I got on Hover listening to my usb mouse (using an android development board). I want to use the hover listener to create an artificial mouse cursor on the canvas, by drawing a shape (lets say a circle) and refreshing location of it while I hover my mouse on canvas. My problem is the old circle drawings remain on the canvas as I move the mouse, So I get a trail of circles instead of a single moving circle. The code I use now is obviously dumb (trying to delay the canvas deletion with a timer, causing very low performance). Can anyone help me code this part (the on touch event is working fine and doing something else. I just need the hoverlistener part )
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(canvasBitmap, 0, 0, canvasPaint);
canvas.drawPath(drawPath, drawPaint);
}
//respond to touch interaction
@Override
public boolean onTouchEvent(MotionEvent event) {
float touchX = event.getX();
float touchY = event.getY();
//respond to down, move and up events
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
drawPath.moveTo(touchX, touchY);
break;
case MotionEvent.ACTION_MOVE:
drawPath.lineTo(touchX, touchY);
break;
case MotionEvent.ACTION_UP:
drawPath.lineTo(touchX, touchY);
drawCanvas.drawPath(drawPath, drawPaint);
new Timer().schedule(new TimerTask() {
@Override
public void run() {
// this code will be executed after 2 seconds
drawCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
}
}, 2000);
drawPath.reset();
break;
default:
return false;
}
//redraw
invalidate();
return true;
}
private OnHoverListener ohl = new OnHoverListener() {
@Override
public boolean onHover( View v, MotionEvent ev ) {
// Log.i( TAG, ev.toString() );
arrow = BitmapFactory.decodeResource(getResources(),R.drawable.cross);
switch (ev.getAction()) {
case MotionEvent.ACTION_DOWN:
// path.moveTo(eventX, eventY);
return true;
case MotionEvent.ACTION_HOVER_MOVE:
//Log.i(TAG,"hover move");
//drawCanvas.drawColor(Color.RED);
drawCanvas.drawBitmap(arrow,ev.getX(),ev.getY(),drawPaint);
new Timer().schedule(new TimerTask() {
@Override
public void run() {
// this code will be executed after 2 seconds
drawCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
}
}, 10);
return true;
case MotionEvent.ACTION_UP:
// nothing to do
return true;
}
return true;
}
};
Cache your mouse cursor location in a member variable. Then call invalidate() and let onDraw() do the drawing.