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Basics for views and how to create your own

What is a view? Why would I create my own? and…how does it work?

If you don’t know whether you need a custom view or not, you probably don’t. Most UI elements can be easily expressed using the elements of the Android framework, the support library, or the Google design library.

If you still did not find what you were looking for try GitHub first. Especially for Android there are thousands of libraries, some of them might do what you want. And now that you still didn’t find anything that you can or want to use, because your usecase is very special in some way…Now I have to admit: You probably need a custom view.

Custom view or layout

First things first: A layout—or ViewGroup—is also a view, but this article is just to cover the basics of creating your first view and understanding how.

A View in Android is everything. From the status bar on top, over to your app’s layout, to the navigation bar on some device’s bottom. Even running some Unity app on Android will wrap the game within an activity and the output is shown in a view. So if you did not know how views worked up until now, I’d say now’s the day this changes.

The following is about how your view gets from code to screen. Handling touch events, scrolling, and many other features are out of scope for now.

Measure. Layout. Draw.

This is how views interact with the rest of the Android system. The onMeasure, onLayout, and onDraw callbacks will be invoked to notify your view of some change. Changing some layout for example will trigger a new layout pass on all child elements before the view redraws.

Those methods will always be called in the same order. If your view’s dimensions change it will be measured and layouted before being drawn again.


Measuring is the first part of layouting and drawing a view. It is used to determine the size the view wants to have. If you don’t have any special requirements, you can just use the base implementation of View, which will handle most cases properly.

protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);

The measureSpec parameters passed to the view by the enclosing layout include the information about the available size, but beware: They are not just some value that you can use. The integer value passed to your view contains bit flags and to access the actual values you have to make use of MeasureSpec, which you also utilize to create a new measure spec.

int size = MeasureSpec.getSize(measureSpec);
int mode = MeasureSpec.getMode(measureSpec);

This size is the available width or height to the view. To make sense of that value, there is also the mode which describes how to interpret it:

MeasureSpec.UNSPECIFIED Do what you want. Be as big as you’d like. E.g. in a ScrollView the view can be as big as it likes. Take care, though, size might be 0 in this case.

MeasureSpec.AT_MOST Most layouts will pass this in. If your FrameLayout is 500px wide, then it would not make sense for your view to be bigger than this.

MeasureSpec.EXACTLY This one is fun. Don’t think about it. The layout says thou shalt be 500px and this is what you should do.

You might have noticed that I am using pixels here and you might wonder Hey, dude, you should use dp! Drawing and measuring and layouting all use pixels. The dp values are not ignored, though. They were already taken into account to create the size.

If you have some special requirements, e.g. if your view should always be square, then you’d also do this while measuring. If you have AT_MOST 300x400px available, you can either call setMeasuredDimension yourself after calculating your sizes or create your own MeasureSpec and again leave it to your base implementation to handle the rest. The most work will be properly reading those 3 cases and calculating your size accordingly, as AT_MOST 300 width x EXACTLY 400 height will be some edge case to consider. If you don’t write a reusable library such edge cases can often be ignored, though.


This method gets called a lot. Here is where you are told how big you actually are and where you can initialize your variables, e.g. if you display a picture in the center of your view this is where you might calculate the center. If you do drawing, rewind and setup your Path. Do not allocate objects if you can avoid it, though. Android Studio also offers a Lint check that will highlight any new calls.

Bear in mind that the width and height your view receives in onLayout is not necessarily the width and height from onMeasure. It’s up to the layout how to handle your view and how much size to assign.

protected void onLayout(boolean changed, int left, int top,
int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);

// init your stuff here
mPath.moveTo(left, top);

These are the bounds you will have when drawing. If they change, onLayout will be called before the next drawing, so any calculation that is even slightly more complicated is better fitted here, than in onDraw, because you want your onDraw to be as sleek as possible.


This one should be simple enough: Just draw yourself to the Canvas.

protected void onDraw(Canvas canvas) {
canvas.drawPath(mPath, mPaint);

Remember not to allocate anything here. Calling new in onDraw is bad bad bad. If you want your 60 FPS this method might get called 60 times per second.

Now what?

These were but the basics and what you do with it is up to you. There are lots of examples of what views can do—just have a look at the Android framework! Buttons, images, date pickers, and many more.

Many others walked this path before and GitHub offers a lot of examples where people create their own views. Sneak a peek before including and using their library next time and see how they do it.