That sounds fine to me. Just remember to respect the clip rectangle (canvas.getClipBounds()) and ideally not spend time computing Paints for areas outside the clip.
Also, don't create a new Paint object in onDraw(). Create the Paint object once, store it in your view and re-use it on every draw operation. On Apr 3, 11:03 am, Bob <bshumsk...@yahoo.com> wrote: > > If it's drawing logic, then it's fine :) > > There is a lot of logic in varying the Paints though. > > On Apr 3, 12:49 pm, Romain Guy <romain...@google.com> wrote: > > > If it's drawing logic, then it's fine :) > > > On Fri, Apr 3, 2009 at 10:48 AM, Bob <bshumsk...@yahoo.com> wrote: > > > >> onDraw() should normally not contain any logic code. > > > > All the logic I have is necessary to draw my canvas. It looks to me > > > like that is going on in onDraw in the APIdemos, for example in > > > Layers.java. Am I mistaken here? > > > > Should I be drawing into a bitmap or something when one of my inputs > > > changes and then using onDraw to read from that bitmap or something so > > > as not to repeatedly do the same thing? > > > > Thanks, > > > Bob > > > -- > > Romain Guy > > Android framework engineer > > romain...@android.com > > > Note: please don't send private questions to me, as I don't have time > > to provide private support. All such questions should be posted on > > public forums, where I and others can see and answer them --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---