Reputation: 806
I am trying to draw a marker on single tap method in android. when i draw the marker it will draw but it will take more time to draw i.e 30-40 milliseconds some times it takes 2-3 seconds. Here is my code for class in which i have draw method.
public class MyItemizedOverlay extends ItemizedOverlay<OverlayItem> {
private ArrayList<OverlayItem> overlayItemList = new ArrayList<OverlayItem>();
public MyItemizedOverlay(Drawable pDefaultMarker,
ResourceProxy pResourceProxy) {
super(pDefaultMarker, pResourceProxy);
}
@Override
public void draw(Canvas canvas, MapView mapView, boolean arg2) {
super.draw(canvas, mapView, arg2);
// ---translate the GeoPoint to screen pixels---
Point screenPts = new Point();
mapView.getProjection().toPixels(p, screenPts);
// ---add the marker---
Bitmap bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_darkblue);
Bitmap bmp1 = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_green);
Bitmap bmp2 = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_bue);
Bitmap bmp3 = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_light);
Bitmap bmp4 = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_light);
Bitmap bmp5 = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_light);
Bitmap bmp6 = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_light);
if (count == 1) {
int caller = getIntent().getIntExtra("button", 0);
switch (caller) {
case R.id.btMap:
canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
bmp.recycle();
break;
case R.id.imageButton1:
canvas.drawBitmap(bmp1, screenPts.x, screenPts.y - 50, null);
bmp1.recycle();
break;
case R.id.imageButton2:
canvas.drawBitmap(bmp2, screenPts.x, screenPts.y - 50, null);
bmp2.recycle();
break;
case R.id.imageButton3:
canvas.drawBitmap(bmp3, screenPts.x, screenPts.y - 50, null);
bmp3.recycle();
break;
case R.id.imageButton4:
canvas.drawBitmap(bmp4, screenPts.x, screenPts.y - 50, null);
bmp4.recycle();
break;
case R.id.imageButton5:
canvas.drawBitmap(bmp5, screenPts.x, screenPts.y - 50, null);
bmp5.recycle();
break;
case R.id.imageButton6:
canvas.drawBitmap(bmp6, screenPts.x, screenPts.y - 50, null);
bmp6.recycle();
break;
}
}
// Bitmap bmp = BitmapFactory.decodeResource(getResources(),
// R.drawable.pin_annotation_green);
// if (count == 1) {
// canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
// }
}
Upvotes: 15
Views: 52752
Reputation: 38168
The idea to optimize your code is to perform only the operations necessary for drawing. So you, should remove from your onDraw method :
For instance :
Briefly, minimize the operations during onDraw and you will achieve very fast drawing, around 60 FPS.
You should also consider removing that (ugly) switch and use an hashmap to associate the values of count and the bitmap to draw. An array would even be faster and maybe more appropriate here.
Upvotes: 8
Reputation: 12160
You should initialize all bitmaps in Constructor. Decoding bitmap takes a long time. You can use a HashMap
(key, value) to store them. Then in onDraw, get the matched bitmap and draw it directly.
For example
public class MyView extends View{
private HashMap<String, Bitmap> mStore = new HashMap<String, Bitmap>();
public MyView(Context context) {
super(context);
// TODO Auto-generated constructor stub
init();
}
@Override
protected void onDraw(Canvas canvas) {
// TODO Auto-generated method stub
int caller = getIntent().getIntExtra("button", 0);
Bitmap bmp = null;
switch (caller) {
case R.id.btMap:
bmp = mStore.get(R.id.btMap);
canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
bmp.recycle();
bmp = null;
break;
case R.id.imageButton1:
bmp = mStore.get(R.id.imageButton1);
canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
bmp1.recycle();
bmp1 = null;
break;
}
super.onDraw(canvas);
}
public void init() {
Bitmap bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_darkblue);
mStore.put(R.id.btMap, bmp);
bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_green);
mStore.put(R.id.imageButton1, bmp);
}
}
Here is what I've done based on your code. You have to check some duplicated resource IDs.
private ArrayList<OverlayItem> overlayItemList = new ArrayList<OverlayItem>();
private HashMap<String, Bitmap> mStore = new HashMap<String, Bitmap>();
public MyItemizedOverlay(Drawable pDefaultMarker,
ResourceProxy pResourceProxy) {
super(pDefaultMarker, pResourceProxy);
Bitmap bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_darkblue);
mStore.put(R.id.btMap, bmp);
bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_green);
mStore.put(R.id.imageButton1, bmp);
bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_bue);
mStore.put(R.id.imageButton2, bmp);
bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_light);
mStore.put(R.id.imageButton3, bmp);
bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_light); // check it
mStore.put(R.id.imageButton4, bmp);
bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_light); // check it
mStore.put(R.id.imageButton5, bmp);
bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.pin_annotation_light); // check it
mStore.put(R.id.imageButton6, bmp);
}
@Override
public void draw(Canvas canvas, MapView mapView, boolean arg2) {
super.draw(canvas, mapView, arg2);
// ---translate the GeoPoint to screen pixels---
Point screenPts = new Point();
mapView.getProjection().toPixels(p, screenPts);
// ---add the marker---
if (count == 1) {
int caller = getIntent().getIntExtra("button", 0);
Bitmap bmp = null;
switch (caller) {
case R.id.btMap:
bmp = mStore.get(R.id.btMap);
canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
bmp.recycle();
break;
case R.id.imageButton1:
bmp = mStore.get(R.id.imageButton1);
canvas.drawBitmap(bmp1, screenPts.x, screenPts.y - 50, null);
bmp.recycle();
break;
case R.id.imageButton2:
bmp = mStore.get(R.id.imageButton2);
canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
bmp.recycle();
break;
case R.id.imageButton3:
bmp = mStore.get(R.id.imageButton3);
canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
bmp.recycle();
break;
case R.id.imageButton4:
bmp = mStore.get(R.id.imageButton4);
canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
bmp.recycle();
break;
case R.id.imageButton5:
bmp = mStore.get(R.id.imageButton5);
canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
bmp.recycle();
break;
case R.id.imageButton6:
bmp = mStore.get(R.id.imageButton6);
canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
bmp.recycle();
break;
}
}
// Bitmap bmp = BitmapFactory.decodeResource(getResources(),
// R.drawable.pin_annotation_green);
// if (count == 1) {
// canvas.drawBitmap(bmp, screenPts.x, screenPts.y - 50, null);
// }
}
Upvotes: 19
Reputation: 1436
You should remove all BitmapFactory.decodeResource()
calls from your draw()
method. Decode bitmap only once and keep reference to it. Then just call canvas.drawBitmap()
in your draw()
method.
Upvotes: 2