Wednesday, 15 August 2012

Android Custom Components


Android offers a sophisticated and powerful componentized model for building your UI, based on the fundamental layout classes: View and ViewGroup. To start with, the platform includes a variety of prebuilt View and ViewGroup subclasses — called widgets and layouts, respectively — that you can use to construct your UI.

A partial list of available widgets includes Button, TextView, EditText, ListView, CheckBox, RadioButton, Gallery, Spinner, and the more special-purpose AutoCompleteTextView, ImageSwitcher, and TextSwitcher.

Among the layouts available are LinearLayout, FrameLayout, RelativeLayout, and others. For more examples, see Common Layout Objects.

If none of the prebuilt widgets or layouts meets your needs, you can create your own View subclass. If you only need to make small adjustments to an existing widget or layout, you can simply subclass the widget or layout and override its methods.

Creating your own View subclasses gives you precise control over the appearance and function of a screen element. To give an idea of the control you get with custom views, here are some examples of what you could do with them:

    You could create a completely custom-rendered View type, for example a "volume control" knob rendered using 2D graphics, and which resembles an analog electronic control.
    You could combine a group of View components into a new single component, perhaps to make something like a ComboBox (a combination of popup list and free entry text field), a dual-pane selector control (a left and right pane with a list in each where you can re-assign which item is in which list), and so on.
    You could override the way that an EditText component is rendered on the screen (the Notepad Tutorial uses this to good effect, to create a lined-notepad page).
    You could capture other events like key presses and handle them in some custom way (such as for a game).

The sections below explain how to create custom Views and use them in your application. For detailed reference information, see the View class.
The Basic Approach

Here is a high level overview of what you need to know to get started in creating your own View components:

    Extend an existing View class or subclass with your own class.
    Override some of the methods from the superclass. The superclass methods to override start with 'on', for example, onDraw(), onMeasure(), and onKeyDown(). This is similar to the on... events in Activity or ListActivity that you override for lifecycle and other functionality hooks.
    Use your new extension class. Once completed, your new extension class can be used in place of the view upon which it was based.

Tip: Extension classes can be defined as inner classes inside the activities that use them. This is useful because it controls access to them but isn't necessary (perhaps you want to create a new public View for wider use in your application).
Fully Customized Components

Fully customized components can be used to create graphical components that appear however you wish. Perhaps a graphical VU meter that looks like an old analog gauge, or a sing-a-long text view where a bouncing ball moves along the words so you can sing along with a karaoke machine. Either way, you want something that the built-in components just won't do, no matter how you combine them.

Fortunately, you can easily create components that look and behave in any way you like, limited perhaps only by your imagination, the size of the screen, and the available processing power (remember that ultimately your application might have to run on something with significantly less power than your desktop workstation).

To create a fully customized component:

    The most generic view you can extend is, unsurprisingly, View, so you will usually start by extending this to create your new super component.
    You can supply a constructor which can take attributes and parameters from the XML, and you can also consume your own such attributes and parameters (perhaps the color and range of the VU meter, or the width and damping of the needle, etc.)
    You will probably want to create your own event listeners, property accessors and modifiers, and possibly more sophisticated behavior in your component class as well.
    You will almost certainly want to override onMeasure() and are also likely to need to override onDraw() if you want the component to show something. While both have default behavior, the default onDraw() will do nothing, and the default onMeasure() will always set a size of 100x100 — which is probably not what you want.
    Other on... methods may also be overridden as required.

Extend onDraw() and onMeasure()

The onDraw() method delivers you a Canvas upon which you can implement anything you want: 2D graphics, other standard or custom components, styled text, or anything else you can think of.

Note: This does not apply to 3D graphics. If you want to use 3D graphics, you must extend SurfaceView instead of View, and draw from a separate thread. See the GLSurfaceViewActivity sample for details.

onMeasure() is a little more involved. onMeasure() is a critical piece of the rendering contract between your component and its container. onMeasure() should be overridden to efficiently and accurately report the measurements of its contained parts. This is made slightly more complex by the requirements of limits from the parent (which are passed in to the onMeasure() method) and by the requirement to call the setMeasuredDimension() method with the measured width and height once they have been calculated. If you fail to call this method from an overridden onMeasure() method, the result will be an exception at measurement time.

At a high level, implementing onMeasure() looks something like this:

    The overridden onMeasure() method is called with width and height measure specifications (widthMeasureSpec and heightMeasureSpec parameters, both are integer codes representing dimensions) which should be treated as requirements for the restrictions on the width and height measurements you should produce. A full reference to the kind of restrictions these specifications can require can be found in the reference documentation under View.onMeasure(int, int) (this reference documentation does a pretty good job of explaining the whole measurement operation as well).
    Your component's onMeasure() method should calculate a measurement width and height which will be required to render the component. It should try to stay within the specifications passed in, although it can choose to exceed them (in this case, the parent can choose what to do, including clipping, scrolling, throwing an exception, or asking the onMeasure() to try again, perhaps with different measurement specifications).
    Once the width and height are calculated, the setMeasuredDimension(int width, int height) method must be called with the calculated measurements. Failure to do this will result in an exception being thrown.

Here's a summary of some of the other standard methods that the framework calls on views:

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