I have a carousel banner and I have the requirement the images to cover all the layout and be displayed the same irrespective of device resolution. Below is the original image, device screenshot of correct use and lastly, device screenshot of wrong use
As you can see in the last image, the circle on the right upper part of the image becomes oval shaped, which is not the case.
<?xml version="1.0" encoding="utf-8"?>
<androidx.constraintlayout.widget.ConstraintLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
android:id="#+id/container"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#232323">
<ImageView
android:id="#+id/advert_carousel_background"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:scaleType="fitXY" />
</androidx.constraintlayout.widget.ConstraintLayout>
Image is set using Glide
Glide
.with(mContext)
.load(img)
.into(advertCarouselBackground);
Any ideas on how the original image can be displayed without distortion independently of device resolution? I have tried some solutions, like converting the image to bitmap, setting width and height programmatically, calculating aspect ratio, etc, but nothing worked so far.
I have an android activity that has an image overlaying a background image.
The 2 images must line up(height only), so the height of the background image must not be scaled.
However, on wide displays, i need to stretch the width of this background to fit the screen.
Currently I have set the Activity background like this.
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:app="http://schemas.android.com/apk/res-auto"
android:id="#+id/layRoot"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:background="#drawable/meditation_bg">
meditation_bg is a drawable resource. the code is
<?xml version="1.0" encoding="utf-8"?>
<bitmap
xmlns:android="http://schemas.android.com/apk/res/android"
android:src="#drawable/morn_blur_bg"
android:gravity="top|center"
android:scaleType="centerCrop"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
/>
The bitmap drawable resource is required to prevent the OS from scaling the image for me.
How can I control the width, without affecting the height of the image.
cheers,
I'd highly recommend taking a look into Picasso, They provide image caching, adjusting much much more easier.
I'm trying to set a background image in my Android application.
I have a JPEG image and I want to fill the screen with the height of the image, maintaining the same aspect ratio.
I tried by creating an XML bitmap file in drawable and setting it as:
android:background="#drawable/background_image"
This is the XML
<?xml version="1.0" encoding="utf-8"?>
<bitmap xmlns:android="http://schemas.android.com/apk/res/android"
android:src="#drawable/wallpaper1_1920x1200"
android:tileMode="disabled"
android:gravity="center" >
</bitmap>
With the 'center' tag it doesn't stretch the image and it doesn't resize it.
Is there any way to show the full height of the image (and cropping sides) maintaining the original aspect ratio?
You can wrap your bitmap with Scale Drawable (http://developer.android.com/guide/topics/resources/drawable-resource.html#Scale)
And then use that drawable as a background for your layout.
<?xml version="1.0" encoding="utf-8"?>
<scale xmlns:android="http://schemas.android.com/apk/res/android"
android:drawable="#drawable/wallpaper1_1920x1200"
android:scaleGravity="clip_horizontal"
android:scaleHeight="100%"
android:scaleWidth="100%" />
One solution might be to turn it into a 9 patch png file, allowing you to define where it can and can't stretch. See http://developer.android.com/guide/topics/graphics/2d-graphics.html, the section near the end on 9 patch images.
I am displaying a tiny png drawable resource in an ImageView of larger dimensions than the original image. This is normal and what I want by the way :)
When the ImageView is displayed, the image is blurry, because of the scaling method used I suppose.
I would like to achieve an effect similar to :
http://www.41post.com/4241/programming/android-disabling-anti-aliasing-for-pixel-art
where the original image is upscaled without antialiasing.
Is there a way to achieve that directly with an ImageView of certain width and height (in dips) and a drawable, without having to use an intermediate Bitmap?
<?xml version="1.0" encoding="utf-8"?>
<bitmap
xmlns:android="http://schemas.android.com/apk/res/android"
android:src="#drawable/image"
android:antialias="false" />
You need to create an drawable, copy the code above on an xml in the drawable folder, then on your layout instead of using your image as source use this xml. This way you disable the antialias for the image.
Edit: doing this in code.
BitmapDrawable draw = new BitmapDrawable(R.drawable.image);
draw.setAntiAlias(false);
imageView.setImageDrawable(draw);
Did you try turning off antialiasing in the layout?
<ImageView
xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/icon"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:antialias="false" />
I found this great thread describing how to "eat the cake and have it too", i.e. use image for a Button instead of ImageButton (which doesn't allow SetText(), resizing, etc.).
This is achieved by using the View attribute:
android:background="#drawable/bgimage"
The only problem with this is that it stretches the image to fit the button size.
Short of hard-coding a fixed button size (in pixels!), is there a way to tell Android not to stretch the background image at all and either crop or pad it?
You can create an xml bitmap and use it as background for the view. To prevent stretching you can specify android:gravity attribute.
for example:
<?xml version="1.0" encoding="utf-8"?>
<bitmap xmlns:android="http://schemas.android.com/apk/res/android"
android:src="#drawable/dvdr"
android:tileMode="disabled" android:gravity="top" >
</bitmap>
There are a lot of options you can use to customize the rendering of the image
http://developer.android.com/guide/topics/resources/drawable-resource.html#Bitmap
You should use ImageView if you don't want it to stretch.
Background images will always stretch to fit the view.
You need to set it as a Drawable to force the image aspect to the object.
Otherwise, if you are sticking with the Button idea, then you will need to force the scaling in the button to prevent the image from stretching.
Code:
onCreate(Bundle bundle) {
// Set content layout, etc up here
// Now adjust button sizes
Button b = (Button) findViewById(R.id.somebutton);
int someDimension = 50; //50pixels
b.setWidth(someDimension);
b.setHeight(someDimension);
}
Simply using ImageButton instead of Button fixes the problem.
<ImageButton android:layout_width="30dp"
android:layout_height="30dp"
android:src="#drawable/bgimage" />
and you can set
android:background="#null"
to remove button background if you want.
Quick Fix !! :-)
I am using an ImageView in an RelativeLayout that overlays with my normal layout. No code required.
It sizes the image to the full height of the screen (or any other layout you use) and then crops the picture left and right to fit the width. In my case, if the user turns the screen, the picture may be a tiny bit too small. Therefore I use match_parent, which will make the image stretch in width if too small.
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<ImageView
android:id="#+id/main_backgroundImage"
android:layout_width="match_parent"
//comment: Stretches picture in the width if too small. Use "wrap_content" does not stretch, but leaves space
android:layout_height="match_parent"
//in my case I always want the height filled
android:layout_alignParentTop="true"
android:scaleType="centerCrop"
//will crop picture left and right, so it fits in height and keeps aspect ratio
android:contentDescription="#string/image"
android:src="#drawable/your_image" />
<LinearLayout
android:id="#+id/main_root"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >
</LinearLayout>
</RelativeLayout>
I had the same problem: you should only use a 9-patch image (.9.png) instead of your original picture.
Serge
Use draw9patch... included within Android Studio's SDK tools. You can define the stretchable areas of your image. Important parts are constrained and the image doesn't look all warped. A good demo on dra9patch is HERE
Use draw9patch to change your existing splash.png into new_splash.9.png,
drag new_splash.9.png into the drawable-hdpi project folder
ensure the AndroidManifest and styles.xml are proper as below:
AndroidManifest.xml:
<application
...
android:theme="#style/splashScreenStyle"
>
styles.xml:
<style name="splashScreenStyle" parent="Theme.AppCompat.Light.DarkActionBar">
<item name="android:windowBackground">#drawable/new_splash</item>
</style>
I had a background image, not big in size, but with weird dimensions - therefore the stretching and bad performance. I made a method with parameters Context, a View and a drawable ID(int) that will match the device screen size. Use this in e.g a Fragments onCreateView to set the background.
public void setBackground(Context context, View view, int drawableId){
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),drawableId);
bitmap = Bitmap.createScaledBitmap(bitmap, Resources.getSystem().
getDisplayMetrics().widthPixels,
Resources.getSystem().getDisplayMetrics().heightPixels,
true);
BitmapDrawable bitmapDrawable = new BitmapDrawable(context.getResources(),
bitmap);
view.setBackground(bitmapDrawable);
}
Here's a version of Santosh's answer for programmatically-created buttons, without the need for a separate XML configuration:
Button button = new Button(getContext());
Bitmap backgroundBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.my_button);
BitmapDrawable backgroundDrawable = new BitmapDrawable(getResources(), backgroundBitmap);
backgroundDrawable.setGravity(Gravity.CENTER); // also LEFT, CENTER_VERTICAL, etc.
backgroundDrawable.setColorFilter(new PorterDuffColorFilter(Color.RED, PorterDuff.Mode.SRC_ATOP));
button.setBackground(backgroundDrawable);
I included the ColorFilter line since that works a little differently from buttons with a normal background image.
You can use a FrameLayout with an ImageView as the first child, then your normal layout as the second child:
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">
<ImageView
android:id="#+id/background_image_view"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:scaleType="centerCrop"
android:src="#drawable/your_drawable"/>
<LinearLayout
android:id="#+id/your_actual_layout"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="vertical">
</LinearLayout>
</FrameLayout>
The key is to set the drawable as the image of the button, not as a background. Like this:
rb.setButtonDrawable(R.drawable.whatever_drawable);
One can use a plain ImageView in his xml and make it clickable
(android:clickable="true")?
You only have to use as src an image that has been shaped like a button i.e round corners.