androidpaintandroid-view

Android FingerPaint Undo/Redo implementation


I'm working on a test project which is something similar to FingerPaint example in Android SDK Demos. I was trying to implement undo/redo functionality in my project,but the things that I tried didn't work as I expect. I find some questions similar to this over internet and here,but they didn't help me, that's why I'm asking a new question.

Here is some idea what I'm doing actually :

    public class MyView extends View {

    //private static final float MINP = 0.25f;
    //private static final float MAXP = 0.75f;



    private Path    mPath;
    private Paint   mBitmapPaint;

    public MyView(Context c) {
        super(c);

        mPath = new Path();
        mBitmapPaint = new Paint(Paint.DITHER_FLAG);

    }

    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);

        mCanvas = new Canvas(mBitmap);
        mCanvas.drawColor(Color.WHITE);
    }

    @Override
    protected void onDraw(Canvas canvas) {
        canvas.drawColor(Color.WHITE);
        canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);

        canvas.drawPath(mPath, mPaint);
    }

    private float mX, mY;
    private static final float TOUCH_TOLERANCE = 4;

    private void touch_start(float x, float y) {
        mPath.reset();
        mPath.moveTo(x, y);
        mX = x;
        mY = y;
    }
    private void touch_move(float x, float y) {
        float dx = Math.abs(x - mX);
        float dy = Math.abs(y - mY);

        if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
            mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
            mX = x;
            mY = y;
        }
    }
    private void touch_up() {

        mPath.lineTo(mX, mY);
        // commit the path to our offscreen
        mCanvas.drawPath(mPath, mPaint);
        // kill this so we don't double draw
        mPath.reset();
    }

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        float x = event.getX();
        float y = event.getY();

        switch (event.getAction()) {
            case MotionEvent.ACTION_DOWN:
                touch_start(x, y);
                invalidate();
                break;
            case MotionEvent.ACTION_MOVE:
                touch_move(x, y);
                invalidate();
                break;
            case MotionEvent.ACTION_UP:
                touch_up();
                invalidate();
                break;
        }
        return true;
    }
}

Any suggestions/ideas/examples which is the best way to implement this kind of functionality on my project?


Solution

  • I don't know if this is what you had in mind but it's how i am doing it. Instead of storing it in only one path, you store an array with all the paths, like this the user can draw many lines, with a small modification you can add multi touch too.

    To make the undo and redo, just remove or add the last path path from the paths variable and store them in a new array. Something like:

    public void onClickUndo () { 
        if (paths.size()>0) { 
           undonePaths.add(paths.remove(paths.size()-1))
           invalidate();
         }
        else
         //toast the user 
    }
    
    public void onClickRedo (){
       if (undonePaths.size()>0) { 
           paths.add(undonePaths.remove(undonePaths.size()-1)) 
           invalidate();
       } 
       else 
         //toast the user 
    }
    

    Here is my modified panel, I cant try it right now but the methods above should work! Hope it helps! (there are few extra variables just remove them :)

    private ArrayList<Path> undonePaths = new ArrayList<Path>(); 
    public class DrawingPanel extends View implements OnTouchListener {
    
    private Canvas  mCanvas;
    private Path    mPath;
    private Paint   mPaint,circlePaint,outercirclePaint;   
    private ArrayList<Path> paths = new ArrayList<Path>();
    private ArrayList<Path> undonePaths = new ArrayList<Path>(); 
    private float xleft,xright,xtop,xbottom;
    
    public DrawingPanel(Context context) {
        super(context);
        setFocusable(true);
        setFocusableInTouchMode(true);
    
        this.setOnTouchListener(this);
    
    
        circlePaint = new Paint();
        mPaint = new Paint();
        outercirclePaint = new Paint();
        outercirclePaint.setAntiAlias(true);
        circlePaint.setAntiAlias(true);
        mPaint.setAntiAlias(true);        
        mPaint.setColor(0xFFFFFFFF);
        outercirclePaint.setColor(0x44FFFFFF);
        circlePaint.setColor(0xAADD5522);
        outercirclePaint.setStyle(Paint.Style.STROKE);
        circlePaint.setStyle(Paint.Style.FILL);        
        mPaint.setStyle(Paint.Style.STROKE);
        mPaint.setStrokeJoin(Paint.Join.ROUND);
        mPaint.setStrokeCap(Paint.Cap.ROUND);
        mPaint.setStrokeWidth(6);
        outercirclePaint.setStrokeWidth(6);        
        mCanvas = new Canvas();
        mPath = new Path();
        paths.add(mPath);             
    
    
        cx = 400*DrawActivity.scale;
        cy = 30*DrawActivity.scale;
        circleRadius = 20*DrawActivity.scale;
        xleft = cx-10*DrawActivity.scale;
        xright = cx+10*DrawActivity.scale;
        xtop = cy-10*DrawActivity.scale;
        xbottom = cy+10*DrawActivity.scale;
    
    }
    
    
    public void colorChanged(int color) {
        mPaint.setColor(color);
    }
    
    
        @Override
        protected void onSizeChanged(int w, int h, int oldw, int oldh) {
            super.onSizeChanged(w, h, oldw, oldh);
        }
    
        @Override
        protected void onDraw(Canvas canvas) {            
    
            for (Path p : paths){
                canvas.drawPath(p, mPaint);
            }
    
        }
    
        private float mX, mY;
        private static final float TOUCH_TOLERANCE = 0;
    
        private void touch_start(float x, float y) {
            mPath.reset();
            mPath.moveTo(x, y);
            mX = x;
            mY = y;
        }
        private void touch_move(float x, float y) {
            float dx = Math.abs(x - mX);
            float dy = Math.abs(y - mY);
            if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
                mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
                mX = x;
                mY = y;
            }
        }
        private void touch_up() {
            mPath.lineTo(mX, mY);
            // commit the path to our offscreen
            mCanvas.drawPath(mPath, mPaint);
            // kill this so we don't double draw            
            mPath = new Path();
            paths.add(mPath);
        }
    
    
    
    @Override
    public boolean onTouch(View arg0, MotionEvent event) {
          float x = event.getX();
          float y = event.getY();
    
          switch (event.getAction()) {
              case MotionEvent.ACTION_DOWN:
                  if (x <= cx+circleRadius+5 && x>= cx-circleRadius-5) {
                      if (y<= cy+circleRadius+5 && cy>= cy-circleRadius-5){
                          paths.clear();
                          return true;
                          }
                  }
                  touch_start(x, y);
                  invalidate();
                  break;
              case MotionEvent.ACTION_MOVE:
                  touch_move(x, y);
                  invalidate();
                  break;
              case MotionEvent.ACTION_UP:
                  touch_up();
                  invalidate();
                  break;
          }
          return true;
    }
    
    
    
    
    }