I am using a customized version of FingerPaint for Android with some other features, like inserting images and moving them. I decided to implement an Undo&Redo, since it will make life just easier. In order to implement it, I finally decided to use a Stack where I push the Drawing Cache of the view, and from where I push the content every time I want to go back to a previous state. So, using the FingerPaint as a basis, I have the following:
private void touch_up() {
mPath.lineTo(mX, mY);
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// I enable the set drawing cache...
myView.setDrawingCacheEnabled(true);
// ... and I add the cache to the stack
undoStack.add(myView.getDrawingCache());
indexOfUndoRedo++;
// kill this so we don't double draw
mPath.reset();
}
The stack is being updated only after the touch up at the moment, since I am still figuring out how to solve this. When I want to apply redo, I do the following:
private void undo() {
myView = new MyView(getActivity());
myView.setBackgroundDrawable(new BitmapDrawable(undoStack.get(indexOfUndoRedo)));
indexOfUndoRedo--;
myView.invalidate();
}
So far, the application shows the original state of the screen with no change. I also tried to paint it with a white background in order to reset it, but this approach is also not working.
Any idea or suggestion on how to fix this? I would be really thankful :)
Regards
Try below code Draw View:
package com.draw;
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;
import android.widget.ImageView;
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) {
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;
}
}
and Draw Activity layout code below:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<FrameLayout android:id="@+id/main_frame"
android:layout_width="fill_parent" android:layout_height="250dp">
</FrameLayout>
<Button
android:id="@+id/button2"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Redo" />
<Button
android:id="@+id/button1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Undo" />
</LinearLayout>
and Draw Activity Class below code:
package com.draw;
import android.app.Activity;
import android.os.Bundle;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
import android.widget.FrameLayout;
import android.widget.ImageButton;
import android.widget.ImageView;
import android.widget.LinearLayout;
import android.widget.Toast;
public class Draw extends Activity {
ImageView iv1;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
final DrawView drawView = new DrawView(this);
setContentView(R.layout.main);
FrameLayout frm_layout=(FrameLayout) findViewById(R.id.main_frame);
frm_layout.addView(drawView);
Button btn_undo=(Button) findViewById(R.id.button1);
btn_undo.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
// TODO Auto-generated method stub
drawView.onClickUndo();
}
});
Button btn_redo=(Button) findViewById(R.id.button2);
btn_redo.setOnClickListener(new OnClickListener() {
@Override
public void onClick(View v) {
// TODO Auto-generated method stub
drawView.onClickRedo();
}
});
}
}
This is sample paint app with undo and redo operations in android,it work's perfectly for me!