2d-graphics.jd revision c2ad241504fcaa12d4579d3b0b4038d1ca8d08c9
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="#drawable-images">Creating from resource images</a></li>
14          <li><a href="#drawable-xml">Creating from resource XML</a></li>
15        </ol>
16      </li>
17      <li><a href="#shape-drawable">ShapeDrawable</a></li>
18   <!--   <li><a href="#state-list">StateListDrawable</a></li> -->
19      <li><a href="#nine-patch">NinePatchDrawable</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 resouces;
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<h4>Example code</h4>
63<p>The following code snippet demonstrates how to build an {@link android.widget.ImageView} that uses an image
64from drawable resources and add it to the layout.</p>
65<pre>
66LinearLayout mLinearLayout;
67
68protected void onCreate(Bundle savedInstanceState) {
69    super.onCreate(savedInstanceState);
70
71    // Create a LinearLayout in which to add the ImageView
72    mLinearLayout = new LinearLayout(this);
73
74    // Instantiate an ImageView and define its properties
75    ImageView i = new ImageView(this);
76    i.setImageResource(R.drawable.my_image);
77    i.setAdjustViewBounds(true); // set the ImageView bounds to match the Drawable's dimensions
78    i.setLayoutParams(new Gallery.LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
79
80    // Add the ImageView to the layout and set the layout as the content view
81    mLinearLayout.addView(i);
82    setContentView(mLinearLayout);
83}
84</pre>
85<p>In other cases, you may want to handle your image resource as a 
86{@link android.graphics.drawable.Drawable} object.
87To do so, create a Drawable from the resource like so:
88<pre>
89Resources res = mContext.getResources();
90Drawable myImage = res.getDrawable(R.drawable.my_image);
91</pre>
92
93<p class="caution"><strong>Caution:</strong> Each unique resource in your project can maintain only one
94state, no matter how many different objects you may instantiate for it. For example, if you instantiate two
95Drawable objects from the same image resource, then change a property (such as the alpha) for one of the 
96Drawables, then it will also affect the other. So when dealing with multiple instances of an image resource, 
97instead of directly transforming the Drawable, you should perform a <a href="#tween-animation">tween animation</a>.</p>
98
99
100<h4>Example XML</h4>
101<p>The XML snippet below shows how to add a resource Drawable to an 
102{@link android.widget.ImageView} in the XML layout (with some red tint just for fun).
103<pre>
104&lt;ImageView   
105  android:layout_width="wrap_content"
106  android:layout_height="wrap_content"
107  android:tint="#55ff0000"
108  android:src="@drawable/my_image"/>
109</pre>
110<p>For more information on using project resources, read about
111  <a href="{@docRoot}guide/topics/resources/index.html">Resources and Assets</a>.</p>
112
113
114<h3 id="drawables-from-xml">Creating from resource XML</h3>
115
116<p>By now, you should be familiar with Android's principles of developing a
117<a href="{@docRoot}guide/topics/ui/index.html">User Interface</a>. Hence, you understand the power
118and flexibility inherent in defining objects in XML. This philosophy caries over from Views to Drawables.
119If there is a Drawable object that you'd like to create, which is not initially dependent on variables defined by
120your applicaton code or user interaction, then defining the Drawable in XML is a good option.
121Even if you expect your Drawable to change its properties during the user's experience with your application, 
122you should consider defining the object in XML, as you can always modify properties once it is instantiated.</p>
123
124<p>Once you've defined your Drawable in XML, save the file in the <code>res/drawable/</code> directory of
125your project. Then, retrieve and instantiate the object by calling
126{@link android.content.res.Resources#getDrawable(int) Resources.getDrawable()}, passing it the resource ID 
127of your XML file. (See the <a href="#drawable-xml-example">example below</a>.)</p>
128
129<p>Any Drawable subclass that supports the <code>inflate()</code> method can be defined in 
130XML and instantiated by your application. 
131Each Drawable that supports XML inflation utilizes specific XML attributes that help define the object
132properties (see the class reference to see what these are). See the class documentation for each
133Drawable subclass for information on how to define it in XML.
134
135<h4 id="drawable-xml-example">Example</h4>
136<p>Here's some XML that defines a TransitionDrawable:</p>
137<pre>
138&lt;transition xmlns:android="http://schemas.android.com/apk/res/android">
139  &lt;item android:drawable="&#64;drawable/image_expand">
140  &lt;item android:drawable="&#64;drawable/image_collapse">
141&lt;/transition>
142</pre>
143
144<p>With this XML saved in the file <code>res/drawable/expand_collapse.xml</code>, 
145the following code will instantiate the TransitionDrawable and set it as the content of an ImageView:</p>
146<pre>
147Resources res = mContext.getResources();
148TransitionDrawable transition = (TransitionDrawable) res.getDrawable(R.drawable.expand_collapse);
149ImageView image = (ImageView) findViewById(R.id.toggle_image);
150image.setImageDrawable(transition);
151</pre>
152<p>Then this transition can be run forward (for 1 second) with:</p>
153<pre>transition.startTransition(1000);</pre>
154
155<p>Refer to the Drawable classes listed above for more information on the XML attributes supported by each.</p>
156
157
158
159<h2 id="shape-drawable">ShapeDrawable</h2>
160
161<p>When you want to dynamically draw some two-dimensional graphics, a {@link android.graphics.drawable.ShapeDrawable}
162object will probably suit your needs. With a ShapeDrawable, you can programmatically draw
163primitive shapes and style them in any way imaginable.</p>
164
165<p>A ShapeDrawable is an extension of {@link android.graphics.drawable.Drawable}, so you can use one where ever
166a Drawable is expected &mdash; perhaps for the background of a View, set with 
167{@link android.view.View#setBackgroundDrawable(android.graphics.drawable.Drawable) setBackgroundDrawable()}. 
168Of course, you can also draw your shape as its own custom {@link android.view.View}, 
169to be added to your layout however you please.
170Because the ShapeDrawable has its own <code>draw()</code> method, you can create a subclass of View that 
171draws the ShapeDrawable during the <code>View.onDraw()</code> method.
172Here's a basic extension of the View class that does just this, to draw a ShapeDrawable as a View:</p>
173<pre>
174public class CustomDrawableView extends View {
175    private ShapeDrawable mDrawable;
176
177    public CustomDrawableView(Context context) {
178        super(context);
179
180        int x = 10;
181        int y = 10;
182        int width = 300;
183        int height = 50;
184
185        mDrawable = new ShapeDrawable(new OvalShape());
186        mDrawable.getPaint().setColor(0xff74AC23);
187        mDrawable.setBounds(x, y, x + width, y + height);
188    }
189
190    protected void onDraw(Canvas canvas) {
191        mDrawable.draw(canvas);
192    }
193}
194</pre>
195
196<p>In the constructor, a ShapeDrawable is defines as an {@link android.graphics.drawable.shapes.OvalShape}.
197It's then given a color and the bounds of the shape are set. If you do not set the bounds, then the
198shape will not be drawn, whereas if you don't set the color, it will default to black.</p>
199<p>With the custom View defined, it can be drawn any way you like. With the sample above, we can
200draw the shape progammatically in an Activity:</p>
201<pre>
202CustomDrawableView mCustomDrawableView;
203
204protected void onCreate(Bundle savedInstanceState) {
205    super.onCreate(savedInstanceState);
206    mCustomDrawableView = new CustomDrawableView(this);
207    
208    setContentView(mCustomDrawableView);
209}
210</pre>
211
212<p>If you'd like to draw this custom drawable from the XML layout instead of from the Activity, 
213then 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 
214instantiating a View via inflation from XML. Then add a CustomDrawable element to the XML, 
215like so:</p>
216<pre>
217&lt;com.example.shapedrawable.CustomDrawableView
218    android:layout_width="fill_parent" 
219    android:layout_height="wrap_content" 
220    />
221</pre>
222
223<p>The ShapeDrawable class (like many other Drawable types in the {@link android.graphics.drawable} package)
224allows you to define various properties of the drawable with public methods. 
225Some properties you might want to adjust include
226alpha transparency, color filter, dither, opacity and color.</p>
227
228<!-- TODO
229<h2 id="state-list">StateListDrawable</h2>
230
231<p>A StateListDrawable is an extension of the DrawableContainer class, making it  little different. 
232The primary distinction is that the 
233StateListDrawable manages a collection of images for the Drawable, instead of just one. 
234This means that it can switch the image when you want, without switching objects. However, the 
235intention of the StateListDrawable is to automatically change the image used based on the state
236of the object it's attached to.
237-->
238
239<h2 id="nine-patch">NinePatchDrawable</h2>
240
241<p>A {@link android.graphics.drawable.NinePatchDrawable} graphic is a stretchable bitmap image, which Android
242will automatically resize to accomodate the contents of the View in which you have placed it as the background. 
243An example use of a NinePatch is the backgrounds used by standard Android buttons &mdash;
244buttons must stretch to accommodate strings of various lengths. A NinePatch drawable is a standard PNG 
245image that includes an extra 1-pixel-wide border. It must be saved with the extension <code>.9.png</code>,
246and saved into the <code>res/drawable/</code> directory of your project.
247</p>
248<p>
249    The border is used to define the stretchable and static areas of 
250    the image. You indicate a stretchable section by drawing one (or more) 1-pixel-wide 
251    black line(s) in the left and top part of the border. (You can have as 
252    many stretchable sections as you want.) The relative size of the stretchable 
253    sections stays the same, so the largest sections always remain the largest.
254</p>
255<p>
256    You can also define an optional drawable section of the image (effectively, 
257    the padding lines) by drawing a line on the right and bottom lines. 
258    If a View object sets the NinePatch as its background and then specifies the 
259    View's text, it will stretch itself so that all the text fits inside only
260    the area designated by the right and bottom lines (if included). If the 
261    padding lines are not included, Android uses the left and top lines to 
262    define this drawable area.
263</p>
264<p>To clarify the difference between the different lines, the left and top lines define 
265which pixels of the image are allowed to be replicated in order to strech the image.
266The bottom and right lines define the relative area within the image that the contents
267of the View are allowed to lie within.</p>
268<p>
269    Here is a sample NinePatch file used to define a button:
270</p>
271    <img src="{@docRoot}images/ninepatch_raw.png" alt="" />
272
273<p>This NinePatch defines one stretchable area with the left and top lines
274and the drawable area with the bottom and right lines. In the top image, the dotted grey
275lines identify the regions of the image that will be replicated in order to strech the image. The pink
276rectangle in the bottom image identifies the region in which the contents of the View are allowed.
277If the contents don't fit in this region, then the image will be stretched so that they do.
278</p>
279
280<p>The <a href="{@docRoot}guide/developing/tools/draw9patch.html">Draw 9-patch</a> tool offers 
281   an extremely handy way to create your NinePatch images, using a WYSIWYG graphics editor. It 
282even raises warnings if the region you've defined for the stretchable area is at risk of
283producing drawing artifacts as a result of the pixel replication.
284</p>
285
286<h3>Example XML</h3>
287
288<p>Here's some sample layout XML that demonstrates how to add a NinePatch image to a
289couple of buttons. (The NinePatch image is saved as <code>res/drawable/my_button_background.9.png</code>
290<pre>
291&lt;Button id="@+id/tiny"
292        android:layout_width="wrap_content"
293        android:layout_height="wrap_content"
294        android:layout_alignParentTop="true"
295        android:layout_centerInParent="true"
296        android:text="Tiny"
297        android:textSize="8sp"
298        android:background="@drawable/my_button_background"/&gt;
299
300&lt;Button id="@+id/big"
301        android:layout_width="wrap_content"
302        android:layout_height="wrap_content"
303        android:layout_alignParentBottom="true"
304        android:layout_centerInParent="true"
305        android:text="Biiiiiiig text!"
306        android:textSize="30sp"
307        android:background="@drawable/my_button_background"/&gt;
308</pre>
309<p>Note that the width and height are set to "wrap_content" to make the button fit neatly around the text.
310</p>
311
312<p>Below are the two buttons rendered from the XML and NinePatch image shown above. 
313Notice how the width and height of the button varies with the text, and the background image 
314stretches to accommodate it.
315</p>
316
317<img src="{@docRoot}images/ninepatch_examples.png" alt=""/>
318
319
320<h2 id="tween-animation">Tween Animation</h2>
321
322<p>A tween animation can perform a series of simple transformations (position, size, rotation, and transparency) on
323the contents of a View object. So, if you have a TextView object, you can move, rotate, grow, or shrink the text. 
324If it has a background image, the background image will be transformed along with the text.
325The {@link android.view.animation animation package} provides all the classes used in a tween animation.</p>
326
327<p>A sequence of animation instructions defines the twen animation, defined by either XML or Android code.
328Like defining a layout, an XML file is recommended because it's more readable, reusable, and swappable 
329than hard-coding the animation. In the example below, we use XML. (To learn more about defining an animation 
330in your application code, instead of XML, refer to the 
331{@link android.view.animation.AnimationSet} class and other {@link android.view.animation.Animation} subclasses.)</p>
332
333<p>The animation instructions define the transformations that you want to occur, when they will occur, 
334and how long they should take to apply. Transformations can be sequential or simultaneous &mdash;
335for example, you can have the contents of a TextView move from left to right, and then 
336rotate 180 degrees, or you can have the text move and rotate simultaneously. Each transformation 
337takes a set of parameters specific for that transformation (starting size and ending size
338for size change, starting angle and ending angle for rotation, and so on), and
339also a set of common parameters (for instance, start time and duration). To make
340several transformations happen simultaneously, give them the same start time;
341to make them sequential, calculate the start time plus the duration of the preceding transformation.
342</p>
343
344<p>The animation XML file belongs in the <code>res/anim/</code> directory of your Android project.
345The file must have a single root element: this will be either a single <code>&lt;alpha&gt;</code>,
346<code>&lt;scale&gt;</code>, <code>&lt;translate&gt;</code>, <code>&lt;rotate&gt;</code>, interpolator element, 
347or <code>&lt;set&gt;</code> element that holds groups of these elements (which may include another
348<code>&lt;set&gt;</code>). By default, all animation instructions are applied simultaneously. 
349To make them occur sequentially, you must specify the <code>startOffset</code> attribute, as shown in the example below.
350</p>
351
352<p>The following XML from one of the ApiDemos is used to stretch, 
353then simultaneously spin and rotate a View object.
354</p>
355<pre>
356&lt;set android:shareInterpolator="false"&gt;
357   &lt;scale
358          android:interpolator="&#64;android:anim/accelerate_decelerate_interpolator"
359          android:fromXScale="1.0"
360          android:toXScale="1.4"
361          android:fromYScale="1.0"
362          android:toYScale="0.6"
363          android:pivotX="50%"
364          android:pivotY="50%"
365          android:fillAfter="false"
366          android:duration="700" /&gt;
367   &lt;set android:interpolator="&#64;android:anim/decelerate_interpolator"&gt;
368      &lt;scale
369             android:fromXScale="1.4" 
370             android:toXScale="0.0"
371             android:fromYScale="0.6"
372             android:toYScale="0.0" 
373             android:pivotX="50%" 
374             android:pivotY="50%" 
375             android:startOffset="700"
376             android:duration="400" 
377             android:fillBefore="false" /&gt;
378      &lt;rotate 
379             android:fromDegrees="0" 
380             android:toDegrees="-45"
381             android:toYScale="0.0" 
382             android:pivotX="50%" 
383             android:pivotY="50%"
384             android:startOffset="700"
385             android:duration="400" /&gt;
386   &lt;/set&gt;
387&lt;/set&gt;
388</pre>
389<p>Screen coordinates (not used in this example) are (0,0) at the upper left hand corner, 
390and increase as you go down and to the right.</p>
391
392<p>Some values, such as pivotX, can be specified relative to the object itself or relative to the parent. 
393Be sure to use the proper format for what you want ("50" for 50% relative to the parent, or "50%" for 50% 
394relative to itself).</p>
395
396<p>You can determine how a transformation is applied over time by assigning an 
397{@link android.view.animation.Interpolator}. Android includes 
398several Interpolator subclasses that specify various speed curves: for instance, 
399{@link android.view.animation.AccelerateInterpolator} tells 
400a transformation to start slow and speed up. Each one has an attribute value that can be applied in the XML.</p>
401
402<p>With this XML saved as <code>hyperspace_jump.xml</code> in the <code>res/anim/</code> directory of the
403project, the following Java code will reference it and apply it to an {@link android.widget.ImageView} object
404from the layout.
405</p>
406<pre>
407ImageView spaceshipImage = (ImageView) findViewById(R.id.spaceshipImage);
408Animation hyperspaceJumpAnimation = AnimationUtils.loadAnimation(this, R.anim.hyperspace_jump);
409spaceshipImage.startAnimation(hyperspaceJumpAnimation);
410</pre>
411
412<p>As an alternative to <code>startAnimation()</code>, you can define a starting time for the animation with
413<code>{@link android.view.animation.Animation#setStartTime(long) Animation.setStartTime()}</code>, 
414then assign the animation to the View with
415<code>{@link android.view.View#setAnimation(android.view.animation.Animation) View.setAnimation()}</code>.
416</p>
417
418<p>For more information on the XML syntax, available tags and attributes, see the discussion on animation 
419in the <a href="{@docRoot}guide/topics/resources/available-resources.html#animation">Available Resources</a>.</p>
420
421<p class="note"><strong>Note:</strong> Regardless of how your animation may move or resize, the bounds of the 
422View that holds your animation will not automatically adjust to accomodate it. Even so, the animation will still
423be drawn beyond the bounds of its View and will not be clipped. However, clipping <em>will occur</em>
424if the animation exceeds the bounds of the parent View.</p>
425
426
427<h2 id="frame-animation">Frame Animation</h2>
428
429<p>This is a traditional animation in the sense that it is created with a sequence of different
430images, played in order, like a roll of film. The {@link android.graphics.drawable.AnimationDrawable}
431class is the basis for frame animations.</p>
432
433<p>While you can define the frames of an animation in your code, using the 
434{@link android.graphics.drawable.AnimationDrawable} class API, it's more simply accomplished with a single XML 
435file that lists the frames that compose the animation. Like the tween animation above, the XML file for this kind 
436of animation belongs in the <code>res/anim/</code> directory of your Android project. In this case, 
437the instructions are the order and duration for each frame of the animation.</p>
438
439<p>The XML file consists of an <code>&lt;animation-list></code> element as the root node and a series
440of child <code>&lt;item></code> nodes that each define a frame: a drawable resource for the frame and the frame duration.
441Here's an example XML file for a frame-by-frame animation:</p>
442<pre>
443&lt;animation-list xmlns:android="http://schemas.android.com/apk/res/android"
444    android:oneshot="true">
445    &lt;item android:drawable="&#64;drawable/rocket_thrust1" android:duration="200" />
446    &lt;item android:drawable="&#64;drawable/rocket_thrust2" android:duration="200" />
447    &lt;item android:drawable="&#64;drawable/rocket_thrust3" android:duration="200" />
448&lt;/animation-list>
449</pre>
450
451<p>This animation runs for just three frames. By setting the <code>android:oneshot</code> attribute of the 
452list 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
453the animation will loop. With this XML saved as <code>rocket_thrust.xml</code> in the <code>res/anim/</code> directory
454of the project, it can be added as the background image to a View and then called to play. Here's an example Activity,
455in which the animation is added to an {@link android.widget.ImageView} and then animated when the screen is touched:</p>
456<pre>
457AnimationDrawable rocketAnimation;
458
459public void onCreate(Bundle savedInstanceState) {
460  super.onCreate(savedInstanceState);
461  setContentView(R.layout.main);
462
463  ImageView rocketImage = (ImageView) findViewById(R.id.rocket_image);
464  rocketImage.setBackgroundResource(R.anim.rocket_thrust);
465  rocketAnimation = (AnimationDrawable) rocketImage.getBackground();
466}
467
468public boolean onTouchEvent(MotionEvent event) {
469  if (event.getAction() == MotionEvent.ACTION_DOWN) {
470    rocketAnimation.start();
471    return true;
472  }
473  return super.onTouchEvent(event);
474}
475</pre>
476<p>It's important to note that the <code>start()</code> method called on the AnimationDrawable cannot be
477called during the <code>onCreate()</code> method of your Activity, because the AnimationDrawable is not yet fully attached
478to the window. If you want to play the animation immediately, without
479requiring interaction, then you might want to call it from the 
480<code>{@link android.app.Activity#onWindowFocusChanged(boolean) onWindowFocusChanged()}</code> method in 
481your Activity, which will get called when Android brings your window into focus.</p> 
482
483
484