compose.animation:animation-graphics API will certainly be removed and so I want to know what is the best way to use animated vector drawable with JetPack Compose?
Here is the ancient code of using the API:
val image = animatedVectorResource(drawableId)
var atEnd by remember { mutableStateOf(false) }
Image(
painter = image.painterFor(atEnd),
contentDescription = "Your content description",
modifier = Modifier.size(64.dp).clickable {
atEnd = !atEnd
}
)
From android docs:
Note: This API is transient and will be likely removed for encouraging async resource loading.
Related
I'm using a #Composable where I need to pass via parameter an ImageBitmap, the problem is that I get the images from the server given an url so I need to load these images, convert them into a Bitmap and then to a ImageBitmap but I'm quite stuck because I don't know how to convert this to an ImageBitmap, this is my #Composable
#ExperimentalComposeUiApi
#Composable
fun MyCanvas(
myImage: ImageBitmap,
modifier: Modifier = Modifier,
) {
Canvas(modifier = modifier
.size(220.dp)
.clipToBounds()
.clip(RoundedCornerShape(size = 16.dp)) {
...
val canvasWidth = size.width.toInt()
val canvasHeight = size.height.toInt()
val imageSize = IntSize(width = canvasWidth, height = canvasHeight)
drawImage(
image = myImage, dstSize = imageSize
)
...
}
}
So, when I call this #Composable I need to load the image but not sure how to start with and I need to know what's better either using Glide or Coil.
You don't need ImageBitmap to draw it into Canvas. You can draw painter inside DrawScope. You don't even actually need Canvas function either. androidx.compose.foundation.Canvas is nothing other than Spacer with Modifier.drawBehind
#Composable
fun Canvas(modifier: Modifier, onDraw: DrawScope.() -> Unit) =
Spacer(modifier.drawBehind(onDraw))
And answer to your question is
#Composable
private fun MyComposable() {
val sizeModifier = Modifier
.fillMaxWidth()
val url =
"https://avatars3.githubusercontent.com/u/35650605?s=400&u=058086fd5c263f50f2fbe98ed24b5fbb7d437a4e&v=4"
Column(
modifier =Modifier.fillMaxSize()
) {
val painter = rememberAsyncImagePainter(
model = url
)
Canvas(modifier = Modifier
.clip(RoundedCornerShape(size = 16.dp))
.size(220.dp)
) {
with(painter) {
draw(size = size)
}
}
}
}
And when you apply Modifier.clip() you don't have to apply Modifier.clipToBounds()
Both are the same thing with clip uses shape extra to clipToBounds
/**
* Clip the content to the bounds of a layer defined at this modifier.
*/
#Stable
fun Modifier.clipToBounds() = graphicsLayer(clip = true)
/**
* Clip the content to [shape].
*
* #param shape the content will be clipped to this [Shape].
*/
#Stable
fun Modifier.clip(shape: Shape) = graphicsLayer(shape = shape, clip = true)
So, obviously, Dr. Thrace has provided you with an optimum solution which he extracted out of his centuries of experience treating the diseased code. You could go with that. However, from the description you provided in the question, it seemed as if majorly all you wanted was just a way to convert a Bitmap to an ImageBitmap object. There's a handy dandy asImageBitmap() extension function available to use with bitmaps now. So, you could just leverage that easy.
Far as Glide vs Coil is concerned, both have popular API methods that I think achieve similar goals/performance. Now, as far as I can remember, Coil was the first to migrate to Compose. I've only used Coil since I required fetching an image from a url and wanted to simply display it, so Coil provided a pretty damn straight forward API for that, rememberCoilPainter() which worked like gravity. Haven't really used the other one but just Google both looking for a comparison. It'll be available absolutely, or just dig through the documentation of both to see which methods are available and design your code structure in your mind while doing so; choose the one that implements easier. The site isn't generally used for taking opinions so I'll leave it there. Nice trick might be - the better the documentation the better the API.
I have a pager (Accompanist) with image that are get from web with Coil in Compose.
The rememberPainter() seem to only call the request when the Image composable is shown for the first time.
So when I slide page in the pager, the Image show only at that moment and so we have to wait a moment.
Any way to force the rememberPainter (Coil) to preload ?
Edit 1 :
Here is a simple version of my implementation (with lots of stuff around removed but that had no impact on the result) :
#Composable
private fun Foo(imageList: List<ImageHolder>) {
if (imageList.isEmpty())
return
val painterList = imageList.map {
rememberImagePainter(
data = it.getDataForPainter(),
builder = {
crossfade(true)
})
}
ImageLayout(imageList, painterList)
}
#Composable
fun ImageLayout(imageList: List<ImageHolder>, painterList: List<Painter>) {
HorizontalPager(
count = imageList.size,
modifier = Modifier.fillMaxWidth(),
) { page ->
Image(
painter = painterList[page],
"",
modifier = Modifier
.fillMaxWidth()
.height(200.dp)
.background(
imageList[page].colorAverage
),
contentScale = ContentScale.Crop
)
}
}
I tried with having directly the rememberImagePainter at the Image too just in case.
But the problem is clearly that Image() of page 2, 3, 4 isn't rendered so Image don't do the call to the painter. I tried to look how it work inside but couldn't find.
Edit 2 : I found a workaround but it's not clean
for (painter in painterList)
Image(painter = painter, contentDescription = "", modifier = Modifier.size(0.001.dp))
It force coil to load image and with a size really small like 0.001.dp (with 0 it don't load).
Also the problem is that in the builder you need to force a size or it will just load one pixel, so I force the full size of image as I don't know what size would have been available for the image.
In the Coil documentation there is a section about preloading. Depending on your architecture, you can do this in different places, the easiest is to use LaunchedEffect:
val context = LocalContext.current
LaunchedEffect(Unit) {
val request = ImageRequest.Builder(context)
.data("https://www.example.com/image.jpg")
// Optional, but setting a ViewSizeResolver will conserve memory by limiting the size the image should be preloaded into memory at.
// For example you can set static size, or size resolved with Modifier.onSizeChanged
// .size(coil.size.PixelSize(width = 100, height = 100))
// or resolve display size if your images are full screen
// .size(DisplaySizeResolver(context))
.build()
context.imageLoader.enqueue(request)
}
Before version 2.0.0 use LocalImageLoader.current instead of context.imageLoader to get the image loader.
Here is full code for accompanist pager with coil preloading and indicator with video example
I'm migrating from XML layouts to Jetpack Compose and noticed that the Image composable does not scale an image as good as ImageView when the image gets cropped.
The image on the top is added via Jetpack Compose, the one at the bottom is an ImageView.
For comparison, I added them next to each other like this:
Column {
Image(
painter = painterResource(id = R.drawable.my_image),
contentDescription = null,
contentScale = ContentScale.Crop,
modifier = Modifier.size(280.dp)
)
Spacer(
modifier = Modifier.height(4.dp)
)
AndroidView(
factory = { context ->
ImageView(context).apply {
scaleType = ImageView.ScaleType.CENTER_CROP
setImageResource(R.drawable.my_image)
}
},
modifier = Modifier.size(280.dp)
)
}
The effect is depending on the image which is used and I noticed it's mostly promiment on low-end devices, however I would expect Jetpack Compose to have the same or higher image quality, as it is the new framework for building UI on Android.
Is there something I'm missing which can give me the same quality as ImageView?
I created my vector drawable animation and I want to use in in Compose. I found in official documentation that I need to call animatedVectorResource. But whole AnimatedImageVector has been removed from compose till next versions. How to launch animated drawable in current compose version?
You need to update compose to 1.1.0-alpha01 and add the module androidx.compose.animation:animation-graphics as indicated in the last changelog
implementation("androidx.compose.animation:animation-graphics:1.1.0-alpha01")
val image = animatedVectorResource(id = R.drawable.animated_vector)
val atEnd by remember { mutableStateOf(false) }
Icon(
painter = image.painterFor(atEnd = atEnd),
contentDescription = null
)
AnimatedImageVector was temporarily removed in 1.0.0-rc01 and it is not present in the final stable 1.0.0.
Starting from 1.1.0-alpha01 AnimatedImageVector and the related APIs are now in the new
androidx.compose.animation:animation-graphics module.
You can use something like:
val image = animatedVectorResource(drawableId)
var atEnd by remember { mutableStateOf(false) }
Image(
painter = image.painterFor(atEnd),
contentDescription = "Your content description",
modifier = Modifier.size(64.dp).clickable {
atEnd = !atEnd
}
)
AnimatedImageVector is no more present in Jetpack Compose 1.0.0-rc01
Also function animatedVectorResource is missing.
How to replace them?
As you can read in the release notes:
AnimatedImageVector was temporarily removed in order to change the module structure
UPDATE:
Starting from 1.1.0-alpha01, "AnimatedImageVector and the related APIs are now in the new
androidx.compose.animation:animation-graphics module. More detail in this commit.
val image = animatedVectorResource(drawableId)
var atEnd by remember { mutableStateOf(false) }
Image(
painter = image.painterFor(atEnd),
contentDescription = "Your content description",
modifier = Modifier.size(64.dp).clickable {
atEnd = !atEnd
}
)