I'm trying to create a custom View which works simple: there is a Bitmap which is revealed by arc path - from 0deg to 360deg. Degrees are changing with some FPS.
So I made a custom View with overridden onDraw() method:
@Override protected void onDraw(Canvas canvas) {      canvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);     arcPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC));     canvas.drawArc(arcRectF, -90, currentAngleSweep, true, arcPaint);     arcPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));     canvas.drawBitmap(bitmap, circleSourceRect, circleDestRect, arcPaint); } arcPaint is initialized as follows:
arcPaint = new Paint(); arcPaint.setAntiAlias(true); arcPaint.setColor(Color.RED); // Color doesn't matter Now, everything draws great, but... the background is BLACK in whole View.
If I set canvas.drawColor(..., PorterDuff.Mode.DST) and omit canvas.drawBitmap() - the arc is drawn properly on transparent background.
My question is - how to set PorterDuff modes to make it work with transparency?
Of course bitmap is 32-bit PNG with alpha channel.
PorterDuff.Mode.CLEAR doesn't work with hardware acceleration. Just set 
view.setLayerType(View.LAYER_TYPE_SOFTWARE, null);  Works perfectly for me.
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