For simple shapes like your circle, I'd think a Shape Drawable would be easier. For more complicated things, just create a Bitmap for your Canvas to use, then create the Canvas and draw into it, then create a Drawable from your Bitmap. Something like:
int x = 10;
int y = 10;
int r = 4;
Paint mPaint = new Paint();
mPaint.setColor(0xFF0000);
Bitmap bitmap = Bitmap.createBitmap(/* read the docs*/);
Canvas mCanvas = new Canvas(bitmap);
mCanvas.drawCircle(x,y,r,mPaint);
BitmapDrawable drawable = new BitmapDrawable(getResources(), bitmap);
To be perhaps somewhat pedantic (and hopefully increase your understanding), a Canvas just hosts the "draw" calls and draws into a Bitmap that you specify. This means:
- Your example code doesn't do much, since you didn't construct your Canvas with a Bitmap or call
setBitmap()
on it.
- You're not converting your Canvas to a Drawable, you're constructing a Drawable from the Bitmap your Canvas calls draw into.