[android-beginners] Re: Adding Undo feature in FingerPaint app bundled with APIdemos.
:) Thanks James for your reply. I was skeptical about the said approach because it will consume some memory and we all know how precious that is on the device. I was checking to make sure that I am not missing anything available in the framework, here. If the framework could let us have hooks for establishing savepoints and then reverting back to them, I'd rather used that approach. On Oct 9, 12:15 am, James Yum j...@google.com wrote: Hi Samuh, I think you're on the right path. Cheers, James On Wed, Oct 7, 2009 at 11:42 PM, Samuh Varta samuh.va...@gmail.com wrote: @Romain: thanks for your reply...I'd *like* to believe that you wrote FingerPaint and would help me here :) Most of the applications in the Android Market(PicSay et al.) that provide a similar feature(drawing strokes on canvas) provide Undo functionality. I was trying to imitate the same in the original FingerPaint app. My approach to implementing this feature,as already mentioned in the earlier post, would be to: 1. memorize all the paths, 2. reset the canvas and 3. redraw all the paths again expect the last one. I was wondering if there was any alternative to this? Is there any class in the framework that can help me here? Please help. Thanks again! On Oct 7, 9:34 pm, Romain Guy romain...@google.com wrote: save() and restore() are just used to save the state of the Canvas (translate, scale, etc.) It won't help you for what you want. On Wed, Oct 7, 2009 at 12:26 AM, Samuh Varta samuh.va...@gmail.com wrote: I am playing with the FingerPaint application that comes bundled with the API demos package. I was wondering if I could add an Undo feature to it, which would allow the user to remove/undo his latest stroke drawing from the canvas. I am not sure of how to achieve this though. I was looking at the android.graphics.Canvas class and therein I found a few methods that caught my interest. canvas.restore() and canvas.save(). But I couldn't get them to work per my requirement. One of the approach could be memorizing all the Path(representing strokes drawn) and then resetting the canvas and reapinting all the stroked one by one except the latest. I somehow dont like this approach. How do I undo my drawings on canvas? Please help. Thanks. -- 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- Hide quoted text - - Show quoted text -- Hide quoted text - - Show quoted text - --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Adding Undo feature in FingerPaint app bundled with APIdemos.
@Romain: thanks for your reply...I'd *like* to believe that you wrote FingerPaint and would help me here :) Most of the applications in the Android Market(PicSay et al.) that provide a similar feature(drawing strokes on canvas) provide Undo functionality. I was trying to imitate the same in the original FingerPaint app. My approach to implementing this feature,as already mentioned in the earlier post, would be to: 1. memorize all the paths, 2. reset the canvas and 3. redraw all the paths again expect the last one. I was wondering if there was any alternative to this? Is there any class in the framework that can help me here? Please help. Thanks again! On Oct 7, 9:34 pm, Romain Guy romain...@google.com wrote: save() and restore() are just used to save the state of the Canvas (translate, scale, etc.) It won't help you for what you want. On Wed, Oct 7, 2009 at 12:26 AM, Samuh Varta samuh.va...@gmail.com wrote: I am playing with the FingerPaint application that comes bundled with the API demos package. I was wondering if I could add an Undo feature to it, which would allow the user to remove/undo his latest stroke drawing from the canvas. I am not sure of how to achieve this though. I was looking at the android.graphics.Canvas class and therein I found a few methods that caught my interest. canvas.restore() and canvas.save(). But I couldn't get them to work per my requirement. One of the approach could be memorizing all the Path(representing strokes drawn) and then resetting the canvas and reapinting all the stroked one by one except the latest. I somehow dont like this approach. How do I undo my drawings on canvas? Please help. Thanks. -- 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- Hide quoted text - - Show quoted text - --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Adding Undo feature in FingerPaint app bundled with APIdemos.
Hi Samuh, I think you're on the right path. Cheers, James On Wed, Oct 7, 2009 at 11:42 PM, Samuh Varta samuh.va...@gmail.com wrote: @Romain: thanks for your reply...I'd *like* to believe that you wrote FingerPaint and would help me here :) Most of the applications in the Android Market(PicSay et al.) that provide a similar feature(drawing strokes on canvas) provide Undo functionality. I was trying to imitate the same in the original FingerPaint app. My approach to implementing this feature,as already mentioned in the earlier post, would be to: 1. memorize all the paths, 2. reset the canvas and 3. redraw all the paths again expect the last one. I was wondering if there was any alternative to this? Is there any class in the framework that can help me here? Please help. Thanks again! On Oct 7, 9:34 pm, Romain Guy romain...@google.com wrote: save() and restore() are just used to save the state of the Canvas (translate, scale, etc.) It won't help you for what you want. On Wed, Oct 7, 2009 at 12:26 AM, Samuh Varta samuh.va...@gmail.com wrote: I am playing with the FingerPaint application that comes bundled with the API demos package. I was wondering if I could add an Undo feature to it, which would allow the user to remove/undo his latest stroke drawing from the canvas. I am not sure of how to achieve this though. I was looking at the android.graphics.Canvas class and therein I found a few methods that caught my interest. canvas.restore() and canvas.save(). But I couldn't get them to work per my requirement. One of the approach could be memorizing all the Path(representing strokes drawn) and then resetting the canvas and reapinting all the stroked one by one except the latest. I somehow dont like this approach. How do I undo my drawings on canvas? Please help. Thanks. -- 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- Hide quoted text - - Show quoted text - --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---
[android-beginners] Re: Adding Undo feature in FingerPaint app bundled with APIdemos.
save() and restore() are just used to save the state of the Canvas (translate, scale, etc.) It won't help you for what you want. On Wed, Oct 7, 2009 at 12:26 AM, Samuh Varta samuh.va...@gmail.com wrote: I am playing with the FingerPaint application that comes bundled with the API demos package. I was wondering if I could add an Undo feature to it, which would allow the user to remove/undo his latest stroke drawing from the canvas. I am not sure of how to achieve this though. I was looking at the android.graphics.Canvas class and therein I found a few methods that caught my interest. canvas.restore() and canvas.save(). But I couldn't get them to work per my requirement. One of the approach could be memorizing all the Path(representing strokes drawn) and then resetting the canvas and reapinting all the stroked one by one except the latest. I somehow dont like this approach. How do I undo my drawings on canvas? Please help. Thanks. -- 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 Beginners group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~--~~~~--~~--~--~---