2d-graphics.jd revision 58d1966767f017488f23360facbe6bb673ef93a1
1page.title=2D Graphics
2parent.title=2D and 3D Graphics
3parent.link=index.html
4@jd:body
5
6
7<div id="qv-wrapper">
8  <div id="qv">
9    <h2>In this document</h2>
10    <ol>
11      <li><a href="#drawables">Drawables</a>
12        <ol>
13          <li><a href="#drawables-from-images">Creating from resource images</a></li>
14          <li><a href="#drawables-from-xml">Creating from resource XML</a></li>
15        </ol>
16      </li>
17      <li><a href="#shape-drawable">Shape Drawable</a></li>
18   <!--   <li><a href="#state-list">StateListDrawable</a></li> -->
19      <li><a href="#nine-patch">Nine-patch</a></li>
20      <li><a href="#tween-animation">Tween Animation</a></li>
21      <li><a href="#frame-animation">Frame Animation</a></li>
22    </ol>
23  </div>
24</div>
25
26<p>Android offers a custom 2D graphics library for drawing and animating shapes and images.
27The {@link android.graphics.drawable} and {@link android.view.animation}
28packages are where you'll find the common classes used for drawing and animating in two-dimensions.
29</p>
30
31<p>This document offers an introduction to drawing graphics in your Android application.
32We'll discuss the basics of using Drawable objects to draw
33graphics, how to use a couple subclasses of the Drawable class, and how to
34create animations that either tween (move, stretch, rotate) a single graphic
35or animate a series of graphics (like a roll of film).</p>
36
37
38<h2 id="drawables">Drawables</h2>
39
40<p>A {@link android.graphics.drawable.Drawable} is a general abstraction for "something that can be drawn."
41You'll discover that the Drawable class extends to define a variety of specific kinds of drawable graphics,
42including {@link android.graphics.drawable.BitmapDrawable}, {@link android.graphics.drawable.ShapeDrawable},
43{@link android.graphics.drawable.PictureDrawable}, {@link android.graphics.drawable.LayerDrawable}, and several more.
44Of course, you can also extend these to define your own custom Drawable objects that behave in unique ways.</p>
45
46<p>There are three ways to define and instantiate a Drawable: using an image saved in your project resources;
47using an XML file that defines the Drawable properties; or using the normal class constructors. Below, we'll discuss
48each the first two techniques (using constructors is nothing new for an experienced developer).</p>
49
50
51<h3 id="drawables-from-images">Creating from resource images</h3>
52
53<p>A simple way to add graphics to your application is by referencing an image file from your project resources. 
54Supported file types are PNG (preferred), JPG (acceptable) and GIF (discouraged). This technique would 
55obviously be preferred for application icons, logos, or other graphics such as those used in a game.</p>
56
57<p>To use an image resource, just add your file to the <code>res/drawable/</code> directory of your project.
58From there, you can reference it from your code or your XML layout. 
59Either way, it is referred using a resource ID, which is the file name without the file type
60extension (E.g., <code>my_image.png</code> is referenced as <var>my_image</var>).</p>
61
62<p class="note"><strong>Note:</strong> Image resources placed in <code>res/drawable/</code> may be 
63automatically optimized with lossless image compression by the 
64<a href="{@docRoot}guide/developing/tools/aapt.html">aapt</a> tool. For example, a true-color PNG that does
65not require more than 256 colors may be converted to an 8-bit PNG with a color palette. This 
66will result in an image of equal quality but which requires less memory. So be aware that the
67image binaries placed in this directory can change during the build. If you plan on reading
68an image as a bit stream in order to convert it to a bitmap, put your images in the <code>res/raw/</code>
69folder instead, where they will not be optimized.</p>
70
71<h4>Example code</h4>
72<p>The following code snippet demonstrates how to build an {@link android.widget.ImageView} that uses an image
73from drawable resources and add it to the layout.</p>
74<pre>
75LinearLayout mLinearLayout;
76
77protected void onCreate(Bundle savedInstanceState) {
78    super.onCreate(savedInstanceState);
79
80    // Create a LinearLayout in which to add the ImageView
81    mLinearLayout = new LinearLayout(this);
82
83    // Instantiate an ImageView and define its properties
84    ImageView i = new ImageView(this);
85    i.setImageResource(R.drawable.my_image);
86    i.setAdjustViewBounds(true); // set the ImageView bounds to match the Drawable's dimensions
87    i.setLayoutParams(new Gallery.LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
88
89    // Add the ImageView to the layout and set the layout as the content view
90    mLinearLayout.addView(i);
91    setContentView(mLinearLayout);
92}
93</pre>
94<p>In other cases, you may want to handle your image resource as a 
95{@link android.graphics.drawable.Drawable} object.
96To do so, create a Drawable from the resource like so:
97<pre>
98Resources res = mContext.getResources();
99Drawable myImage = res.getDrawable(R.drawable.my_image);
100</pre>
101
102<p class="warning"><strong>Note:</strong> Each unique resource in your project can maintain only one
103state, no matter how many different objects you may instantiate for it. For example, if you instantiate two
104Drawable objects from the same image resource, then change a property (such as the alpha) for one of the 
105Drawables, then it will also affect the other. So when dealing with multiple instances of an image resource, 
106instead of directly transforming the Drawable, you should perform a <a href="#tween-animation">tween animation</a>.</p>
107
108
109<h4>Example XML</h4>
110<p>The XML snippet below shows how to add a resource Drawable to an 
111{@link android.widget.ImageView} in the XML layout (with some red tint just for fun).
112<pre>
113&lt;ImageView   
114  android:layout_width="wrap_content"
115  android:layout_height="wrap_content"
116  android:tint="#55ff0000"
117  android:src="@drawable/my_image"/>
118</pre>
119<p>For more information on using project resources, read about
120  <a href="{@docRoot}guide/topics/resources/index.html">Resources and Assets</a>.</p>
121
122
123<h3 id="drawables-from-xml">Creating from resource XML</h3>
124
125<p>By now, you should be familiar with Android's principles of developing a
126<a href="{@docRoot}guide/topics/ui/index.html">User Interface</a>. Hence, you understand the power
127and flexibility inherent in defining objects in XML. This philosophy caries over from Views to Drawables.
128If there is a Drawable object that you'd like to create, which is not initially dependent on variables defined by
129your application code or user interaction, then defining the Drawable in XML is a good option.
130Even if you expect your Drawable to change its properties during the user's experience with your application, 
131you should consider defining the object in XML, as you can always modify properties once it is instantiated.</p>
132
133<p>Once you've defined your Drawable in XML, save the file in the <code>res/drawable/</code> directory of
134your project. Then, retrieve and instantiate the object by calling
135{@link android.content.res.Resources#getDrawable(int) Resources.getDrawable()}, passing it the resource ID 
136of your XML file. (See the <a href="#drawable-xml-example">example below</a>.)</p>
137
138<p>Any Drawable subclass that supports the <code>inflate()</code> method can be defined in 
139XML and instantiated by your application. 
140Each Drawable that supports XML inflation utilizes specific XML attributes that help define the object
141properties (see the class reference to see what these are). See the class documentation for each
142Drawable subclass for information on how to define it in XML.
143
144<h4 id="drawable-xml-example">Example</h4>
145<p>Here's some XML that defines a TransitionDrawable:</p>
146<pre>
147&lt;transition xmlns:android="http://schemas.android.com/apk/res/android">
148  &lt;item android:drawable="&#64;drawable/image_expand">
149  &lt;item android:drawable="&#64;drawable/image_collapse">
150&lt;/transition>
151</pre>
152
153<p>With this XML saved in the file <code>res/drawable/expand_collapse.xml</code>, 
154the following code will instantiate the TransitionDrawable and set it as the content of an ImageView:</p>
155<pre>
156Resources res = mContext.getResources();
157TransitionDrawable transition = (TransitionDrawable) res.getDrawable(R.drawable.expand_collapse);
158ImageView image = (ImageView) findViewById(R.id.toggle_image);
159image.setImageDrawable(transition);
160</pre>
161<p>Then this transition can be run forward (for 1 second) with:</p>
162<pre>transition.startTransition(1000);</pre>
163
164<p>Refer to the Drawable classes listed above for more information on the XML attributes supported by each.</p>
165
166
167
168<h2 id="shape-drawable">Shape Drawable</h2>
169
170<p>When you want to dynamically draw some two-dimensional graphics, a {@link android.graphics.drawable.ShapeDrawable}
171object will probably suit your needs. With a ShapeDrawable, you can programmatically draw
172primitive shapes and style them in any way imaginable.</p>
173
174<p>A ShapeDrawable is an extension of {@link android.graphics.drawable.Drawable}, so you can use one where ever
175a Drawable is expected &mdash; perhaps for the background of a View, set with 
176{@link android.view.View#setBackgroundDrawable(android.graphics.drawable.Drawable) setBackgroundDrawable()}. 
177Of course, you can also draw your shape as its own custom {@link android.view.View}, 
178to be added to your layout however you please.
179Because the ShapeDrawable has its own <code>draw()</code> method, you can create a subclass of View that 
180draws the ShapeDrawable during the <code>View.onDraw()</code> method.
181Here's a basic extension of the View class that does just this, to draw a ShapeDrawable as a View:</p>
182<pre>
183public class CustomDrawableView extends View {
184    private ShapeDrawable mDrawable;
185
186    public CustomDrawableView(Context context) {
187        super(context);
188
189        int x = 10;
190        int y = 10;
191        int width = 300;
192        int height = 50;
193
194        mDrawable = new ShapeDrawable(new OvalShape());
195        mDrawable.getPaint().setColor(0xff74AC23);
196        mDrawable.setBounds(x, y, x + width, y + height);
197    }
198
199    protected void onDraw(Canvas canvas) {
200        mDrawable.draw(canvas);
201    }
202}
203</pre>
204
205<p>In the constructor, a ShapeDrawable is defines as an {@link android.graphics.drawable.shapes.OvalShape}.
206It's then given a color and the bounds of the shape are set. If you do not set the bounds, then the
207shape will not be drawn, whereas if you don't set the color, it will default to black.</p>
208<p>With the custom View defined, it can be drawn any way you like. With the sample above, we can
209draw the shape programmatically in an Activity:</p>
210<pre>
211CustomDrawableView mCustomDrawableView;
212
213protected void onCreate(Bundle savedInstanceState) {
214    super.onCreate(savedInstanceState);
215    mCustomDrawableView = new CustomDrawableView(this);
216    
217    setContentView(mCustomDrawableView);
218}
219</pre>
220
221<p>If you'd like to draw this custom drawable from the XML layout instead of from the Activity, 
222then 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 
223instantiating a View via inflation from XML. Then add a CustomDrawable element to the XML, 
224like so:</p>
225<pre>
226&lt;com.example.shapedrawable.CustomDrawableView
227    android:layout_width="fill_parent" 
228    android:layout_height="wrap_content" 
229    />
230</pre>
231
232<p>The ShapeDrawable class (like many other Drawable types in the {@link android.graphics.drawable} package)
233allows you to define various properties of the drawable with public methods. 
234Some properties you might want to adjust include
235alpha transparency, color filter, dither, opacity and color.</p>
236
237<p>You can also define primitive drawable shapes using XML. For more information, see the
238section about Shape Drawables in the <a
239href="{@docRoot}guide/topics/resources/drawable-resource.html#Shape">Drawable Resources</a>
240document.</p>
241
242<!-- TODO
243<h2 id="state-list">StateListDrawable</h2>
244
245<p>A StateListDrawable is an extension of the DrawableContainer class, making it  little different. 
246The primary distinction is that the 
247StateListDrawable manages a collection of images for the Drawable, instead of just one. 
248This means that it can switch the image when you want, without switching objects. However, the 
249intention of the StateListDrawable is to automatically change the image used based on the state
250of the object it's attached to.
251-->
252
253<h2 id="nine-patch">Nine-patch</h2>
254
255<p>A {@link android.graphics.drawable.NinePatchDrawable} graphic is a stretchable bitmap image, which Android
256will automatically resize to accommodate the contents of the View in which you have placed it as the background. 
257An example use of a NinePatch is the backgrounds used by standard Android buttons &mdash;
258buttons must stretch to accommodate strings of various lengths. A NinePatch drawable is a standard PNG 
259image that includes an extra 1-pixel-wide border. It must be saved with the extension <code>.9.png</code>,
260and saved into the <code>res/drawable/</code> directory of your project.
261</p>
262<p>
263    The border is used to define the stretchable and static areas of 
264    the image. You indicate a stretchable section by drawing one (or more) 1-pixel-wide 
265    black line(s) in the left and top part of the border. (You can have as 
266    many stretchable sections as you want.) The relative size of the stretchable 
267    sections stays the same, so the largest sections always remain the largest.
268</p>
269<p>
270    You can also define an optional drawable section of the image (effectively, 
271    the padding lines) by drawing a line on the right and bottom lines. 
272    If a View object sets the NinePatch as its background and then specifies the 
273    View's text, it will stretch itself so that all the text fits inside only
274    the area designated by the right and bottom lines (if included). If the 
275    padding lines are not included, Android uses the left and top lines to 
276    define this drawable area.
277</p>
278<p>To clarify the difference between the different lines, the left and top lines define 
279which pixels of the image are allowed to be replicated in order to stretch the image.
280The bottom and right lines define the relative area within the image that the contents
281of the View are allowed to lie within.</p>
282<p>
283    Here is a sample NinePatch file used to define a button:
284</p>
285    <img src="{@docRoot}images/ninepatch_raw.png" alt="" />
286
287<p>This NinePatch defines one stretchable area with the left and top lines
288and the drawable area with the bottom and right lines. In the top image, the dotted grey
289lines identify the regions of the image that will be replicated in order to stretch the image. The pink
290rectangle in the bottom image identifies the region in which the contents of the View are allowed.
291If the contents don't fit in this region, then the image will be stretched so that they do.
292</p>
293
294<p>The <a href="{@docRoot}guide/developing/tools/draw9patch.html">Draw 9-patch</a> tool offers 
295   an extremely handy way to create your NinePatch images, using a WYSIWYG graphics editor. It 
296even raises warnings if the region you've defined for the stretchable area is at risk of
297producing drawing artifacts as a result of the pixel replication.
298</p>
299
300<h3>Example XML</h3>
301
302<p>Here's some sample layout XML that demonstrates how to add a NinePatch image to a
303couple of buttons. (The NinePatch image is saved as <code>res/drawable/my_button_background.9.png</code>
304<pre>
305&lt;Button id="@+id/tiny"
306        android:layout_width="wrap_content"
307        android:layout_height="wrap_content"
308        android:layout_alignParentTop="true"
309        android:layout_centerInParent="true"
310        android:text="Tiny"
311        android:textSize="8sp"
312        android:background="@drawable/my_button_background"/&gt;
313
314&lt;Button id="@+id/big"
315        android:layout_width="wrap_content"
316        android:layout_height="wrap_content"
317        android:layout_alignParentBottom="true"
318        android:layout_centerInParent="true"
319        android:text="Biiiiiiig text!"
320        android:textSize="30sp"
321        android:background="@drawable/my_button_background"/&gt;
322</pre>
323<p>Note that the width and height are set to "wrap_content" to make the button fit neatly around the text.
324</p>
325
326<p>Below are the two buttons rendered from the XML and NinePatch image shown above. 
327Notice how the width and height of the button varies with the text, and the background image 
328stretches to accommodate it.
329</p>
330
331<img src="{@docRoot}images/ninepatch_examples.png" alt=""/>
332
333
334<h2 id="tween-animation">Tween Animation</h2>
335
336<p>A tween animation can perform a series of simple transformations (position, size, rotation, and transparency) on
337the contents of a View object. So, if you have a TextView object, you can move, rotate, grow, or shrink the text. 
338If it has a background image, the background image will be transformed along with the text.
339The {@link android.view.animation animation package} provides all the classes used in a tween animation.</p>
340
341<p>A sequence of animation instructions defines the tween animation, defined by either XML or Android code.
342Like defining a layout, an XML file is recommended because it's more readable, reusable, and swappable 
343than hard-coding the animation. In the example below, we use XML. (To learn more about defining an animation 
344in your application code, instead of XML, refer to the 
345{@link android.view.animation.AnimationSet} class and other {@link android.view.animation.Animation} subclasses.)</p>
346
347<p>The animation instructions define the transformations that you want to occur, when they will occur, 
348and how long they should take to apply. Transformations can be sequential or simultaneous &mdash;
349for example, you can have the contents of a TextView move from left to right, and then 
350rotate 180 degrees, or you can have the text move and rotate simultaneously. Each transformation 
351takes a set of parameters specific for that transformation (starting size and ending size
352for size change, starting angle and ending angle for rotation, and so on), and
353also a set of common parameters (for instance, start time and duration). To make
354several transformations happen simultaneously, give them the same start time;
355to make them sequential, calculate the start time plus the duration of the preceding transformation.
356</p>
357
358<p>The animation XML file belongs in the <code>res/anim/</code> directory of your Android project.
359The file must have a single root element: this will be either a single <code>&lt;alpha&gt;</code>,
360<code>&lt;scale&gt;</code>, <code>&lt;translate&gt;</code>, <code>&lt;rotate&gt;</code>, interpolator element, 
361or <code>&lt;set&gt;</code> element that holds groups of these elements (which may include another
362<code>&lt;set&gt;</code>). By default, all animation instructions are applied simultaneously. 
363To make them occur sequentially, you must specify the <code>startOffset</code> attribute, as shown in the example below.
364</p>
365
366<p>The following XML from one of the ApiDemos is used to stretch, 
367then simultaneously spin and rotate a View object.
368</p>
369<pre>
370&lt;set android:shareInterpolator="false"&gt;
371   &lt;scale
372          android:interpolator="&#64;android:anim/accelerate_decelerate_interpolator"
373          android:fromXScale="1.0"
374          android:toXScale="1.4"
375          android:fromYScale="1.0"
376          android:toYScale="0.6"
377          android:pivotX="50%"
378          android:pivotY="50%"
379          android:fillAfter="false"
380          android:duration="700" /&gt;
381   &lt;set android:interpolator="&#64;android:anim/decelerate_interpolator"&gt;
382      &lt;scale
383             android:fromXScale="1.4" 
384             android:toXScale="0.0"
385             android:fromYScale="0.6"
386             android:toYScale="0.0" 
387             android:pivotX="50%" 
388             android:pivotY="50%" 
389             android:startOffset="700"
390             android:duration="400" 
391             android:fillBefore="false" /&gt;
392      &lt;rotate 
393             android:fromDegrees="0" 
394             android:toDegrees="-45"
395             android:toYScale="0.0" 
396             android:pivotX="50%" 
397             android:pivotY="50%"
398             android:startOffset="700"
399             android:duration="400" /&gt;
400   &lt;/set&gt;
401&lt;/set&gt;
402</pre>
403<p>Screen coordinates (not used in this example) are (0,0) at the upper left hand corner, 
404and increase as you go down and to the right.</p>
405
406<p>Some values, such as pivotX, can be specified relative to the object itself or relative to the parent. 
407Be sure to use the proper format for what you want ("50" for 50% relative to the parent, or "50%" for 50% 
408relative to itself).</p>
409
410<p>You can determine how a transformation is applied over time by assigning an 
411{@link android.view.animation.Interpolator}. Android includes 
412several Interpolator subclasses that specify various speed curves: for instance, 
413{@link android.view.animation.AccelerateInterpolator} tells 
414a transformation to start slow and speed up. Each one has an attribute value that can be applied in the XML.</p>
415
416<p>With this XML saved as <code>hyperspace_jump.xml</code> in the <code>res/anim/</code> directory of the
417project, the following Java code will reference it and apply it to an {@link android.widget.ImageView} object
418from the layout.
419</p>
420<pre>
421ImageView spaceshipImage = (ImageView) findViewById(R.id.spaceshipImage);
422Animation hyperspaceJumpAnimation = AnimationUtils.loadAnimation(this, R.anim.hyperspace_jump);
423spaceshipImage.startAnimation(hyperspaceJumpAnimation);
424</pre>
425
426<p>As an alternative to <code>startAnimation()</code>, you can define a starting time for the animation with
427<code>{@link android.view.animation.Animation#setStartTime(long) Animation.setStartTime()}</code>, 
428then assign the animation to the View with
429<code>{@link android.view.View#setAnimation(android.view.animation.Animation) View.setAnimation()}</code>.
430</p>
431
432<p>For more information on the XML syntax, available tags and attributes, see <a
433href="{@docRoot}guide/topics/resources/animation-resource.html">Animation Resources</a>.</p>
434
435<p class="note"><strong>Note:</strong> Regardless of how your animation may move or resize, the bounds of the 
436View that holds your animation will not automatically adjust to accommodate it. Even so, the animation will still
437be drawn beyond the bounds of its View and will not be clipped. However, clipping <em>will occur</em>
438if the animation exceeds the bounds of the parent View.</p>
439
440
441<h2 id="frame-animation">Frame Animation</h2>
442
443<p>This is a traditional animation in the sense that it is created with a sequence of different
444images, played in order, like a roll of film. The {@link android.graphics.drawable.AnimationDrawable}
445class is the basis for frame animations.</p>
446
447<p>While you can define the frames of an animation in your code, using the 
448{@link android.graphics.drawable.AnimationDrawable} class API, it's more simply accomplished with a single XML 
449file that lists the frames that compose the animation. Like the tween animation above, the XML file for this kind 
450of animation belongs in the <code>res/drawable/</code> directory of your Android project. In this case,
451the instructions are the order and duration for each frame of the animation.</p>
452
453<p>The XML file consists of an <code>&lt;animation-list></code> element as the root node and a series
454of child <code>&lt;item></code> nodes that each define a frame: a drawable resource for the frame and the frame duration.
455Here's an example XML file for a frame-by-frame animation:</p>
456<pre>
457&lt;animation-list xmlns:android="http://schemas.android.com/apk/res/android"
458    android:oneshot="true">
459    &lt;item android:drawable="&#64;drawable/rocket_thrust1" android:duration="200" />
460    &lt;item android:drawable="&#64;drawable/rocket_thrust2" android:duration="200" />
461    &lt;item android:drawable="&#64;drawable/rocket_thrust3" android:duration="200" />
462&lt;/animation-list>
463</pre>
464
465<p>This animation runs for just three frames. By setting the <code>android:oneshot</code> attribute of the 
466list to <var>true</var>, it will cycle just once then stop and hold on the last frame. If it is set <var>false</var> then
467the animation will loop. With this XML saved as <code>rocket_thrust.xml</code> in the <code>res/drawable/</code> directory
468of the project, it can be added as the background image to a View and then called to play. Here's an example Activity,
469in which the animation is added to an {@link android.widget.ImageView} and then animated when the screen is touched:</p>
470<pre>
471AnimationDrawable rocketAnimation;
472
473public void onCreate(Bundle savedInstanceState) {
474  super.onCreate(savedInstanceState);
475  setContentView(R.layout.main);
476
477  ImageView rocketImage = (ImageView) findViewById(R.id.rocket_image);
478  rocketImage.setBackgroundResource(R.drawable.rocket_thrust);
479  rocketAnimation = (AnimationDrawable) rocketImage.getBackground();
480}
481
482public boolean onTouchEvent(MotionEvent event) {
483  if (event.getAction() == MotionEvent.ACTION_DOWN) {
484    rocketAnimation.start();
485    return true;
486  }
487  return super.onTouchEvent(event);
488}
489</pre>
490<p>It's important to note that the <code>start()</code> method called on the AnimationDrawable cannot be
491called during the <code>onCreate()</code> method of your Activity, because the AnimationDrawable is not yet fully attached
492to the window. If you want to play the animation immediately, without
493requiring interaction, then you might want to call it from the 
494<code>{@link android.app.Activity#onWindowFocusChanged(boolean) onWindowFocusChanged()}</code> method in 
495your Activity, which will get called when Android brings your window into focus.</p> 
496
497<p>For more information on the XML syntax, available tags and attributes, see <a
498href="{@docRoot}guide/topics/resources/animation-resource.html">Animation Resources</a>.</p>
499
500