I have a custom view that fills my entire screen. (A piano keyboard)
When a user touches the key, it causes invalidate()
to be called and the whole keyboard gets redrawn to show the new state with a touched key.
Currently the view is very simple, but I plan to add a bit more nice graphics. Since the whole keyboard is dynamically rendered this would make redrawing the entire keyboard more expensive.
So I thought, let's look into partial redrawing. Now I call invalidate(Rect dirty)
with the correct dirty region. I set my onDraw(Canvas canvas)
method to only draw the keys in the dirty region if I do indeed want a partial redraw. This results in those keys being drawn, but the rest of the keyboard is totally black/not drawn at all.
Am I wrong in expecting that calling invalidate(Rect dirty)
would "cache" the current canvas
, and only "allows" drawing in the dirty region?
Is there any way I can achieve what I want? (A way to "cache" the canvas and only redraw the dirty area?"
Current nice workaround is to manually cache the full canvas to a bitmap:
Ofcourse, you need to store the info about what to redraw yourself and preferably not use a new
Paint
everytime, but that are details.Also note: Bitmaps are quite heavy on the memory usage of your app. I had crashes when I cached a View that was used with a scroller and that was like 5 times the height of the device, since it used > 10MB memory!
To complement Peterdk's answer, you could save your operations in a Picture instead of a Bitmap.
It depends of what is really heavy in your application : a lot of draw operations, a few draw operations but controlled by heavy calculations, a lot of blank/unused space (prefer Picture) etc...