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Draw Smooth Line Following Finger Using Kotlin
This example demonstrates how to draw a smooth line following my finger using Android Kotlin.
Step 1 − Create a new project in Android Studio, go to File ? New Project and fill all required details to create a new project.
Step 2 − Add the following code to res/layout/activity_main.xml.
<?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" tools:context=".MainActivity"> <TextView android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" android:text="Draw lines on the Activity" android:textAlignment="center" android:textColor="@android:color/background_dark" android:textSize="32sp" android:textStyle="bold" /> <ImageView android:id="@+id/imageView" android:layout_width="wrap_content" android:layout_height="match_parent" android:layout_alignParentStart="true" android:layout_alignParentTop="true" android:layout_alignParentEnd="true" android:contentDescription="TODO" /> </RelativeLayout>
Step 3 − Add the following code to src/MainActivity.kt
import android.graphics.Bitmap import android.graphics.Canvas import android.graphics.Color import android.graphics.Paint import android.os.Bundle import android.view.MotionEvent import android.view.View import android.widget.ImageView import androidx.appcompat.app.AppCompatActivity class MainActivity : AppCompatActivity(), View.OnTouchListener { private lateinit var imageView: ImageView private var bitmap: Bitmap? = null var canvas: Canvas? = null var paint: Paint? = null var downX = 0f var downY: kotlin.Float = 0f var upX: kotlin.Float = 0f var upY: kotlin.Float = 0f override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) setContentView(R.layout.activity_main) title = "KotlinApp" imageView = findViewById(R.id.imageView) val currentDisplay = windowManager.defaultDisplay val dw = currentDisplay.width.toFloat() val dh = currentDisplay.height.toFloat() bitmap = Bitmap.createBitmap(dw.toInt(), dh.toInt(), Bitmap.Config.ARGB_8888) canvas = Canvas(bitmap) paint = Paint() paint!!.color = Color.RED paint!!.strokeWidth = 10F imageView.setImageBitmap(bitmap) imageView.setOnTouchListener(this) } override fun onTouch(v: View?, event: MotionEvent?): Boolean { when (event!!.action) { MotionEvent.ACTION_DOWN -> { downX = event.x downY = event.y } MotionEvent.ACTION_MOVE -> { } MotionEvent.ACTION_UP -> { upX = event.x upY = event.y canvas!!.drawLine(downX, downY, upX, upY, paint) imageView.invalidate() } MotionEvent.ACTION_CANCEL -> { } else -> { } } return true } }
Step 4 − Add the following code to androidManifest.xml
<?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="app.com.kotlipapp"> <application android:allowBackup="true" android:icon="@mipmap/ic_launcher" android:label="@string/app_name" android:roundIcon="@mipmap/ic_launcher_round" android:supportsRtl="true" android:theme="@style/AppTheme"> <activity android:name=".MainActivity"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> </manifest>
Let's try to run your application. I assume you have connected your actual Android Mobile device with your computer. To run the app from android studio, open one of your project's activity files and click the Run icon from the toolbar. Select your mobile device as an option and then check your mobile device which will display your default screen −
Click here to download the project code.