Android canvas: draw transparent circle on image

I am creating a pixel-hunting game. So my activity shows an ImageView. And I want to create a hint "show me where is the object". For this I need to blur whole image except a circle around a point where the object is located. Instead of blur I can show a just semitransparent black background. There is there is no problem to draw a semitransparent rectangle on the Canvas. But I don't know how to crop a transparent circle from it. The result should look like like this: enter image description here

Please help me to achieve same result on Android SDK.


So finally I managed to do this.

Firstly I draw a semitransparent black rectangle on whole view. After that using PorterDuff.Mode.CLEAR I cut a transparent circle to show cat's position.

I had problem with PorterDuff.Mode.CLEAR: firstly I was getting a black circle instead of a transparent one.

Thanks to Romain Guy's comments here: comment here I understood that my window is opaque and I should draw on another bitmap. And only after draw on View's canvas.

Here is my onDraw method:

private Canvas temp;
private Paint paint;
private Paint p = new Paint();
private Paint transparentPaint;

private void init(){
    Bitmap bitmap = Bitmap.createBitmap(canvas.getWidth(), canvas.getHeight(), Bitmap.Config.ARGB_8888);
    temp = new Canvas(bitmap);
    paint = new Paint();
    paint.setColor(0xcc000000);
    transparentPaint = new Paint();
    transparentPaint.setColor(getResources().getColor(android.R.color.transparent));
    transparentPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
}

protected void onDraw(Canvas canvas) {
    temp.drawRect(0, 0, temp.getWidth(), temp.getHeight(), paint);
    temp.drawCircle(catPosition.x + radius / 2, catPosition.y + radius / 2, radius, transparentPaint);
    canvas.drawBitmap(bitmap, 0, 0, p);
}

I found a solution without bitmap drawing and creation. Here is the result of my implementation: Example of overlay drawing

You need to create a custom FrameLayout and drawCircle with Clear paint:

    mBackgroundPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));

Also do not forget to disable Hardware acceleration and call setWillNotDraw(false) because we will override onDraw method

    setWillNotDraw(false);
    setLayerType(LAYER_TYPE_HARDWARE, null);

The full example is here:

public class TutorialView extends FrameLayout {
    private static final float RADIUS = 200;

    private Paint mBackgroundPaint;
    private float mCx = -1;
    private float mCy = -1;

    private int mTutorialColor = Color.parseColor("#D20E0F02");

    public TutorialView(Context context) {
        super(context);
        init();
    }

    public TutorialView(Context context, AttributeSet attrs) {
        super(context, attrs);
        init();
    }

    public TutorialView(Context context, AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);
        init();
    }

    @TargetApi(Build.VERSION_CODES.LOLLIPOP)
    public TutorialView(Context context, AttributeSet attrs, int defStyleAttr, int defStyleRes) {
        super(context, attrs, defStyleAttr, defStyleRes);
        init();
    }

    private void init() {
        setWillNotDraw(false);
        setLayerType(LAYER_TYPE_HARDWARE, null);

        mBackgroundPaint = new Paint();
        mBackgroundPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
    }

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        mCx = event.getX();
        mCy = event.getY();
        invalidate();
        return true;
    }

    @Override
    protected void onDraw(Canvas canvas) {
        canvas.drawColor(mTutorialColor);
        if (mCx >= 0 && mCy >= 0) {
            canvas.drawCircle(mCx, mCy, RADIUS, mBackgroundPaint);
        }
    }
}

PS: This implementation just draws hole inside itself, you need to put background in your layout and add this TutorialView on top.


I have done this way by creating custom LinearLayout:

Check the Screenshot:

enter image description here

CircleOverlayView.java

import android.annotation.TargetApi;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.PorterDuff;
import android.graphics.PorterDuffXfermode;
import android.graphics.RectF;
import android.os.Build;
import android.util.AttributeSet;
import android.widget.LinearLayout;

/**
 * Created by hiren on 10/01/16.
 */
public class CircleOverlayView extends LinearLayout {
    private Bitmap bitmap;

    public CircleOverlayView(Context context) {
        super(context);
    }

    public CircleOverlayView(Context context, AttributeSet attrs) {
        super(context, attrs);
    }

    public CircleOverlayView(Context context, AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);
    }

    @TargetApi(Build.VERSION_CODES.LOLLIPOP)
    public CircleOverlayView(Context context, AttributeSet attrs, int defStyleAttr, int defStyleRes) {
        super(context, attrs, defStyleAttr, defStyleRes);
    }

    @Override
    protected void dispatchDraw(Canvas canvas) {
        super.dispatchDraw(canvas);

        if (bitmap == null) {
            createWindowFrame(); 
        }
        canvas.drawBitmap(bitmap, 0, 0, null);
    }

    protected void createWindowFrame() {
        bitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888); 
        Canvas osCanvas = new Canvas(bitmap);

        RectF outerRectangle = new RectF(0, 0, getWidth(), getHeight());

        Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
        paint.setColor(getResources().getColor(R.color.colorPrimary));
        paint.setAlpha(99);
        osCanvas.drawRect(outerRectangle, paint);

        paint.setColor(Color.TRANSPARENT); 
        paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_OUT)); 
        float centerX = getWidth() / 2;
        float centerY = getHeight() / 2;
        float radius = getResources().getDimensionPixelSize(R.dimen.radius);
        osCanvas.drawCircle(centerX, centerY, radius, paint);
    }

    @Override
    public boolean isInEditMode() {
        return true;
    }

    @Override
    protected void onLayout(boolean changed, int l, int t, int r, int b) {
        super.onLayout(changed, l, t, r, b);
        bitmap = null; 
    }
}

CircleDrawActivity.java:

public class CircleDrawActivity  extends AppCompatActivity{

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_circle_draw);
    }
}

activity_circle_draw.xml:

<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:id="@+id/rlParent"
    android:layout_width="match_parent"
    android:layout_height="match_parent">


    <ImageView
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:background="@drawable/lighthouse"
        android:scaleType="fitXY" />

    <common.customview.CircleOverlayView
        android:id="@+id/cicleOverlay"
        android:layout_width="match_parent"
        android:layout_height="match_parent">

    </common.customview.CircleOverlayView>


</RelativeLayout>

colors.xml:

<?xml version="1.0" encoding="utf-8"?>
<resources>
    <color name="colorPrimary">#3F51B5</color>
    <color name="colorPrimaryDark">#303F9F</color>
    <color name="colorAccent">#FF4081</color>
</resources>

dimens.xml:

<resources>
    <!-- Default screen margins, per the Android Design guidelines. -->
    <dimen name="nav_header_vertical_spacing">16dp</dimen>
    <dimen name="nav_header_height">160dp</dimen>
    <!-- Default screen margins, per the Android Design guidelines. -->
    <dimen name="activity_horizontal_margin">16dp</dimen>
    <dimen name="activity_vertical_margin">16dp</dimen>
    <dimen name="fab_margin">16dp</dimen>

    <dimen name="radius">50dp</dimen>
</resources>

Hope this will help you.