Peterdk Peterdk - 1 year ago 176
Android Question

Android: How to get a custom view to redraw partially?

I have a custom view that fills my entire screen. (A piano keyboard)
When a user touches the key, it causes

to be called and the whole keyboard gets redrawn to show the new state with a touched key.

Currently the view is very simple, but I plan to add a bit more nice graphics. Since the whole keyboard is dynamically rendered this would make redrawing the entire keyboard more expensive.

So I thought, let's look into partial redrawing. Now I call
invalidate(Rect dirty)
with the correct dirty region. I set my
onDraw(Canvas canvas)
method to only draw the keys in the dirty region if I do indeed want a partial redraw. This results in those keys being drawn, but the rest of the keyboard is totally black/not drawn at all.

Am I wrong in expecting that calling
invalidate(Rect dirty)
would "cache" the current
, and only "allows" drawing in the dirty region?

Is there any way I can achieve what I want? (A way to "cache" the canvas and only redraw the dirty area?"

Answer Source

Current nice workaround is to manually cache the full canvas to a bitmap:

 private void onDraw(Canvas canvas)
     if (!initialDrawingIsPerformed)
          this.cachedBitmap = Bitmap.createBitmap(getWidth(), getHeight(),
            Config.ARGB_8888); //Change to lower bitmap config if possible.
          Canvas cacheCanvas = new Canvas(this.cachedBitmap);
          canvas.drawBitmap(this.cachedBitmap, 0, 0, new Paint());
          initialDrawingIsPerformed = true;
          canvas.drawBitmap(this.cachedBitmap, 0, 0, new Paint());

Ofcourse, you need to store the info about what to redraw yourself and preferably not use a new Paint everytime, but that are details.

Also note: Bitmaps are quite heavy on the memory usage of your app. I had crashes when I cached a View that was used with a scroller and that was like 5 times the height of the device, since it used > 10MB memory!

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