How to set the blur level of a view background - android

To set the transparency level of a view background we use
mView.getBackground().setAlpha(mViewTransparencyLvl);
How to set the blur level of a view background?
Knowing that the background is a shape drawable not an image. Knowing that the user controls the blur degree. Knowing that this view is over part of another view.

Android doesn't provide this functionality for UI elements as iOS does. It's not part of the UI rendering engine and to obtain these kind of effects you need to use third-party libraries which will essentially take a snapshot of the drawing cache, reduce its size for a faster processing and then put the generated bitmap into a view.
Here are some example libraries:
BlurrView
Blurry
Please bear in mind that this will have a serious performance hit on mid-low end phones.

Related

Difference between SurfaceView and ImageView

I would like to know what is the difference between SurfaceView and ImageView and their usage scenarios. Both seem to be the same. Kindly direct me if there are proper links which I had probably missed.
Some advantages and differences of a surface view:
Better rendering mechanism. threads can update the surface's content without using a handler. This helps for better performance in games and too much animation.
So if you need to update GUI rapidly or if the rendering takes too much time and affects user experience then Surfaceview is advisable instead of imageview.
Surfaceviews cannot be transparent, they can only appear behind other elements in the view hierarchy.
Surfaceview has dedicated buffer, too. So it costs more resources than imageview and other views.
Here is a reference links which you could refer to understand better.
Difference between SurfaceView and View?
Hope this clears some doubt.
Basically the difference lies on how both the views are being processed internally.
Surface View, has more rendering options. The view implicitly can render the images or animations using the graphics hardware. It doesn't need any third party support ( or makes less use of ) to make the animation work.
Preferably used when you want too many animations to be used. The View renders them automatically to the screen size. Ex: gaming applications.
Image View, is preferably when you want to display more of static images. The View render the images to any layout size. But when you have any animations on the page, the View takes support of GUI related conversions.

Efficiently replace parts of Bitmap during animation?

I've got custom sliding view, which I can move up and down, over another view (ImageView).
I've also got blurred version of said view prepared in memory. What I want to achive is blurring this background view during sliding up/down as I would cover it with a blurry glass. Also, I need to reverse this process too, that's why I'm keeping both Bitmaps.
Hope I made myself clear here.
sadly, this project requires me to use API >= 8

Does Transparency in Android Layout impact Performance?

I come from an iOS background, where one of the rules for fast views is to avoid transparent backgrounds and pngs if possible. I haven't found any information about this on Android. So my question is, should I use non-transparent views and drawables where possible, or does Android not care about this as much as iOS does?
just like #blackbelt said, transparency always impacts on performance. When possible, avoid using transparent views and/or images.
Also, in Android you can have translucent views/activities. Those will impact performance a few orders of magnitude more than simple transparency. If possible, avoid those too.
You might want to check out the Android documentation regarding overdraw.
Unlike standard overdraw, in which the system completely hides
existing drawn pixels by drawing opaque pixels on top of them,
transparent objects require existing pixels to be drawn first, so that
the right blending equation can occur.

Should I draw or load an image?

I am wondering what would be the best practice for android. To draw or to load an image?
For example I want to have a circle that is green filled with the text 25 in it.
-Should I have it in .PNG image file and just load it to the imageview placeholder when I need it?
OR should I load it in Java (by determining the position in java and load it from my res folder)?
OR Should I draw it (draw a circle, fill color, add text field inside)?
On another note, to have a checkmark, what do advise me to do?I don't even know how to draw that
I really need your help in this
Thank you so much
I'd actually argue that there is a single right answer. You should use a shape with a set color and text view inside it. It is easy to do what you've described in xml, see: Oval Gradient in Android for an example (there are a number if you google for android shapes). This will be less CPU/memory intensive than loading a bitmap, and more importantly, it will work for and look good on every screen size. As an added bonus of the user has changed their default font sizes, a textView/shape can respect that and a static image can not. Just set the background of your TextView to be the shape drawable (either in xml or programatically).
To get a bitmap to look good on multiple devices (a must for android development) , you will need a number of different versions of the same bitmap at different resolutions (XHDPI, HDPI, MDPI... etc).
Check marks are harder because they don't conform to a standard shape. Those you probably will have to make pngs for.
It depends on what you want to do.
Rendering a bitmap will be faster, but you cannot manipulate it after it is drawn.
So, for your case, you have a green circle with 25 written it. Do you also need a green ball with 23 and another with 24 in it? What about other colors?
It really depends on the amount of variation you need. At a certain point the overhead of using dozens of images will not be worth the evert of drawing to a canvas. Or, depending on how complex the images are, it will be.
The question is not "Which is better?", but instead, "Which is better for what I need to do?"
I'm not an expert on Android development but after seeing your question I have done a bit of reading and came across this article on displaying images with android that is relevant and includes some code to possibly help you out. http://www.javacodegeeks.com/2011/07/android-game-development-displaying.html
As for your image of a check mark, why dont you just go into photoshop or paint and use the line tool to draw a checkmark and then fill it in with color and save it as a .png perhaps?

Android LIVE Wallpaper approach?

I'm entirely new to Android development, and I'm interested in making a live wallpaper. I was thinking about looping a set of pictures instead of drawing the animation. Is this a possible approach? If possible is this a suitable or ideal way of doing it, does it eat up memory and would i need images with different resolutions because of the fragmentation?(hundreds of different devices)
Thanks in advance :)
Sure, it should be fairly simple.
The main part of the Wallpaper engine is the Drawing of course. You need to handle the drawing manually, there is no easy way to loop through images... you need to code it. You will have to continuously monitor the time which has passed and adjust the displayed image based on that. You are given a Canvas object to draw to and it is all done during run-time in code.
The Wallpaper engine class has a event called onSurfaceChanged which gives you the width and height of the Surface which you will be drawing to. It will be called everytime the screen dimensions change (like if the phone is put into Landscape mode for instance). You need to have code that will handle any combination of width or height for all the device types out there. You will need to decide if you are going to stretch, center, tile or crop (Or a combination of those) the source images to fit any particular screen size. I would recommend scale to fit so that the image is either taller or wider than the screen and center the image either vertically or horizontally (cropping the extra bits) once that is done. I personally just use one source size and resize it to fit. You can opt to use several source files if you want which is the recommended approach I believe, but it's a little confusing.
I would start by creating a Live Wallpaper which just draws something basic like a shape to the screen. Then work out how to display an custom image and take it from there.
Good luck
You will need to be very careful about memory if taking a frame approach to animation--probably will not be possible to animate full frames--much more practical to move sprites on a background. See, fr'instance: http://davidjhinson.wordpress.com/2010/05/19/scarce-commodities-google-android-memory-and-bitmaps/
what if you have a png frame animation that is set at a certain x and y position that sits in a spot on the background image, both would have to be rescaled

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