Resize png icon inside Android Studio / IntellIJ - android

I want a way to resize png icon inside Android Studio, so that I have not resize it from external source. Please note I am not talking about to code. I want resize png icon. (Like 100*100 to 50*50)
Any plugin/ In AS way you know about?

If you mean resizing in code, then you need to get a bitmap from either bitmap drawable / resource stream directly.
Bitmap.createScaledBitmap(yourBitmap, yourWidth, yourHeight, false)
This will scale your bitmap.
If you wanted to get different image size for different density, you are looking for https://plugins.jetbrains.com/plugin/7658-android-drawable-importer, which allows you to batch import your image file and scale your image into different sizes for different dpi.
If you are looking for editing to raw png size, you need to use external tools.

Related

image resolution for banner and logo

I have a problem with image size and resolution on my app I need to upload an image then I want to resize it to all screen, which is the best image size and width/height for banner and logo and I need a good tool that resizes image?
You will want to remake the logo in a vector format, this relies on positions rather than individual pixels.
In other words no matter how big you make the image, it will always be crisp and sharp.
If I remember to back when I dabbled in Android development I seem to remember android making different sized versions of the logo and banner... Therefore what I would do is create the logo in a vector program such as Inkscape or Adobe Illustrator, and exporting it as a high quality png, this way if you need to resize it in the future, you just export it at a different size and you're good to go.

Scaling image without losing quality

Is it possible to scale image without loosing its quality?I have seen posts that say to use Ninepatch images but how can we download an image and convert it to ninepatch image so that i can show it in ImageView.
Is there any other way so that my images with smaller size can be scaled like in whats app
Everytime you scale an image it's losing quality, the only thing you can do to keep the quality is keeping a copy of the original image (which doesn't make much sense since you can just load it again from resources).
If you mean the problem was that android was scaling your images (and changing the quality) you can put images on a folder named "raw" inside res.
Ninepatch images can be made manually by you, you just paint an image that has two extra pixels on width and two on height, and when you save it , name it something.9.png
if you want to know how to draw them correctly follow this: http://developer.android.com/tools/help/draw9patch.html

PIcture size 4 times actual image

I'm making an Android game.
I loaded a 128x240 PNG image with my sprites into a Bitmap object and tried to retrieve a 16x16 tile from it via createBitmap(bitmap, x, y, w, h), but got a 1/4 smaller section of the picture instead.
The width/height of the picture according to getWidth/getHeight is 512x960.
What am I doing wrong?
Probably you have the picture in your drawable folder and testing it on a device with high resolution? Android automatically scales up pictures according to http://developer.android.com/guide/practices/screens_support.html
I think the quick solution is to put the image to a drawable-xhdpi (or according other drawable folder).
EDIT: based on a comment at I don't want Android to resize my bitmap Automatically, you can add a folder "drawable-nodpi" to prevent the resizing

canvas size Increases the Bitmap Size android

Bitmap icon = BitmapFactory.decodeResource(this.getResources(),R.raw.book11);
Canvas c = new Canvas(icon);
using this line of code for making canvas actually increases the size of the canvas(150x177) from the bitmap(100x118). If I use predefining the size of canvas, the bitmap gets cropped. Help please.
thanks.
I solved mine with this equation:
event.getX()*3/2;
event.getY()*3/2;
the system will automatically up-scale your image asset when you use it for a 'larger/higher' screen resolution/density if that particular asset is missing for that particular configuration (i.e. you're referencing an image on a hdpi device while that image is not present in the drawable-hdpi but only in raw drawable directory).
Note that scaling factor depends on device's screen density. In your case that seems to be 1.5.
EDIT: If not done yet, please check the link.

Using vector images to scale for app platforms

Images in apps come in many shapes or sizes, but to save space and editing time is there a way to use scaleable vector images?
Ideally I would have one vector image at middle resolution, I could then detect the screen size and scale the vector how I need and add the background using some custom gradients.
I'm using titanium for this.
Titanium doesn't yet support vector graphics, though it is available in native Android code via Shape Drawables. There is a third-party SVG library available for Android SDK.
For Titanium, branch the code based on the device screen size (Titanium.Platform.DisplayCaps), and find an image that works with decent performance on the device.
You can use PNGs with transparency and apply a background color to your view object.
I've found away round making different sized drawable:
Basically just one have folder called drawable within the res folder.
Make your artwork in what ever you use but make it large (at least 1080p for future devices).
Save the image's as PNG within the drawable folder but save them large. (IE at least 1000x1000)
Write a function that loads in the PNG but scales it (according to screen size & percentage of what size you want the drawable to be. So 20% of 800px width is 120px). I've managed to do this bit with 30ish lines of code, can't paste my code since I'm not on my working machine.
For me this has worked across all my apps for all devices, I've not had a single crash yet (1000's of installs, including Live Wallpapers).

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