http://marakana.com/tutorials/android/2d-graphics-example.html
I am using this example below. But when I move my fingers too fast across the screen the line turns to individual dots.
I am not sure whether I can speed up the drawing. Or I should connect the two last points with a straight line. The second of these two solutions seems like a good option, except when moving your finger very fast you will have long sections of a straight line then sharp curves.
If there are any other solutions it would be great to hear them.
Thanks for any help in advance.
An easy solution, as you mentioned, is to simply connect the points with a straight line. Here's the code to do so:
public void onDraw(Canvas canvas) {
Path path = new Path();
boolean first = true;
for(Point point : points){
if(first){
first = false;
path.moveTo(point.x, point.y);
}
else{
path.lineTo(point.x, point.y);
}
}
canvas.drawPath(path, paint);
}
make sure you change your paint from fill to stroke:
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(2);
paint.setColor(Color.WHITE);
Another option is to connect the points with iterpolation using the quadTo method:
public void onDraw(Canvas canvas) {
Path path = new Path();
boolean first = true;
for(int i = 0; i < points.size(); i += 2){
Point point = points.get(i);
if(first){
first = false;
path.moveTo(point.x, point.y);
}
else if(i < points.size() - 1){
Point next = points.get(i + 1);
path.quadTo(point.x, point.y, next.x, next.y);
}
else{
path.lineTo(point.x, point.y);
}
}
canvas.drawPath(path, paint);
}
This still results in some sharp edges.
If you're really ambitious, you can start to calculate the cubic splines as follows:
public void onDraw(Canvas canvas) {
Path path = new Path();
if(points.size() > 1){
for(int i = points.size() - 2; i < points.size(); i++){
if(i >= 0){
Point point = points.get(i);
if(i == 0){
Point next = points.get(i + 1);
point.dx = ((next.x - point.x) / 3);
point.dy = ((next.y - point.y) / 3);
}
else if(i == points.size() - 1){
Point prev = points.get(i - 1);
point.dx = ((point.x - prev.x) / 3);
point.dy = ((point.y - prev.y) / 3);
}
else{
Point next = points.get(i + 1);
Point prev = points.get(i - 1);
point.dx = ((next.x - prev.x) / 3);
point.dy = ((next.y - prev.y) / 3);
}
}
}
}
boolean first = true;
for(int i = 0; i < points.size(); i++){
Point point = points.get(i);
if(first){
first = false;
path.moveTo(point.x, point.y);
}
else{
Point prev = points.get(i - 1);
path.cubicTo(prev.x + prev.dx, prev.y + prev.dy, point.x - point.dx, point.y - point.dy, point.x, point.y);
}
}
canvas.drawPath(path, paint);
}
Also, I found that you needed to change the following to avoid duplicate motion events:
public boolean onTouch(View view, MotionEvent event) {
if(event.getAction() != MotionEvent.ACTION_UP){
Point point = new Point();
point.x = event.getX();
point.y = event.getY();
points.add(point);
invalidate();
Log.d(TAG, "point: " + point);
return true;
}
return super.onTouchEvent(event);
}
and add the dx & dy values to the Point class:
class Point {
float x, y;
float dx, dy;
@Override
public String toString() {
return x + ", " + y;
}
}
This produces smooth lines, but sometimes has to connect the dots using a loop. Also, for long drawing sessions, this becomes computationally intensive to calculate.
Hope that helps... fun stuff to play around with.
Edit
I threw together a quick project demonstrating these different techniques, including Square's suggessted signature implementation. Enjoy: https://github.com/johncarl81/androiddraw