summaryrefslogtreecommitdiffstats
path: root/docs/html/guide/topics/graphics/2d-graphics.jd
diff options
context:
space:
mode:
authorRobert Ly <robertly@google.com>2011-09-15 15:18:09 -0700
committerRobert Ly <robertly@google.com>2011-10-12 14:54:40 -0700
commitd2a4e69f3dffb85c256629f5ee9005d8b9d8ac03 (patch)
treea954d6e86097049aa8a41d03bfbb4c0cc1c56f58 /docs/html/guide/topics/graphics/2d-graphics.jd
parent8c7951afa28ffa08efe3c920db364788a0968f94 (diff)
downloadframeworks_base-d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03.zip
frameworks_base-d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03.tar.gz
frameworks_base-d2a4e69f3dffb85c256629f5ee9005d8b9d8ac03.tar.bz2
DO NOT MERGE cherrypick from master
docs: restructure graphics docs and add hw-acceleration docs change-Id: I0f6288d1aa5430794ac672324c3e0fc7b714455d Change-Id: Ic8406a836bde5395c1bdb9aa5c50027c7c59195f
Diffstat (limited to 'docs/html/guide/topics/graphics/2d-graphics.jd')
-rw-r--r--docs/html/guide/topics/graphics/2d-graphics.jd710
1 files changed, 450 insertions, 260 deletions
diff --git a/docs/html/guide/topics/graphics/2d-graphics.jd b/docs/html/guide/topics/graphics/2d-graphics.jd
index 618cdf8..ac2b47c 100644
--- a/docs/html/guide/topics/graphics/2d-graphics.jd
+++ b/docs/html/guide/topics/graphics/2d-graphics.jd
@@ -1,296 +1,484 @@
-page.title=2D Graphics
+page.title=Canvas and Drawables
parent.title=Graphics
parent.link=index.html
@jd:body
-
<div id="qv-wrapper">
<div id="qv">
- <h2>In this document</h2>
+ <h2>In this document</h2>
+ <ol>
+ <li><a href="#draw-with-canvas">Draw with a Canvas</a>
<ol>
- <li><a href="#drawables">Drawables</a>
+ <li><a href="#on-view">On a View</a></li>
+ <li><a href="#on-surfaceview">On a SurfaceView</a></li>
+ </ol>
+ </li>
+ <li><a href="#drawables">Drawables</a>
<ol>
<li><a href="#drawables-from-images">Creating from resource images</a></li>
<li><a href="#drawables-from-xml">Creating from resource XML</a></li>
</ol>
- </li>
- <li><a href="#shape-drawable">Shape Drawable</a></li>
- <!-- <li><a href="#state-list">StateListDrawable</a></li> -->
- <li><a href="#nine-patch">Nine-patch</a></li>
- </ol>
+ </li>
+ <li><a href="#shape-drawable">Shape Drawable</a></li>
+ <li><a href="#nine-patch">Nine-patch</a></li>
+ </ol>
+
+ <h2>See also</h2>
+ <ol>
+ <li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL with the Framework
+APIs</a></li>
+ <li><a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a></li>
+ </ol>
</div>
</div>
-<p>Android offers a custom 2D graphics library for drawing and animating shapes and images.
-The {@link android.graphics.drawable} and {@link android.view.animation}
-packages are where you'll find the common classes used for drawing and animating in two-dimensions.
+<p>The Android framework APIs provides a set 2D drawing APIs that allow you to render your own
+custom graphics onto a canvas or to modify existing Views to customize their look and feel.
+When drawing 2D graphics, you'll typically do so in one of two ways:</p>
+
+<ol type="a">
+ <li>Draw your graphics or animations into a View object from your layout. In this manner,
+ the drawing of your graphics is handled by the system's
+ normal View hierarchy drawing process &mdash; you simply define the graphics to go inside the View.</li>
+ <li>Draw your graphics directly to a Canvas. This way, you personally call the appropriate class's
+ {@link android.view.View#onDraw onDraw()} method (passing it your Canvas), or one of the Canvas
+<code>draw...()</code> methods (like
+ <code>{@link android.graphics.Canvas#drawPicture(Picture,Rect) drawPicture()}</code>). In doing so, you are also in
+ control of any animation.</li>
+</ol>
+
+<p>Option "a," drawing to a View, is your best choice when you want to draw simple graphics that do not
+need to change dynamically and are not part of a performance-intensive game. For example, you should
+draw your graphics into a View when you want to display a static graphic or predefined animation, within
+an otherwise static application. Read <a href="#drawables">Drawables</a> for more information.</li>
</p>
-<p>This document offers an introduction to drawing graphics in your Android application.
-We'll discuss the basics of using Drawable objects to draw
-graphics, how to use a couple subclasses of the Drawable class, and how to
-create animations that either tween (move, stretch, rotate) a single graphic
-or animate a series of graphics (like a roll of film).</p>
-
-
-<h2 id="drawables">Drawables</h2>
-
-<p>A {@link android.graphics.drawable.Drawable} is a general abstraction for "something that can be drawn."
-You'll discover that the Drawable class extends to define a variety of specific kinds of drawable graphics,
-including {@link android.graphics.drawable.BitmapDrawable}, {@link android.graphics.drawable.ShapeDrawable},
-{@link android.graphics.drawable.PictureDrawable}, {@link android.graphics.drawable.LayerDrawable}, and several more.
-Of course, you can also extend these to define your own custom Drawable objects that behave in unique ways.</p>
-
-<p>There are three ways to define and instantiate a Drawable: using an image saved in your project resources;
-using an XML file that defines the Drawable properties; or using the normal class constructors. Below, we'll discuss
-each the first two techniques (using constructors is nothing new for an experienced developer).</p>
-
-
-<h3 id="drawables-from-images">Creating from resource images</h3>
-
-<p>A simple way to add graphics to your application is by referencing an image file from your project resources.
-Supported file types are PNG (preferred), JPG (acceptable) and GIF (discouraged). This technique would
-obviously be preferred for application icons, logos, or other graphics such as those used in a game.</p>
-
-<p>To use an image resource, just add your file to the <code>res/drawable/</code> directory of your project.
-From there, you can reference it from your code or your XML layout.
-Either way, it is referred using a resource ID, which is the file name without the file type
-extension (E.g., <code>my_image.png</code> is referenced as <var>my_image</var>).</p>
-
-<p class="note"><strong>Note:</strong> Image resources placed in <code>res/drawable/</code> may be
-automatically optimized with lossless image compression by the
-<code>aapt</code> tool during the build process. For example, a true-color PNG that does
-not require more than 256 colors may be converted to an 8-bit PNG with a color palette. This
-will result in an image of equal quality but which requires less memory. So be aware that the
-image binaries placed in this directory can change during the build. If you plan on reading
-an image as a bit stream in order to convert it to a bitmap, put your images in the <code>res/raw/</code>
-folder instead, where they will not be optimized.</p>
-
-<h4>Example code</h4>
-<p>The following code snippet demonstrates how to build an {@link android.widget.ImageView} that uses an image
-from drawable resources and add it to the layout.</p>
+<p>Option "b," drawing to a Canvas, is better when your application needs to regularly re-draw itself.
+Applications such as video games should be drawing to the Canvas on its own. However, there's more than
+one way to do this:</p>
+
+<ul>
+ <li>In the same thread as your UI Activity, wherein you create a custom View component in
+ your layout, call <code>{@link android.view.View#invalidate()}</code> and then handle the
+ <code>{@link android.view.View#onDraw(Canvas) onDraw()}</code> callback.</li>
+ <li>Or, in a separate thread, wherein you manage a {@link android.view.SurfaceView} and
+ perform draws to the Canvas as fast as your thread is capable
+ (you do not need to request <code>invalidate()</code>).</li>
+</ul>
+
+<h2 id="draw-with-canvas">Draw with a Canvas</h2>
+
+<p>When you're writing an application in which you would like to perform specialized drawing
+and/or control the animation of graphics,
+you should do so by drawing through a {@link android.graphics.Canvas}. A Canvas works for you as
+a pretense, or interface, to the actual surface upon which your graphics will be drawn &mdash; it
+holds all of your "draw" calls. Via the Canvas, your drawing is actually performed upon an
+underlying {@link android.graphics.Bitmap}, which is placed into the window.</p>
+
+<p>In the event that you're drawing within the <code>{@link android.view.View#onDraw(Canvas) onDraw()}</code>
+callback method, the Canvas is provided for you and you need only place your drawing calls upon it.
+You can also acquire a Canvas from <code>{@link android.view.SurfaceHolder#lockCanvas() SurfaceHolder.lockCanvas()}</code>,
+when dealing with a SurfaceView object. (Both of these scenarios are discussed in the following sections.)
+However, if you need to create a new Canvas, then you must define the {@link android.graphics.Bitmap}
+upon which drawing will actually be performed. The Bitmap is always required for a Canvas. You can set up
+a new Canvas like this:</p>
<pre>
-LinearLayout mLinearLayout;
-
-protected void onCreate(Bundle savedInstanceState) {
- super.onCreate(savedInstanceState);
-
- // Create a LinearLayout in which to add the ImageView
- mLinearLayout = new LinearLayout(this);
-
- // Instantiate an ImageView and define its properties
- ImageView i = new ImageView(this);
- i.setImageResource(R.drawable.my_image);
- i.setAdjustViewBounds(true); // set the ImageView bounds to match the Drawable's dimensions
- i.setLayoutParams(new Gallery.LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
-
- // Add the ImageView to the layout and set the layout as the content view
- mLinearLayout.addView(i);
- setContentView(mLinearLayout);
-}
+Bitmap b = Bitmap.createBitmap(100, 100, Bitmap.Config.ARGB_8888);
+Canvas c = new Canvas(b);
</pre>
-<p>In other cases, you may want to handle your image resource as a
-{@link android.graphics.drawable.Drawable} object.
-To do so, create a Drawable from the resource like so:
-<pre>
-Resources res = mContext.getResources();
-Drawable myImage = res.getDrawable(R.drawable.my_image);
-</pre>
-
-<p class="warning"><strong>Note:</strong> Each unique resource in your project can maintain only one
-state, no matter how many different objects you may instantiate for it. For example, if you instantiate two
-Drawable objects from the same image resource, then change a property (such as the alpha) for one of the
-Drawables, then it will also affect the other. So when dealing with multiple instances of an image resource,
-instead of directly transforming the Drawable, you should perform a <a href="#tween-animation">tween animation</a>.</p>
+<p>Now your Canvas will draw onto the defined Bitmap. After drawing upon it with the Canvas, you can then carry your
+Bitmap to another Canvas with one of the <code>{@link android.graphics.Canvas#drawBitmap(Bitmap,Matrix,Paint)
+Canvas.drawBitmap(Bitmap,...)}</code> methods. It's recommended that you ultimately draw your final
+graphics through a Canvas offered to you
+by <code>{@link android.view.View#onDraw(Canvas) View.onDraw()}</code> or
+<code>{@link android.view.SurfaceHolder#lockCanvas() SurfaceHolder.lockCanvas()}</code> (see the following sections).</p>
+
+<p>The {@link android.graphics.Canvas} class has its own set of drawing methods that you can use,
+like <code>drawBitmap(...)</code>, <code>drawRect(...)</code>, <code>drawText(...)</code>, and many more.
+Other classes that you might use also have <code>draw()</code> methods. For example, you'll probably
+have some {@link android.graphics.drawable.Drawable} objects that you want to put on the Canvas. Drawable
+has its own <code>{@link android.graphics.drawable.Drawable#draw(Canvas) draw()}</code> method
+that takes your Canvas as an argument.</p>
+
+
+<h3 id="on-view">On a View</h3>
+
+<p>If your application does not require a significant amount of processing or
+frame-rate speed (perhaps for a chess game, a snake game,
+or another slowly-animated application), then you should consider creating a custom View component
+and drawing with a Canvas in <code>{@link android.view.View#onDraw(Canvas) View.onDraw()}</code>.
+The most convenient aspect of doing so is that the Android framework will
+provide you with a pre-defined Canvas to which you will place your drawing calls.</p>
+
+<p>To start, extend the {@link android.view.View} class (or descendant thereof) and define
+the <code>{@link android.view.View#onDraw(Canvas) onDraw()}</code> callback method. This method will be called by the Android
+framework to request that your View draw itself. This is where you will perform all your calls
+to draw through the {@link android.graphics.Canvas}, which is passed to you through the <code>onDraw()</code> callback.</p>
+
+<p>The Android framework will only call <code>onDraw()</code> as necessary. Each time that
+your application is prepared to be drawn, you must request your View be invalidated by calling
+<code>{@link android.view.View#invalidate()}</code>. This indicates that you'd like your View to be drawn and
+Android will then call your <code>onDraw()</code> method (though is not guaranteed that the callback will
+be instantaneous). </p>
+
+<p>Inside your View component's <code>onDraw()</code>, use the Canvas given to you for all your drawing,
+using various <code>Canvas.draw...()</code> methods, or other class <code>draw()</code> methods that
+take your Canvas as an argument. Once your <code>onDraw()</code> is complete, the Android framework will
+use your Canvas to draw a Bitmap handled by the system.</p>
+
+<p class="note"><strong>Note: </strong> In order to request an invalidate from a thread other than your main
+Activity's thread, you must call <code>{@link android.view.View#postInvalidate()}</code>.</p>
+
+<p>Also read <a href="{@docRoot}guide/topics/ui/custom-components.html">Building Custom Components</a>
+for a guide to extending a View class, and <a href="2d-graphics.html">2D Graphics: Drawables</a> for
+information on using Drawable objects like images from your resources and other primitive shapes.</p>
+
+<p>For a sample application, see the Snake game, in the SDK samples folder:
+<code>&lt;your-sdk-directory>/samples/Snake/</code>.</p>
+
+<h3 id="on-surfaceview">On a SurfaceView</h3>
+
+<p>The {@link android.view.SurfaceView} is a special subclass of View that offers a dedicated
+drawing surface within the View hierarchy. The aim is to offer this drawing surface to
+an application's secondary thread, so that the application isn't required
+to wait until the system's View hierarchy is ready to draw. Instead, a secondary thread
+that has reference to a SurfaceView can draw to its own Canvas at its own pace.</p>
+
+<p>To begin, you need to create a new class that extends {@link android.view.SurfaceView}. The class should also
+implement {@link android.view.SurfaceHolder.Callback}. This subclass is an interface that will notify you
+with information about the underlying {@link android.view.Surface}, such as when it is created, changed, or destroyed.
+These events are important so that you know when you can start drawing, whether you need
+to make adjustments based on new surface properties, and when to stop drawing and potentially
+kill some tasks. Inside your SurfaceView class is also a good place to define your secondary Thread class, which will
+perform all the drawing procedures to your Canvas.</p>
+
+<p>Instead of handling the Surface object directly, you should handle it via
+a {@link android.view.SurfaceHolder}. So, when your SurfaceView is initialized, get the SurfaceHolder by calling
+<code>{@link android.view.SurfaceView#getHolder()}</code>. You should then notify the SurfaceHolder that you'd
+like to receive SurfaceHolder callbacks (from {@link android.view.SurfaceHolder.Callback}) by calling
+{@link android.view.SurfaceHolder#addCallback(SurfaceHolder.Callback) addCallback()}
+(pass it <var>this</var>). Then override each of the
+{@link android.view.SurfaceHolder.Callback} methods inside your SurfaceView class.</p>
+
+<p>In order to draw to the Surface Canvas from within your second thread, you must pass the thread your SurfaceHandler
+and retrieve the Canvas with <code>{@link android.view.SurfaceHolder#lockCanvas() lockCanvas()}</code>.
+You can now take the Canvas given to you by the SurfaceHolder and do your necessary drawing upon it.
+Once you're done drawing with the Canvas, call
+<code>{@link android.view.SurfaceHolder#unlockCanvasAndPost(Canvas) unlockCanvasAndPost()}</code>, passing it
+your Canvas object. The Surface will now draw the Canvas as you left it. Perform this sequence of locking and
+unlocking the canvas each time you want to redraw.</p>
+
+<p class="note"><strong>Note:</strong> On each pass you retrieve the Canvas from the SurfaceHolder,
+the previous state of the Canvas will be retained. In order to properly animate your graphics, you must re-paint the
+entire surface. For example, you can clear the previous state of the Canvas by filling in a color
+with <code>{@link android.graphics.Canvas#drawColor(int) drawColor()}</code> or setting a background image
+with <code>{@link android.graphics.Canvas#drawBitmap(Bitmap,Rect,RectF,Paint) drawBitmap()}</code>. Otherwise,
+you will see traces of the drawings you previously performed.</p>
+
+
+<p>For a sample application, see the Lunar Lander game, in the SDK samples folder:
+<code>&lt;your-sdk-directory>/samples/LunarLander/</code>. Or,
+browse the source in the <a href="{@docRoot}guide/samples/index.html">Sample Code</a> section.</p>
-<h4>Example XML</h4>
-<p>The XML snippet below shows how to add a resource Drawable to an
-{@link android.widget.ImageView} in the XML layout (with some red tint just for fun).
-<pre>
-&lt;ImageView
- android:layout_width="wrap_content"
- android:layout_height="wrap_content"
- android:tint="#55ff0000"
- android:src="@drawable/my_image"/>
-</pre>
-<p>For more information on using project resources, read about
- <a href="{@docRoot}guide/topics/resources/index.html">Resources and Assets</a>.</p>
+<h2 id="drawables">Drawables</h2>
+<p>Android offers a custom 2D graphics library for drawing shapes and images.
+ The {@link android.graphics.drawable} package is where you'll find the common classes used for
+ drawing in two-dimensions.</p>
+<p>This document discusses the basics of using Drawable objects to draw graphics and how to use a
+couple subclasses of the Drawable class. For information on using Drawables to do frame-by-frame
+animation, see <a href="{@docRoot}guide/topics/animation/frame-animation.html">Frame-by-Frame
+Animation</a>.</p>
-<h3 id="drawables-from-xml">Creating from resource XML</h3>
+<p>A {@link android.graphics.drawable.Drawable} is a general abstraction for "something that can be
+ drawn." You'll discover that the Drawable class extends to define a variety of specific kinds of
+drawable graphics, including {@link android.graphics.drawable.BitmapDrawable}, {@link
+ android.graphics.drawable.ShapeDrawable}, {@link android.graphics.drawable.PictureDrawable},
+{@link android.graphics.drawable.LayerDrawable}, and several more. Of course, you can also extend
+these to define your own custom Drawable objects that behave in unique ways.</p>
-<p>By now, you should be familiar with Android's principles of developing a
-<a href="{@docRoot}guide/topics/ui/index.html">User Interface</a>. Hence, you understand the power
-and flexibility inherent in defining objects in XML. This philosophy caries over from Views to Drawables.
-If there is a Drawable object that you'd like to create, which is not initially dependent on variables defined by
-your application code or user interaction, then defining the Drawable in XML is a good option.
-Even if you expect your Drawable to change its properties during the user's experience with your application,
-you should consider defining the object in XML, as you can always modify properties once it is instantiated.</p>
+<p>There are three ways to define and instantiate a Drawable: using an image saved in your project
+ resources; using an XML file that defines the Drawable properties; or using the normal class
+constructors. Below, we'll discuss each the first two techniques (using constructors is nothing new
+for an experienced developer).</p>
-<p>Once you've defined your Drawable in XML, save the file in the <code>res/drawable/</code> directory of
-your project. Then, retrieve and instantiate the object by calling
-{@link android.content.res.Resources#getDrawable(int) Resources.getDrawable()}, passing it the resource ID
-of your XML file. (See the <a href="#drawable-xml-example">example below</a>.)</p>
-<p>Any Drawable subclass that supports the <code>inflate()</code> method can be defined in
-XML and instantiated by your application.
-Each Drawable that supports XML inflation utilizes specific XML attributes that help define the object
-properties (see the class reference to see what these are). See the class documentation for each
-Drawable subclass for information on how to define it in XML.
+<h3 id="drawables-from-images">Creating from resource images</h3>
-<h4 id="drawable-xml-example">Example</h4>
-<p>Here's some XML that defines a TransitionDrawable:</p>
-<pre>
-&lt;transition xmlns:android="http://schemas.android.com/apk/res/android">
- &lt;item android:drawable="&#64;drawable/image_expand">
- &lt;item android:drawable="&#64;drawable/image_collapse">
-&lt;/transition>
-</pre>
+<p>A simple way to add graphics to your application is by referencing an image file from your
+ project resources. Supported file types are PNG (preferred), JPG (acceptable) and GIF
+(discouraged). This technique would obviously be preferred for application icons, logos, or other
+graphics such as those used in a game.</p>
+
+<p>To use an image resource, just add your file to the <code>res/drawable/</code> directory of your
+ project. From there, you can reference it from your code or your XML layout.
+ Either way, it is referred using a resource ID, which is the file name without the file type
+ extension (E.g., <code>my_image.png</code> is referenced as <var>my_image</var>).</p>
+
+<p class="note"><strong>Note:</strong> Image resources placed in <code>res/drawable/</code> may be
+ automatically optimized with lossless image compression by the
+ <code>aapt</code> tool during the build process. For example, a true-color PNG that does
+ not require more than 256 colors may be converted to an 8-bit PNG with a color palette. This
+ will result in an image of equal quality but which requires less memory. So be aware that the
+ image binaries placed in this directory can change during the build. If you plan on reading
+ an image as a bit stream in order to convert it to a bitmap, put your images in the
+ <code>res/raw/</code> folder instead, where they will not be optimized.</p>
-<p>With this XML saved in the file <code>res/drawable/expand_collapse.xml</code>,
-the following code will instantiate the TransitionDrawable and set it as the content of an ImageView:</p>
+<h4>Example code</h4>
+<p>The following code snippet demonstrates how to build an {@link android.widget.ImageView} that
+ uses an image from drawable resources and add it to the layout.</p>
<pre>
-Resources res = mContext.getResources();
-TransitionDrawable transition = (TransitionDrawable) res.getDrawable(R.drawable.expand_collapse);
-ImageView image = (ImageView) findViewById(R.id.toggle_image);
-image.setImageDrawable(transition);
-</pre>
-<p>Then this transition can be run forward (for 1 second) with:</p>
-<pre>transition.startTransition(1000);</pre>
-
-<p>Refer to the Drawable classes listed above for more information on the XML attributes supported by each.</p>
+ LinearLayout mLinearLayout;
+ protected void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ // Create a LinearLayout in which to add the ImageView
+ mLinearLayout = new LinearLayout(this);
-<h2 id="shape-drawable">Shape Drawable</h2>
+ // Instantiate an ImageView and define its properties
+ ImageView i = new ImageView(this);
+ i.setImageResource(R.drawable.my_image);
+ i.setAdjustViewBounds(true); // set the ImageView bounds to match the Drawable's dimensions
+ i.setLayoutParams(new Gallery.LayoutParams(LayoutParams.WRAP_CONTENT,
+ LayoutParams.WRAP_CONTENT));
-<p>When you want to dynamically draw some two-dimensional graphics, a {@link android.graphics.drawable.ShapeDrawable}
-object will probably suit your needs. With a ShapeDrawable, you can programmatically draw
-primitive shapes and style them in any way imaginable.</p>
-
-<p>A ShapeDrawable is an extension of {@link android.graphics.drawable.Drawable}, so you can use one where ever
-a Drawable is expected &mdash; perhaps for the background of a View, set with
-{@link android.view.View#setBackgroundDrawable(android.graphics.drawable.Drawable) setBackgroundDrawable()}.
-Of course, you can also draw your shape as its own custom {@link android.view.View},
-to be added to your layout however you please.
-Because the ShapeDrawable has its own <code>draw()</code> method, you can create a subclass of View that
-draws the ShapeDrawable during the <code>View.onDraw()</code> method.
-Here's a basic extension of the View class that does just this, to draw a ShapeDrawable as a View:</p>
-<pre>
-public class CustomDrawableView extends View {
- private ShapeDrawable mDrawable;
-
- public CustomDrawableView(Context context) {
- super(context);
-
- int x = 10;
- int y = 10;
- int width = 300;
- int height = 50;
-
- mDrawable = new ShapeDrawable(new OvalShape());
- mDrawable.getPaint().setColor(0xff74AC23);
- mDrawable.setBounds(x, y, x + width, y + height);
- }
-
- protected void onDraw(Canvas canvas) {
- mDrawable.draw(canvas);
- }
-}
+ // Add the ImageView to the layout and set the layout as the content view
+ mLinearLayout.addView(i);
+ setContentView(mLinearLayout);
+ }
</pre>
+<p>In other cases, you may want to handle your image resource as a
+ {@link android.graphics.drawable.Drawable} object.
+ To do so, create a Drawable from the resource like so:
+ <pre>
+ Resources res = mContext.getResources();
+ Drawable myImage = res.getDrawable(R.drawable.my_image);
+ </pre>
+
+ <p class="warning"><strong>Note:</strong> Each unique resource in your project can maintain only
+one state, no matter how many different objects you may instantiate for it. For example, if you
+ instantiate two Drawable objects from the same image resource, then change a property (such
+as the alpha) for one of the Drawables, then it will also affect the other. So when dealing with
+multiple instances of an image resource, instead of directly transforming the Drawable, you
+should perform a <a href="{@docRoot}guide/topics/graphics/view-animation.html#tween-animation">tween
+animation</a>.</p>
+
+
+ <h4>Example XML</h4>
+ <p>The XML snippet below shows how to add a resource Drawable to an
+ {@link android.widget.ImageView} in the XML layout (with some red tint just for fun).
+ <pre>
+ &lt;ImageView
+ android:layout_width="wrap_content"
+ android:layout_height="wrap_content"
+ android:tint="#55ff0000"
+ android:src="@drawable/my_image"/>
+ </pre>
+ <p>For more information on using project resources, read about
+ <a href="{@docRoot}guide/topics/resources/index.html">Resources and Assets</a>.</p>
+
+
+ <h3 id="drawables-from-xml">Creating from resource XML</h3>
+
+ <p>By now, you should be familiar with Android's principles of developing a
+ <a href="{@docRoot}guide/topics/ui/index.html">User Interface</a>. Hence, you understand the
+power and flexibility inherent in defining objects in XML. This philosophy caries over from Views
+to Drawables. If there is a Drawable object that you'd like to create, which is not initially
+dependent on variables defined by your application code or user interaction, then defining the
+Drawable in XML is a good option. Even if you expect your Drawable to change its properties
+during the user's experience with your application, you should consider defining the object in
+XML, as you can always modify properties once it is instantiated.</p>
+
+ <p>Once you've defined your Drawable in XML, save the file in the <code>res/drawable/</code>
+ directory of your project. Then, retrieve and instantiate the object by calling
+ {@link android.content.res.Resources#getDrawable(int) Resources.getDrawable()}, passing it the
+ resource ID of your XML file. (See the <a href="#drawable-xml-example">example
+below</a>.)</p>
+
+ <p>Any Drawable subclass that supports the <code>inflate()</code> method can be defined in
+ XML and instantiated by your application. Each Drawable that supports XML inflation utilizes
+specific XML attributes that help define the object
+ properties (see the class reference to see what these are). See the class documentation for each
+ Drawable subclass for information on how to define it in XML.
+
+ <h4 id="drawable-xml-example">Example</h4>
+ <p>Here's some XML that defines a TransitionDrawable:</p>
+ <pre>
+ &lt;transition xmlns:android="http://schemas.android.com/apk/res/android">
+ &lt;item android:drawable="&#64;drawable/image_expand">
+ &lt;item android:drawable="&#64;drawable/image_collapse">
+ &lt;/transition>
+ </pre>
+
+ <p>With this XML saved in the file <code>res/drawable/expand_collapse.xml</code>,
+ the following code will instantiate the TransitionDrawable and set it as the content of an
+ ImageView:</p>
+ <pre>
+ Resources res = mContext.getResources();
+ TransitionDrawable transition = (TransitionDrawable)
+res.getDrawable(R.drawable.expand_collapse);
+ ImageView image = (ImageView) findViewById(R.id.toggle_image);
+ image.setImageDrawable(transition);
+ </pre>
+ <p>Then this transition can be run forward (for 1 second) with:</p>
+ <pre>transition.startTransition(1000);</pre>
+
+ <p>Refer to the Drawable classes listed above for more information on the XML attributes
+supported by each.</p>
+
+
+
+ <h2 id="shape-drawable">Shape Drawable</h2>
+
+ <p>When you want to dynamically draw some two-dimensional graphics, a {@link
+ android.graphics.drawable.ShapeDrawable}
+ object will probably suit your needs. With a ShapeDrawable, you can programmatically draw
+ primitive shapes and style them in any way imaginable.</p>
+
+ <p>A ShapeDrawable is an extension of {@link android.graphics.drawable.Drawable}, so you can use
+one where ever
+ a Drawable is expected &mdash; perhaps for the background of a View, set with
+ {@link android.view.View#setBackgroundDrawable(android.graphics.drawable.Drawable)
+ setBackgroundDrawable()}.
+ Of course, you can also draw your shape as its own custom {@link android.view.View},
+ to be added to your layout however you please.
+ Because the ShapeDrawable has its own <code>draw()</code> method, you can create a subclass of
+View that
+ draws the ShapeDrawable during the <code>View.onDraw()</code> method.
+ Here's a basic extension of the View class that does just this, to draw a ShapeDrawable as a
+ View:</p>
+ <pre>
+ public class CustomDrawableView extends View {
+ private ShapeDrawable mDrawable;
+
+ public CustomDrawableView(Context context) {
+ super(context);
+
+ int x = 10;
+ int y = 10;
+ int width = 300;
+ int height = 50;
+
+ mDrawable = new ShapeDrawable(new OvalShape());
+ mDrawable.getPaint().setColor(0xff74AC23);
+ mDrawable.setBounds(x, y, x + width, y + height);
+ }
+
+ protected void onDraw(Canvas canvas) {
+ mDrawable.draw(canvas);
+ }
+ }
+ </pre>
+
+ <p>In the constructor, a ShapeDrawable is defines as an {@link
+ android.graphics.drawable.shapes.OvalShape}.
+ It's then given a color and the bounds of the shape are set. If you do not set the bounds,
+then the
+ shape will not be drawn, whereas if you don't set the color, it will default to black.</p>
+ <p>With the custom View defined, it can be drawn any way you like. With the sample above, we can
+ draw the shape programmatically in an Activity:</p>
+ <pre>
+ CustomDrawableView mCustomDrawableView;
+
+ protected void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ mCustomDrawableView = new CustomDrawableView(this);
+
+ setContentView(mCustomDrawableView);
+ }
+ </pre>
+
+ <p>If you'd like to draw this custom drawable from the XML layout instead of from the Activity,
+ then the CustomDrawable class must override the {@link
+ android.view.View#View(android.content.Context, android.util.AttributeSet) View(Context,
+ AttributeSet)} constructor, which is called when
+ instantiating a View via inflation from XML. Then add a CustomDrawable element to the XML,
+ like so:</p>
+ <pre>
+ &lt;com.example.shapedrawable.CustomDrawableView
+ android:layout_width="fill_parent"
+ android:layout_height="wrap_content"
+ />
+ </pre>
+
+ <p>The ShapeDrawable class (like many other Drawable types in the {@link
+android.graphics.drawable} package)
+ allows you to define various properties of the drawable with public methods.
+ Some properties you might want to adjust include
+ alpha transparency, color filter, dither, opacity and color.</p>
+
+ <p>You can also define primitive drawable shapes using XML. For more information, see the
+ section about Shape Drawables in the <a
-<p>In the constructor, a ShapeDrawable is defines as an {@link android.graphics.drawable.shapes.OvalShape}.
-It's then given a color and the bounds of the shape are set. If you do not set the bounds, then the
-shape will not be drawn, whereas if you don't set the color, it will default to black.</p>
-<p>With the custom View defined, it can be drawn any way you like. With the sample above, we can
-draw the shape programmatically in an Activity:</p>
-<pre>
-CustomDrawableView mCustomDrawableView;
-
-protected void onCreate(Bundle savedInstanceState) {
- super.onCreate(savedInstanceState);
- mCustomDrawableView = new CustomDrawableView(this);
-
- setContentView(mCustomDrawableView);
-}
-</pre>
-
-<p>If you'd like to draw this custom drawable from the XML layout instead of from the Activity,
-then the CustomDrawable class must override the {@link android.view.View#View(android.content.Context, android.util.AttributeSet) View(Context, AttributeSet)} constructor, which is called when
-instantiating a View via inflation from XML. Then add a CustomDrawable element to the XML,
-like so:</p>
-<pre>
-&lt;com.example.shapedrawable.CustomDrawableView
- android:layout_width="fill_parent"
- android:layout_height="wrap_content"
- />
-</pre>
-
-<p>The ShapeDrawable class (like many other Drawable types in the {@link android.graphics.drawable} package)
-allows you to define various properties of the drawable with public methods.
-Some properties you might want to adjust include
-alpha transparency, color filter, dither, opacity and color.</p>
-
-<p>You can also define primitive drawable shapes using XML. For more information, see the
-section about Shape Drawables in the <a
href="{@docRoot}guide/topics/resources/drawable-resource.html#Shape">Drawable Resources</a>
-document.</p>
-
-<!-- TODO
-<h2 id="state-list">StateListDrawable</h2>
-
-<p>A StateListDrawable is an extension of the DrawableContainer class, making it little different.
-The primary distinction is that the
-StateListDrawable manages a collection of images for the Drawable, instead of just one.
-This means that it can switch the image when you want, without switching objects. However, the
-intention of the StateListDrawable is to automatically change the image used based on the state
-of the object it's attached to.
--->
-
-<h2 id="nine-patch">Nine-patch</h2>
-
-<p>A {@link android.graphics.drawable.NinePatchDrawable} graphic is a stretchable bitmap image, which Android
-will automatically resize to accommodate the contents of the View in which you have placed it as the background.
-An example use of a NinePatch is the backgrounds used by standard Android buttons &mdash;
-buttons must stretch to accommodate strings of various lengths. A NinePatch drawable is a standard PNG
-image that includes an extra 1-pixel-wide border. It must be saved with the extension <code>.9.png</code>,
-and saved into the <code>res/drawable/</code> directory of your project.
-</p>
-<p>
- The border is used to define the stretchable and static areas of
- the image. You indicate a stretchable section by drawing one (or more) 1-pixel-wide
- black line(s) in the left and top part of the border (the other border pixels should
- be fully transparent or white). You can have as many stretchable sections as you want:
- their relative size stays the same, so the largest sections always remain the largest.
-</p>
-<p>
- You can also define an optional drawable section of the image (effectively,
- the padding lines) by drawing a line on the right and bottom lines.
- If a View object sets the NinePatch as its background and then specifies the
- View's text, it will stretch itself so that all the text fits inside only
- the area designated by the right and bottom lines (if included). If the
- padding lines are not included, Android uses the left and top lines to
- define this drawable area.
-</p>
-<p>To clarify the difference between the different lines, the left and top lines define
-which pixels of the image are allowed to be replicated in order to stretch the image.
-The bottom and right lines define the relative area within the image that the contents
-of the View are allowed to lie within.</p>
-<p>
- Here is a sample NinePatch file used to define a button:
-</p>
- <img src="{@docRoot}images/ninepatch_raw.png" alt="" />
-
-<p>This NinePatch defines one stretchable area with the left and top lines
-and the drawable area with the bottom and right lines. In the top image, the dotted grey
-lines identify the regions of the image that will be replicated in order to stretch the image. The pink
-rectangle in the bottom image identifies the region in which the contents of the View are allowed.
-If the contents don't fit in this region, then the image will be stretched so that they do.
+ document.</p>
+
+ <!-- TODO
+ <h2 id="state-list">StateListDrawable</h2>
+
+ <p>A StateListDrawable is an extension of the DrawableContainer class, making it little
+different.
+ The primary distinction is that the
+ StateListDrawable manages a collection of images for the Drawable, instead of just one.
+ This means that it can switch the image when you want, without switching objects. However,
+the
+ intention of the StateListDrawable is to automatically change the image used based on the
+state
+ of the object it's attached to.
+ -->
+
+ <h2 id="nine-patch">Nine-patch</h2>
+
+ <p>A {@link android.graphics.drawable.NinePatchDrawable} graphic is a stretchable bitmap
+image, which Android
+ will automatically resize to accommodate the contents of the View in which you have
+placed it as the background.
+ An example use of a NinePatch is the backgrounds used by standard Android buttons &mdash;
+ buttons must stretch to accommodate strings of various lengths. A NinePatch drawable is a
+standard PNG
+ image that includes an extra 1-pixel-wide border. It must be saved with the extension
+ <code>.9.png</code>,
+ and saved into the <code>res/drawable/</code> directory of your project.
+ </p>
+ <p>
+ The border is used to define the stretchable and static areas of
+ the image. You indicate a stretchable section by drawing one (or more) 1-pixel-wide
+ black line(s) in the left and top part of the border (the other border pixels should
+ be fully transparent or white). You can have as many stretchable sections as you want:
+ their relative size stays the same, so the largest sections always remain the largest.
+ </p>
+ <p>
+ You can also define an optional drawable section of the image (effectively,
+ the padding lines) by drawing a line on the right and bottom lines.
+ If a View object sets the NinePatch as its background and then specifies the
+ View's text, it will stretch itself so that all the text fits inside only
+ the area designated by the right and bottom lines (if included). If the
+ padding lines are not included, Android uses the left and top lines to
+ define this drawable area.
+ </p>
+ <p>To clarify the difference between the different lines, the left and top lines define
+ which pixels of the image are allowed to be replicated in order to stretch the image.
+ The bottom and right lines define the relative area within the image that the contents
+ of the View are allowed to lie within.</p>
+ <p>
+ Here is a sample NinePatch file used to define a button:
+ </p>
+ <img src="{@docRoot}images/ninepatch_raw.png" alt="" />
+
+ <p>This NinePatch defines one stretchable area with the left and top lines
+ and the drawable area with the bottom and right lines. In the top image, the dotted grey
+ lines identify the regions of the image that will be replicated in order to stretch the
+image. The pink
+ rectangle in the bottom image identifies the region in which the contents of the View are
+allowed.
+ If the contents don't fit in this region, then the image will be stretched so that they
+do.
</p>
-<p>The <a href="{@docRoot}guide/developing/tools/draw9patch.html">Draw 9-patch</a> tool offers
- an extremely handy way to create your NinePatch images, using a WYSIWYG graphics editor. It
+<p>The <a href="{@docRoot}guide/developing/tools/draw9patch.html">Draw 9-patch</a> tool offers
+ an extremely handy way to create your NinePatch images, using a WYSIWYG graphics editor. It
even raises warnings if the region you've defined for the stretchable area is at risk of
producing drawing artifacts as a result of the pixel replication.
</p>
@@ -298,7 +486,8 @@ producing drawing artifacts as a result of the pixel replication.
<h3>Example XML</h3>
<p>Here's some sample layout XML that demonstrates how to add a NinePatch image to a
-couple of buttons. (The NinePatch image is saved as <code>res/drawable/my_button_background.9.png</code>
+couple of buttons. (The NinePatch image is saved as
+<code>res/drawable/my_button_background.9.png</code>
<pre>
&lt;Button id="@+id/tiny"
android:layout_width="wrap_content"
@@ -318,11 +507,12 @@ couple of buttons. (The NinePatch image is saved as <code>res/drawable/my_button
android:textSize="30sp"
android:background="@drawable/my_button_background"/&gt;
</pre>
-<p>Note that the width and height are set to "wrap_content" to make the button fit neatly around the text.
+<p>Note that the width and height are set to "wrap_content" to make the button fit neatly around the
+text.
</p>
-<p>Below are the two buttons rendered from the XML and NinePatch image shown above.
-Notice how the width and height of the button varies with the text, and the background image
+<p>Below are the two buttons rendered from the XML and NinePatch image shown above.
+Notice how the width and height of the button varies with the text, and the background image
stretches to accommodate it.
</p>