Android view clipping/subtracting - android

Is there any way in Android (from API 15) to clip/subtract views like masking in photoshop?
See the example below:
https://s31.postimg.org/d18lktjq3/index.jpg
The Red view is just a bold funny V shape, while the blue one is something more complex.
Note that in the red view, the striped part is transparent.
The result view i would like to obtain, is something like the blue big view, with the V shape of the second view, and anything above cut away.
Note that, in the final result, the space "inside" the V shape must be transparent.
Currently i achieve this effect using the two views one on top of the other (filling the gap in the V shape view), but this is not optimal because i have to know exactly what the other view is, and the summed up view is bigger than the source.
Thank you

In Android, this is done using Porter-Duff Transfer Modes.
Your best best for this is to have two overlay bitmaps: One that has the red V-shape, and a complementary bitmap that represents everything you want to cut out of the lower layer.
With a custom view, you override onDraw() to do these steps:
Draw the base (blue) bitmap
Draw the red stripe using Porter-Duff mode SRC_OVER
Draw the top V cutout using Porter-Duff mode CLEAR
Code would look something like this (assuming you have created the bitmaps and computed the x,y coordinates where you want to draw them):
Paint paint = new Paint();
paint.setAntiAlias(true);
canvas.drawBitmap(blue_base, blueX, blueY, paint);
// draw the red v on top of the blue part
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_OVER));
canvas.drawBitmap(red_v, redX, redY, paint);
// erase the unwanted pixels from the blue part
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
canvas.drawBitmap(cut_out, redX, redY, paint);
Here's an interesting tutorial to get you started: Punch a hole in a bitmap by using Android's porter-duff Xfer - TechRepublic

Related

create shadow for bitmap in custom view

I have a custom view wich contain some bitmaps and I want to set shadows for them, for that, I use this code:
shadowPaints=new Paint(Paint.ANTI_ALIAS_FLAG);
shadowPaints.setShadowLayer(10.0f, 3.0f, 2.0f, Color.BLACK);
canvas.drawBitmap(bmp, matrix, shadowPaints);
setLayerType(LAYER_TYPE_SOFTWARE, shadowPaints);
and my result is
as you can see my shadow actually is another bitmap with different x and y position but what I want is my shadow be a solid color
bitmap.
can anyone help me about this?
setShadowLayer is actually meant for putting shadows on text.
If you already know the bitmap you want to draw, you can just add a shadow in PhotoShop and draw the bitmap and shadow all at once.
If you don't want to do that, you could make a shadow by making a copy of the image, using a PorterDuff filter to make it all grey, use Renderscript to blur the image, and draw it on the canvas at an x,y offset before drawing the actual image on top of it.
Personally, I think PhotoShop is a lot easier.

How to create a circle clippath from an image?

Imagine that I have a rectangle image. How could I create a style like the next one?
I mean, cropping the image into a circle, add the border, the shadow and the gross /shine effect. Until now, I only have tried this snippet code to crop the image: Cropping circular area from bitmap in Android but just that. I have no idea how to do the remaining components in Android.
An easy way to achieve this effect is to use Canvas.drawCircle() and a BitmapShader:
BitmapShader s = new BitmapShader(myPhoto, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
Paint p = new Paint();
p.setShader(s);
myCanvas.drawCircle(centerX, centerY, radius, p);
To do the shadow, simply call Paint.setShadowLayer() on the paint (this will only work if you draw the effect into an offscreen Bitmap or if your View uses a software layer – set by calling View.setLayerType() –).
The border can be drawn by drawing another circle on top, using the Paint.Style.STROKE style (that you can set by calling Paint.setStyle()).
Finally you can draw the gloss by drawing a circle, oval or Path on top of your very first circle. You'll need to use a LinearGradient shader on your paint and you'll also need to clip the gloss. You can do this in two ways:
If you are drawing the entire effect into a Bitmap, which is what I would recommend, simply set the paint's Xfermode to a new PorterDuffXfermode(PorterDuff.Mode.SRC_IN).
If you are drawing the effect directly on screen you can simply use Canvas.clipPath() to set a circular clip. Note that this will work with hardware acceleration only as of Android 4.3.

Android Canvas Paint Arc Border

I am drawing an arc with a border by painting two arcs, one over the other the first being slightly larger.
The issue is with "slightly larger" this can end up with the border not always being even all the way round.
Both the arcs I am drawing have the same radius, I simply make it larger by adding a degree to the start and two degrees to the end (necessary to ensure the borders on either end of the arc are equal) and increasing the stroke width.
In the supplied picture the thicker border edge is the smallest I can possibly make it while it is still visible. (-1 degree off the inner arc)
I have considered drawing the arc outline with four separate calls two straight lines for either end and two arcs. This seems quite inefficient for what I want to achieve.
I am wondering if anyone has any suggestions about how else I could draw a border thats even, minimizing the number of draw/canvas rotation calls if possible.
Relevant code sample for current solution:
Paint mOutlinePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
Paint mFillPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mFillPaint.setStyle(Style.STROKE);
mFillPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC));
mFillPaint.setColor(Color.TRANSPARENT);
mFillPaint.setStrokeWidth(mValueWidth);
mOutlinePaint.setStyle(Style.STROKE);
mOutlinePaint.setStrokeWidth(mBorderWidth);
mOutlinePaint.setColor(Color.WHITE);
mRect.set(mHalfXSubRadius, mHalfYSubRadius, mHalfXAddRadius, mHalfYAddRadius);
canvas.drawArc(mRect, ARC_START-1, MAX_ARC+2, false, mOutlinePaint);
canvas.drawArc(mRect, ARC_START, MAX_ARC, false, mFillPaint);
U shouldnt make your arc bigger, instead try to draw the same sized arc (in white), X pixel right,down,up,left,corners as well (total of 8 drawings).
where X is the border size u want.
after that draw the main arc (in gray) in the middle.
psuedo code:
paint=white;
drawArc(x,y+2);
drawArc(x,y-2);
drawArc(x+2,y+2);
drawArc(x+2,y-2);
drawArc(x-2,y+2);
drawArc(x-2,y+2);
drawArc(x+2,y);
drawArc(x-2,y);
paint=gray;
drawArc(x,y);

Tell View which area to draw

My question may be a bit unclear, but I have extended the View class and generated a number of shapes on the canvas around (0,0). I want to put this point in the middle, so I have to tell the View that it has to draw horizontally, for example, from -640 to 640 on the x-axis and vertically, for example, from -360 to 360 on the y-axis.
Is there a way to tell the view that it has to draw these pixels without changing the coordinates of the drawn shapes. I just want to tell the view that it has to draw certain coordinates.
I want to be able to change dynamically which area is drawn.
I'm not 100% what you are trying to achieve, but if you want to move and scale your shapes, you can use the canvas translate or scale methods, to move the canvas to under your shapes. Remember that it is the canvas you translate, and not the shape, so the transformations will have to be done in reverse. You should also use the canvas save and restore methods to restore your canvas position between transformations.
If you instead want to limit any drawing to an area, you can use the canvas clip-methods, for example:
canvas.clipRect(-640, -360, 640, 360);
Would case any drawing outside that rectangle to be discarded.

Custom Image View

I have this image that comes back from an API, which represents the users avatar:
However, my graphics department has designed the app to mask the image to make it look like this at runtime (to match our existing design of sharp edges, etc):
Notice the small edge cutout on the bottom left?
I'd love to be able to create a custom ImageView that handled this for me. Unfortunately I'm not sure how to go about doing that. How can I create the bottom image in a custom ImageView. Is this possible? Do I mask it? If so, how?
Thanks!
Using Path and xfer modes to draw on canvas can do the trick. Check this answer how to draw pic to Closed curve area
I think the easiest way to do is to use 2 ImageViews, one with the photo and other above it with a mask for the photo, in your case it would be all transparent except the bottom left to create the cutout with the background color.
You may be able to use android.graphics.Path to draw the complex shape you want. I found this very helpful for a simple custom View, but it seems like you can do a lot with it:
http://developer.android.com/reference/android/graphics/Path.html
Simple code sample for a shaded rectangle:
private Path mRectanglePath;
...
// draw the path
mRectanglePath = new Path();
mRectanglePath.addRect(mLeft, mTop, mRight, mBottom, Path.Direction.CW);
// draw the fill
Paint paint = new Paint();
paint.setColor(Color.RED);
paint.setAlpha(64);
canvas.drawPath(mRectanglePath, paint);

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