I’m making a custom slide control. Is like a Volume wheel, so some values augment or decrease depending on rotate direction.
I have two issues with this:
- The performance is really low
- The garbage collector is trigger, many many times.
Well, I’m sure that i’m doing something wrong, so please give me a Light.
Am working with Android graphics on 2.1 (eclaire) SDK.
This is the code of the view that am calling from my activity:
public class DrawingView extends View {
private Paint p;
Bitmap bitmap;
Context mContext;
Canvas canvas;
private float sweepAngle;
private int _height;
private int _width;
private float lastAngle;
private int percent;
public DrawingView(Context context) {
super(context);
WindowManager wm = (WindowManager) context.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
this.set_Width(display.getWidth());
this.set_Height(display.getHeight());
this.setSweepAngle(10);
mContext = context;
p = new Paint();
p.setAntiAlias(true);
}
protected int getAngleFromLocation(Point location){
int finalAngle = (int) (Math.atan2(location.y - 200, location.x - 200) * (180 / Math.PI));
return finalAngle;
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
bitmap = Bitmap.createBitmap(canvas.getWidth(), canvas.getHeight(),Bitmap.Config.ARGB_8888);
this.canvas = new Canvas(bitmap);
RectF rectF = new RectF();
rectF.set(20, 20, this.get_Widtt() - this.get_Widtt()/10, this.get_Widtt() - this.get_Widtt()/10);
canvas.drawArc(rectF, 180, this.getSweepAngle(), true, p);
//invalidate();
}
@Override
public boolean onTouchEvent(MotionEvent event) {
double increment = 3.6;
Point touchLocation = new Point();
touchLocation.x = (int)event.getX();
touchLocation.y = (int)event.getY();
canvas.drawBitmap(bitmap = Bitmap.createBitmap(canvas.getWidth(),canvas.getHeight(),Bitmap.Config.ARGB_8888),event.getX(), event.getY(),null );
switch (event.getAction())
{
case MotionEvent.ACTION_DOWN:
lastAngle = this.getAngleFromLocation(touchLocation);
System.out.println("ACTION_DOWN");
break;
case MotionEvent.ACTION_MOVE:
System.out.println("ACTION_MOVE");
int currentAngle = this.getAngleFromLocation(touchLocation);
System.out.println("CURRENT ANGLE: " + currentAngle);
if (currentAngle > lastAngle || (currentAngle == 1 && lastAngle == 359)) {
percent += increment;
} else if (currentAngle < lastAngle) {
percent -= increment;
}
if (percent > 360) {
percent = 360;
} else if (percent < 0) {
percent = 0;
}
lastAngle = currentAngle;
this.setSweepAngle(percent);
//Write the label
//int realPercent = percent*100/360;
System.out.println("PERCENT: "+percent);
break;
case MotionEvent.ACTION_UP:
break;
}
return true;
}
}
No need to create a new bitmap on every frame. In fact you should try to avoid allocationg any objects at all in onDraw().
Try this:
also remove the call to canvas.drawBitmap() in onTouchEvent.