How to create a glowing selector for RecyclerView? - android

I need to make RecyclerView's items glowing when they are focused.
Like this
9 patch isn't a proper solution because images that have transparency aren't always square.

Using the code from this answer I've created a utils class.
public class GlowEffectUtils {
#NonNull
public static Drawable createSelector(#NonNull Resources resources, #NonNull View view) {
Bitmap glow = createGlow(view);
StateListDrawable selector = new StateListDrawable();
BitmapDrawable glowDrawable = new BitmapDrawable(resources, glow);
selector.addState(new int[]{android.R.attr.state_focused}, glowDrawable);
return selector;
}
#NonNull
private static Bitmap createGlow(#NonNull View view) {
int glowRadius = 15;
int glowColor = Color.rgb(255, 255, 255);
Bitmap src = createBitmap(view);
Bitmap alpha = src.extractAlpha();
Bitmap bmp = Bitmap.createBitmap(src.getWidth(), src.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bmp);
Paint paint = new Paint();
paint.setColor(glowColor);
paint.setMaskFilter(new BlurMaskFilter(glowRadius, BlurMaskFilter.Blur.OUTER));
canvas.drawBitmap(alpha, 0, 0, paint);
return bmp;
}
#NonNull
private static Bitmap createBitmap(View v) {
Bitmap b = Bitmap.createBitmap(v.getWidth(), v.getHeight(), Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
v.draw(c);
return b;
}
}
And set it like this:
Resources resources = itemView.getContext().getResources();
Drawable selector = GlowEffectUtils.createSelector(resources, itemView);
itemView.setBackground(selector);

Related

How to corp a picture into any shape via a template in android?

I wanted to know if it was possible to crop a picture to any other shape not just square, rectangle or circle.
Basically what I am looking for is that, the user can select a template of a png file (already present) and it cuts the picture in that shape.
Check out this code:
public class MainActivity extends AppCompatActivity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
final ImageView imageViewPreview = (ImageView) findViewById(R.id.imageview_preview);
new Thread(new Runnable() {
#Override
public void run() {
final Bitmap source = BitmapFactory.decodeResource(MainActivity.this.getResources(),
R.drawable.source);
final Bitmap mask = BitmapFactory.decodeResource(MainActivity.this.getResources(),
R.drawable.mask);
final Bitmap croppedBitmap = cropBitmap(source, mask);
runOnUiThread(new Runnable() {
#Override
public void run() {
imageViewPreview.setImageBitmap(croppedBitmap);
}
});
}
}).start();
}
private Bitmap cropBitmap(final Bitmap source, final Bitmap mask){
final Bitmap croppedBitmap = Bitmap.createBitmap(
source.getWidth(), source.getHeight(),
Bitmap.Config.ARGB_8888);
final Canvas canvas = new Canvas(croppedBitmap);
canvas.drawBitmap(source, 0, 0, null);
final Paint maskPaint = new Paint();
maskPaint.setXfermode(
new PorterDuffXfermode(PorterDuff.Mode.DST_OUT));
canvas.drawBitmap(mask, 0, 0, maskPaint);
return croppedBitmap;
}
}
The main function is the "cropBitmap" function. Basically it receives two bitmaps, a source and a mask, and then it "crops" the source bitmap using the mask's shape.
This is my source bitmap:
This is the mask bitmap:
And this is the result:
Also, check out this great presentation, this might help you too: Fun with Android shaders and filters

Android Create Drawable Image With Code

I need to be able to create a custom image through code, and then set that image to an imageview
I want this image to have a solid background colour, a title and an icon.
I want it to be customisable so that I can call to create an image with values
for example
createImage(String bckgColourHex, String title, int iconResource){
// create image using value here
return image.
}
Then I can use the drawable to set it to my imageView
This is what I am trying so far
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
ImageView image = (ImageView) findViewById(R.id.imageView1);
BitmapDrawable customImage = writeOnDrawable(R.drawable.background_gradient, "TEXT GOES HERE");
image.setBackgroundDrawable(customImage);
}
public BitmapDrawable writeOnDrawable(int drawableId, String text){
Bitmap bm = BitmapFactory.decodeResource(getResources(), drawableId).copy(Bitmap.Config.ARGB_8888, true);
Paint paint = new Paint();
paint.setStyle(Style.FILL);
paint.setColor(Color.BLACK);
paint.setTextSize(20);
Canvas canvas = new Canvas(bm);
canvas.drawText(text, 0, bm.getHeight()/2, paint);
return new BitmapDrawable(bm);
}
Thank you
public static Drawable makeBorderedDrawable(Context mContext, int width, String xCode, Boolean unAvail) {
Paint p = new Paint();
Bitmap bkg = null;
final int FULL_ALPHA = 0xFF123456; // of whatever color you want
int pixel = FULL_ALPHA;
// first create a mutable bitmap
bkg = Bitmap.createBitmap(width, width, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(bkg);
p.setColor(pixel);
c.drawCircle(width / 2, width / 2, width / 2, p);
// or draw rect, or lines, or drawtext....or whatever
return new BitmapDrawable(mContext.getResources(), bkg);
// or you could return a Bitmap if you prefer.
}

Android CoverFlow is not work perfactly in SONY S tablet with same code

I am trying to implement the CoverFlow. Using the same code in other devices looks perfect but in SONY S Tablet its not looking propering. I attached below screenshot of SONY S. I have used Android 4.0 in my demo.
I am not able to understand the problem. Is is device oriented or is any problem in my code?
If anyone can understand then please let me know.
Thanks in advance.
My code below
public class CoverFlowExample extends Activity
{
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
CoverFlow coverFlow;
coverFlow = new CoverFlow(this);
coverFlow.setAdapter(new ImageAdapter(this));
ImageAdapter coverImageAdapter = new ImageAdapter(this);
coverImageAdapter.createReflectedImages();
coverFlow.setAdapter(coverImageAdapter);
coverFlow.setSpacing(-50);
coverFlow.setSelection(8, true);
setContentView(coverFlow);
//Use this if you want to use XML layout file
//setContentView(R.layout.main);
//coverFlow = (CoverFlow) findViewById(R.id.coverflow);
}
public class ImageAdapter extends BaseAdapter
{
int mGalleryItemBackground;
private Context mContext;
// private FileInputStream fis;
private Integer[] mImageIds =
{
R.drawable.kasabian_kasabian,
R.drawable.starssailor_silence_is_easy,
R.drawable.killers_day_and_age,
R.drawable.garbage_bleed_like_me,
R.drawable.death_cub_for_cutie_the_photo_album,
R.drawable.kasabian_kasabian,
R.drawable.massive_attack_collected,
R.drawable.muse_the_resistance,
R.drawable.starssailor_silence_is_easy
};
private ImageView[] mImages;
public ImageAdapter(Context c)
{
mContext = c;
mImages = new ImageView[mImageIds.length];
}
public boolean createReflectedImages()
{
//The gap we want between the reflection and the original image
final int reflectionGap = 4;
int index = 0;
for (int imageId : mImageIds)
{
Bitmap originalImage = BitmapFactory.decodeResource(getResources(),
imageId);
int width = originalImage.getWidth();
int height = originalImage.getHeight();
//This will not scale but will flip on the Y axis
Matrix matrix = new Matrix();
matrix.preScale(1, -1);
//Create a Bitmap with the flip matrix applied to it.
//We only want the bottom half of the image
Bitmap reflectionImage = Bitmap.createBitmap(originalImage, 0, height/2, width, height/2, matrix, false);
//Create a new bitmap with same width but taller to fit reflection
Bitmap bitmapWithReflection = Bitmap.createBitmap(width
, (height + height/2), Config.ARGB_8888);
//Create a new Canvas with the bitmap that's big enough for
//the image plus gap plus reflection
Canvas canvas = new Canvas(bitmapWithReflection);
//Draw in the original image
canvas.drawBitmap(originalImage, 0, 0, null);
//Draw in the gap
Paint deafaultPaint = new Paint();
canvas.drawRect(0, height, width, height + reflectionGap, deafaultPaint);
//Draw in the reflection
canvas.drawBitmap(reflectionImage,0, height + reflectionGap, null);
//Create a shader that is a linear gradient that covers the reflection
Paint paint = new Paint();
LinearGradient shader = new LinearGradient(0, originalImage.getHeight(), 0,
bitmapWithReflection.getHeight() + reflectionGap, 0x70ffffff, 0x00ffffff,
TileMode.CLAMP);
//Set the paint to use this shader (linear gradient)
paint.setShader(shader);
//Set the Transfer mode to be porter duff and destination in
paint.setXfermode(new PorterDuffXfermode(Mode.DST_IN));
//Draw a rectangle using the paint with our linear gradient
canvas.drawRect(0, height, width,
bitmapWithReflection.getHeight() + reflectionGap, paint);
ImageView imageView = new ImageView(mContext);
imageView.setImageBitmap(bitmapWithReflection);
imageView.setLayoutParams(new CoverFlow.LayoutParams(120, 180));
imageView.setScaleType(ScaleType.MATRIX);
mImages[index++] = imageView;
}
return true;
}
public int getCount() {
return mImageIds.length;
}
public Object getItem(int position) {
return position;
}
public long getItemId(int position) {
return position;
}
public View getView(int position, View convertView, ViewGroup parent) {
//Use this code if you want to load from resources
//ImageView i = new ImageView(mContext);
//i.setImageResource(mImageIds[position]);
//i.setLayoutParams(new CoverFlow.LayoutParams(130, 130));
//i.setScaleType(ImageView.ScaleType.MATRIX);
//return i;
return mImages[position];
}
/** Returns the size (0.0f to 1.0f) of the views
* depending on the 'offset' to the center. */
public float getScale(boolean focused, int offset) {
/* Formula: 1 / (2 ^ offset) */
return Math.max(0, 1.0f / (float)Math.pow(2, Math.abs(offset)));
}
}
}
Output in SONY S
you need to call child.invalidate() in offsetChildrenLeftAndRight() method. Or where you are setting your imageview to center child call this method.

Draw a bitmap tiled across a Rect android

I am attempting to draw a bitmap along a rectangle, but I am not sure how to go about it. Is there a way to tile a bitmap along a Rect object using a paint property or something? I have looked, but I can't find anything that makes it do what I need it too, most of the tiling options won't tile it for a specific instance, they tile it along the entire screen, so everything using that bitmap ends up having one big bitmap tiling along all of them at the same time, without scrolling or anything.
Any ideas? If you need more info let me know, its kind of a weird question so I know I probably didn't mention something important.
William
There are a couple ways that you can attack this. I'll outline two of them here...
One way:
You can define a BitmapDrawable around the Bitmap. Set its TileMode to repeat. Give it some bounds via setBounds(rect) where rect is your Rect instance.
Here's a brief example using a View onDraw as context:
public class MyView extends View {
Rect rect;
Bitmap mBitmap;
BitmapDrawable mDrawable;
public MyView(Context context) {
super(context);
rect = new Rect(0, 0, 100, 100);
mBitmap = loadBitmap();
mDrawable = new BitmapDrawable(context.getResources(), mBitmap);
mDrawable.setTileModeXY(TileMode.REPEAT, TileMode.REPEAT);
mDrawable.setBounds(rect);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
mDrawable.draw(canvas);
}
public Bitmap loadBitmap() {
// included only for example sake
Paint paint = new Paint();
paint.setColor(Color.RED);
Bitmap bm = Bitmap.createBitmap(10, 10, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bm);
canvas.drawRect(0,0,10,10, paint);
paint.setStyle(Style.STROKE);
paint.setColor(Color.BLUE);
canvas.drawRect(0, 0, 9, 9, paint);
return bm;
}
}
Note:
You can also define a BitmapDrawable in xml instead of doing it in code.
Also, if you know that a drawable you are loading via getResources().getDrawable(resourceId) is indeed just a Bitmap, you can cast it to a BitmapDrawable and set the TileMode there. A la:
public class MyView extends View {
Rect rect;
BitmapDrawable mDrawable;
public MyView(Context context) {
super(context);
rect = new Rect(0, 0, 400, 240);
mDrawable = (BitmapDrawable) context.getResources().getDrawable(R.drawable.ic_launcher);
mDrawable.setTileModeXY(TileMode.REPEAT, TileMode.REPEAT);
mDrawable.setBounds(rect);
this.setBackgroundDrawable(context.getResources().getDrawable(R.drawable.ic_launcher));
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
mDrawable.draw(canvas);
}
}
This example shows the background being stretched, and a tiled version being draw over top of it.
Another way:
Loop in the x and y direction and repeatedly draw the bitmap into the rect:
public class MyView extends View {
Rect rect;
Bitmap mBitmap;
public MyView(Context context) {
super(context);
rect = new Rect(0, 0, 100, 100);
mBitmap = loadBitmap();
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
final int bmWidth = mBitmap.getWidth();
final int bmHeight = mBitmap.getHeight();
for (int y = 0, height = rect.height(); y < height; y += bmHeight) {
for (int x = 0, width = rect.width(); x < width; x += bmWidth) {
canvas.drawBitmap(mBitmap, x, y, null);
}
}
}
public Bitmap loadBitmap() {
// included only for example sake
Paint paint = new Paint();
paint.setColor(Color.RED);
Bitmap bm = Bitmap.createBitmap(10, 10, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bm);
canvas.drawRect(0,0,10,10, paint);
paint.setStyle(Style.STROKE);
paint.setColor(Color.BLUE);
canvas.drawRect(0, 0, 9, 9, paint);
return bm;
}
}
I personally would go for the first (BitmapDrawable) method.
You can do it just like BitmapDrawable does:
Define Paint with bitmap shader and then draw rectangle with that paint:
> Paint paint = new Paint();
> paint.setShader(new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT));
>
> canvas.drawRect(destRect, paint);

image adapter for coverflow

These are the activity and Image Adapter that I used for my CoverFlow. But I want to load all the images that I have saved in an sd card directory with this cover flow. How Can I do that? I have saved my images in an sd card directory called All. I want to load images from that folder. Any help is appreciated.
public class CoverFlowExample extends Activity {
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
CoverFlow coverFlow;
coverFlow = new CoverFlow(this);
coverFlow.setAdapter(new ImageAdapter(this));
ImageAdapter coverImageAdapter = new ImageAdapter(this);
coverImageAdapter.createReflectedImages();
coverFlow.setAdapter(coverImageAdapter);
coverFlow.setSpacing(-15);
coverFlow.setSelection(8, true);
setContentView(coverFlow);
//Use this if you want to use XML layout file
//setContentView(R.layout.main);
//coverFlow = (CoverFlow) findViewById(R.id.coverflow);
}
public class ImageAdapter extends BaseAdapter {
int mGalleryItemBackground;
private Context mContext;
private FileInputStream fis;
private Integer[] mImageIds = {
R.drawable.top,
R.drawable.bottom,
R.drawable.top,
R.drawable.bottom,
R.drawable.top,
R.drawable.bottom,
R.drawable.top,
R.drawable.bottom,
R.drawable.top
};
private ImageView[] mImages;
public ImageAdapter(Context c) {
mContext = c;
mImages = new ImageView[mImageIds.length];
}
public boolean createReflectedImages() {
//The gap we want between the reflection and the original image
final int reflectionGap = 7;
int index = 0;
for (int imageId : mImageIds) {
Bitmap originalImage = BitmapFactory.decodeResource(getResources(),
imageId);
int width = originalImage.getWidth();
int height = originalImage.getHeight();
//This will not scale but will flip on the Y axis
Matrix matrix = new Matrix();
matrix.preScale(1, -1);
//Create a Bitmap with the flip matrix applied to it.
//We only want the bottom half of the image
Bitmap reflectionImage = Bitmap.createBitmap(originalImage, 0, height/2, width, height/2, matrix, false);
//Create a new bitmap with same width but taller to fit reflection
Bitmap bitmapWithReflection = Bitmap.createBitmap(width
, (height + height/2), Config.ARGB_8888);
//Create a new Canvas with the bitmap that's big enough for
//the image plus gap plus reflection
Canvas canvas = new Canvas(bitmapWithReflection);
//Draw in the original image
canvas.drawBitmap(originalImage, 0, 0, null);
//Draw in the gap
Paint deafaultPaint = new Paint();
canvas.drawRect(0, height, width, height + reflectionGap, deafaultPaint);
//Draw in the reflection
canvas.drawBitmap(reflectionImage,0, height + reflectionGap, null);
//Create a shader that is a linear gradient that covers the reflection
Paint paint = new Paint();
LinearGradient shader = new LinearGradient(0, originalImage.getHeight(), 0,
bitmapWithReflection.getHeight() + reflectionGap, 0x70ffffff, 0x00ffffff,
TileMode.CLAMP);
//Set the paint to use this shader (linear gradient)
paint.setShader(shader);
//Set the Transfer mode to be porter duff and destination in
paint.setXfermode(new PorterDuffXfermode(Mode.DST_IN));
//Draw a rectangle using the paint with our linear gradient
canvas.drawRect(0, height, width,
bitmapWithReflection.getHeight() + reflectionGap, paint);
ImageView imageView = new ImageView(mContext);
imageView.setImageBitmap(bitmapWithReflection);
imageView.setLayoutParams(new CoverFlow.LayoutParams(120, 180));
imageView.setScaleType(ScaleType.MATRIX);
mImages[index++] = imageView;
}
return true;
}
public int getCount() {
return mImageIds.length;
}
public Object getItem(int position) {
return position;
}
public long getItemId(int position) {
return position;
}
public View getView(int position, View convertView, ViewGroup parent) {
//Use this code if you want to load from resources
// ImageView i = new ImageView(mContext);
//i.setImageResource(mImageIds[position]);
//i.setLayoutParams(new CoverFlow.LayoutParams(130, 130));
//i.setScaleType(ImageView.ScaleType.MATRIX);
//return i;
return mImages[position];
}
/** Returns the size (0.0f to 1.0f) of the views
* depending on the 'offset' to the center. */
public float getScale(boolean focused, int offset) {
/* Formula: 1 / (2 ^ offset) */
return Math.max(0, 1.0f / (float)Math.pow(2, Math.abs(offset)));
}
}
}
To know what files you want to load you can use (new File("/sdcard/All")).list(). To convert all those files to Bitmap you can use BitmapFactory.decodeFile(String pathName).

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