This is the order that these commonly used view methods are run in:
1. Constructor // choose your desired size
2. onMeasure // parent will determine if your desired size is acceptable
3. onSizeChanged
4. onLayout
5. onDraw // draw your view content at the size specified by the parent
Choosing a desired size
If your view could be any size it wanted, what size would it choose? This will be your wrap_content
size and will depend on the content of your custom view. Examples:
- If your custom view is an image, then your desired size would probably be the pixel dimensions of the bitmap plus any padding. (It is your responsibility to figure padding into your calculations when choosing a size and drawing the content.)
- If you custom view is an analog clock, then the desired size could be some default size that it would look good at. (You can always get the the
dp
to px
size for the device.)
If your desired size uses heavy calculations, then do that in your constructor. Otherwise, you can just assign it in onMeasure
. (onMeasure
, onLayout
, and onDraw
may be called multiple times so that is why it isn't good to do heavy work here.)
Negotiating the final size
onMeasure
is the place where the child tells the parent how big it would like to be and the parent decides if that is acceptable. This method often gets called a few times, each time passing in different size requirements, seeing if some compromise can be reached. In the end, though, the child needs to respect to the parent's size requirements.
I always go back to this answer when I need a refresher on how to set up my onMeasure
:
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
int desiredWidth = 100;
int desiredHeight = 100;
int widthMode = MeasureSpec.getMode(widthMeasureSpec);
int widthSize = MeasureSpec.getSize(widthMeasureSpec);
int heightMode = MeasureSpec.getMode(heightMeasureSpec);
int heightSize = MeasureSpec.getSize(heightMeasureSpec);
int width;
int height;
//Measure Width
if (widthMode == MeasureSpec.EXACTLY) {
//Must be this size
width = widthSize;
} else if (widthMode == MeasureSpec.AT_MOST) {
//Can't be bigger than...
width = Math.min(desiredWidth, widthSize);
} else {
//Be whatever you want
width = desiredWidth;
}
//Measure Height
if (heightMode == MeasureSpec.EXACTLY) {
//Must be this size
height = heightSize;
} else if (heightMode == MeasureSpec.AT_MOST) {
//Can't be bigger than...
height = Math.min(desiredHeight, heightSize);
} else {
//Be whatever you want
height = desiredHeight;
}
//MUST CALL THIS
setMeasuredDimension(width, height);
}
In the example above the desired width and height were just set to some defaults. You could instead calculate them beforehand and set them here using a class member variable.
Using the chosen size
After onMeasure
, the size of your view is known. This size may or may not be what you requested, but it is what you have to work with now. Use that size to draw the content on your view in onDraw
.
Notes
- Any time that you make a change to your view that affects the appearance but not the size, then call
invalidate()
. This will cause onDraw
to be called again (but not all of those other previous methods).
- Any time that you make a change to your view that would affect the size, then call
requestLayout()
. This will start the process of measuring and drawing all over again from onMeasure
. It is usually combined with a call to invalidate()
.
- If for some reason you really can't determine an appropriate desired size beforehand, then I suppose you can do as @nmw suggests and just request zero width, zero height. Then request a layout (not just
invalidate()
) after everything has been loaded. This seems like a bit of a waste though, because you are requiring the entire view hierarchy to be laid out twice in a row.