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How to Draw a Line in Android with Kotlin?

Last Updated : 14 Feb, 2022
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In Android, Canvas is a class that performs drawings in two-dimension space (X and Y on the screen) on a Bitmap. This Bitmap can then be displayed using an ImageView. In this article, we will show you how you could draw lines using canvas, store them on Bitmap and display it in an ImageView in Android. Follow the below steps once the IDE is ready.

Step by Step Implementation

Step 1: Create a New Project in Android Studio

To create a new project in Android Studio please refer to How to Create/Start a New Project in Android Studio. We demonstrated the application in Kotlin, so make sure you select Kotlin as the primary language while creating a New Project.

Step 2: Working with the activity_main.xml file

Navigate to the app > res > layout > activity_main.xml and add the below code to that file. Below is the code for the activity_main.xml file. Add an ImageView as shown below.

XML




<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout 
    xmlns:tools="http://schemas.android.com/tools"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    tools:context=".MainActivity">
  
    <ImageView
        android:id="@+id/image_view_1"
        android:layout_width="match_parent"
        android:layout_height="match_parent"
        tools:ignore="ContentDescription"
        android:background="@color/black"/>
  
</RelativeLayout>


Step 3: Working with the MainActivity.kt file

Go to the MainActivity.kt file and refer to the following code. Below is the code for the MainActivity.kt file. Comments are added inside the code to understand the code in more detail.

Kotlin




package org.geeksforgeeks.drawlines
  
import android.annotation.SuppressLint
import android.graphics.Bitmap
import android.graphics.Canvas
import android.graphics.Color
import android.graphics.Paint
import android.os.Build
import androidx.appcompat.app.AppCompatActivity
import android.os.Bundle
import android.view.MotionEvent
import android.view.View
import android.widget.ImageView
import androidx.annotation.RequiresApi
  
class MainActivity : AppCompatActivity(), View.OnTouchListener {
  
    // Declaring ImageView, Bitmap, Canvas, Paint,
    // Down Coordinates and Up Coordinates
    private lateinit var mImageView: ImageView
    private lateinit var bitmap: Bitmap
    private lateinit var canvas: Canvas
    private lateinit var paint: Paint
    private var downX = 0f
    private var downY = 0f
    private var upX = 0f
    private var upY = 0f
  
    @RequiresApi(Build.VERSION_CODES.R)
    @SuppressLint("ClickableViewAccessibility")
    override fun onCreate(savedInstanceState: Bundle?) {
        super.onCreate(savedInstanceState)
        setContentView(R.layout.activity_main)
  
        // Initializing the ImageView
        mImageView = findViewById(R.id.image_view_1)
  
        // Getting the current window dimensions
        val currentDisplay = windowManager.currentWindowMetrics
        val dw = currentDisplay.bounds.width()
        val dh = currentDisplay.bounds.height()
  
        // Creating a bitmap with fetched dimensions
        bitmap = Bitmap.createBitmap(dw, dh, Bitmap.Config.ARGB_8888)
          
        // Storing the canvas on the bitmap
        canvas = Canvas(bitmap)
          
        // Initializing Paint to determine 
        // stoke attributes like color and size
        paint = Paint()
        paint.color = Color.RED
        paint.strokeWidth = 10F
        
        // Setting the bitmap on ImageView
        mImageView.setImageBitmap(bitmap)
          
        // Setting onTouchListener on the ImageView
        mImageView.setOnTouchListener(this)
    }
  
    // When Touch is detected on the ImageView, 
    // Initial and final coordinates are recorded
    // and a line is drawn between them.
    // ImagView is updated
    @SuppressLint("ClickableViewAccessibility")
    override fun onTouch(v: View?, event: MotionEvent?): Boolean {
        when (event!!.action) {
            MotionEvent.ACTION_DOWN -> {
                downX = event.x
                downY = event.y
            }
  
            MotionEvent.ACTION_UP -> {
                upX = event.x
                upY = event.y
                canvas.drawLine(downX, downY, upX, upY, paint)
                mImageView.invalidate()
            }
        }
        return true
    }
}


Output:

You can see that we are able to draw lines on the screen.



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