Android change opacity only on a region of bitmap - android

I would like to create a brush effect, which when the user drags his/her finger on the screen, the brush only changes the alpha of the image/bitmap below. For example, if the brush opacity is set to 50%, then applying brush should
Set the alpha/opacity of that region, only that region not the whole bitmap.
Leave the underlying colors of the bitmap region unchanged.
That is, the brush should only affect the alpha transparency not the color. I am starting with the following code:
public class DrawingView extends View {
//drawing path
private Path drawPath;
//drawing and canvas paint
private Paint drawPaint, canvasPaint;
//initial color
private int paintColor = 0xFFFF0000, paintAlpha = 255;
//canvas
private Canvas drawCanvas;
//canvas bitmap
private Bitmap canvasBitmap;
//constructor
public DrawingView(Context context, AttributeSet attrs){
super(context, attrs);
setupDrawing();
}
//prepare drawing
private void setupDrawing(){
drawPath = new Path();
drawPaint = new Paint();
drawPaint.setColor(paintColor);
drawPaint.setAntiAlias(true);
drawPaint.setStrokeWidth(50);
drawPaint.setStyle(Paint.Style.STROKE);
drawPaint.setStrokeJoin(Paint.Join.ROUND);
drawPaint.setStrokeCap(Paint.Cap.ROUND);
canvasPaint = new Paint(Paint.DITHER_FLAG);
}
//view assigned size
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
canvasBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
drawCanvas = new Canvas(canvasBitmap);
}
//draw view
#Override
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(canvasBitmap, 0, 0, canvasPaint);
canvas.drawPath(drawPath, drawPaint);
}
//respond to touch interaction
#Override
public boolean onTouchEvent(MotionEvent event) {
float touchX = event.getX();
float touchY = event.getY();
//respond to down, move and up events
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
drawPath.moveTo(touchX, touchY);
break;
case MotionEvent.ACTION_MOVE:
drawPath.lineTo(touchX, touchY);
break;
case MotionEvent.ACTION_UP:
drawPath.lineTo(touchX, touchY);
drawCanvas.drawPath(drawPath, drawPaint);
drawPath.reset();
break;
default:
return false;
}
//redraw
invalidate();
return true;
}
//return current alpha
public int getPaintAlpha(){
return Math.round((float)paintAlpha/255*100);
}
//set alpha
public void setPaintAlpha(int newAlpha){
paintAlpha=Math.round((float)newAlpha/100*255);
drawPaint.setColor(paintColor);
drawPaint.setAlpha(paintAlpha);
}
}
As you have noticed, this brush needs to have a fill color. That is what want to avoid. I need a brush with transparency, but not color.
If there is another method to achieve the object, that is fine.

Setting an absolute alpha value is likely going to involve some pixel-twiddling in the bitmap.
The closest Porter-Duff mode for what you want is DST_OUT, which will act like an eraser.
Try this code and see if it comes close:
drawPaint.setColor(Color.BLACK); // the color doesn't really matter
drawPaint.setAlpha(255 - alpha); // inverse of the alpha result you want
drawPaint.setXferMode(new PorterDuffXfermode(PorterDuff.Mode.DST_OUT));
What this is going to do is make the image pixels lighter and lighter every time you draw over the same spot, which probably isn't what you want. In which case you would have to get more complicated and draw the color+alpha paths onto a separate bitmap, then draw that bitmap over your image bitmap using PorterDuff.Mode.DST_OUT.
It's unfortunate that you can't simply implement a custom ColorFilter that will do exactly what you want. All those graphics operations happen in native space and Google doesn't want us mere mortals messing with that stuff.

Related

Change coordinates of RectF after canvas rotate

I used this code to draw text vertically.
RectF rectF2 = new RectF();
matrix.mapRect(rectF2, bounds);
canvas.save();
canvas.rotate(90, rectF2.right, rectF2.top);
canvas.drawText(text, rectF2.left, rectF2.bottom, mTextPaint);
canvas.restore();
This works well, but I want to change the coordinates as well. Because later I tap on the object and do the drag and drop.
Now the problem is, As you see in the following image, the coordinates are drawn as rectangle. So when I tap on that rectangle area can only be able to move around the text on canvas.
So I want to rotate the original coordinates as well when I rotate the canvas. I tried matrix.setRotate But I can't able to achieve what I want.
In onDraw(), you can transform your canvas using a matrix.
And in onTouch(), you can transform-back the screen coordinates using the matrix inverse.
private static class MyView extends View {
private final Paint texPaint = new Paint(){{
setTextSize(60);
setColor(Color.BLACK);
}};
private final Paint rectPaint = new Paint(){{
setStrokeWidth(20);
setColor(Color.RED);
setStyle(Paint.Style.STROKE);
}};
private final Matrix matrix = new Matrix();
private final RectF rect = new RectF(0, 0, 400, 150);
public MyView(Context context) {
super(context);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
matrix.reset();
matrix.postRotate(45);
matrix.postScale(1.5f, 1.5f, 0, 0);
matrix.postTranslate(w/2, h/2);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.save();
canvas.concat(matrix);
canvas.drawRect(rect, rectPaint);
//Bottom line of the drawn text is at y, if you want the text to inside the rect
// increase the y by the text height, textHeight is the textSize
canvas.drawText("SomeText", 0, texPaint.getTextSize(), texPaint);
canvas.restore();
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getActionMasked() == MotionEvent.ACTION_UP) {
float x = event.getX();
float y = event.getY();
Toast.makeText(getContext(), isInsideRegion(x, y) ? "Inside" : "Outside", Toast.LENGTH_SHORT).show();
}
return true;
}
private boolean isInsideRegion(float x, float y) {
Matrix invertedMatrix = new Matrix();
if (!matrix.invert(invertedMatrix)) {
throw new RuntimeException("Matrix can't be inverted");
}
float[] point = {x, y};
invertedMatrix.mapPoints(point);
return rect.contains(point[0], point[1]);
}
}
Well, if you want drag objects in this view, you probably need to create ViewGroup and place objects as Views. Because all of your object drawn on canvas you can't tap and drag on them.
You can rotate, translate, and resize views and also intercept touch events on them to perform dragging
Your solution works only like Image with text and, if I understand you correctly, you can't do with them what you want

Android: painting over background picture in canvas

I try to hide a picture and show interactively its portions when user touches a screen. I tried numerous approaches like having background view that is overlapsed with views that I will make transparent which somehow worked. A final solution shall be a single custom view which will give me more painting flexibility.
Activity:
hiddenPicture.setBackgroundResource(R.drawable.picture);
View:
init()
eraserPaint = new Paint();
eraserPaint.setColor(Color.TRANSPARENT);
// eraserPaint.setAlpha(0);
eraserPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
veilPaint = new Paint();
veilPaint.setColor(Color.GRAY);
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawRect(0, 0, w, h, veilPaint);
canvas.drawOval(new RectF(20, 20, 220, 220), eraserPaint);
}
The problem is that the oval is black. I found tons of similar questions but I am too junior in Android to apply them to my case. What shall I do to erase oval in grey veil and show background picture? Thank you.
Update:
I found nice blog: http://www.41post.com/4794/programming/android-rendering-a-path-with-a-bitmap-fill
I recycled it to my code:
fillBMP = BitmapFactory.decodeResource(context.getResources(), R.drawable.picture);
fillBmpShader = new BitmapShader(fillBMP, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
eraserPaint.setColor(0xFFFFFFFF);
eraserPaint.setStyle(Paint.Style.FILL);
eraserPaint.setShader(fillBmpShader);
It seemed to work but the problem is that it does not scale the image used as brush. Is really the only solution to implement onDraw() this way:
Paint the picture
Paint the veil except uncovered parts
I worry about the performance. I do not want to paint complete screen after each user interaction. I would prefer to repaint only relevant parts. Is this even possible or am I over-optimizing already?
I have to maintain and paint two bitmaps - one for background and second for veil with transparent hollows:
private void setupDrawing() {
eraserPaint = new Paint();
eraserPaint.setColor(Color.TRANSPARENT);
eraserPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
veilPaint = new Paint();
veilPaint.setColor(Color.GREEN);
canvasPaint = new Paint(Paint.DITHER_FLAG);
}
// http://developer.android.com/training/custom-views/custom-drawing.html
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
canvasBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
drawCanvas = new Canvas(canvasBitmap);
drawCanvas.drawRect(0, 0, w, h, veilPaint);
}
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(fillBitmap, 0, 0, canvasPaint);
canvas.drawBitmap(canvasBitmap, 0, 0, canvasPaint);
}
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_MOVE) {
drawCanvas.drawCircle(event.getX(), event.getY(), 150, eraserPaint);
invalidate();
}
return true;
}

Is a bitmap required for drawing text on path in Android?

I created a function to draw a text on a path:
public void drawText(float x, float y, String text) {
Log.i("DRAWING", "drawText");Typeface.BOLD);
mPath.reset();
mPath.moveTo(x, y);
mPath.lineTo(x+200,y);
Paint textPaint = new Paint();
textPaint.setColor(Color.RED);
textPaint.setTextSize(20f);
textPaint.setAntiAlias(true);
textPaint.setStrokeWidth(5f);
textPaint.setStyle(Paint.Style.FILL);
mCanvas.drawTextOnPath(text, mPath, 0, 0, textPaint);
setLayerType(View.LAYER_TYPE_SOFTWARE, null);
paths.add(mPath);
invalidate();
}
I set a Bitmap like this:
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh)
{
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas();
mCanvas.setBitmap(mBitmap);
reset();
}
Question:
When I set a bitmap, it works fine and the text appears on the ImageView, but when I don't, just a white line appears and not the text.
Do I have to use a Bitmap to draw text on path with drawTextOnPath ? Because I want to use only paths (all works fine except text, like it needed a Bitmap).
So a Bitmap is mandatory to draw text with drawTextOnPath.
The text won't appear if there is no Bitmap.
For those who, like me, implemented a Undo/Redo functionnality, I guess you have to save both paths and bitmaps to allow user to go back and forward.

Background image color detection with Android Paint

When I start painting , it colors the whole background , I mean it should only paint the white spots.
Application screenshot is as follows.
Using Android Paint ,I want to paint only white spots on background-drawable[Panda] and skip any other color.
onDraw() function is:
protected void onDraw(Canvas canvas) {
canvas.drawPath(path, paint);
canvas.drawPath(circlePath, circlePaint);
for (Pair<Path,Integer> path_clr : path_color_list ){
paint.setColor(path_clr.second);
canvas.drawPath( path_clr.first, paint);
}
for (Pair<Path,Integer> path_clr : circular_path_color_list ){
circlePaint.setColor(path_clr.second);
canvas.drawPath( path_clr.first, paint);
}
}
and onTouchEvent function is:
public boolean onTouchEvent(MotionEvent event) {
float pointX = event.getX();
float pointY = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
circlePath.reset();
path.moveTo(pointX, pointY);
return true;
case MotionEvent.ACTION_MOVE:
path.lineTo(pointX, pointY);
circlePath.reset();
circlePath.addCircle(pointX, pointY, 10, Path.Direction.CW);
break;
case MotionEvent.ACTION_UP:
circlePath.reset();
break;
default:
return false;
}
postInvalidate();
return true;
}
The thing you're describing is called masking. You need a mask (white areas) and a masked image (your strokes). When drawing, you have to use the mask to cut your strokes to a shape of the mask. It can be done using PorterDuff modes. See the pseudocode:
Bitmap panda;
Bitmap whiteAreas;
Bitmap strokes;
Canvas strokesCanvas;
Paint paint;
private void init() {
strokesCanvas = new Canvas(strokes);
paint = new Paint();
}
private void addStroke(Path stroke){
paint.setXfermode(null);
strokesCanvas.drawPath(stroke,paint);
invalidate();
}
#Override
public void draw(Canvas canvas) {
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
strokesCanvas.drawBitmap(whiteAreas,0,0,paint);
paint.setXfermode(null);
canvas.drawBitmap(panda,0,0,paint);
canvas.drawBitmap(strokes,0,0,paint);
}
See the link for more info: http://ssp.impulsetrain.com/porterduff.html
EDIT: Here's an image how it works. Blue areas should be transparent. Multiplication between the mask and the strokes is what's called masking.

Android - Touch to erase portions of foreground ImageView to expose background View

So I've been struggling with this for a better part of a day. Suppose I have a custom ImageView that I want to overlay over a background View (both within a RelativeLayout), which when touched, it erases portions of the View's source bitmap like an erase tool in MS Paint, exposing the View below it. I've checked pretty much all of the threads (like this one) and they suggest to use PorterDuff SRC Mode in the Paint object as well as creating a Canvas out out the ARGB_8888 shadow copy of the source bitmap to apply the masking.
Also, I can't set the source of the overlay ahead of time since I have to download it over the network so that the ImageView's scale type takes care of the scaling for me.
Every time I override onDraw, when I apply the erase on the IV's Bitmap, it unveils a black background instead of the view below it, even though I set the background to transparent. So I'm at my last rope as to what to do in order to unveil the background view.
Here's what I have so far:
view constructor:
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
paint.setColor(Color.TRANSPARENT);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeWidth(STROKE_WIDTH);
paint.setAntiAlias(true);
overrode setImageBitmap to set my canvas from my re-configed source bitmap:
public void setImageBitmap(Bitmap bitmap){
super.setImageBitmap(bitmap);
Drawable bd = getDrawable();
if(bd == null){
return;
}
Bitmap fullSizeBitmap = ((BitmapDrawable) bd).getBitmap();
overlay = fullSizeBitmap.copy(Config.ARGB_8888, true);
c2 = new Canvas(overlay);
}
onDraw method:
protected void onDraw(Canvas canvas) {
/*
* Override paint call by re-drawing the view's Bitmap first, then overlaying our path on top of it
*/
Drawable bd = getDrawable();
if(bd == null){
return;
}
Bitmap fullSizeBitmap = ((BitmapDrawable) bd).getBitmap();
if(fullSizeBitmap != null && c2 != null){
canvas.drawColor(Color.TRANSPARENT);
c2.drawBitmap(fullSizeBitmap, 0, 0, null);
c2.drawPath(path, paint);
canvas.drawBitmap(overlay, 0, 0, null);
}
}
I know this is a really old question but here is what I did to fix a similar problem I had. Maybe it helps someone in the future.
From API level 11 and up you have to specify this piece of code for your ImageView to unveil the image in the back and not a black area.
if (Build.VERSION.SDK_INT >= 11) {
imageview.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
}
This helped me displaying the back image successfully
Can you try this solution it will help you with the erasing images in android on touch .. Or download a demo example
public class MainActivity extends Activity {
Bitmap bp;
Canvas bitmapCanvas;
DrawView drawImg;
LinearLayout ln1;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
ln1 = (LinearLayout) findViewById(R.id.ln1);
drawImg = new DrawView(this);
ln1.addView(drawImg);
}
public class DrawView extends View implements View.OnTouchListener {
private int x = 0;
private int y = 0;
Bitmap bitmap;
Path circlePath;
Paint circlePaint;
private final Paint paint = new Paint();
private final Paint eraserPaint = new Paint();
public DrawView(Context context){
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
this.setOnTouchListener(this);
// Set background
this.setBackgroundColor(Color.CYAN);
bp = BitmapFactory.decodeResource(getResources(), R.drawable.bg);
// Set bitmap
bitmap = Bitmap.createBitmap(320, 480, Bitmap.Config.ARGB_8888);
bitmapCanvas = new Canvas();
bitmapCanvas.setBitmap(bitmap);
bitmapCanvas.drawColor(Color.TRANSPARENT);
bitmapCanvas.drawBitmap(bp, 0, 0, null);
circlePath = new Path();
circlePaint = new Paint();
circlePaint.setAntiAlias(true);
circlePaint.setColor(Color.BLUE);
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStrokeJoin(Paint.Join.MITER);
circlePaint.setStrokeWidth(4f);
// Set eraser paint properties
eraserPaint.setAlpha(0);
eraserPaint.setStrokeJoin(Paint.Join.ROUND);
eraserPaint.setStrokeCap(Paint.Cap.ROUND);
eraserPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
eraserPaint.setAntiAlias(true);
}
#Override
public void onDraw(Canvas canvas) {
canvas.drawBitmap(bitmap, 0, 0, paint);
bitmapCanvas.drawCircle(x, y, 30, eraserPaint);
canvas.drawPath(circlePath, circlePaint);
}
public boolean onTouch(View view, MotionEvent event) {
x = (int) event.getX();
y = (int) event.getY();
bitmapCanvas.drawCircle(x, y, 30, eraserPaint);
circlePath.reset();
circlePath.addCircle(x, y, 30, Path.Direction.CW);
int ac=event.getAction();
switch(ac){
case MotionEvent.ACTION_UP:
Toast.makeText(MainActivity.this, String.valueOf(x), Toast.LENGTH_SHORT).show();
circlePath.reset();
break;
}
invalidate();
return true;
}
}
}

Categories

Resources