I have a frame image and another image selected from gallery. What i want is to place that image inside the transparent part of that frame image and also I can apply onTouchListener on the image selected from gallery.
Like in the app whose link is provided following.
https://play.google.com/store/apps/details?id=com.lyrebirdstudio.pipcamera
Any idea or concept will be helpful.
My IDEA
Here is what i am thinking to create a relative layout and setting the Picture Frame as a background and then scaling the other image according to the size of the relative layout. Then i can apply onTouchlistener on the image easily.
Am i going in right direction or there is some better way though which i can achieve the desire results?
Thanks in advance.
http://stacktips.com/tutorials/android/how-to-drag-a-view-in-android
OR
how to drag an image by touching in android?
hope it helps..
Related
Here is an example of what I need to do:
First of all I convert the image into bitmap and then set it as background to a relative layout. And i know these four coordinates.
Then how can I get the image inside the box and set it to another layout as background?
Try to use Picasso when you are dealing with Images.
This is the link
so I'm trying to find the region of the current image in the ImageView and fill that region with a different image. Here is the original image Empty Circle inside an imageView. The imageView has a drawable of a circle inside. Then I'm trying to make it into something like this Circle filled with image inside an ImageView when a user chooses an image. I don't want to manually Photoshop a circle image. I am just hoping to fill the region with another image. I have tried SRC_IN method from AlphaComposite, but for android, I can't convert from BitMap to graphics2D. If anyone knows how to solve this using the BitmapFactory in android, I would really appreciate your help. Thank you.
The other solution besides Bitmaps, may be too simple for whatever you are trying to achieve otherwise I think it would have occurred to you. I'm just pointing it out in case you have "code blindness" and are trying to over-engineer the solution because you've worked on it for too long (we've all done it)
It is to have that circle/shape image saved as a png with the area you want filled being transparent then set it as the drawable for an ImageView (etc.) then in a RelativeLayout lay this view over the image you want to fill the area and apply a transparent background to the shape view OR simply set the fill image as the background for the shape view.
I want to make a small part of the image glow whenever the activity is loaded. Do I need to take the exact coordinates of the image part?
I recommend using a GIF. It can be loaded as an image and won't require any changes in your code. A smallish tutorial can be found in this Youtube video.
I am trying to implement a crop image for my app.
What I want to do is that I've an imageview set to 300x300 .I am taking images from
CAMERA and GALLERY now the images can be bigger than 300x300. I want to implement
a cropping tool using which I can drag the image inside imageview so that I can select the useful portion of 300x300 of the image.
I want to implement the same feature which this app implemented for cropping.
Can anyone point me in the right direction ?
Try this:
https://github.com/biokys/cropimage
But if you want to drag and fit useful portion of a image in a Imageview than you can use MultiTouch View.
https://code.google.com/p/android-multitouch-controller/
You can move the image on a custom view. Zoom and Pinch. Once you found the useful area. Take a screenshot of the imageview.
hope any of the solutions helps :)
I was worried if an Image view over another image view can be z-indexed? and brought to front or back. Is there any options for this?
Thanks in advance.
you can use frame layout to achieve that. Have a look a look at this link
You can use one ImageView for that.
If you want to switch between images in an ImageView you can use a LevelListDrawable.
If you want all images to be drawn in a certain z-order you can use a LayerDrawable.