The goal is simply to draw a bitmap and over the top of it draw shapes that ERASE the underlying area of the bitmap.
I have created simple proof of concept code to try and understand how exactly I should go about this. In the various threads here I have found numerous hints about using:
android.graphics.PorterDuff.Mode.CLEAR
The code below simply creates a screen with a blue background and adds a custom view. This view draws on its canvas a pink background, the bitmap image (with a slight border to show the pink background), and yellow overlaying circles representing each PorterDuffXfermode.
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.PorterDuffXfermode;
import android.graphics.Paint.Style;
import android.graphics.PorterDuff.Mode;
import android.graphics.RectF;
import android.os.Bundle;
import android.view.View;
import android.view.Window;
import android.widget.RelativeLayout;
public class Test extends Activity {
Drawing d = null;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
RelativeLayout.LayoutParams rlp = null;
// Create the view for the xfermode test
d = new Drawing(this);
rlp = new RelativeLayout.LayoutParams(600, 900);
rlp.addRule(RelativeLayout.CENTER_IN_PARENT);
d.setLayoutParams(rlp);
RelativeLayout rl = new RelativeLayout(this);
rl.setBackgroundColor(Color.rgb(0, 0, 255));
rl.addView(d);
// Show the layout with the test view
setContentView(rl);
}
public class Drawing extends View {
Paint[] pDraw = null;
Bitmap bm = null;
public Drawing(Context ct) {
super(ct);
// Generate bitmap used for background
bm = BitmapFactory.decodeFile("mnt/sdcard/Pictures/test.jpg");
// Generate array of paints
pDraw = new Paint[16];
for (int i = 0; i<pDraw.length; i++) {
pDraw[i] = new Paint();
pDraw[i].setARGB(255, 255, 255, 0);
pDraw[i].setStrokeWidth(20);
pDraw[i].setStyle(Style.FILL);
}
// Set all transfer modes
pDraw[0].setXfermode(new PorterDuffXfermode(Mode.CLEAR));
pDraw[1].setXfermode(new PorterDuffXfermode(Mode.DARKEN));
pDraw[2].setXfermode(new PorterDuffXfermode(Mode.DST));
pDraw[3].setXfermode(new PorterDuffXfermode(Mode.DST_ATOP));
pDraw[4].setXfermode(new PorterDuffXfermode(Mode.DST_IN));
pDraw[5].setXfermode(new PorterDuffXfermode(Mode.DST_OUT));
pDraw[6].setXfermode(new PorterDuffXfermode(Mode.DST_OVER));
pDraw[7].setXfermode(new PorterDuffXfermode(Mode.LIGHTEN));
pDraw[8].setXfermode(new PorterDuffXfermode(Mode.MULTIPLY));
pDraw[9].setXfermode(new PorterDuffXfermode(Mode.SCREEN));
pDraw[10].setXfermode(new PorterDuffXfermode(Mode.SRC));
pDraw[11].setXfermode(new PorterDuffXfermode(Mode.SRC_ATOP));
pDraw[12].setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
pDraw[13].setXfermode(new PorterDuffXfermode(Mode.SRC_OUT));
pDraw[14].setXfermode(new PorterDuffXfermode(Mode.SRC_OVER));
pDraw[15].setXfermode(new PorterDuffXfermode(Mode.XOR));
}
@Override
public void onDraw(Canvas canv) {
// Background colour for canvas
canv.drawColor(Color.argb(255, 255, 0, 255));
// Draw the bitmap leaving small outside border to see background
canv.drawBitmap(bm, null, new RectF(15, 15, getMeasuredWidth() - 15, getMeasuredHeight() - 15), null);
float w, h;
w = getMeasuredWidth();
h = getMeasuredHeight();
// Loop, draws 4 circles per row, in 4 rows on top of bitmap
// Drawn in the order of pDraw (alphabetical)
for(int i = 0; i<4; i++) {
for(int ii = 0; ii<4; ii++) {
canv.drawCircle((w / 8) * (ii * 2 + 1), (h / 8) * (i * 2 + 1), w / 8 * 0.8f, pDraw[i*4 + ii]);
}
}
}
}
}
This is the result of the test:
The CLEAR mode is the top left, which shows as black.
In another example where I was trying to use this I had a DialogFragment where CLEAR mode erased the entire DialogFragment so that the activity beneath could be seen. Hence the reason I used many different background colours in this test.
Could this possibly be clearing the pixels of the entire activity like that other example led me to believe? I would've thought only the pixels of canvas related to the view could be erased, but in my other example the pixels of the custom view, underlying image view and DialogFragment background were all cleared.
Could someone please help me understand what exactly is going on and why I am going so terribly wrong?
Thanks.
EDIT: I have reproduced an example that confirms my suspicions. When adding this exact custom view, but in a DialogFragment, the underlying activity becomes visible.
This seems a pretty clear indicator to me that the Mode.CLEAR
is somehow erasing the canvas of the views underneath as well? My guess would be the black in the first example is that of the top level view?
I am thinking I am doing something very wrong somewhere :S
As Romain Guy points out here: google stuff you need to write on the Bitmap, not the canvas with the circles you are trying to clear, then set it to the main Canvas in your View. So, do something like:
Hope this helps.
The problem is hardware acceleration. Turn it OFF for the particular View that you are painting with CLEAR. If you're using a custom view, do this in the constructors:
You can also call setLayerType on a view reference.
I don't see anything unexpected. In the particular case of
Mode.CLEAR
, both the color and alpha of the destination are cleared, which allows the black background to show. This utility allows one to experiment with various modes, colors and alpha values, and the source may offer some insight. In the (somewhat dated) image below, theCLEAR
areas reveal the faint pinstripe-gray provided by the platform'sPanelUI
delegate.