I got to thinking that the paint variable state should be preserved after the drawing functions did their stuff. Saving
and restoring individual values inside each function was getting messy, so I implemented a local paint variable which
was updated with the important stuff from the passed-in paints. The local variable is now used for all painting/drawing
and the original paint guaranteed unchanged. I could see issues elsewhere if I changed something and other code
was assuming it was already set. So, quite a bit of fiddling with the code to get this working, but now it's clean.
I also did a bit of work on the arrows - see video at https://youtu.be/wvE9HUDMqSM
Basically they're much nicer, but also they are coloured. It's just an experimental thing, where the colour is based
upon the distance along the track; using the same rainbow scaling as the altitude display does; that is... purple up
to red.
The 'bounds' that I had implemeted earlier described the minimal rectangle inside which a whole track was contained. This
bounding rectangle was used to quickly cull all track types at draw-time. And it worked well... too well! The current track
is continually adding points to itself, so its bounds need to be recalculated regularly, not just at startup like other
track types.
So, I've implemented a new Renderable, 'CurrentTrack' which does the special handling for that type of track. It is
smart in that it only recalculates/updates bounding rectangle on the newly added points, so it's very quick. I tested
it on my phone and it appears to be working OK.
Other minor adjustments here and there as I tweak things.
Fixed a bug related to the distance used for line reduction. The previous value of zoom was being used, instead
of the new value. This kind of explains why I could see line reduction changes more than I though I should have
been able to. Now it's looking very nice. I don't think there will be many more changes. If any.
I've been through and cleaned up the code - minor improvements and cleanups. I'm happy with it and will I stop making
changes and wait for review. I also now understand how git branches work :) so I will work on my own branch.
I hope that this addition makes it into OsmAnd; I'm confident that it is robust and well written.
There will probably be a bug or two, but relatively minor I am sure.
I've been through and cleaned up the code - minor improvements and cleanups.
It's done. Now that I'm happy with it I propose to stop making changes and wait for review.
I also now understand how git branches work, so I will work on my own branch.
I hope that this addition makes it into OsmAnd; I'm confident that it is robust and well written.
I put a bit of effort into "pretty". Also, arrows are not displayed until a particular zoom level.
Sample video of this version with the following renderers active: rainbow altitude band, original track, distance
markers and arrows. See video at https://youtu.be/FNui0zxJGJI
Seems to be pretty solid for all renderers. Speed is good. This is close to a "final" version.
Out of memory bug happened occasionally - now fixed by writing to original canvas instead of creating its own
bitmap buffer. It's going to be a lot quicker, too. Since the altitude band is now solid, though, it should be
in the renderer list before the standard track segment.
I have also done some work on the distance/marker renderer, and that is enabled in this update. It draws the
distance (km) as a marker and number over the top of each track.
I went for a ride on my motorbike today to check out how some of the changes work. The "current track" stuff
is hopeless, so that needs to be fixed. Basically I was trying to NOT resample the current track, as it
causes all sorts of speed issues when points are continually added and resamples are continually fired. But
my change clearly didn't work properly so I will revisit that shortly.
I do urge anyone testing to try with a GPX track which has elevation data - the rainbow track backing is
quite nice I think... I hope others like it.
As a side note; I found out how to get the exception log - I have to setup an email account on my emulator
to get it to work.
It's a lot simpler - and a lot faster, I'm sure. Basically it didn't need to be as complex as it was, and mostly
the 'hard stuff' it was solving is actually fairly easily handled by the draw. So. Seems to be working fine.
There are other little tweaks here and there as I test out the system.
The renderers need to behave under density and zoom changes; so that would be the widths of things should scale
properly, and the look of some of them leave a bit to be desired. However, it's the system that is now fully
functional, and work on the renderers can come later. The main track draw seems pretty solid.