
extraItem->setPosition(ccp(590,350));
//float bX = size.width / extraItem->getContentSize().width;
//float bY = size.height / extraItem->getContentSize().height;
//extraItem->setScaleX(bX);
//extraItem->setScaleY(bY);
CCMenuItemImage *optionsItem = CCMenuItemImage::create("options.png",
"options.png",this,menu_selector(MenuScene::menuCloseCallback));
optionsItem->setPosition(ccp(590, 250));
//float cX = size.width / optionsItem->getContentSize().width;
//float cY = size.height / optionsItem->getContentSize().height;
//optionsItem->setScaleX(cX);
//optionsItem->setScaleY(cY);\
CCMenuItemImage *quitItem = CCMenuItemImage::create("quit.png",
"quit.png",this,menu_selector(MenuScene::menuCloseCallback));
quitItem->setPosition(ccp(590, 150));
// float dX = size.width / quitItem->getContentSize().width;
// float dY = size.height / quitItem->getContentSize().height;
// quitItem->setScaleX(dX);
// quitItem->setScaleY(dY);
CCMenu* pMenu = CCMenu::create(startItem, extraItem, optionsItem, quitItem,
NULL);
pMenu->setPosition(0,0);
this->addChild(pMenu, 0);
}
void MenuScene::ccTouchesBegan(cocos2d::CCSet* touches, cocos2d::CCEvent* event){
Menus();
}
void MenuScene::ccTouchesMoved(cocos2d::CCSet* touches, cocos2d::CCEvent* event){
Menus();
}
void MenuScene::ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event){
}
void MenuScene::ccTouchesCancelled(cocos2d::CCSet* touches, cocos2d::CCEvent*
event){
}
void MenuScene::menuCloseCallback(CCObject* pSender)
{
CCDirector::sharedDirector()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
/* namespace cocos2d */
If you wish to position the menu at the center of the screen you must provide the center co-ordinates in ccl
sprite ->setPosition(ccp(size.width/2, size.height/2));
First you get window size...
CGSize Window_size=[[CCDirector sharedDirector]winSize];
Now set CCMenuItem in CCMenu With position...
CCMenuItem *Minus_Menu_item = [CCMenuItemImage itemWithNormalImage:#"ButtonMinus.png" selectedImage:#"ButtonMinus.png" disabledImage:#"ButtonNum1.png" target:self selector:#selector(Minus_Button:)];
Minus_Menu_item.position=ccp(180, 200);
Menu_Minus=[CCMenu menuWithItems:Minus_Menu_item, nil];
Menu_Minus.position = CGPointZero;
[self addChild:Menu_Minus];

Slick-Util (in lwjgl): Importing a texture and displaying it results in weird, extra pixels (in lines) created near the texture

Code: http://www.lwjgl.org/wiki/index.php?title=Slick-Util_Library_-_Part_1_-_Loading_Images_for_LWJGL
Output:
(It's supposed to be just a rectangle; but the extra lines at the right, bottom, and the pixel at the bottom right appear.)
I tested it out with .jpg also, it appears that the only difference is that the line at the bottom acquires the same width as the rectangle to be displayed.
Can anyone help me with why / how to fix this / how to import an image correctly?
import java.io.IOException;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
import org.newdawn.slick.Color;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
import org.newdawn.slick.util.ResourceLoader;
public class TextureExample {
/** The texture that will hold the image details */
private Texture texture;
/**
* Start the example
*/
public void start() {
initGL(800,600);
init();
while (true) {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
render();
Display.update();
Display.sync(100);
if (Display.isCloseRequested()) {
Display.destroy();
System.exit(0);
}
}
}
/**
* Initialise the GL display
*
* #param width The width of the display
* #param height The height of the display
*/
private void initGL(int width, int height) {
try {
Display.setDisplayMode(new DisplayMode(width,height));
Display.create();
Display.setVSyncEnabled(true);
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(0);
}
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// enable alpha blending
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glViewport(0,0,width,height);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, width, height, 0, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
/**
* Initialise resources
*/
public void init() {
try {
// load texture from PNG file
texture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/image.png"));
System.out.println("Texture loaded: "+texture);
System.out.println(">> Image width: "+texture.getImageWidth());
System.out.println(">> Image height: "+texture.getImageHeight());
System.out.println(">> Texture width: "+texture.getTextureWidth());
System.out.println(">> Texture height: "+texture.getTextureHeight());
System.out.println(">> Texture ID: "+texture.getTextureID());
} catch (IOException e) {
e.printStackTrace();
}
}
/**
* draw a quad with the image on it
*/
public void render() {
Color.white.bind();
texture.bind(); // or GL11.glBind(texture.getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0,0);
GL11.glVertex2f(100,100);
GL11.glTexCoord2f(1,0);
GL11.glVertex2f(100+texture.getTextureWidth(),100);
GL11.glTexCoord2f(1,1);
GL11.glVertex2f(100+texture.getTextureWidth(),100+texture.getTextureHeight());
GL11.glTexCoord2f(0,1);
GL11.glVertex2f(100,100+texture.getTextureHeight());
GL11.glEnd();
}
/**
* Main Class
*/
public static void main(String[] argv) {
TextureExample textureExample = new TextureExample();
textureExample.start();
}
}
The resolution of textures need to be a power of two. Once they are initialized, they can be resized to whatever dimensions are needed.

Zoom multiple sprites, individually on touch-Andengine

I am very new to andEngine, I want to add sprites on screen and let them move and zoom on finger touch.
Right now i am able to add multiple sprites on scene , and they can be dragged on touch.
Here is my code:
public class Main extends SimpleBaseGameActivity {
#Override
private Camera camera;
private BitmapTextureAtlas mBitmapTextureAtlas;
private ITextureRegion mFaceTextureRegion;
private ITextureRegion mFaceTextureRegion2;
private static final int CAMERA_WIDTH = 800;
private static final int CAMERA_HEIGHT = 480;
#Override
public EngineOptions onCreateEngineOptions() {
camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
EngineOptions engineOptions = new EngineOptions(true,
ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy(
CAMERA_WIDTH, CAMERA_HEIGHT), camera);
return engineOptions;
}
#Override
protected void onCreateResources() {
BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/");
this.mBitmapTextureAtlas = new BitmapTextureAtlas(
this.getTextureManager(), 1024, 1600, TextureOptions.NEAREST);
// background
// this.background = new Sprite(0, 0,
// BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas,
// this, "ui_ball_1.png", 0, 0, 1, 1),
// this.getVertexBufferObjectManager());
this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mBitmapTextureAtlas, this,
"ui_ball_1.png", 0, 0);
this.mFaceTextureRegion2 = BitmapTextureAtlasTextureRegionFactory
.createFromAsset(this.mBitmapTextureAtlas, this,
"ui_ball_1.png", 0, 0);
this.mBitmapTextureAtlas.load();
// this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas);
/*
* this.mBitmapTextureAtlas = new
* BitmapTextureAtlas(this.getTextureManager(), 32, 32,
* TextureOptions.BILINEAR); this.mFaceTextureRegion =
* BitmapTextureAtlasTextureRegionFactory
* .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0,
* 0); this.mBitmapTextureAtlas.load();
*/
}
#Override
protected Scene onCreateScene() {
/*
* this.scene = new Scene(); this.scene.attachChild(this.background);
* this.scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
* return this.scene;
*/
this.mEngine.registerUpdateHandler(new FPSLogger());
final Scene scene = new Scene();
scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f));
final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion
.getWidth()) / 2;
final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion
.getHeight()) / 2;
final Sprite face = new Sprite(centerX, centerY,
this.mFaceTextureRegion, this.getVertexBufferObjectManager()) {
#Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent,
final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2,
pSceneTouchEvent.getY() - this.getHeight() / 2);
return true;
}
};
face.setScale(2);
scene.attachChild(face);
scene.registerTouchArea(face);
final Sprite face2 = new Sprite(0, 0, this.mFaceTextureRegion2,
this.getVertexBufferObjectManager()) {
#Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent,
final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2,
pSceneTouchEvent.getY() - this.getHeight() / 2);
return true;
}
};
face2.setScale(2);
scene.attachChild(face2);
scene.registerTouchArea(face2);
scene.setTouchAreaBindingOnActionDownEnabled(true);
return scene;
}
}
Now i want to zoom each sprite on touch, but unable to find such method like setPosition available to move sprite to a specific position. Can anyone help me in achieving this without affecting the current functionality. Any help would be appreciated, may be in form of code or some direction/method to do this.
Thanks in advance :)
you can use a EntityModifier to make your effect:
#Override
public boolean onAreaTouched(final TouchEvent pSceneTouchEvent,
final float pTouchAreaLocalX, final float pTouchAreaLocalY) {
this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2,
pSceneTouchEvent.getY() - this.getHeight() / 2);
this.clearEntityModifiers();
this.RegisterEntityModifier(new ScaleModifier(1f,2f,4f));
//1f = time to convert the scale of sprite of 2f to 4f
//2f = initial scale
//4f = finish scale
//when you dont touch the sprite back to normal scale
if(event.getAction()== MotionEvent.ACTION_UP) {
this.clearEntityModifiers();
this.RegisterEntityModifier(new ScaleModifier(1f,4f,2f));
}
//you also can work with "MotionEvent.ACTION_DOWN" and
//MotionEvent.ACTION_MOVE
return true;
}

App using MonoTouch Core Graphics mysteriously crashes

My app launches with a view controller and a simple view consisting of a button and a subview. When the user touches the button, the subview is populated with scrollviews that display the column headers, row headers, and cells of a spreadsheet. To draw the cells, I use CGBitmapContext to draw the cells, generate an image, and then put the image into the imageview contained in the scrollview that displays the cells.
When I run the app on the iPad, it displays the cells just fine, and the scrollview lets the user scroll around in the spreadsheet without any problems. If the user touches the button a second time, the spreadsheet redraws and continues to work perfectly, If, however, the user touches the button a third time, the app crashes. There is no exception information display in the Application Output window.
My first thought was that the successive button pushes were using up all the available memory, so I overrode the DidReceiveMemoryWarning method in the view controller and used a breakpoint to confirm that this method was not getting called. My next thought was that the CGBitmapContext was not getting released and looked for a Monotouch equivalent of Objective C's CGContextRelease() function. The closest I could find was the CGBitmapContext instance method Dispose(), which I called, without solving the problem.
In order to free up as much memory as possible (in case I was somehow running out of memory without tripping a warning), I tried forcing garbage collection each time I finished using a CGBitmapContext. This made the problem worse. Now the program would crash moments after displaying the spreadsheet the first time. This caused me to wonder whether the Garbage Collector was somehow collecting something necessary to the continued display of graphics on the screen.
I would be grateful for any suggestions on further avenues to investigate for the cause of these crashes. I have included the source code for the SpreadsheetView class. The relevant method is DrawSpreadsheet(), which is called when the button is touched.
Thank you for your assistance on this matter.
Stephen Ashley
public class SpreadsheetView : UIView
{
public ISpreadsheetMessenger spreadsheetMessenger = null;
public UIScrollView cellsScrollView = null;
public UIImageView cellsImageView = null;
public SpreadsheetView(RectangleF frame) : base()
{
Frame = frame;
BackgroundColor = Constants.backgroundBlack;
AutosizesSubviews = true;
}
public void DrawSpreadsheet()
{
UInt16 RowHeaderWidth = spreadsheetMessenger.RowHeaderWidth;
UInt16 RowHeaderHeight = spreadsheetMessenger.RowHeaderHeight;
UInt16 RowCount = spreadsheetMessenger.RowCount;
UInt16 ColumnHeaderWidth = spreadsheetMessenger.ColumnHeaderWidth;
UInt16 ColumnHeaderHeight = spreadsheetMessenger.ColumnHeaderHeight;
UInt16 ColumnCount = spreadsheetMessenger.ColumnCount;
// Add the corner
UIImageView cornerView = new UIImageView(new RectangleF(0f, 0f,
RowHeaderWidth, ColumnHeaderHeight));
cornerView.BackgroundColor = Constants.headingColor;
CGColorSpace cornerColorSpace = null;
CGBitmapContext cornerContext = null;
IntPtr buffer = Marshal.AllocHGlobal(RowHeaderWidth * ColumnHeaderHeight * 4);
if (buffer == IntPtr.Zero)
throw new OutOfMemoryException("Out of memory.");
try
{
cornerColorSpace = CGColorSpace.CreateDeviceRGB();
cornerContext = new CGBitmapContext
(buffer, RowHeaderWidth, ColumnHeaderHeight, 8, 4 * RowHeaderWidth,
cornerColorSpace, CGImageAlphaInfo.PremultipliedFirst);
cornerContext.SetFillColorWithColor(Constants.headingColor.CGColor);
cornerContext.FillRect(new RectangleF(0f, 0f, RowHeaderWidth, ColumnHeaderHeight));
cornerView.Image = UIImage.FromImage(cornerContext.ToImage());
}
finally
{
Marshal.FreeHGlobal(buffer);
if (cornerContext != null)
{
cornerContext.Dispose();
cornerContext = null;
}
if (cornerColorSpace != null)
{
cornerColorSpace.Dispose();
cornerColorSpace = null;
}
}
cornerView.Image = DrawBottomRightCorner(cornerView.Image);
AddSubview(cornerView);
// Add the cellsScrollView
cellsScrollView = new UIScrollView
(new RectangleF(RowHeaderWidth, ColumnHeaderHeight,
Frame.Width - RowHeaderWidth,
Frame.Height - ColumnHeaderHeight));
cellsScrollView.ContentSize = new SizeF
(ColumnCount * ColumnHeaderWidth,
RowCount * RowHeaderHeight);
Size iContentSize = new Size((int)cellsScrollView.ContentSize.Width,
(int)cellsScrollView.ContentSize.Height);
cellsScrollView.BackgroundColor = UIColor.Black;
AddSubview(cellsScrollView);
CGColorSpace colorSpace = null;
CGBitmapContext context = null;
CGGradient gradient = null;
UIImage image = null;
int bytesPerRow = 4 * iContentSize.Width;
int byteCount = bytesPerRow * iContentSize.Height;
buffer = Marshal.AllocHGlobal(byteCount);
if (buffer == IntPtr.Zero)
throw new OutOfMemoryException("Out of memory.");
try
{
colorSpace = CGColorSpace.CreateDeviceRGB();
context = new CGBitmapContext
(buffer, iContentSize.Width,
iContentSize.Height, 8, 4 * iContentSize.Width,
colorSpace, CGImageAlphaInfo.PremultipliedFirst);
float[] components = new float[]
{.75f, .75f, .75f, 1f,
.25f, .25f, .25f, 1f};
float[] locations = new float[]{0f, 1f};
gradient = new CGGradient(colorSpace, components, locations);
PointF startPoint = new PointF(0f, (float)iContentSize.Height);
PointF endPoint = new PointF((float)iContentSize.Width, 0f);
context.DrawLinearGradient(gradient, startPoint, endPoint, 0);
context.SetLineWidth(Constants.lineWidth);
context.BeginPath();
for (UInt16 i = 1; i <= RowCount; i++)
{
context.MoveTo
(0f, iContentSize.Height - i * RowHeaderHeight + (Constants.lineWidth/2));
context.AddLineToPoint((float)iContentSize.Width,
iContentSize.Height - i * RowHeaderHeight + (Constants.lineWidth/2));
}
for (UInt16 j = 1; j <= ColumnCount; j++)
{
context.MoveTo((float)j * ColumnHeaderWidth - Constants.lineWidth/2,
(float)iContentSize.Height);
context.AddLineToPoint((float)j * ColumnHeaderWidth - Constants.lineWidth/2, 0f);
}
context.StrokePath();
image = UIImage.FromImage(context.ToImage());
}
finally
{
Marshal.FreeHGlobal(buffer);
if (gradient != null)
{
gradient.Dispose();
gradient = null;
}
if (context != null)
{
context.Dispose();
context = null;
}
if (colorSpace != null)
{
colorSpace.Dispose();
colorSpace = null;
}
// GC.Collect();
//GC.WaitForPendingFinalizers();
}
UIImage finalImage = ActivateCell(1, 1, image);
finalImage = ActivateCell(0, 0, finalImage);
cellsImageView = new UIImageView(finalImage);
cellsImageView.Frame = new RectangleF(0f, 0f,
iContentSize.Width, iContentSize.Height);
cellsScrollView.AddSubview(cellsImageView);
}
private UIImage ActivateCell(UInt16 column, UInt16 row, UIImage backgroundImage)
{
UInt16 ColumnHeaderWidth = (UInt16)spreadsheetMessenger.ColumnHeaderWidth;
UInt16 RowHeaderHeight = (UInt16)spreadsheetMessenger.RowHeaderHeight;
CGColorSpace cellColorSpace = null;
CGBitmapContext cellContext = null;
UIImage cellImage = null;
IntPtr buffer = Marshal.AllocHGlobal(4 * ColumnHeaderWidth * RowHeaderHeight);
if (buffer == IntPtr.Zero)
throw new OutOfMemoryException("Out of memory: ActivateCell()");
try
{
cellColorSpace = CGColorSpace.CreateDeviceRGB();
// Create a bitmap the size of a cell
cellContext = new CGBitmapContext
(buffer, ColumnHeaderWidth, RowHeaderHeight, 8,
4 * ColumnHeaderWidth, cellColorSpace, CGImageAlphaInfo.PremultipliedFirst);
// Paint it white
cellContext.SetFillColorWithColor(UIColor.White.CGColor);
cellContext.FillRect(new RectangleF(0f, 0f, ColumnHeaderWidth, RowHeaderHeight));
// Convert it to an image
cellImage = UIImage.FromImage(cellContext.ToImage());
}
finally
{
Marshal.FreeHGlobal(buffer);
if (cellContext != null)
{
cellContext.Dispose();
cellContext = null;
}
if (cellColorSpace != null)
{
cellColorSpace.Dispose();
cellColorSpace = null;
}
// GC.Collect();
//GC.WaitForPendingFinalizers();
}
// Draw the border on the cell image
cellImage = DrawBottomRightCorner(cellImage);
CGColorSpace colorSpace = null;
CGBitmapContext context = null;
Size iContentSize = new Size((int)backgroundImage.Size.Width,
(int)backgroundImage.Size.Height);
buffer = Marshal.AllocHGlobal(4 * iContentSize.Width * iContentSize.Height);
if (buffer == IntPtr.Zero)
throw new OutOfMemoryException("Out of memory: ActivateCell().");
try
{
colorSpace = CGColorSpace.CreateDeviceRGB();
// Set up a bitmap context the size of the whole grid
context = new CGBitmapContext
(buffer, iContentSize.Width,
iContentSize.Height, 8, 4 * iContentSize.Width,
colorSpace, CGImageAlphaInfo.PremultipliedFirst);
// Draw the original grid into the bitmap
context.DrawImage(new RectangleF(0f, 0f, iContentSize.Width, iContentSize.Height),
backgroundImage.CGImage);
// Draw the cell image into the bitmap
context.DrawImage(new RectangleF(column * ColumnHeaderWidth,
iContentSize.Height - (row + 1) * RowHeaderHeight,
ColumnHeaderWidth, RowHeaderHeight),
cellImage.CGImage);
// Convert the bitmap back to an image
backgroundImage = UIImage.FromImage(context.ToImage());
}
finally
{
Marshal.FreeHGlobal(buffer);
if (context != null)
{
context.Dispose();
context = null;
}
if (colorSpace != null)
{
colorSpace.Dispose();
colorSpace = null;
}
// GC.Collect();
//GC.WaitForPendingFinalizers();
}
return backgroundImage;
}
private UIImage DrawBottomRightCorner(UIImage image)
{
int width = (int)image.Size.Width;
int height = (int)image.Size.Height;
float lineWidth = Constants.lineWidth;
CGColorSpace colorSpace = null;
CGBitmapContext context = null;
UIImage returnImage = null;
IntPtr buffer = Marshal.AllocHGlobal(4 * width * height);
if (buffer == IntPtr.Zero)
throw new OutOfMemoryException("Out of memory: DrawBottomRightCorner().");
try
{
colorSpace = CGColorSpace.CreateDeviceRGB();
context = new CGBitmapContext
(buffer, width, height, 8, 4 * width, colorSpace,
CGImageAlphaInfo.PremultipliedFirst);
context.DrawImage(new RectangleF(0f, 0f, width, height),
image.CGImage);
context.BeginPath();
context.MoveTo(0f, (int)(lineWidth/2f));
context.AddLineToPoint(width - (int)(lineWidth/2f), (int)(lineWidth/2f));
context.AddLineToPoint(width - (int)(lineWidth/2f), height);
context.SetLineWidth(Constants.lineWidth);
context.SetStrokeColorWithColor(UIColor.Black.CGColor);
context.StrokePath();
returnImage = UIImage.FromImage(context.ToImage());
}
finally
{
Marshal.FreeHGlobal(buffer);
if (context != null){
context.Dispose();
context = null;}
if (colorSpace != null){
colorSpace.Dispose();
colorSpace = null;}
// GC.Collect();
//GC.WaitForPendingFinalizers();
}
return returnImage;
}
}
Not sure if this will solve your problem (I'm even newer to this than you are), but it seems from this answer that MonoTouch prefers a different paradigm for creating/releasing graphics contexts, along the lines of:
UIGraphics.BeginImageContext(rect.Size)
var context = UIContext.GetCurrentContext();
// ... do stuff ...
UIImage image = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
// ... do something with image ...
I don't know if it's releasing everything properly, but otherwise it seems to work.

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