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9     <li><a href="#draw-to-view">Simple Graphics Inside a View</a></li>
10 <li><a href="#draw-with-canvas">Draw with a Canvas</a>
36 will give you a quick idea of how you should draw to the View hierarchy. For more information
45 <li>Draw your graphics or animations into a View object from your layout. In this manner,
48 <li>Draw your graphics directly to a Canvas. This way, you personally call the appropriate class's
49 <code>draw()</code> method (passing it your Canvas), or one of the Canvas <code>draw...()</code> methods (like
54 <p>Option "a," drawing to a View, is your best choice when you want to draw simple graphics that do not
56 draw your graphics into a View when you want to display a static graphic or predefined animation, within
57 an otherwise static application. Read <a href="#draw-to-view">Simple Graphics Inside a View</a>.</li>
59 <p>Option "b," drawing to a Canvas, is better when your application needs to regularly re-draw itself.
70 <p>...Begin by reading <a href="#draw-with-canvas">Draw with a Canvas</a>.</p>
72 <h2 id="draw-to-view">Simple Graphics Inside a View</h2>
75 then you should probably just draw to the background of a View or
78 draw graphics and animations in the <a href="2d-graphics.html">2D Graphics</a> document.
82 <h2 id="draw-with-canvas">Draw with a Canvas</h2>
88 holds all of your "draw" calls. Via the Canvas, your drawing is actually performed upon an
103 <p>Now your Canvas will draw onto the defined Bitmap. After drawing upon it with the Canvas, you can then carry your
105 Canvas.drawBitmap(Bitmap,...)}</code> methods. It's recommended that you ultimately draw your final
112 Other classes that you might use also have <code>draw()</code> methods. For example, you'll probably
114 has its own <code>{@link android.graphics.drawable.Drawable#draw(Canvas) draw()}</code> method
129 framework to request that your View draw itself. This is where you will perform all your calls
130 to draw through the {@link android.graphics.Canvas}, which is passed to you through the <code>onDraw()</code> callback.</p>
139 using various <code>Canvas.draw...()</code> methods, or other class <code>draw()</code> methods that
141 use your Canvas to draw a Bitmap handled by the system.</p>
158 to wait until the system's View hierarchy is ready to draw. Instead, a secondary thread
159 that has reference to a SurfaceView can draw to its own Canvas at its own pace.</p>
177 <p>In order to draw to the Surface Canvas from within your second thread, you must pass the thread your SurfaceHandler
182 your Canvas object. The Surface will now draw the Canvas as you left it. Perform this sequence of locking and