I'm trying to do my drawing stuff in an Cairo Image Context. Is there a way to load the content of the Image context to a Cairo Context on expose event?
For example I want to draw a series of dots based on cursor movements over a drawing area, If I want to keep all the dots I should use an off-screen buffer, so I use an Image Context, but I cannot find a way to draw it to the Cairo Context on expose event...
any solution?
I found the solution myself!
here it is:
using Cairo;
using Gtk;
public class Canvas : Gtk.DrawingArea{
public Canvas(MainWindow mw){
stdout.printf("-> Canvas\n");
main_window = mw;
is_pressed_down = false;
add_events(Gdk.EventMask.BUTTON_PRESS_MASK |
Gdk.EventMask.BUTTON_RELEASE_MASK |
Gdk.EventMask.POINTER_MOTION_MASK);
set_size_request(400, 300);
}
~Canvas(){
stdout.printf("<- Canvas\n");
}
public override void realize(){
base.realize();
stdout.printf("realize\n");
}
protected override bool configure_event(Gdk.EventConfigure event){
int x, y;
window.get_size(out x, out y);
offscreen_surface = new Cairo.ImageSurface(Cairo.Format.RGB24, x, y);
gc = new Cairo.Context(offscreen_surface);
gc.set_antialias(Antialias.NONE);
gc.set_line_width(1);
gc.set_source_rgb(1, 1, 1);
gc.paint(); // it will make trouble if user resize the window
string msg = "x: " + x.to_string() + ", y: " + y.to_string();
main_window.set_statusbar(msg);
return true;
}
protected override bool expose_event(Gdk.EventExpose event){
var tgc = Gdk.cairo_create(window); //!!!
tgc.set_source_rgb(1, 1, 1);
tgc.paint();
tgc.set_source_surface(offscreen_surface, 0, 0);
tgc.paint();
return true;
}
public override bool motion_notify_event(Gdk.EventMotion event)
{
string msg = "x: " + event.x.to_string() + ", y: " + event.y.to_string();
main_window.set_statusbar(msg);
if(is_pressed_down){
//gc.set_source_rgb(1, 1, 1);
//gc.paint();
gc.set_source_rgb(1, 0.5, 0);
//gc.move_to(event.x, event.x);
gc.arc(event.x, event.y, 1, 0, 360);
gc.stroke();
weak Gdk.Region region = this.window.get_clip_region();
this.window.invalidate_region(region, true);
this.window.process_updates(true);
}
return true;
}
public override bool button_press_event(Gdk.EventButton event)
{
stdout.printf("Canvas.button_press_event\n");
is_pressed_down = true;
return true;
}
public override bool button_release_event(Gdk.EventButton event)
{
stdout.printf("Canvas.button_release_event\n");
is_pressed_down = false;
return true;
}
public Cairo.Context get_context(){
return gc;
}
private Cairo.Context gc;
private weak MainWindow main_window;
private Cairo.ImageSurface offscreen_surface;
private bool is_pressed_down;
}
Related
I'm trying to build a jigsaw-like app for Android that involves the user moving polygonal pieces around the screen by touch event.
I can draw - for example - a triangle, and fill it. I can also move it smoothly round the screen but it leaves a trace - so that the screen rapidly fills up :-(
So I am wondering how to adjust the onDraw method so that the previous positions of the triangle are not included. Or is there some other technique? The question has been asked once before but did not get a satisfactory answer. I am quite new to Android work so I am sure a kind expert will be able to point me in the right direction!
The view:
public class GameView extends View {
public Triangle T1;
Paint paint = new Paint();
private Path path;
public GameView(Context context) {
super(context);
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.GREEN);
initTriangle();
}
public void initTriangle() {
int T1Points[][] = new int[3][2];
T1Points[0][0] = -200;
T1Points[0][1] = -100;
T1Points[1][0] = 200;
T1Points[1][1] = -100;
T1Points[2][0] = 0;
T1Points[2][1] = 100;
float[] position = new float[2];
position[0] = (float) 200.0;
position[1] = (float) 100.0;
T1 = new Triangle("T1", T1Points, position);
path = T1.getPath();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
float[] pos = new float[2];
pos[0] = event.getX(); //nextx;
pos[1] = event.getY(); //nexty;
T1.setPosition(pos );
Path path = new Path();
path = T1.getPath();
postInvalidate();
return true;
}
protected void onDraw(Canvas canvas) {
canvas.drawPath(path, paint);
}
}
Triangle class:
public class Triangle {
public int[][] myPoints;
public Path path;
public String myname;
public float[] position;
public Triangle (String name, int[][] newpoints, float[] posn) {
myPoints = new int[4][2];
int i;
for (i = 0; i < 3; i++) {
myPoints[i][0] = newpoints[i][0];
myPoints[i][1] = newpoints[i][1];
}
myPoints[3][0] = newpoints[0][0]; // closed circuit for future needs
myPoints[3][1] = newpoints[0][1];
path = new Path();
position = new float[2];
position[0] = posn[0];
position[1] = posn[1];
myname = name;
updatePath();
}
public void setPosition(float[] newPosition){
position[0] = newPosition[0];
position[1] = newPosition[1];
updatePath();
}
public void updatePath(){
int startx = myPoints[0][0] + Math.round(position[0]);
int starty = myPoints[0][1] + Math.round(position[1]);
path.moveTo(startx,starty);
for (int i = 1; i < myPoints.length; i++)
{
int newx = myPoints[i][0] + Math.round(position[0]);
int newy = myPoints[i][1] + Math.round(position[1]);
path.lineTo(newx,newy);
}
path.close();
}
public Path getPath() {
return path;
}
}
Main Activity:
public class MainActivity extends AppCompatActivity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
uk.mydomain.animatedtriangle.GameView gameView = new uk.mydomain.animatedtriangle.GameView(this);
RelativeLayout relativeLayout = new RelativeLayout(this);
RelativeLayout.LayoutParams relativeParams = new RelativeLayout.LayoutParams(
RelativeLayout.LayoutParams.MATCH_PARENT,
RelativeLayout.LayoutParams.MATCH_PARENT);
relativeLayout.setLayoutParams(relativeParams);
setContentView(relativeLayout);
relativeLayout.addView(gameView);
}
Sorted! Just needed to add a path.reset() at the end of onDraw.
I made a test game in unity that makes it so when I click on a button, it spawns a cylinder created from a factory class. I'm trying to make it so when I create the cylinder, its height shrinks over the next 20 seconds. Some methods I found are difficult to translate into what I'm doing. If you could lead me to the right direction, I'd very much appreciate it.
Here's my code for the cylinder class
public class Cylinder : Shape
{
public Cylinder()
{
GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
cylinder.transform.position = new Vector3(3, 0, 0);
cylinder.transform.localScale = new Vector3(1.0f, Random.Range(1, 2)-1*Time.deltaTime, 1.0f);
cylinder.GetComponent<MeshRenderer>().material.color = Random.ColorHSV();
Destroy(cylinder, 30.0f);
}
}
This can be done with the Time.deltaTime and Vector3.Lerp in a coroutine function. Similar to Rotate GameObject over time and Move GameObject over time questions. Modified it a little bit to do just this.
bool isScaling = false;
IEnumerator scaleOverTime(Transform objectToScale, Vector3 toScale, float duration)
{
//Make sure there is only one instance of this function running
if (isScaling)
{
yield break; ///exit if this is still running
}
isScaling = true;
float counter = 0;
//Get the current scale of the object to be moved
Vector3 startScaleSize = objectToScale.localScale;
while (counter < duration)
{
counter += Time.deltaTime;
objectToScale.localScale = Vector3.Lerp(startScaleSize, toScale, counter / duration);
yield return null;
}
isScaling = false;
}
USAGE:
Will scale GameObject within 20 seconds:
StartCoroutine(scaleOverTime(cylinder.transform, new Vector3(0, 0, 90), 20f));
Check out Lerp. A general example of how to use it would be something like this:
float t = 0;
Update()
{
t += Time.deltaTime;
cylinder.localScale = new Vector3(1, Mathf.Lerp(2f, 1f, t/3f), 1); // shrink from 2 to 1 over 3 seconds;
}
You will create a new monobehaviour script and add it to your primitive. Then you wil use "Update" method of monobehaviour (or use coroutine) for change object over time.
Monobehaviour must be look like this:
public class ShrinkBehaviour : MonoBehaviour
{
bool isNeedToShrink;
Config currentConfig;
float startTime;
float totalDistance;
public void StartShrink(Config config)
{
startTime = Time.time;
currentConfig = config;
totalDistance = Vector3.Distance(currentConfig.startSize, currentConfig.destinationSize);
isNeedToShrink = true;
transform.localScale = config.startSize;
}
private void Update()
{
if (isNeedToShrink)
{
var nextSize = GetNextSize(currentConfig);
if (Vector3.Distance(nextSize, currentConfig.destinationSize) <= 0.05f)
{
isNeedToShrink = false;
return;
}
transform.localScale = nextSize;
}
}
Vector3 GetNextSize(Config config)
{
float timeCovered = (Time.time - startTime) / config.duration;
var result = Vector3.Lerp(config.startSize, config.destinationSize, timeCovered);
return result;
}
public struct Config
{
public float duration;
public Vector3 startSize;
public Vector3 destinationSize;
}
}
For using this, you must do next:
public Cylinder()
{
GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
var shrink = cylinder.AddComponent<ShrinkBehaviour>();
shrink.StartShrink(new ShrinkBehaviour.Config() { startSize = Vector3.one * 10, destinationSize = Vector3.one * 1, duration = 20f });
cylinder.transform.position = new Vector3(3, 0, 0);
cylinder.GetComponent<MeshRenderer>().material.color = Random.ColorHSV();
Destroy(cylinder, 30.0f);
}
You must remember, monobehaviour-script must be in separate file, and must have name similar to monobehaviour-class name. For example, ShrinkBehaviour.cs;
I am working on android studio with OpenCV library. I am dealing with ColorBlobDetectionActivity class so I want to rearrenge its processing. OpenCV processes all screen but I want to process just particular region to make it faster on android camera.Can someone help me?
Here it is ColorBlobDetectionActivity Class Code:
private boolean mIsColorSelected = false;
private Mat mRgba;
private Scalar mBlobColorRgba;
private Scalar mBlobColorHsv;
private ColorBlobDetector mDetector;
private Mat mSpectrum;
private Size SPECTRUM_SIZE;
private Scalar CONTOUR_COLOR;
private CameraBridgeViewBase mOpenCvCameraView;
private BaseLoaderCallback mLoaderCallback = new BaseLoaderCallback(this) {
#Override
public void onManagerConnected(int status) {
switch (status) {
case LoaderCallbackInterface.SUCCESS:
{
Log.i(TAG, "OpenCV loaded successfully");
mOpenCvCameraView.enableView();
mOpenCvCameraView.setOnTouchListener(ColorBlobDetectionActivity.this);
} break;
default:
{
super.onManagerConnected(status);
} break;
}
}
};
public ColorBlobDetectionActivity() {
Log.i(TAG, "Instantiated new " + this.getClass());
}
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
Log.i(TAG, "called onCreate");
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
setContentView(R.layout.color_blob_detection_surface_view);
mOpenCvCameraView = (CameraBridgeViewBase) findViewById(R.id.color_blob_detection_activity_surface_view);
mOpenCvCameraView.setVisibility(SurfaceView.VISIBLE);
mOpenCvCameraView.setCvCameraViewListener(this);
}
#Override
public void onPause()
{
super.onPause();
if (mOpenCvCameraView != null)
mOpenCvCameraView.disableView();
}
#Override
public void onResume()
{
super.onResume();
if (!OpenCVLoader.initDebug()) {
Log.d(TAG, "Internal OpenCV library not found. Using OpenCV Manager for initialization");
OpenCVLoader.initAsync(OpenCVLoader.OPENCV_VERSION_3_0_0, this, mLoaderCallback);
} else {
Log.d(TAG, "OpenCV library found inside package. Using it!");
mLoaderCallback.onManagerConnected(LoaderCallbackInterface.SUCCESS);
}
}
public void onDestroy() {
super.onDestroy();
if (mOpenCvCameraView != null)
mOpenCvCameraView.disableView();
}
public void onCameraViewStarted(int width, int height) {
mRgba = new Mat(height, width, CvType.CV_8UC4);
mDetector = new ColorBlobDetector();
mSpectrum = new Mat();
mBlobColorRgba = new Scalar(255);
mBlobColorHsv = new Scalar(255);
SPECTRUM_SIZE = new Size(200, 64);
CONTOUR_COLOR = new Scalar(255,0,0,255);
}
public void onCameraViewStopped() {
mRgba.release();
}
public boolean onTouch(View v, MotionEvent event) {
int cols = mRgba.cols();
int rows = mRgba.rows();
int xOffset = (mOpenCvCameraView.getWidth() - cols) / 2;
int yOffset = (mOpenCvCameraView.getHeight() - rows) / 2;
int x = (int)event.getX() - xOffset;
int y = (int)event.getY() - yOffset;
Log.i(TAG, "Touch image coordinates: (" + x + ", " + y + ")");
if ((x < 0) || (y < 0) || (x > cols) || (y > rows)) return false;
Rect touchedRect = new Rect();
touchedRect.x = (x>4) ? x-4 : 0;
touchedRect.y = (y>4) ? y-4 : 0;
touchedRect.width = (x+4 < cols) ? x + 4 - touchedRect.x : cols - touchedRect.x;
touchedRect.height = (y+4 < rows) ? y + 4 - touchedRect.y : rows - touchedRect.y;
Mat touchedRegionRgba = mRgba.submat(touchedRect);
Mat touchedRegionHsv = new Mat();
Imgproc.cvtColor(touchedRegionRgba, touchedRegionHsv, Imgproc.COLOR_RGB2HSV_FULL);
// Calculate average color of touched region
mBlobColorHsv = Core.sumElems(touchedRegionHsv);
int pointCount = touchedRect.width*touchedRect.height;
for (int i = 0; i < mBlobColorHsv.val.length; i++)
mBlobColorHsv.val[i] /= pointCount;
mBlobColorRgba = converScalarHsv2Rgba(mBlobColorHsv);
Log.i(TAG, "Touched rgba color: (" + mBlobColorRgba.val[0] + ", " + mBlobColorRgba.val[1] +
", " + mBlobColorRgba.val[2] + ", " + mBlobColorRgba.val[3] + ")");
mDetector.setHsvColor(mBlobColorHsv);
Imgproc.resize(mDetector.getSpectrum(), mSpectrum, SPECTRUM_SIZE);
mIsColorSelected = true;
touchedRegionRgba.release();
touchedRegionHsv.release();
return false; // don't need subsequent touch events
}
public Mat onCameraFrame(CvCameraViewFrame inputFrame) {
mRgba = inputFrame.rgba();
if (mIsColorSelected) {
mDetector.process(mRgba);
List<MatOfPoint> contours = mDetector.getContours();
Log.e(TAG, "Contours count: " + contours.size());
Imgproc.drawContours(mRgba, contours, -1, CONTOUR_COLOR);
Mat colorLabel = mRgba.submat(4, 68, 4, 68);
colorLabel.setTo(mBlobColorRgba);
Mat spectrumLabel = mRgba.submat(4, 4 + mSpectrum.rows(), 70, 70 + mSpectrum.cols());
mSpectrum.copyTo(spectrumLabel);
}
return mRgba;
}
private Scalar converScalarHsv2Rgba(Scalar hsvColor) {
Mat pointMatRgba = new Mat();
Mat pointMatHsv = new Mat(1, 1, CvType.CV_8UC3, hsvColor);
Imgproc.cvtColor(pointMatHsv, pointMatRgba, Imgproc.COLOR_HSV2RGB_FULL, 4);
return new Scalar(pointMatRgba.get(0, 0));
}
}
I'm trying to draw an Icon over everything on the screen (TOP MOST) similar to the chathead of new Facebook messenger
I have create a service to work in the background and based on a specific condition my icon should appear on the screen (exactly like when someone sends you a message on facebook the messenger service will hook the message and shows the chathead on the screen to notify you about the new message)
What I did:
I have created the service and gave it the permission to show system alert windows (since the head is actually a system alert window)
[assembly: UsesPermission(Name = Android.Manifest.Permission.SystemAlertWindow)]
I have inherited a class (StickyHeadView) from ImageView and implemented OnTouchListener listener using the following way :
class StickyHeadView : ImageView, Android.Views.View.IOnTouchListener
{
private StickyHeadService OwnerService;
public StickyHeadView(StickyHeadService ContextService, Context context)
: base(context)
{
OwnerService = ContextService;
SetOnTouchListener(this);
}
float TouchMoveX;
float TouchMoveY;
public bool OnTouch(View v, MotionEvent e)
{
var windowService = OwnerService.GetSystemService(Android.Content.Context.WindowService);
var windowManager = windowService.JavaCast<Android.Views.IWindowManager>();
switch (e.Action & e.ActionMasked)
{
case MotionEventActions.Move:
TouchMoveX = (int)e.GetX();
TouchMoveY = (int)e.GetY();
OwnerService.LOParams.X = (int)(TouchMoveX);
OwnerService.LOParams.Y = (int)(TouchMoveY);
windowManager.UpdateViewLayout(this, OwnerService.LOParams);
Log.Debug("Point : ", "X: " + Convert.ToString(OwnerService.LOParams.X) + " Y: " + Convert.ToString(OwnerService.LOParams.Y));
return true;
case MotionEventActions.Down:
return true;
case MotionEventActions.Up:
return true;
}
return false;
}
}
The service has wiindow manager to show the Icon on it...in Service "OnStart" event I initialize the Head :
private StickyHeadView MyHead;
public Android.Views.WindowManagerLayoutParams LOParams;
public override void OnStart(Android.Content.Intent intent, int startId)
{
base.OnStart(intent, startId);
var windowService = this.GetSystemService(Android.Content.Context.WindowService);
var windowManager = windowService.JavaCast<Android.Views.IWindowManager>();
MyHead = new StickyHeadView(this, this);
MyHead.SetImageResource(Resource.Drawable.Icon);
LOParams = new Android.Views.WindowManagerLayoutParams(Android.Views.WindowManagerLayoutParams.WrapContent,
Android.Views.WindowManagerLayoutParams.WrapContent,
Android.Views.WindowManagerTypes.Phone,
Android.Views.WindowManagerFlags.NotFocusable,
Android.Graphics.Format.Translucent);
LOParams.Gravity = GravityFlags.Top | GravityFlags.Left;
LOParams.X = 10;
LOParams.Y = 10;
windowManager.AddView(MyHead, LOParams);
}
as you can see I have declared a WindowManager and added the view (MyHead) to it with special parameters
My Problem :
When ever I try to move the View (My head) it doesn't move in a stable way and keeps having a quake!
I'm testing it using android 4.0.4 on real HTC Phone
I'm using monodroid
Please help...if the implementation of the touch is not right please suggest a better way...thank you.
In your code just use...
TYPE_SYSTEM_ALERT
or
TYPE_PHONE
instead of
TYPE_SYSTEM_OVERLAY
Hope this will help you.
a working example:
#Override
public void onCreate() {
super.onCreate();
windowManager = (WindowManager) getSystemService(WINDOW_SERVICE);
chatHead = new ImageView(this);
chatHead.setImageResource(R.drawable.ic_launcher);
final WindowManager.LayoutParams params = new WindowManager.LayoutParams(
WindowManager.LayoutParams.WRAP_CONTENT,
WindowManager.LayoutParams.WRAP_CONTENT,
WindowManager.LayoutParams.TYPE_SYSTEM_ALERT, //TYPE_PHONE
WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE,
PixelFormat.TRANSLUCENT);
params.gravity = Gravity.TOP | Gravity.LEFT;
params.x = 0;
params.y = 100;
windowManager.addView(chatHead, params);
chatHead.setOnTouchListener(new View.OnTouchListener() {
private int initialX;
private int initialY;
private float initialTouchX;
private float initialTouchY;
#Override public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
initialX = params.x;
initialY = params.y;
initialTouchX = event.getRawX();
initialTouchY = event.getRawY();
return true;
case MotionEvent.ACTION_UP:
return true;
case MotionEvent.ACTION_MOVE:
params.x = initialX + (int) (event.getRawX() - initialTouchX);
params.y = initialY + (int) (event.getRawY() - initialTouchY);
windowManager.updateViewLayout(chatHead, params);
return true;
}
return false;
}
});
}
The e.GetX()/eGetY() you are using is relative to view position so when you move the view with UpdateViewLayout the next values will be relative to the move. It works using GetRawX()/GetRawY(), but you have to keep track of the initial Down rawX and rawY also.
Here is my JAVA that works:
#Override
public boolean onTouch(View v, MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_MOVE:
layoutParams.x = Math.round(event.getRawX() - downX);
layoutParams.y = Math.round(event.getRawY() - downY);
windowManager.updateViewLayout(floatingView, layoutParams);
return true;
case MotionEvent.ACTION_DOWN:
downX = event.getRawX() - layoutParams.x;
downY = event.getRawY() - layoutParams.y;
return true;
case MotionEvent.ACTION_UP:
return true;
}
return false;
}
One comment, there's a big downside in using windowManager.updateViewLayout(...) this method will call onLayout on the floating view for each move, and that might be a performance issue, anyway until now I haven't found another method to move the floating view.
Try this might be help ful
first add global variable on your activity:
WindowManager wm;
LinearLayout lay;
float downX,downY;
after put in code to oncreate on your activity
Button btnstart=(Button)findViewById(R.id.button1);
Button btnstop=(Button)findViewById(R.id.button2);
btnstart.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
if(lay==null)
{
wm = (WindowManager) getApplicationContext().getSystemService(
Context.WINDOW_SERVICE);
final WindowManager.LayoutParams params = new WindowManager.LayoutParams(
LayoutParams.MATCH_PARENT, LayoutParams.WRAP_CONTENT,
WindowManager.LayoutParams.TYPE_SYSTEM_ALERT
| WindowManager.LayoutParams.TYPE_SYSTEM_OVERLAY,
WindowManager.LayoutParams.FLAG_NOT_TOUCH_MODAL
| WindowManager.LayoutParams.FLAG_NOT_FOCUSABLE,
PixelFormat.TRANSLUCENT);
params.x = (int) wm.getDefaultDisplay().getWidth();
params.y = 0;
// params.height = wm.getDefaultDisplay().getHeight()/2;
params.width = LayoutParams.WRAP_CONTENT;
params.format = PixelFormat.TRANSLUCENT;
params.gravity = Gravity.TOP | Gravity.LEFT;
params.setTitle("Info");
lay = null;
lay = new LinearLayout(getApplicationContext());
lay.setOrientation(LinearLayout.VERTICAL);
// lay.setAlpha(0.5f);
TextView txt_no = new TextView(getApplicationContext());
txt_no.setTextSize(10.0f);
txt_no.setText("Moving view by stack user!");
txt_no.setTextColor(Color.BLACK);
// txt_no.setLayoutParams(new LayoutParams(LayoutParams.MATCH_PARENT,
// LayoutParams.WRAP_CONTENT));
LinearLayout.LayoutParams layoutParams = new LinearLayout.LayoutParams(
LinearLayout.LayoutParams.WRAP_CONTENT,
LinearLayout.LayoutParams.WRAP_CONTENT);
layoutParams.setMargins(0, 0, 0, 0); // margins as you wish
txt_no.setGravity(Gravity.RIGHT);
txt_no.setBackgroundColor(Color.WHITE);
txt_no.setLayoutParams(layoutParams);
txt_no.setPadding(10, 10, 10, 10);
lay.addView(txt_no);
AlphaAnimation alpha = new AlphaAnimation(0.5F, 0.5F);
alpha.setDuration(0); // Make animation instant
alpha.setFillAfter(true); // Tell it to persist after the animation ends
// And then on your layout
wm.addView(lay, params);
txt_no.startAnimation(alpha);
downX=params.x;
downY=params.y;
Log.v("MSES>", "x="+ downX +",y="+ downY);
lay.setOnTouchListener(new OnTouchListener() {
#Override
public boolean onTouch(View v, MotionEvent event) {
// TODO Auto-generated method stub
switch (event.getAction()) {
case MotionEvent.ACTION_MOVE:
params.x = Math.round(event.getRawX() - downX);
params.y = Math.round(event.getRawY() - downY);
wm.updateViewLayout(lay, params);
Log.v("MSES EVENT>", "x="+ event.getRawX() +",y="+ event.getRawY());
Log.v("MSES MOVE>", "x="+ params.x +",y="+ params.y);
return true;
case MotionEvent.ACTION_DOWN:
downX = event.getRawX() - params.x;
downY = event.getRawY() - params.y;
Log.v("MSES DOWN>", "x="+ params.x +",y="+ params.y);
return true;
case MotionEvent.ACTION_UP:
//params.x = Math.round(event.getRawX() - downX);
//params.y = Math.round(event.getRawY() - downY);
//wm.updateViewLayout(lay, params);
return true;
}
return false;
}
});
}
}
});
btnstop.setOnClickListener(new OnClickListener() {
#Override
public void onClick(View v) {
// TODO Auto-generated method stub
if (lay != null) {
lay.removeAllViews();
wm.removeViewImmediate(lay);
lay = null;
}
}
});
There is a Canvas which has two Commands. The problem is that when the canvas is first opened then the commands work , but when I open it for the second time then the command doesn't work! Here is the code:
package view;
import java.io.IOException;
import java.io.InputStream;
import javax.microedition.io.Connector;
import javax.microedition.io.file.FileConnection;
import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Command;
import javax.microedition.lcdui.CommandListener;
import javax.microedition.lcdui.Displayable;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.StringItem;
public class DetailPhotoClient extends Canvas implements CommandListener {
private Command delete, back;
private GaleriePhotos backForm;
private FileConnection fcFile;
private Image sourceImage;
private InputStream is;
private boolean ok,oom, io;
public DetailPhotoClient(GaleriePhotos prevForm, String absolutePathphotoName)
{
super();
back = new Command("Retour", Command.SCREEN, 1);
addCommand(back);
delete = new Command("Supprimer", Command.SCREEN, 2);
addCommand(delete);
setCommandListener(this);
backForm = prevForm;
ok = true;
oom = false;
io = false;
try {
fcFile = (FileConnection) Connector.open(absolutePathphotoName, Connector.READ);
is = fcFile.openInputStream();
sourceImage = Image.createImage(is);
is.close();
fcFile.close();
} catch (IOException ex) {
handleException();
} catch (OutOfMemoryError oome) {
handleOOM();
}
}
private void handleException() {
ok = false;
io = true;
repaint();
}
private void handleOOM() {
ok = false;
oom = true;
repaint();
}
protected void paint(Graphics g) {
StringItem chp;
int chpW;
int x, y = getHeight()/2;
g.fillRect(0, 0, getWidth(), getHeight());
if (ok)
g.drawImage(sourceImage, 0, 0, Graphics.TOP | Graphics.LEFT);
if (io)
{
chp = new StringItem(null,"Erreur média et/ou d'entrée-sortie !");
chpW = chp.getPreferredWidth();
x = ( getWidth() - chpW ) / 2 ;
g.setColor(16711422);
if (x<0)
g.drawString("Erreur média et/ou d'entrée-sortie !", 0, y, Graphics.TOP | Graphics.LEFT);
else
g.drawString("Erreur média et/ou d'entrée-sortie !", x, y, Graphics.TOP | Graphics.LEFT);
}
if (oom)
{
chp = new StringItem(null,"Mémoire insuffisante !");
chpW = chp.getPreferredWidth();
x = ( getWidth() - chpW ) / 2 ;
g.setColor(16711422);
if (x<0)
g.drawString("Mémoire insuffisante !", 0, y, Graphics.TOP | Graphics.LEFT);
else
g.drawString("Mémoire insuffisante !", x, y, Graphics.TOP | Graphics.LEFT);
}
}
public void commandAction(Command c, Displayable d) {
if (c == back)
backForm.showBack();
else
{
backForm.showBack();
backForm.deletePhoto();
}
}
}
So why doesn't the Command work sometimes? Tested the app with an Alcatel OT-806D phone
Well your code is widely exposed to threats related to CommandListener to start with. Look, any piece of code "outside" your class can make your commands irresponsive:
void makeItDeaf(DetailPhotoClient detailPhotoClient) {
detailPhotoClient.setCommandListener(null);
// voila! your commands will be still visible but
// wouldn't respond anymore
}
To make sure that you don't accidentally break the command listener like above, "hide" it about as follows:
//...
public class DetailPhotoClient extends Canvas { // no "implements" here
private Command delete, back;
private GaleriePhotos backForm;
private FileConnection fcFile;
private Image sourceImage;
private InputStream is;
private boolean ok,oom, io;
public DetailPhotoClient(GaleriePhotos prevForm,
String absolutePathphotoName)
{
super();
back = new Command("Retour", Command.SCREEN, 1);
addCommand(back);
delete = new Command("Supprimer", Command.SCREEN, 2);
addCommand(delete);
backForm = prevForm;
setCommandListener(new CommandListener() {
public void commandAction(Command c, Displayable d) {
if (backForm == null) {
System.out.println("backForm is null: ignore command");
return;
}
if (c == back) {
System.out.println("back command");
backForm.showBack();
} else {
System.out.println("delete command");
backForm.showBack();
backForm.deletePhoto();
}
}
});
ok = true;
oom = false;
//...
}
//...
}