Archive for April, 2008

“Hit” testing on a View (MapView)

The following tutorial addresses how to perform ‘hit’ testing for user ‘clicks’ in a View. By hit testing, we mean the ability to determine when a user’s selection of a specific Point in a View overlaps with a region that we are monitoring for further action.

In other words at the end of this MapView tutorial, your users will be able to click on any icon that you draw onto the map, and you’ll be able to take whatever action you like such as displaying a transparent popup window (as we do in the tutorial).

Here’s what the final result will look like:

Screenshot of Tutorial 2 results

We’ll assume you already know how to add a MapView to a layout and create an Overlay and will jump right into how to test whether a user selection ‘hit’ one of those mapped icons.

Our icons are rendered by an extension of Overlay we have named MapLocationOverlay which has 2 primary methods called during an Overlay.draw(). We’ll go through each of these in detail:

drawMapLocations(canvas, mapView, shadow);
drawInfoWindow(canvas,
mapView, shadow);

More important perhaps, we’ll discuss the following method which performs the hit testing of each user tap on the screen.

isHitMapLocation(mapView,point);

Starting with locations on our MapView

We start by creating a class, MapLocation, to store our map location name, latitude, & longitude. Four instances of MapLocation are created as shown in the screenshot of San Francisco above:

mapLocations = new ArrayList<MapLocation>();
mapLocations.add(new MapLocation(”North Beach”,37.799800872802734,-122.40699768066406));
mapLocations.add(new MapLocation(”China Town”,37.792598724365234,-122.40599822998047));
mapLocations.add(new MapLocation(”Fisherman’s Wharf”,37.8091011047,-122.416000366));
mapLocations.add(new MapLocation(”Financial District”,37.79410171508789,-122.4010009765625));

These map locations will be drawn to the MapView and used for testing user clicks.

Drawing Map Locations

Before we can test for users clicking our icon, we need to first learn how those icons are drawn to the screen. Once you are comfortable setting the screen coordinates for drawing of your icon, it will be simple to test those same coordinates for ‘hits’ (user clicks” on that icon).

Screen coordinates start at (0,0) in the upper-left and end at the bottom-right (screenWidth,screenHeight) of our screen. To draw our location’s icon, we must first know how to translate from the latitude/longitude coordinates of our map location to these x & y screen coordinates. Android provides this function for us via the Projection class which is available from the MapView passed in Overlay’s draw() method: MapView.getProjection()

public void draw(Canvas canvas, MapView mapView, boolean shadow)

To use Projection, simply pass an int[2] to Projection along with our location’s latitude/longitude as a Point. The projection does its magic and returns the screen coordinates of our map location.

int[] screenCoords = new int[2];
mapView.getProjection().getPointXY(testLocation.getPoint(), screenCoords);

As we will be drawing a bitmap balloon icon to the screen, we must ensuring that the bottom middle of our icon is directly on top of our location’s latitude & longitude screen coordinates (as shown in the image below). This accurate positioning of our icon will be key to hit testing later on.

Screen coordinates of icon

To draw the balloon icon then, we call drawBitmap() and ensure the top/left of our icon is properly offset.

canvas.drawBitmap(icon, screenCoords[0] – icon.width()/2, screenCoords[1] – icon.height(),null);

And that’s it, our icons is now properly drawn on the screen. Now we need to perform ‘hit’ tests for user interaction with these icons.

Listening for Map Taps & Then Testing for ‘Hits’

User taps on the MapView are captured by overriding Overlay’s onTouchEvent() method and then testing for overlap with our icons’ locations on the screen. If a hit occurs and new information popup displayed (or a prior information popup removed), then we invalidate the map so Overlay.draw() is called.

@Override
public boolean onTouchEvent(MotionEvent event, MapView mapView) {

// Store whether prior popup was displayed so call invalidate() to remove it if necessary.
boolean isRemovePriorPopup = selectedMapLocation != null;

// Next test whether a new popup should be displayed
selectedMapLocation = getHitMapLocation(mapView,event);
if ( isRemovePriorPopup || selectedMapLocation != null) {

mapView.invalidate();

}

// Lastly return true if we handled this onTap()
return selectedMapLocation != null;

}

So here’s the real point of this tutorial…how do we match the screen coordinates that the user clicks to the latitude & longitude of our icon on the map?

Just as we determined the location of our map for drawing on the screen, we will now create a Rectangle to represent that drawn icon and use the Rectangle.contains() method to test whether the user’s MotionEvent occurred within that Rectangle.

private MapLocation getHitMapLocation(MapView mapView, MotionEvent    event) {

// Track which MapLocation was hit…if any
MapLocation hitMapLocation = null;

RectF hitTestRecr = new RectF();
int[] screenCoords = new int[2];
Iterator<MapLocation> iterator = mapView.getMapLocations().iterator();
while(iterator.hasNext()) {

MapLocation testLocation = iterator.next();

// As above, translate MapLocation lat/long to screen coordinates
mapView.getProjection().getPointXY(testLocation.getPoint(), screenCoords);

// Use this information to create a ‘hit” testing Rectangle to represent the size
// of our location’s icon at the correct location on the screen.

// As we want the base of our balloon icon to be at the exact location of
//
our map location, we set our Rectangle’s location so the bottom-middle of
//
our icon is at the screen coordinates of our map location (shown above).
hitTestRecr.set(-bubbleIcon.width()/2,-bubbleIcon.height(),bubbleIcon.width()/2,0);

// Next, offset the Rectangle to location of our location’s icon on the screen.
hitTestRecr.offset(screenCoords[0],screenCoords[1]);

// Finally test for match between ‘hit’ Rectangle and location clicked by the user.
// If a hit occurred, then we stop processing and return the result;

if (hitTestRecr.contains(event.getX(),event.getY()) {

hitMapLocation = testLocation;
break;

}

}

return hitMapLocation;

}

And that’s it for hit testing. If a hit occurred in our Rectangle, we track the selected map location and render a popup window above the map location’s icon with the name of the location.

Drawing a Popup Information Window

The following code for displaying a popup window may look complex, but the goal is simple – to set the correct screen coordinates for the information window to display directly above & centered on our location’s icon.

private void drawInfoWindow(Canvas canvas, MapView mapView, boolean shadow) {

// Again get our screen coordinate
int[] selDestinationOffset = new int[2];
mapView.getProjection().getPointXY(selectedMapLocation.getPoint(), selDestinationOffset);

// Setup the info window with the right size & location
int INFO_WINDOW_WIDTH = 125;
int INFO_WINDOW_HEIGHT = 25;
RectF infoWindowRect = new RectF(0,0,INFO_WINDOW_WIDTH,INFO_WINDOW_HEIGHT);
int infoWindowOffsetX = selDestinationOffset[0]-INFO_WINDOW_WIDTH/2;
int infoWindowOffsetY = selDestinationOffset[1]-INFO_WINDOW_HEIGHT-bubbleIcon.height();
infoWindowRect.offset(infoWindowOffsetX,infoWindowOffsetY);

// Draw inner info window
canvas.drawRoundRect(infoWindowRect, 5, 5, getInnerPaint());

// Draw border for info window
canvas.drawRoundRect(infoWindowRect, 5, 5, getBorderPaint());

// Draw the MapLocation’s name
int TEXT_OFFSET_X = 10;
int TEXT_OFFSET_Y = 15;
canvas.drawText(selectedMapLocation.getName(),infoWindowOffsetX+TEXT_OFFSET_X,infoWindowOffsetY+TEXT_OFFSET_Y,getTextPaint());

}

And that’s it. Please let me know of any points that need clarification or that I should expand/improve upon.

Here is the .apk you can use along with the source files: tutorial2.zip.

Passing custom attributes via XML resource files

In tutorial #4.1, I mentioned that we passed custom attributes for the text and image variables from the XML resource file to our custom class. This is a critical skill for performing true object-oriented programming and how to do it wasn’t obvious from Google’s Android API Demos.

Luckily I was pointed to the solution myself by an experienced Android programmer in Guatemala by the username of cadlg (thanks again!). If you want to see the official Google Android example though, look at Android’s APIDemos’ custom LabelView example.

So here we go. We’ll use the same code as Tutorial 4.1 to keep this simple.

Setting Up Your Custom Class’s XML Resource Files

We’ll only review the code for the TextOnlyButton as it’s identical in concept to the ImageOnlyButton.

First we’ll create a new file in /res/values called attrs.xml

<?xml version=”1.0? encoding=”utf-8??>
<resources>

<declare-styleable name=”TextOnlyButton”>

<attr name=”textColorNotFocused” format=”integer”/>
<attr name=”textColorFocused” format=”integer”/>

</declare-styleable>

</resources>

As you see, we first declared a ’styleable’ with the name of our custom Class. Two attributes were then added to contain the values of our focused & unfocused text colors. By default, attributes have values of String, but in our case, we needed integers to represent the resource id’s we’ll declare in our colors.xml file. You can also declare formats such as “boolean” & others if that suits the requirements of your own project.

Next, we declare values for these custom attributes in our layout’s XML file: tutorial4.xml

<LinearLayout xmlns:android=”http://schemas.android.com/apk/res/android”

xmlns:pj=”http://schemas.android.com/apk/res/com.pocketjourney.tutorials”
android:orientation=”vertical”
android:layout_width=”fill_parent”
android:layout_height=”fill_parent”
android:padding=”10px”>

<com.pocketjourney.view.TextOnlyButton

android:id=”@+id/text_only_button”
android:layout_width=”wrap_content”
android:layout_height=”wrap_content”
android:layout_marginTop=”5px”
style=”?android:attr/buttonStyleSmall”
android:text=”Text Button”
pj:textColorNotFocused=”@drawable/white”
pj:textColorFocused=”@drawable/android_orange”/>

</LinearLayout>

Referring to our new attributes is actually a two step process. First we declared a new namespace (in our case called ‘pj’ as short for PocketJourney) in the parent layout of our custom class:

xmlns:pj=”http://schemas.android.com/apk/res/com.pocketjourney.tutorials”

Next we specified the values of our new attributes in the XML usage of our TextOnlyButton:

pj:textColorNotFocused=”@drawable/white”
pj:textColorFocused=”@drawable/android_orange”

Now you can see why we specified our format=”integer”. Our custom attributes point to the resource id’s of colors specified in our colors.xml file.

Retrieving Custom Attributes During Class Instantiation

Since our Activity has many constructors, we delegate the attribute parsing to an init() method to keep our code clean.

int notFocusedTextColor, focusedTextColor;

private void init(AttributeSet attrs) {

Resources.StyledAttributes a = getContext().obtainStyledAttributes(attrs,R.styleable.TextOnlyButton);
notFocusedTextColor = a.getColor(R.styleable.TextOnlyButton_textColorNotFocused, 0xFF000000);
focusedTextColor = a.getColor(R.styleable.TextOnlyButton_textColorFocused, 0xFF000000);

}

By now you’ve undoubtedly seen the AttributeSet that is always passed into an Activity. Well now you get to use it. First we obtain the StyledAttributes instance by requesting just the StyledAttributes for our custom Class. Next, we call the getColor() and pass two variables: the name of the attribute we want along with a default value in case the user did not specify one.

Take note of our styled attribute’s name as it’s a combination of our custom class’s name and the attribute we specified in the attrs.xml file (e.g. TextOnlyButton_textColorNotFocused).

And That’s It

You can now readily pass your own custom attributes and keep your View variables cleanly enclosed in your XML files. You can download the source to see for yourself. Just look at Tutorial #4.

Transparent Panel (Linear Layout) On MapView (Google Map)

This tutorial is for Google’s Android mobile operating system. If you haven’t already heard about Android, then check it out immediately because it’s way cool. We have benefited so much from the Android developer community that we want to give back our own insights into the platform and how to better design/develop on the platform.

For this tutorial, we’re going to help the several people that have asked us how to create transparent panels. While we show how to overlay onto a Google Map, you can use the same technique to overlay a transparent panel onto any other view.

Starting at the end, this what we’ll develop today – a transparent panel with a single button displayed at the base of an Android MapView

Tutorial 1 - final result

Tutorial 1 - final result (closeup)

We’ll assume that you already know the basics of Android programming and will only address these “advanced” topics:

1) Creating a class that can draw a transparent background and border.
2) Adding a custom View class as a declaration in your layout XML.

(1) Creating a Custom Layout as a Transparent Panel

We wanted our transparent panel to hold children so we looked for the most natural Android view to extend and selected Linear Layout because we wanted our TransparentPanel class to layout its children horizontally. We could just as easily chosen to extend RelativeLayout of any other layout class.

TransparentPanel extends LinearLayout

The ‘magic’ of TransparentPanel happens in the dispathDraw() method. For those of you that have already created their own custom Views, you might wonder why we override dispatchDraw() instead of onDraw(). For some reason, LinearLayout does not call it’s own onDraw() method…apparently because its developer assumes a LinearLayout would never have anything to draw. BUT we want our TransparentPanel to draw a background so we override dispatchDraw() to draw the background and then let super.dispatchDraw(canvas) render any child components.

protected void dispatchDraw(Canvas canvas) {

RectF drawRect = new RectF();
drawRect.set(0,0, getMeasuredWidth(), getMeasuredHeight());

canvas.drawRoundRect(drawRect, 5, 5, innerPaint);
canvas.drawRoundRect(drawRect, 5, 5, borderPaint);

super.dispatchDraw(canvas);

}

For those new to drawing their own graphics, let’s review a few items here. First, we populate a RectF with the coordinates of the background that we want to draw. Next we make to calls to drawRoundRect(). The 1st call passes innerPaint to draw the transparent gray background while the 2nd call passes the white border that we want to paint. Lastly we call super.dispatchDraw(canvas) to render our child components (in this case a Button).

The gray background is rendered with an alpha (transparency ) == 225. This allows just enough of the map to show through.

innerPaint.setARGB(225, 75, 75, 75);

And borderPaint allows us to render a white border with a Stroke of width = 2.

borderPaint = new Paint();
borderPaint.setARGB(255, 255, 255, 255);
borderPaint.setAntiAlias(true);
borderPaint.setStyle(Style.STROKE);
borderPaint.setStrokeWidth(2);

As we did above, make sure to setAntiAlias(true) so the borders of your paint blend seamlessly with its surroundings. Set this option to false to see how your borders would have jagged edges otherwise.

(2) Adding our custom TransparentPanel class as a declarations in the layout XML.

Now we’re ready to insert the TransparentPanel into our layout XML class and to add a button. To reference our new class, we simply provide the full classpath to our the TransparentPanel and then provide layout parameters as we would for any LinearLayout. In this case, we provide padding so our Button does not rest against the edges of our TransparentPanel’s border.

<com.pocketjourney.view.TransparentPanel

android:id=”@+id/transparent_panel”
android:layout_width=”fill_parent”
android:layout_height=”wrap_content”
android:paddingLeft=”5px”
android:paddingTop=”5px”
android:paddingRight=”5px”
android:paddingBottom=”5px”>

<Button android:id=”@+id/button_click_me”

android:layout_width=”wrap_content”
android:layout_height=”wrap_content”
android:text=”Click Me!”>

</com.pocketjourney.view.TransparentPanel>

And that’s it. Here is the .apk you can use along with the source files: tutorial1.zip.

Please give us your feedback and let us know any suggestions for improving this tutorial. Also please visit these other tutorials for more tips: