Chintan Rathod’s answer was great solution but there are something wrong when He draws the rectangle. I just edit some lines of code to make it works correctly with user touch event. Now, you can add this view to your layout then touch to draw.
import java.util.ArrayList;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Point;
import android.graphics.drawable.BitmapDrawable;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import com.ihnel.englishpronounciation.R;
public class DrawView extends View {
Point[] points = new Point[4];
/**
* point1 and point 3 are of same group and same as point 2 and point4
*/
int groupId = -1;
private ArrayList<ColorBall> colorballs = new ArrayList<ColorBall>();
// array that holds the balls
private int balID = 0;
// variable to know what ball is being dragged
Paint paint;
Canvas canvas;
public DrawView(Context context) {
super(context);
paint = new Paint();
setFocusable(true); // necessary for getting the touch events
canvas = new Canvas();
}
public DrawView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
public DrawView(Context context, AttributeSet attrs) {
super(context, attrs);
paint = new Paint();
setFocusable(true); // necessary for getting the touch events
canvas = new Canvas();
}
// the method that draws the balls
@Override
protected void onDraw(Canvas canvas) {
if(points[3]==null) //point4 null when user did not touch and move on screen.
return;
int left, top, right, bottom;
left = points[0].x;
top = points[0].y;
right = points[0].x;
bottom = points[0].y;
for (int i = 1; i < points.length; i++) {
left = left > points[i].x ? points[i].x:left;
top = top > points[i].y ? points[i].y:top;
right = right < points[i].x ? points[i].x:right;
bottom = bottom < points[i].y ? points[i].y:bottom;
}
paint.setAntiAlias(true);
paint.setDither(true);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeWidth(5);
//draw stroke
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.parseColor("#AADB1255"));
paint.setStrokeWidth(2);
canvas.drawRect(
left + colorballs.get(0).getWidthOfBall() / 2,
top + colorballs.get(0).getWidthOfBall() / 2,
right + colorballs.get(2).getWidthOfBall() / 2,
bottom + colorballs.get(2).getWidthOfBall() / 2, paint);
//fill the rectangle
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.parseColor("#55DB1255"));
paint.setStrokeWidth(0);
canvas.drawRect(
left + colorballs.get(0).getWidthOfBall() / 2,
top + colorballs.get(0).getWidthOfBall() / 2,
right + colorballs.get(2).getWidthOfBall() / 2,
bottom + colorballs.get(2).getWidthOfBall() / 2, paint);
//draw the corners
BitmapDrawable bitmap = new BitmapDrawable();
// draw the balls on the canvas
paint.setColor(Color.BLUE);
paint.setTextSize(18);
paint.setStrokeWidth(0);
for (int i =0; i < colorballs.size(); i ++) {
ColorBall ball = colorballs.get(i);
canvas.drawBitmap(ball.getBitmap(), ball.getX(), ball.getY(),
paint);
canvas.drawText("" + (i+1), ball.getX(), ball.getY(), paint);
}
}
// events when touching the screen
public boolean onTouchEvent(MotionEvent event) {
int eventaction = event.getAction();
int X = (int) event.getX();
int Y = (int) event.getY();
switch (eventaction) {
case MotionEvent.ACTION_DOWN: // touch down so check if the finger is on
// a ball
if (points[0] == null) {
//initialize rectangle.
points[0] = new Point();
points[0].x = X;
points[0].y = Y;
points[1] = new Point();
points[1].x = X;
points[1].y = Y + 30;
points[2] = new Point();
points[2].x = X + 30;
points[2].y = Y + 30;
points[3] = new Point();
points[3].x = X +30;
points[3].y = Y;
balID = 2;
groupId = 1;
// declare each ball with the ColorBall class
for (Point pt : points) {
colorballs.add(new ColorBall(getContext(), R.drawable.ic_circle, pt));
}
} else {
//resize rectangle
balID = -1;
groupId = -1;
for (int i = colorballs.size()-1; i>=0; i--) {
ColorBall ball = colorballs.get(i);
// check if inside the bounds of the ball (circle)
// get the center for the ball
int centerX = ball.getX() + ball.getWidthOfBall();
int centerY = ball.getY() + ball.getHeightOfBall();
paint.setColor(Color.CYAN);
// calculate the radius from the touch to the center of the
// ball
double radCircle = Math
.sqrt((double) (((centerX - X) * (centerX - X)) + (centerY - Y)
* (centerY - Y)));
if (radCircle < ball.getWidthOfBall()) {
balID = ball.getID();
if (balID == 1 || balID == 3) {
groupId = 2;
} else {
groupId = 1;
}
invalidate();
break;
}
invalidate();
}
}
break;
case MotionEvent.ACTION_MOVE: // touch drag with the ball
if (balID > -1) {
// move the balls the same as the finger
colorballs.get(balID).setX(X);
colorballs.get(balID).setY(Y);
paint.setColor(Color.CYAN);
if (groupId == 1) {
colorballs.get(1).setX(colorballs.get(0).getX());
colorballs.get(1).setY(colorballs.get(2).getY());
colorballs.get(3).setX(colorballs.get(2).getX());
colorballs.get(3).setY(colorballs.get(0).getY());
} else {
colorballs.get(0).setX(colorballs.get(1).getX());
colorballs.get(0).setY(colorballs.get(3).getY());
colorballs.get(2).setX(colorballs.get(3).getX());
colorballs.get(2).setY(colorballs.get(1).getY());
}
invalidate();
}
break;
case MotionEvent.ACTION_UP:
// touch drop - just do things here after dropping
break;
}
// redraw the canvas
invalidate();
return true;
}
public static class ColorBall {
Bitmap bitmap;
Context mContext;
Point point;
int id;
static int count = 0;
public ColorBall(Context context, int resourceId, Point point) {
this.id = count++;
bitmap = BitmapFactory.decodeResource(context.getResources(),
resourceId);
mContext = context;
this.point = point;
}
public int getWidthOfBall() {
return bitmap.getWidth();
}
public int getHeightOfBall() {
return bitmap.getHeight();
}
public Bitmap getBitmap() {
return bitmap;
}
public int getX() {
return point.x;
}
public int getY() {
return point.y;
}
public int getID() {
return id;
}
public void setX(int x) {
point.x = x;
}
public void setY(int y) {
point.y = y;
}
}
}