I am working on a drawing project. My code is working perfectly other than canvas redo and undo operations. My undo operation removes paths from the paths ArrayList and saves to the undonePaths ArrayList, and the redo operation removes the last element from undonePaths and saves to paths.
Here’s my code:
import java.util.ArrayList;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Path;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;
public class DrawView extends View implements OnTouchListener {
private Canvas mCanvas;
private Path mPath;
private Paint mPaint;
private ArrayList<Path> paths = new ArrayList<Path>();
private ArrayList<Path> undonePaths = new ArrayList<Path>();
private Bitmap im;
public DrawView(Context context)
{
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
this.setOnTouchListener(this);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(0xFFFFFFFF);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(6);
mCanvas = new Canvas();
mPath = new Path();
paths.add(mPath);
im=BitmapFactory.decodeResource(context.getResources(),R.drawable.ic_launcher);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
@Override
protected void onDraw(Canvas canvas) {
//mPath = new Path();
//canvas.drawPath(mPath, mPaint);
for (Path p : paths){
canvas.drawPath(p, 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 = new Path();
paths.add(mPath);
}
public void onClickUndo () {
if (paths.size()>0)
{
undonePaths.add(paths.remove(paths.size()-1));
invalidate();
}
else
{
}
//toast the user
}
public void onClickRedo (){
if (undonePaths.size()>0)
{
paths.add(undonePaths.remove(undonePaths.size()-1));
invalidate();
}
else
{
}
//toast the user
}
@Override
public boolean onTouch(View arg0, 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;
}
}
This code is working perfectly for drawing but not working perfectly for undo and redo operations. What’s wrong with my code?
Here’s my full source code:
http://www.4shared.com/rar/8PQQEZdH/test_draw.html
UPDATED:
Finally my problem was solved; here’s my drawing class:
import java.util.ArrayList;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Path;
import android.view.MotionEvent;
import android.view.View;
import android.view.View.OnTouchListener;
public class DrawView extends View implements OnTouchListener {
private Canvas mCanvas;
private Path mPath;
private Paint mPaint;
private ArrayList<Path> paths = new ArrayList<Path>();
private ArrayList<Path> undonePaths = new ArrayList<Path>();
private Bitmap im;
public DrawView(Context context)
{
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
this.setOnTouchListener(this);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(0xFFFFFFFF);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(6);
mCanvas = new Canvas();
mPath = new Path();
im=BitmapFactory.decodeResource(context.getResources(),R.drawable.ic_launcher);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
@Override
protected void onDraw(Canvas canvas) {
//mPath = new Path();
//canvas.drawPath(mPath, mPaint);
for (Path p : paths){
canvas.drawPath(p, mPaint);
}
canvas.drawPath(mPath, mPaint);
}
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
private void touch_start(float x, float y) {
undonePaths.clear();
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
paths.add(mPath);
mPath = new Path();
}
public void onClickUndo () {
if (paths.size()>0)
{
undonePaths.add(paths.remove(paths.size()-1));
invalidate();
}
else
{
}
//toast the user
}
public void onClickRedo (){
if (undonePaths.size()>0)
{
paths.add(undonePaths.remove(undonePaths.size()-1));
invalidate();
}
else
{
}
//toast the user
}
@Override
public boolean onTouch(View arg0, 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;
}
}
That code is working perfectly…!
At first glance I see the following problems:
Pathtopathsas soon as you make it, you’re going to have a problem as soon as you undo: you’re popping that emptyPathfirst, making the first undo not seem to work. Then if you draw into thatPath, it’s not added topaths. The solution is to add the completedPathto paths intouch_up()before creating a new one.That is, remove
from the constructor, and in
touch_up(), changeto
You’ll also want to add
after your
forloop inonDraw()in order to draw the in-progressPath.undonePathswhen the user starts drawing again.