[android-developers] Re: Flash-style Mask in 2D Graphics

2009-08-19 Thread String
There's a nice PorterDuff xfermode example in the API Demos. String On Aug 18, 11:22 pm, Eddified wrote: > I've searched for examples but just haven't found anything to help me > make sense of this yet. > > On Aug 18, 4:20 pm, Eddified wrote: > > > > > I see how to set an Xfermode on a Paint,

[android-developers] Re: Flash-style Mask in 2D Graphics

2009-08-19 Thread Brady
Something I've done is create a custom view where you implement the onDraw function. Then in the onDraw function you can make a call like canvas.clipRect(clippedRect, Region.Op.DIFFERENCE); which will mask out the Clipped region from what has been drawn already to the canvas. That being said cli

[android-developers] Re: Flash-style Mask in 2D Graphics

2009-08-18 Thread Eddified
I've searched for examples but just haven't found anything to help me make sense of this yet. On Aug 18, 4:20 pm, Eddified wrote: > I see how to set an Xfermode on a Paint, but how do I figure a circle > into the picture (the shape in my example to create the mask out of) ? > > On Aug 18, 3:44 p

[android-developers] Re: Flash-style Mask in 2D Graphics

2009-08-18 Thread Eddified
I see how to set an Xfermode on a Paint, but how do I figure a circle into the picture (the shape in my example to create the mask out of) ? On Aug 18, 3:44 pm, Romain Guy wrote: > drawMesh() is a rather curious way to do it :) > > Anyway, you can easily do masking using the various PorterDuff

[android-developers] Re: Flash-style Mask in 2D Graphics

2009-08-18 Thread Romain Guy
drawMesh() is a rather curious way to do it :) Anyway, you can easily do masking using the various PorterDuff transfer modes. On Tue, Aug 18, 2009 at 2:33 PM, Jason Proctor wrote: > > you can do this with the Canvas.drawMesh() thing, but i doubt it's > the best way to do it. > > you might be abl

[android-developers] Re: Flash-style Mask in 2D Graphics

2009-08-18 Thread Jason Proctor
you can do this with the Canvas.drawMesh() thing, but i doubt it's the best way to do it. you might be able to implement a custom MaskFilter? >I'm trying to figure out how to draw a bitmap to the canvas in such a >way that only part of it is actually drawn. The part that would be >drawn corre