Android imageView with checkeredBackground and different size images ontop - android

Background
I have an ImageView which is used to display previews of a file.
I would like to have the ImageView with a checkerboard background, so that when a file with transparency is rendered on top (such as PNG and SVG files) the checkerboard shows through on the transparent parts.
I have found lots of questions on StackOverflow on how to create the checkered background and this question is not entirely specific to that.
I am currently doing it in code. I create a 2 by 2 bitmap (top left/bottom right are one colour, top right, bottom left are the other colour) where the size of each box is specified. Then i create the main bitmap by drawing this small bitmap repeatedly.
int checkeredBackgroundSquareSize= 16;
private static Bitmap getCheckeredBitmap(int size) {
size = (size > 0) ? size : DEFAULT_SQUARE_SIZE;
int colorOne = ContentApplication.appCtx().getColor(R.color.checkerboard_background_color_one);
int colorTwo = ContentApplication.appCtx().getColor(R.color.checkerboard_background_color_two);
// width/height is twice the size of the individual squares
Bitmap squareBitmap = Bitmap.createBitmap(size*2, size*2, Bitmap.Config.ARGB_8888);
Paint bitmapPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
bitmapPaint.setStyle(Paint.Style.FILL);
Canvas canvas = new Canvas(squareBitmap);
// draw 2 rectangles on 2 rows
// top left and bottom right are the first colour
// top right and bottom left are the second colour
// set colour for top left/bottom right squares
bitmapPaint.setColor(colorOne);
// Square 1 : top left
Rect rect = new Rect(0, 0, size, size);
canvas.drawRect(rect, bitmapPaint);
// Square 2 : bottom right
rect.offset(size, size);
canvas.drawRect(rect, bitmapPaint);
// change colour for top right/bottom left squares
bitmapPaint.setColor(colorTwo);
// Square 3 : top right
rect.offset(-size, 0);
canvas.drawRect(rect, bitmapPaint);
// Square 4: bottom left
rect.offset(size, -size);
canvas.drawRect(rect, bitmapPaint);
return squareBitmap;
}
I then create a Bitmap the size of my preview image, and use the checkered background bitmap to repeatedly draw on the canvas before the preview image is added on top.
// Create a Bitmap to render our SVG to
Bitmap bitmap = Bitmap.createBitmap(bitmapWidth, bitmapHeight, Bitmap.Config.ARGB_8888);
// Create a Canvas to use for rendering
Canvas canvas = new Canvas(bitmap);
// If we don't specify a viewport box, then AndroidSVG will use the bounds of the Canvas
// as the viewport. So a scale of 1.0 corresponds to that size
canvas.scale(scaling,scaling );
// create the checkered background, indicating transparency
Bitmap square = getCheckeredBitmap(checkeredBackgroundSquareSize);
BitmapShader shader = new BitmapShader(square, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
Paint paint = new Paint();
paint.setShader(shader);
// in your draw method
canvas.drawRect(0, 0, bitmapWidth, bitmapHeight, paint);
The issue
My previews can be different sizes, for example 100x100, 6000x2000 etc As i am creating the initial bitmap on these sizes, the final image for the files all render looking like the squares on the checkered background are different sizes.
I need to have the checkerboard look exactly the same regardless of the overlaid image's size.
Is there a way to set a background image for an ImageView to be an image. I can only see how to set it to a drawable and I can not see how to define a checkboard as an xml drawable.

Mike M gave the answer that solved my issue. See Mike's comments to the first post
Create your own Drawable that renders the checkerboard
public class CheckerboardDrawable extends Drawable {
// I inadvertently ran the example image with Paint.ANTI_ALIAS_FLAG, but
// we actually don't want that 'cause we're looking for crisp, clean lines.
private final Paint paint = new Paint();
private int checkeredBackgroundSquareSize = 16;
private int colorOne = Color.LTGRAY;
private int colorTwo = Color.WHITE;
#Override
public void draw(#NonNull Canvas canvas) {
final Rect bounds = getBounds();
final int squareSize = checkeredBackgroundSquareSize;
final int columns = bounds.width() / squareSize + 1;
final int rows = bounds.height() / squareSize + 1;
canvas.translate(bounds.left, bounds.top);
for (int c = 0; c < columns; c++) {
for (int r = 0; r < rows; r++) {
paint.setColor((c + r) % 2 == 0 ? colorOne : colorTwo);
final int x = c * squareSize;
final int y = r * squareSize;
canvas.drawRect(x, y, x + squareSize, y + squareSize, paint);
}
}
canvas.translate(-bounds.left, -bounds.top);
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
#Override
public void setAlpha(int alpha) {}
#Override
public void setColorFilter(#Nullable ColorFilter colorFilter) {}
}
Then add the drawable to the ImageView
final ImageView imageView = findViewById(R.id.image);
imageView.setBackground(new CheckerboardDrawable());

Related

How to combine TextView and an image and return an image?

While searching for results I came across this
How can I convert a View to a Drawable?
The idea behind this is I can convert TextView into a bitmap first and then combine the two bitmaps. But by converting the TextView into Bitmap, it would make it lose it's transparency which I don't want. I want the TextView over my ImageView but as one image using canvas.
My idea is to create images like these:
Here I want to enclose the text with a drawable shape for that white border.
And then place this Textview on an image and then save everything as a bitmap.
Please help
You can try to draw text and lines on canvas.
Below is example method which draws text on drawable image and returns Bitmap.
You can set custom font by calling .setTypeface() on Paint object.
Call canvas.drawLine() to draw line. To customize your line you can create new Paint object, set its color and width by .setColor() and .setStrokeWidth() and pass it in drawLine() together with line coordinates.
public Bitmap drawTextOnBitmap(Context context, int resId, String text) {
// prepare canvas
Resources resources = context.getResources();
float scale = resources.getDisplayMetrics().density;
Bitmap bitmap = BitmapFactory.decodeResource(resources, resId);
android.graphics.Bitmap.Config bitmapConfig = bitmap.getConfig();
// set default bitmap config if none
if (bitmapConfig == null) {
bitmapConfig = android.graphics.Bitmap.Config.ARGB_8888;
}
// resource bitmaps are immutable, so we need to convert it to mutable one
bitmap = bitmap.copy(bitmapConfig, true);
Canvas canvas = new Canvas(bitmap);
// new antialiased Paint
TextPaint paint = new TextPaint(Paint.ANTI_ALIAS_FLAG);
// text color - #3D3D3D
paint.setColor(Color.rgb(61, 61, 61));
// text size in pixels
paint.setTextSize((int) (bitmap.getHeight() / 10 * scale));
// text shadow
paint.setShadowLayer(1f, 0f, 1f, Color.WHITE);
// set text width to canvas width minus 16dp padding
int textWidth = canvas.getWidth() - (int) (16 * scale);
// init StaticLayout for text
StaticLayout textLayout = new StaticLayout(text, paint, textWidth,
Layout.Alignment.ALIGN_CENTER, 1.0f, 0.0f, false);
// get height of multiline text
int textHeight = textLayout.getHeight();
// get position of text's top left corner
float x = (bitmap.getWidth() - textWidth) / 2;
float y = (bitmap.getHeight() - textHeight) / 2;
// draw text to the Canvas center
canvas.save();
canvas.translate(x, y);
textLayout.draw(canvas);
canvas.restore();
return bitmap;
}
Update:
To draw rectangle add this to the method:
Paint p = new Paint();
p.setStyle(Paint.Style.STROKE);
p.setStrokeWidth(24);
RectF rectF = new RectF(80, 150, 200, 350);
canvas.drawRect(rectF, p);
Parameters for new RectF():
left
The X coordinate of the left side of the rectangle
top
The Y coordinate of the top of the rectangle
right
The X coordinate of the right side of the rectangle
bottom
The Y coordinate of the bottom of the rectangle

Android Drawable Marker with Bitmap Text Overlay too Small

I am creating a Marker with text but the text is showing only 3 characters and very small and it is right of the bit map image. I want the text to go across the middle of the icon and it big font. I manually increased setFontsize to larger size did not work and also drawText width and height still did not work.
private Drawable createMarkerIcon(Drawable backgroundImage, String text,
int width, int height) {
Bitmap canvasBitmap = Bitmap.createBitmap(width, height,
Bitmap.Config.ARGB_8888); //width, height,
// Create a canvas, that will draw on to canvasBitmap.
Canvas imageCanvas = new Canvas(canvasBitmap);
// Set up the paint for use with our Canvas
Paint imagePaint = new Paint();
imagePaint.setTextAlign(Align.CENTER);
imagePaint.setTextSize(26f); // 8f
// Draw the image to our canvas
backgroundImage.draw(imageCanvas);
// Draw the text on top of our image
imageCanvas.drawText(text, width /1, height / 1, imagePaint); //2 , 2
// Combine background and text to a LayerDrawable
LayerDrawable layerDrawable = new LayerDrawable(
new Drawable[]{backgroundImage, new BitmapDrawable(canvasBitmap)});
return layerDrawable;
}
I call this function:
d=createMarkerIcon(getResources().getDrawable(R.drawable.pointer_bubble_selected), markerTxt, 100, 100); //marker_green=23x37 29, 50
Here is the solution for the text overlay bound problem. Replace one line with all this lines:
// draw text to the Canvas center
Rect bounds = new Rect();
int x = (canvasBitmap.getWidth() - bounds.width())/2;
int y = (canvasBitmap.getHeight() + bounds.height())/2;
// Draw the text on top of our image
//imageCanvas.drawText(text, width /4, height / 4, imagePaint); //OLD
imageCanvas.drawText(text, x , y, imagePaint); //NEW

Android: Change size of canvas / drawable in custom drawable

I'm trying to implement a custom drawable which should have the shape of a speechbubble. Therefore I use two paths, one draws the rect and the other should draw the triangle for the bubble.
My class looks like the following:
public class SpeechBubbleView extends Drawable {
private Paint mBubblePaint;
private Paint mBubblePaint2;
private Path mRectPath;
private Path mBubblePath;
public SpeechBubbleView() { }
public void initPaint() {
mBubblePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mBubblePaint.setStyle(Paint.Style.FILL);
mBubblePaint.setColor(Color.GREEN);
mBubblePaint2 = new Paint(Paint.ANTI_ALIAS_FLAG);
mBubblePaint2.setStyle(Paint.Style.FILL);
mBubblePaint2.setColor(Color.RED);
int width = getBounds().width();
int height = getBounds().height();
mRectPath = new Path();
mRectPath.addRoundRect(new RectF(0, 0, width, height), 8, 8, Path.Direction.CW);
mRectPath.close();
mBubblePath = new Path();
mBubblePath.moveTo(50, height);
mBubblePath.lineTo(100, height + 50);
mBubblePath.lineTo(150, height);
mBubblePath.close();
}
#Override
public void draw(Canvas canvas) {
if(mRectPath == null && mPathValues == null) {
initPaint();
}
canvas.drawPath(mRectPath, mBubblePaint);
canvas.drawPath(mBubblePath, mBubblePaint2);
}
#Override
public void onBoundsChange(Rect bounds) {
Rect customBound = new Rect(0, 0, bounds.width(), bounds.height() + 50);
super.onBoundsChange(customBound);
}
The problem now is, that I take the width and height from the drawable to draw the rect of the speechbubble. The full space of the canvas is taken and there is no more room for the triangle to display below the rect.
My question now is: Is it possible to change the size of canvas or the drawable, so that I am able to display the small triangle below the rect?
I already tried the method onBoundsChange, but it takes no effect. In the draw-method the size is still the same.
If possible, it would be nice to change the size directly in the custom drawable class, shown above, because I do not have the size of the view, when I call it. Also I cannot make the size of the rect smaller, because in the drawable there is content and if the rect is smaller, some of the content will be outside of the drawable. I use a drawable, so that I can simple call setBackgroundDrawable of my layout or TextView and it matches always the content size.
If anyone of you got an idea on how to do the size change, this would be very great. Thank you :D

Speeding up bitmap drawing on android

I have been battling with trying to draw a bitmap and then highlighting a region on it with a rectangle. Originally, I was drawing a bitmap with alpha black in paint to make image darker and then on top drawing original bitmap in a region creating effect of highlight. I discovered that largest slowdown was because of alpha in Paint. So I have reworked the code and ended up with following in my draw thread:
private synchronized void drawSquare(int xStart, int yStart, int xEnd, int yEnd) {
Canvas c = holder.lockCanvas();
if(c != null) {
// Draw the background picture on top with some changed alpha channel to blend
Paint paint = new Paint();
paint.setAntiAlias(true);
if(bg != null && cWidth > 0 && cHeight > 0) {
c.clipRect(xStart, yStart, xEnd, yEnd, Region.Op.DIFFERENCE);
c.drawBitmap(bg, gTransform, blackSqr); // Draw derker background
c.clipRect(xStart, yStart, xEnd, yEnd, Region.Op.REPLACE);
c.drawBitmap(bg, gTransform, paint); ///draw original in selection
c.clipRect(0, 0, cWidth, cHeight,Region.Op.REPLACE);
}
Matrix RTcorner = new Matrix();
RTcorner.setRotate(90);
RTcorner.postTranslate(xEnd + 13, yStart - 13);
Matrix RBcorner = new Matrix();
RBcorner.setRotate(180);
RBcorner.postTranslate(xEnd + 13, yEnd + 13);
Matrix LBcorner = new Matrix();
LBcorner.setRotate(270);
LBcorner.postTranslate(xStart - 13, yEnd + 13);
// Draw the fancy bounding box
c.drawRect(xStart, yStart, xEnd, yEnd, linePaintB);
// Draw corners for the fancy box
c.drawBitmap(corner, xStart - 13, yStart - 13, new Paint());
c.drawBitmap(corner, RBcorner, new Paint());
c.drawBitmap(corner, LBcorner, new Paint());
c.drawBitmap(corner, RTcorner, new Paint());
}
holder.unlockCanvasAndPost(c);
}
So this clips out my selection area, I draw with paint that has this code to make it darker.
blackSqr.setColorFilter(new LightingColorFilter(Color.rgb(100,100,100),0));
And in the area inside the clip I draw my original bitmap. It works. But I am not happy with response time. After profiling Bitmap is what takes the longest. I have scaled the bitmap to the size of the screen already so it's drawing 300x800-ish image. The biggest resource hog seems to be the Lighting effect. Because when I turn it off I get decent response time.
So I was wondering if I have missed anything to improve how quickly bitmap is drawn, maybe caching? Or am I just stuck with this because I want darker image and actually should rethink the "highlighting/selection" altogether? Why is is so expensive to draw a bitmap with alpha colour in 2D image?
if I understand what you want, you want a rectangle (with rounded corners) to highlight a part from another image.
if it is that, then I would use an image with the square wit draw9patch and use it as a floating view over the image view
RelativeLaoyut (Image container)
+- ImageView (your actual image)
+- view (it has the square as a background, and you only have to move it to the area you want to highlight)
I'm sorry, I'm not good explaining myself.
For anyone that is interested, perhaps facing similar problem. This solution applies to my particular situation, but I have a separate background bitmap with darkened pixels manually set using:
for(int i = 0; i < cWidth; i++){
for(int j = 0; j < cHeight; j++){
int c = bg2.getPixel(i, j);
float mult = 0.15f;
int r = (int) (Color.red(c) * mult);
int g = (int) (Color.green(c) * mult);
int b = (int) (Color.blue(c) * mult);
bg2.setPixel(i, j, Color.rgb(r, g, b));
}
}
Then use the bg2 to draw main part and the original (not darkened) for the clip rectangle of the selection. There is a bit of overhead for creating and maintaining the second bitmap but the draw speed and response time is quick and smooth in comparison to bitmaps with alpha.

how to make outer glow effect around a bitmap?

I created glow effect for my bitmap imageview. Its working but I have porblem with my outer glow color.
This is my expected design outer glow color:
http://www.flashcomponents.net/component/professional-3d-carousel-as2-and-as3.html please see the link
but my glow effect not looking good please help me how make expected glow effect?
This is my code:
public class MainActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
int margin = 24;
int halfMargin = margin / 2;
// the glow radius
int glowRadius = 16;
// the glow color
int glowColor = Color.rgb(0, 192, 255);
// The original image to use
Bitmap src = BitmapFactory.decodeResource(getResources(),
R.drawable.ic_launcher);
// extract the alpha from the source image
Bitmap alpha = src.extractAlpha();
// The output bitmap (with the icon + glow)
Bitmap bmp = Bitmap.createBitmap(src.getWidth() + margin,
src.getHeight() + margin, Bitmap.Config.ARGB_8888);
// The canvas to paint on the image
Canvas canvas = new Canvas(bmp);
Paint paint = new Paint();
paint.setColor(glowColor);
// outer glow
paint.setMaskFilter(new BlurMaskFilter(glowRadius, Blur.OUTER));
canvas.drawBitmap(alpha, halfMargin, halfMargin, paint);
// original icon
canvas.drawBitmap(src, halfMargin, halfMargin, null);
((ImageView) findViewById(R.id.bmpImg)).setImageBitmap(bmp);
}
}
I am new for android i need programmatically only.....
expected glow in my backside of the imageview please see my expected screen shot:

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