Customize the Current Location Icon with HERE Maps - android

Are there any APIs for changing the look of the current location icon used during navigation. I was able to modify it using a custom Map marker and updating the position using the position manager callbacks but I'm wondering if there is an easier way. Also it wasn't clear how I could change the heading of the icon (I'm replacing the circle with an arrow). I'd like to be able to rotate the arrow appropriately during maneuvers. It looks as if the HERE app does this sort of thing so I'm wondering if any of these APIs are exposed in the SDK.

Generally we encourage developers to build their own position indicators using the MapMarker or MapLocalModel APIs. There are too many customization options for us to make a generic position indicator :)
Please create a map object and customize the behaviour as needed for your application.

Create image object
try
{
Image image = new Image();
Bitmap icon = BitmapFactory.decodeResource(getResources(), R.drawable.store_pin);
Bitmap scaledBitmap = Utility.scaleDown(icon, 150, true);
image.setBitmap(scaledBitmap);
customMarker = new MapMarker(new GeoCoordinate(destLat, destLng, 0.0), image);
map.addMapObject(customMarker);
}
catch(IOException e) {
e.printStackTrace();
}
On you indicator
mapFragment.getPositionIndicator().setVisible(true);
mapFragment.getPositionIndicator().setMarker(image);
To resize your Bitmap(Marker image)
public static Bitmap scaleDown(Bitmap realImage, float maxImageSize, boolean filter) {
float ratio = Math.min((float) maxImageSize / realImage.getWidth(),(float) maxImageSize / realImage.getHeight());
int width = Math.round((float) ratio * realImage.getWidth());
int height = Math.round((float) ratio * realImage.getHeight());
Bitmap newBitmap = Bitmap.createScaledBitmap(realImage, width, height, filter);
return newBitmap;
}

You have to create an Image objects
Image img = new Image();
try {
img.setImageResource(R.drawable.marker);
} catch (IOException e) {
e.printStackTrace();
}
Then you have to make sure that you add those two lines:
mapFragment.getPositionIndicator().setVisible(true);
mapFragment.getPositionIndicator ().setMarker (img);
It worked for me like this.

Related

AndroidSVG fuzzy edges on image

I am want to display Barcode on android. As input I get SVG string. As a SVG library I use AndroidSVG. I used sample code from library website and everything seem to be fine. But when I zoom on image, I get distorted edges (Anti-alias?). I tried to disable all the flags. But the image still has fuzzy edges. What can be wrong with my code?
Picture:
Try to zoom to max, you will see the fuzzy edges.
Code:
private void loadQRCode(String svgString) {
SVG svg = null;
try {
svg = SVG.getFromString(svgString);
} catch (SVGParseException e) {
e.printStackTrace();
}
if (svg.getDocumentWidth() != -1) {
int widthPx = Utils.pxFromDp(400);
int heightDp = Utils.pxFromDp(300);
svg.setDocumentWidth(widthPx);
svg.setDocumentHeight(heightDp);
int width = (int) Math.ceil(svg.getDocumentWidth());
int height = (int) Math.ceil(svg.getDocumentHeight());
Bitmap newBM = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas bmcanvas = new Canvas(newBM);
final DrawFilter filter = new PaintFlagsDrawFilter(Paint.ANTI_ALIAS_FLAG| Paint.FILTER_BITMAP_FLAG | Paint.DITHER_FLAG, 0);
bmcanvas.setDrawFilter(filter);
barcode.setLayerType(View.LAYER_TYPE_SOFTWARE,null);
bmcanvas.drawRGB(255, 255, 255);
svg.renderToCanvas(bmcanvas);
barcode.setImageBitmap(newBM);
}
}
If the edges of the bars do not lie exactly on pixel boundaries, you will get anti-aliasing. On a high resolution screen, this should not normally be visible.
However, in your code, you are rendering the SVG to a bitmap and setting the bitmap to an ImageView. If that ImageView has a size larger than the bitmap - ie. greater than 400 x 300, then the anti-aliased pixels in that bitmap will likely be rendered larger and thus more visible.
One solution is to avoid using a bitmap. Use a Picture/PictureDrawable instead. That way the barcode will be rendered at highest quality no matter what size it is. As vector graphics are supposed to be.
Follow the example on this page:
http://bigbadaboom.github.io/androidsvg/use_with_ImageView.html
So your code should probably look something like the following:
private void loadQRCode(String svgString) {
try {
SVG svg = SVG.getFromString(svgString);
barcode.setLayerType(View.LAYER_TYPE_SOFTWARE,null);
Drawable drawable = new PictureDrawable(svg.renderToPicture());
barcode.setImageDrawable(drawable);
} catch (SVGParseException e) {
e.printStackTrace();
}
}
If for some reason you need to use bitmaps - maybe you are caching them or something - then you should watch for changes in the size of the ImageView and then recreate the bitmap at the new size. So the bitmap is always the same size as the ImageView to which it is assigned.

Need to capture images inside the rectangular view using camera in android

Am creating a document scanning application in android, am using OpenCV and Scan library in my project for cropping,I have created a rectangle using drawrect in camera view, now I need to capture the images inside that rectangle portion only and display it in another activity.
The image in question:
For me , I will take whole image, then crop.
Your question : "how do I know which part of the image is inside the rectangular portion, then only I can pass it nah, hope u understood". My answer is you can using relativity scaling of whole image dimension and camera display screen dimension. Then you will know which part of rectangular to be cropped.
This is the code example.
Note that you need to fill some codes to make it can save file into jpg, and save it after cropped.
// 1. Save your bitmap to file
public class MyPictureCallback implements Camera.PictureCallback {
#Override
public void onPictureTaken(byte[] data, Camera camera) {
try {
//mPictureFile is a file to save the captured image
FileOutputStream fos = new FileOutputStream(mPictureFile);
fos.write(data);
fos.close();
} catch (FileNotFoundException e) {
Log.d(TAG, "File not found: " + e.getMessage());
}
}
}
// Somewhere in your code
// 2.1 Load bitmap from your .jpg file
Bitmap bitmap = BitmapFactory.decodeFile(path+"/mPictureFile_name.jpg");
// 2.2 Rotate the bitmap to be the same as display, if need.
... Add some bitmap rotate code
// 2.3 Size of rotated bitmap
int bitWidth = bitmap.getWidth();
int bitHeight = bitmap.getHeight();
// 3. Size of camera preview on screen
int preWidth = preview.getWidth();
int preHeight = preview.getHeight();
// 4. Scale it.
// Assume you draw Rect as "canvas.drawRect(60, 50, 210, 297, paint);" command
int startx = 60 * bitWidth / preWidth;
int starty = 50 * bitHeight / preHeight;
int endx = 210 * bitWidth / preWidth;
int endy = 297 * bitHeight / preHeight;
// 5. Crop image
Bitmap blueArea = Bitmap.createBitmap(bitmap, startx, starty, endx, endy);
// 6. Save Crop bitmap to file
This will work for you: How to programmatically take a screenshot in Android?
Make sure that the view (v1 in the code sample's case) passed in Bitmap.createBitmap(v1.getDrawingCache()) is a viewgroup that contains the image you want ot send to the second activity
Edit:
I don't think your intended flow is feasible. As far as I know, camera intents don't take arguments allowing to draw such a rectangle (I could be wrong though).
Instead, I suggest you take a picture, and then edit it with a library such as this one (https://github.com/ArthurHub/Android-Image-Cropper) or programatically as suggested above.

Taking too much time when resizing bitmap using Bi-linear algorithm in android

I am developing an app which is have loading large bitmap into ImageView. here i am using Bi linear algorithm for re-sizing image and it is working fine but it is taking too much time to resize(Bi-linear algorithm). i am adding some code below.
here is the code :
mutableBitmap = biLinear(mutableBitmap, outWidth,outHeight);// Bi-Linear code
mutableBitmap = Bitmap.createBitmap(mutableBitmap, 0, 0, mutableBitmap.getWidth(),
mutableBitmap.getHeight(), m, true);
Bi-Linear algorithm method :
public static Bitmap biLinear(final Bitmap input,int outWidth,int outHeight)
{
final int oldHeight=input.getHeight(),oldWidth=input.getWidth();
final int newHeight=outHeight,newWidth=outWidth;
Bitmap output =Bitmap.createBitmap(newWidth, newHeight, Bitmap.Config.ARGB_8888);
// position of the top left pixel of the 4 pixels to use interpolation on
int xTopLeft,yTopLeft;
int x,y,lastTopLefty;
final float xRatio=(float)newWidth/(float)oldWidth,yratio=(float)newHeight/(float)oldHeight;
// Y color ratio to use on left and right pixels for interpolation
float ycRatio2=0,ycRatio1=0;
// pixel target in the src
float xt,yt;
// X color ratio to use on left and right pixels for interpolation
float xcRatio2=0,xcratio1=0;
int rgbTopLeft=0,rgbTopRight=0,rgbBottomLeft=0,rgbBottomRight=0,rgbTopMiddle=0,rgbBottomMiddle=0;
// do the resizing:
for(x=0;x<newWidth;x++)
{
xTopLeft=(int)(xt=x/xRatio);
// when meeting the most right edge, move left a little
if(xTopLeft>=oldWidth-1)
xTopLeft--;
if(xt<=xTopLeft+1)
{
// we are between the left and right pixel
xcratio1=xt-xTopLeft;
// color ratio in favor of the right pixel color
xcRatio2=1-xcratio1;
}
for(y=0,lastTopLefty=Integer.MIN_VALUE;y<newHeight;y++)
{
yTopLeft=(int)(yt=y/yratio);
// when meeting the most bottom edge, move up a little
if(yTopLeft>=oldHeight-1)
yTopLeft--;
// we went down only one rectangle
if(lastTopLefty==yTopLeft-1)
{
rgbTopLeft=rgbBottomLeft;
rgbTopRight=rgbBottomRight;
rgbTopMiddle=rgbBottomMiddle;
rgbBottomLeft=input.getPixel(xTopLeft,yTopLeft+1);
rgbBottomRight=input.getPixel(xTopLeft+1,yTopLeft+1);
rgbBottomMiddle=Color.argb((int)(Color.alpha(rgbBottomLeft)*xcRatio2+Color.alpha(rgbBottomRight)*xcratio1),//
(int)(Color.red(rgbBottomLeft)*xcRatio2+Color.red(rgbBottomRight)*xcratio1),//
(int)(Color.green(rgbBottomLeft)*xcRatio2+Color.green(rgbBottomRight)*xcratio1),//
(int)(Color.blue(rgbBottomLeft)*xcRatio2+Color.blue(rgbBottomRight)*xcratio1));
}
else if(lastTopLefty!=yTopLeft)
{
// we went to a totally different rectangle (happens in every loop start,and might happen more when making the picture smaller)
rgbTopLeft=input.getPixel(xTopLeft,yTopLeft);
rgbTopRight=input.getPixel(xTopLeft+1,yTopLeft);
rgbTopMiddle=Color.argb((int)(Color.alpha(rgbTopLeft)*xcRatio2+Color.alpha(rgbTopRight)*xcratio1),//
(int)(Color.red(rgbTopLeft)*xcRatio2+Color.red(rgbTopRight)*xcratio1),//
(int)(Color.green(rgbTopLeft)*xcRatio2+Color.green(rgbTopRight)*xcratio1),//
(int)(Color.blue(rgbTopLeft)*xcRatio2+Color.blue(rgbTopRight)*xcratio1));
rgbBottomLeft=input.getPixel(xTopLeft,yTopLeft+1);
rgbBottomRight=input.getPixel(xTopLeft+1,yTopLeft+1);
rgbBottomMiddle=Color.argb((int)(Color.alpha(rgbBottomLeft)*xcRatio2+Color.alpha(rgbBottomRight)*xcratio1),//
(int)(Color.red(rgbBottomLeft)*xcRatio2+Color.red(rgbBottomRight)*xcratio1),//
(int)(Color.green(rgbBottomLeft)*xcRatio2+Color.green(rgbBottomRight)*xcratio1),//
(int)(Color.blue(rgbBottomLeft)*xcRatio2+Color.blue(rgbBottomRight)*xcratio1));
}
lastTopLefty=yTopLeft;
if(yt<=yTopLeft+1)
{
// color ratio in favor of the bottom pixel color
ycRatio1=yt-yTopLeft;
ycRatio2=1-ycRatio1;
}
// prepared all pixels to look at, so finally set the new pixel data
output.setPixel(x,y,Color.argb(//
(int)(Color.alpha(rgbTopMiddle)*ycRatio2+Color.alpha(rgbBottomMiddle)*ycRatio1),//
(int)(Color.red(rgbTopMiddle)*ycRatio2+Color.red(rgbBottomMiddle)*ycRatio1),//
(int)(Color.green(rgbTopMiddle)*ycRatio2+Color.green(rgbBottomMiddle)*ycRatio1),//
(int)(Color.blue(rgbTopMiddle)*ycRatio2+Color.blue(rgbBottomRight)*ycRatio1)));
}
}
return output;
}
this algorithm taking nearly 15-20 secs to load the image
is there any possibility to reduce the loading time
if anyone have idea please help me
Thanks in Advance.
Calling getPixel/setPixel methods per pixel may require to much time.
I suggest you to use copyPixelsToBuffer/copyPixelsFromBuffer methods instead.
e.g:
public static Bitmap biLinear(final Bitmap input,int outWidth,int outHeight) {
if(input.getConfig() != Bitmap.Config.ARGB_8888) {
// this example assumes that input bitmap configuration is Bitmap.Config.ARGB_8888
throw new RuntimeException();
}
final int oldHeight=input.getHeight(),oldWidth=input.getWidth();
final int newHeight=outHeight,newWidth=outWidth;
IntBuffer inputBuffer = IntBuffer.allocate(oldWidth * oldHeight);
IntBuffer outputBuffer = IntBuffer.allocate(newWidth * newHeight);
Bitmap output = Bitmap.createBitmap(newWidth, newHeight, Bitmap.Config.ARGB_8888);
input.copyPixelsToBuffer(inputBuffer);
// position of the top left pixel of the 4 pixels to use interpolation on
int xTopLeft,yTopLeft;
int x,y,lastTopLefty;
final float xRatio=(float)newWidth/(float)oldWidth,yratio=(float)newHeight/(float)oldHeight;
// Y color ratio to use on left and right pixels for interpolation
float ycRatio2=0,ycRatio1=0;
// pixel target in the src
float xt,yt;
// X color ratio to use on left and right pixels for interpolation
float xcRatio2=0,xcratio1=0;
int rgbTopLeft=0,rgbTopRight=0,rgbBottomLeft=0,rgbBottomRight=0,rgbTopMiddle=0,rgbBottomMiddle=0;
// do the resizing:
for(x=0;x<newWidth;x++)
{
xTopLeft=(int)(xt=x/xRatio);
// when meeting the most right edge, move left a little
if(xTopLeft>=oldWidth-1)
xTopLeft--;
if(xt<=xTopLeft+1)
{
// we are between the left and right pixel
xcratio1=xt-xTopLeft;
// color ratio in favor of the right pixel color
xcRatio2=1-xcratio1;
}
for(y=0,lastTopLefty=Integer.MIN_VALUE;y<newHeight;y++)
{
yTopLeft=(int)(yt=y/yratio);
// when meeting the most bottom edge, move up a little
if(yTopLeft>=oldHeight-1)
yTopLeft--;
// we went down only one rectangle
if(lastTopLefty==yTopLeft-1)
{
rgbTopLeft=rgbBottomLeft;
rgbTopRight=rgbBottomRight;
rgbTopMiddle=rgbBottomMiddle;
rgbBottomLeft=inputBuffer.get(xTopLeft + (oldWidth * (yTopLeft+1)));
rgbBottomRight=inputBuffer.get(xTopLeft+1 + (oldWidth * (yTopLeft+1)));
rgbBottomMiddle=Color.argb((int)(Color.alpha(rgbBottomLeft)*xcRatio2+Color.alpha(rgbBottomRight)*xcratio1),//
(int)(Color.red(rgbBottomLeft)*xcRatio2+Color.red(rgbBottomRight)*xcratio1),//
(int)(Color.green(rgbBottomLeft)*xcRatio2+Color.green(rgbBottomRight)*xcratio1),//
(int)(Color.blue(rgbBottomLeft)*xcRatio2+Color.blue(rgbBottomRight)*xcratio1));
}
else if(lastTopLefty!=yTopLeft)
{
// we went to a totally different rectangle (happens in every loop start,and might happen more when making the picture smaller)
rgbTopLeft=inputBuffer.get(xTopLeft + (oldWidth * yTopLeft));
rgbTopRight=inputBuffer.get(xTopLeft+1 + (oldWidth * yTopLeft));
rgbTopMiddle=Color.argb((int)(Color.alpha(rgbTopLeft)*xcRatio2+Color.alpha(rgbTopRight)*xcratio1),//
(int)(Color.red(rgbTopLeft)*xcRatio2+Color.red(rgbTopRight)*xcratio1),//
(int)(Color.green(rgbTopLeft)*xcRatio2+Color.green(rgbTopRight)*xcratio1),//
(int)(Color.blue(rgbTopLeft)*xcRatio2+Color.blue(rgbTopRight)*xcratio1));
rgbBottomLeft=inputBuffer.get(xTopLeft + (oldWidth * (yTopLeft+1)));
rgbBottomRight=inputBuffer.get(xTopLeft+1+(oldWidth * (yTopLeft+1)));
rgbBottomMiddle=Color.argb((int)(Color.alpha(rgbBottomLeft)*xcRatio2+Color.alpha(rgbBottomRight)*xcratio1),//
(int)(Color.red(rgbBottomLeft)*xcRatio2+Color.red(rgbBottomRight)*xcratio1),//
(int)(Color.green(rgbBottomLeft)*xcRatio2+Color.green(rgbBottomRight)*xcratio1),//
(int)(Color.blue(rgbBottomLeft)*xcRatio2+Color.blue(rgbBottomRight)*xcratio1));
}
lastTopLefty=yTopLeft;
if(yt<=yTopLeft+1)
{
// color ratio in favor of the bottom pixel color
ycRatio1=yt-yTopLeft;
ycRatio2=1-ycRatio1;
}
// prepared all pixels to look at, so finally set the new pixel data
outputBuffer.put(x + outWidth * y,Color.argb(//
(int)(Color.alpha(rgbTopMiddle)*ycRatio2+Color.alpha(rgbBottomMiddle)*ycRatio1),//
(int)(Color.red(rgbTopMiddle)*ycRatio2+Color.red(rgbBottomMiddle)*ycRatio1),//
(int)(Color.green(rgbTopMiddle)*ycRatio2+Color.green(rgbBottomMiddle)*ycRatio1),//
(int)(Color.blue(rgbTopMiddle)*ycRatio2+Color.blue(rgbBottomRight)*ycRatio1)));
}
}
output.copyPixelsFromBuffer(outputBuffer);
return output;
}

Google Map marker expanding on different devices

I am trying to use a custom icon for marker in a location based android application and its resizing itself in different devices.
I have 4 different sizes (drawable-mdpi,drawable-hdpi,drawable-xhdpi,drawable-xxhdpi) for that icon and paced in different drawable folders.
I am using simple code for using that icon.
Bitmap mIconBitmap = BitmapFactory.decodeResource(this.getResources(), R.drawable.some_icon);
marker = map.addMarker(new MarkerOptions()
.position(pinOfferLocation)
.title("Some Title")
.icon(BitmapDescriptorFactory
.fromBitmap(mIconBitmap))
.snippet("Some Snippet").anchor(0.5f, 1));
I also tried using :
BitmapDescriptorFactory.fromResources(SOME DRAWABLE RESOURCE)
Another option I tried was to create a scaled bitmap like this:
Bitmap resized = Bitmap.createScaledBitmap(mIconBitmap, 70, 90, true);
But the problem with the above line is only good when your application runs in any high density device and it will be extremely scaled on low density devices.
The issue I am facing that the marker icons are not resizing itself according to different devices.
Is there a better way to use an icon in google maps for different device sizes?
Any help is really appreciated.. thanks
I think I had a similar problem. I used this workaround, even it is not very beautiful.
I loaded the bitmap from asset-folder using this method:
public static Bitmap getBitmapFromAsset(Context context, String strName,
int sampleFactor) {
AssetManager assetManager = context.getAssets();
InputStream istr;
Bitmap bitmap = null;
try {
Options opt = new Options();
opt.inSampleSize = sampleFactor; // IMPORTANT PART
istr = assetManager.open(strName);
bitmap = BitmapFactory.decodeStream(istr, null, opt);
} catch (IOException e) {
return null;
}
return bitmap;
}
The sample factor can be extracted using something like this:
DisplayMetrics metrics = new DisplayMetrics();
// not sure if this is just testing or necessary for metrics
getActivity().getWindowManager().getDefaultDisplay()
.getMetrics(metrics);
// factor (adjust in your app)
int sampleFactorDensity = Math.round(960 / metrics.densityDpi);
currPosMarker = MyTools.getBitmapFromAsset(this.getActivity(),
"marker_azure.png", sampleFactorDensity);

combining two png files in android

I have two png image files that I would like my android app to combine programmatically into one png image file and am wondering if it is possible to do so? if so, what I would like to do is just overlay them on each other to create one file.
the idea behind this is that I have a handful of png files, some with a portion of the image on the left with the rest transparent and the others with an image on the right and the rest transparent. and based on user input it will combine the two to make one file to display. (and i cant just display the two images side by side, they need to be one file)
is this possible to do programmatically in android and how so?
I've been trying to figure this out for a little while now.
Here's (essentially) the code I used to make it work.
// Get your images from their files
Bitmap bottomImage = BitmapFactory.decodeFile("myFirstPNG.png");
Bitmap topImage = BitmapFactory.decodeFile("myOtherPNG.png");
// As described by Steve Pomeroy in a previous comment,
// use the canvas to combine them.
// Start with the first in the constructor..
Canvas comboImage = new Canvas(bottomImage);
// Then draw the second on top of that
comboImage.drawBitmap(topImage, 0f, 0f, null);
// comboImage is now a composite of the two.
// To write the file out to the SDCard:
OutputStream os = null;
try {
os = new FileOutputStream("/sdcard/DCIM/Camera/" + "myNewFileName.png");
comboImage.compress(CompressFormat.PNG, 50, os)
} catch(IOException e) {
e.printStackTrace();
}
EDIT :
there was a typo,
So, I've changed
image.compress(CompressFormat.PNG, 50, os)
to
bottomImage.compress(CompressFormat.PNG, 50, os)
You can do blending. This is not particular to Android. It's just universal image processing.
EDIT:
You may find these articles & samples & code useful:
http://www.jhlabs.com/ip/
http://kfb-android.blogspot.com/2009/04/image-processing-in-android.html
http://code.google.com/p/jjil/
Image Processing on Android
I use this code
private class PhotoComposition extends AsyncTask<Object, Void, Boolean> {
private String pathSave;//path save combined images
#Override
protected Boolean doInBackground(Object... objects) {
List<String> images = (List<String>) objects[0]; //lsit of path iamges
pathSave = (String) objects[1];//path save combined images
if (images.size() == 0) {
return false;
}
List<Bitmap> bitmaps = new ArrayList<>();
for (int i = 0; i < images.size(); i++) {
bitmaps.add(BitmapFactory.decodeFile( images.get(i)));
}
int width = findWidth(bitmaps);//Find the width of the composite image
int height = findMaxHeight(bitmaps);//Find the height of the composite image
Bitmap combineBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);//create bitmap of composite image
combineBitmap.eraseColor(Color.parseColor("#00000000")); //bcakgraound color of composite image
Bitmap mutableCombineBitmap = combineBitmap.copy(Bitmap.Config.ARGB_8888, true);//create mutable bitmap to create canvas
Canvas canvas = new Canvas(mutableCombineBitmap);// create canvas to add bitmaps
float left = 0f;
for (int i = 0; i < bitmaps.size(); i++) {
canvas.drawBitmap(bitmaps.get(i), left, 0f, null);//Taking photos horizontally
left += bitmaps.get(i).getWidth();//Take right to the size of the previous photo
}
OutputStream outputStream = null;
try {
outputStream = new FileOutputStream(pathSave);//path of save composite image
mutableCombineBitmap.compress(Bitmap.CompressFormat.PNG, 80, outputStream);
} catch (IOException e) {
e.printStackTrace();
return false;
}
return true;
}
#Override
protected void onPostExecute(Boolean isSave) {
if (isSave) {
//iamge save on pathSave
Log.i("PhotoComposition", "onPostExecute: " + pathSave);
}
super.onPostExecute(isSave);
}
private int findMaxHeight(List<Bitmap> bitmaps) {
int maxHeight = Integer.MIN_VALUE;
for (int i = 0; i < bitmaps.size(); i++) {
if (bitmaps.get(i).getHeight() > maxHeight) {
maxHeight = bitmaps.get(i).getHeight();
}
}
return maxHeight;
}
private int findWidth(List<Bitmap> bitmaps) {
int width = 0;
for (int i = 0; i < bitmaps.size(); i++) {
width += bitmaps.get(i).getWidth();
}
return width;
}
USAGE
List<String> images = new ArrayList<>();
images.add("/storage/emulated/0/imageOne.png");//path of image in storage
images.add("/storage/emulated/0/imageTwo.png");
// images.add("/storage/emulated/0/imageThree");
// ... //add more images
String pathSaveCombinedImage = "/storage/emulated/0/CombinedImage.png";//path save result image
new PhotoComposition().execute(images, pathSaveCombinedImage);
And the result of using the above code will be as follows
You may wish to look into the Canvas object, which would make it easy to do other drawing operations as well. You can just draw your bitmaps onto a canvas where you want them, then save the resulting bitmap.
If they have transparent sections, then if you draw one on top of the other, only the non-transparent portions will overlap. It will be up to you to arrange the bitmaps however you like.
For the separate issue of re-saving your image to a png, use bitmap.compress().
Try this .
public Bitmap mergeBitmap(Bitmap frame, Bitmap img){
Bitmap bmOverlay = Bitmap.createBitmap(frame.getWidth(), frame.getHeight(), frame.getConfig());
Canvas canvas = new Canvas(bmOverlay);
canvas.drawBitmap(img, 0, 0, null);
canvas.drawBitmap(frame, new Matrix(), null);
return bmOverlay;
}
Returns a bitmap image
Pass two bitmap images to your function as shown below
Bitmap img= mergeBitmap(imgone, imagetwo);
See the entire post or also see merge multiple images in android programmatically

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