Mercurial > dwindows
diff android/DWindows.kt @ 2535:d862d9e4069b
Android: Implement most of the rest of drawing except for fonts...
With varying degrees of functionality... more work needed.
author | bsmith@81767d24-ef19-dc11-ae90-00e081727c95 |
---|---|
date | Tue, 11 May 2021 09:03:30 +0000 |
parents | f45ebd96ebe5 |
children | d172ab2eddb6 |
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--- a/android/DWindows.kt Tue May 11 06:38:09 2021 +0000 +++ b/android/DWindows.kt Tue May 11 09:03:30 2021 +0000 @@ -404,6 +404,7 @@ var threadCond = threadLock.newCondition() var notificationID: Int = 0 private var paint = Paint() + private var bgcolor: Int = 0 // Our version of runOnUiThread that waits for execution fun waitOnUiThread(runnable: Runnable) @@ -1908,11 +1909,47 @@ } if(canvas != null) { + paint.flags = 0 + paint.style = Paint.Style.STROKE canvas.drawLine(x1.toFloat(), y1.toFloat(), x2.toFloat(), y2.toFloat(), paint) } } } + fun drawText(render: DWRender?, bitmap: Bitmap?, x: Int, y: Int, text:String) + { + waitOnUiThread { + var canvas: Canvas? = null + + if(render != null) { + canvas = render.cachedCanvas + } else if(bitmap != null) { + canvas = Canvas(bitmap) + } + + if(canvas != null) { + // Save the old color for later... + var rect = Rect() + val oldcolor = paint.color + // Prepare to draw the background rect + paint.color = bgcolor + paint.flags = 0 + paint.style = Paint.Style.FILL_AND_STROKE + paint.textAlign = Paint.Align.LEFT + paint.getTextBounds(text, 0, text.length, rect) + rect.top += y + rect.bottom += y + rect.left += x + rect.right += x + canvas.drawRect(rect, paint) + // Restore the color and prepare to draw text + paint.color = oldcolor + paint.style = Paint.Style.STROKE + canvas.drawText(text, x.toFloat(), y.toFloat(), paint) + } + } + } + fun drawRect(render: DWRender?, bitmap: Bitmap?, x: Int, y: Int, width: Int, height: Int) { waitOnUiThread { @@ -1925,11 +1962,94 @@ } if(canvas != null) { + paint.flags = 0 + paint.style = Paint.Style.FILL_AND_STROKE canvas.drawRect(x.toFloat(), y.toFloat(), x.toFloat() + width.toFloat(), y.toFloat() + height.toFloat(), paint) } } } + fun drawPolygon(render: DWRender?, bitmap: Bitmap?, flags: Int, npoints: Int, x: IntArray, y: IntArray) + { + var points = FloatArray(npoints*2) + + // Convert to a single IntArray + for (i in 0 until npoints) { + points[(i*2)] = x[i].toFloat() + points[(i*2)+1] = y[i].toFloat() + } + + waitOnUiThread { + var canvas: Canvas? = null + + if(render != null) { + canvas = render.cachedCanvas + } else if(bitmap != null) { + canvas = Canvas(bitmap) + } + + if(canvas != null) { + // Handle the DW_DRAW_NOAA flag + if((flags and (1 shl 2)) == 0) { + paint.flags = Paint.ANTI_ALIAS_FLAG + } else { + paint.flags = 0 + } + // Handle the DW_DRAW_FILL flag + if((flags and 1) == 1) { + paint.style = Paint.Style.FILL_AND_STROKE + } else { + paint.style = Paint.Style.STROKE + } + canvas.drawPoints(points, paint) + } + } + } + + fun drawArc(render: DWRender?, bitmap: Bitmap?, flags: Int, xorigin: Int, yorigin: Int, + x1: Int, y1: Int, x2: Int, y2: Int) + { + waitOnUiThread { + var canvas: Canvas? = null + + if(render != null) { + canvas = render.cachedCanvas + } else if(bitmap != null) { + canvas = Canvas(bitmap) + } + + if(canvas != null) { + var a1: Double = Math.atan2((y1 - yorigin).toDouble(), (x1 - xorigin).toDouble()) + var a2: Double = Math.atan2((y2 - yorigin).toDouble(), (x2 - xorigin).toDouble()) + val dx = (xorigin - x1).toDouble() + val dy = (yorigin - y1).toDouble() + val r: Double = Math.sqrt(dx * dx + dy * dy) + val left = (xorigin-r).toFloat() + val top = (yorigin-r).toFloat() + val rect = RectF(left, top, (left + (r*2)).toFloat(), (top + (r*2)).toFloat()) + + /* Convert to degrees */ + a1 *= 180.0 / Math.PI + a2 *= 180.0 / Math.PI + val sweep = Math.abs(a1 - a2) + + // Handle the DW_DRAW_NOAA flag + if((flags and (1 shl 2)) == 0) { + paint.flags = Paint.ANTI_ALIAS_FLAG + } else { + paint.flags = 0 + } + // Handle the DW_DRAW_FILL flag + if((flags and 1) == 1) { + paint.style = Paint.Style.FILL_AND_STROKE + } else { + paint.style = Paint.Style.STROKE + } + canvas.drawArc(rect, a1.toFloat(), sweep.toFloat(), false, paint) + } + } + } + fun colorSet(alpha: Int, red: Int, green: Int, blue: Int) { waitOnUiThread { @@ -1941,6 +2061,15 @@ } } + fun bgColorSet(alpha: Int, red: Int, green: Int, blue: Int) + { + if(alpha != 0) { + this.bgcolor = Color.argb(alpha, red, green, blue) + } else { + this.bgcolor = Color.rgb(red, green, blue) + } + } + fun timerConnect(interval: Long, sigfunc: Long, data: Long): Timer { // creating timer task, timer