Paintbrush And Canvas



House&Canvas Furniture Paint is a top-quality, water-based paint that dries to an ultra-matte, chalk finish. Our easy-to-use, self-leveling formula requires no base coat or primer. Ideal for painting all types of furniture, cabinetry, upholstery, walls and other surfaces including veneer, laminate, metal, concrete and plastic. VIDEO DESCRIPTIONThis painting tutorial will take you through easy to follow, step-by-step instructions on how to paint these incredibly adorable feathered f. Painting over peeling paint is pointless – the old paint will continue peeling, taking the good paint with it. But if the old paint is basically sound, and/or if you scrape/sand off the loose paint, a fresh coat of paint can make a canoe look better, even if the new paint job is not perfect, and even if the old paint is a bit cracked. Canvas 2 Paint 632 Saint Joseph Street Rapid City, SD 57701 (605) 716-3325 canvas2paint.rapidcity@yahoo.com.

Paintbrush And Canvas Illustration

Overview

Let's take a look at building a custom view that allows the user to paint on the screen by pressing down their finger. This will illustrate how to build custom components, how to draw shapes and paths on a view and also how to handle user touch interactions.

Creating our Custom View

Create a simple class for drawing that extends View called SimpleDrawingView:

Add this to the XML layout for activity so our custom view is embedded within:

Paint

Simple Drawing with Canvas

And

Let's try drawing a couple of circles on screen. This requires us to define a Paint object which controls the styling and color of what is drawn. Let's start by preparing the paint:

Now that we have the paint setup to have a black color and configured a particular stroke style, let's try to draw a few circles with different colors. All drawing that happens in a view should take place within the onDraw method which is automatically called when a view is rendered:

Notice that onDraw passes us a canvas object which we use to draw leveraging the Paint we defined earlier. The drawCircle method accepts the x, y and radius of the circle in addition to the paint. This renders the following:

Paintbrush And Canvas

Handling Touch Interactions

Suppose now we wanted to draw a circle every time the user touches down on the drawing view. This would require us to keep track of an array of points for our circles and then append a point for each onTouch event triggered:

Coleman powermate vantage 5000 generator manual. with this, a black circle is drawn each time we press down:

Drawing with Paths

So far we have explored the onDraw method of a view and we were able to draw circles onto the view based on touch interactions with the view. Next, let's improve our drawing application by removing the list of circles and instead drawing with paths. The Path class is ideal for allowing the user to draw on screen. A path can contain many lines, contours and even other shapes. First, let's add a Path variable to track our drawing:

Next, let's append points to the path as the user touches the screen. When the user presses down, let's start a path and then when they drag let's connect the points together. To do this, we need modify the onTouchEvent to append these points to our Path object:

and then let's alter the onDraw to remove the circles and instead to render the lines we have plotted in our path:

and with that, we have a very basic painting app that looks like:

Efficient Drawing with Bitmap Cache

When drawing onto a canvas, you can often significantly improve render times by caching the image into a bitmap as outlined in this stackoverflow post.

This is a common pattern for improving drawing performance. Designer choice ceiling fan remote manual.

Reference for SimpleDrawingView

The full source code for our SimpleDrawingView:

Drawing with Density Independent Pixels

When drawing or animating, you often want to draw using density independent pixels in order to be robust to different device sizes and densities. You may also want to determine the device height or width in order to draw intelligently. Copy this DeviceDimensionsHelper.java utility class to DeviceDimensionsHelper.java in your project and use anywhere that you have a context to determine screen dimensions or do translations between dp and px:

You can then use this to do smarter drawing for more responsive custom views.