How to create custom view with rounded border in Android - android

Hi,
I'm trying to understand how to make custom view (with green background) on Android like represented on attached image. Please suggest, should I use Path for this or something else?

A good starting point would be http://tips.androidhive.info/2013/09/android-layout-rounded-corner-border/ . Then you can play with the attribute values to get the desired background. Hope this helps.

You have two good options for accomplishing this.
Bitmap
Create the desired image in Photoshop, Gimp or something similar. Export it as a png file then import it as a bitmap resource into your Android application.
This is by far the simpler and faster of the two methods, but here are two significant problems. First, you should supply bitmaps for each screen density bucket. Second, each bitmap resource you add increases the install size of your app. This can get out of hand quickly.
Path
As you mentioned in your question, you can draw the desired shape directly onto a canvas using a Path. More specifically, you'll use the cubicTo() method to create bezier curves.
I recommend using your image editor's "path" tool to learn how the control points affect the curve. Once you've drawn the shape in the image editor, write down the coordinates for every point on your path as well as the corresponding control points. Then do a little math to convert the points to ratios of the image's overall width and height.
You can implement the shape in your app as a View or as a Drawable. In either case, you'll be drawing to a Canvas. The important step will be to set up the path by multiplying the ratios with the size of your drawing area. After you draw the fancy edge, be sure to draw the straight edges via lineTo() and to close the shape with close().

Related

Positioning images based on detecting reference points within another image

Let's say for example I have a bitmap image of a tree, and I want to position other images (such as bitmaps of apples) on the tree leaves. Is there a way that I could put markers on the leaves... red dots for instance... and then and then programmatically place apple images centered on those dots?
As a very basic test, I have image with a white background with one red pixel in the center. I'd like to calculate the coordinates of this red point, and then set an ImageView to be placed on those coordinates.
How might I go about this?
It depends, where your 'red point' marker is. If it's in the center or in any specific point (like 2/3 of width, 1/3 of height), you can just divide layout width and height to get right coordinates.
In other cases it would be better to set white background and draw markers manually in overriden dispatchDraw method. In such case you would just know the coordinates of the marker.
You want to position an image over the red dot, right?
I'm thinking of two different ways:
A-> You could make the red dot to be an ImageView itself, and then centering it by using gravity in order to transform it into another kind of image.
Or...
B-> Make a container that uses the white background with red dot as background resource. Then center it by using gravity too, and finally, positioning your image to the center of the container so it will be over the red dot.
No calculation is needed if you thing this could help.
It sounds like you are the one putting the markers onto your bitmaps.
If that is the case, is there a really good reason why you would want to be trying to embed the markers as data in the bitmap itself? That leads you to the problem of having to rediscover the locations. This could be a fuzzy task...what if there is a red barn next to the tree? Are you going to put an apple image on every red pixel making up the barn?
What you might actually want is to define a format which has a bitmap with no markers on it, and then a separate list of coordinates for where you want the apples to go. That doesn't require discovery of any kind...you just ship the image along with the list and you are done.
There are some cases where there is no "place on the side" that you can put information, and you actually need it to go into the bitmap file. If so, consider also that there are some hidden places you can put data in bitmaps... metadata like Exif:
http://en.wikipedia.org/wiki/Exchangeable_image_file_format
So that's a middle-ground, where you can manage to get the list of points to "stow away" into the file containing the image without actually requiring the modification of the pixels.
If you find you are really stuck in a situation where you must put these coordinate specifications into the image data, then something a little bit more unique than a red dot would be easier to detect with certainty. Maybe there's something you know about your images... for instance, that they are PNG files and do not have any transparency. You could make transparent dots indicate substitution points.
The larger and weirder the pattern, the more rare it is...so if you know your objects being pasted are always going to be bigger than 3x3 you could come up with a very unusual 3x3 pixel imprint for your markers that would be unlikely to occur in nature. Uncompressed in 24-bit color, a sufficiently random pattern would only happen 1/(2^24^9) by accident. Small number; although compression would create more gray areas.
But greater point being: if you don't have a good reason to turn a simple problem into a complex image-recognition exercise, don't. Just keep the list of points on the side somewhere so you don't have to hunt for them in the image.

How to break the image into shattered shapes in android

Am trying to break image in shattered pieces, but am unable to catch the logic, please give me way how to achieve.
I hope the below image can give my idea, what I want, Breaking the bitmap into a shattered pieces like triangle or any shape. later i will shuffle those bitmap shapes and giving puzzle to enduser rearrange them in order.
OK, if you want to rearrange the pieces (like in a jigsaw) then each triangle/polygon will have to appear in a rectangular bitmap with a transparent background, because that's how drawing bitmaps works in Java/Android (and most other environments).
There is a way to do this sort of masking in Android, its called porter-duff compositing. The Android documentation is poor to non-existent, but there are many articles on its use in Java.
Basically you create a rectangular transparent bitmap just large enough to hold your cut-out. Then you draw onto this bitmap a filled triangle (with transparency non-zero) representing the cut-out. It can be any colour you like. Then draw the cutout on top of the source image at the correct location using the Porter-Duff mode which copies the transparency data but not the RGB data. You will be left with your cutout against a transparent background.
This is much easier if you make the cutout bitmap the same size as the source image. I would recommend getting this working first. The downsides of this are twofold. Firstly you will be moving around large bitmaps to move around small cutouts, so the UI will be slower. Secondly you will use a lot of memory for bitmaps, and on some versions of Android you may well run out of memory.
But once you have it working for bitmaps the same size as the source image, it should be pretty straightforward to change it to work for smaller bitmaps. Most of your "mucking about" will be in finding and using the correct Porter-Duff mode. As there are only 16 of them, its no great effort to try them all and see what they do. And they may suggest other puzzle ideas.
I note your cutout sections are all polygons. With only a tiny amount of extra complexity, you could make them any shape you like, including looking like regular jigsaw pieces. To do this, use the Path class to define the shapes used for cutouts. The Path class works fine with Porter-Duff compositing, allowing cutouts of almost any shape you can imagine. I use this extensively in one of my apps.
I am not sure what puzzle game you are trying to make, but if there is no special requirements of the shattered pieces,
only the total number of them which can span the whole rectangle, you may try doing the following steps,
the idea is basically by knowing that n non-intersecting lines with two end points lie on any of the 4 edges of the rectangle, n+1 disjoint areas is formed.
Create an array and store the line information
For n times, you randomly pick two end points which lie on those 4 edges of the rectangle
2a. Try to join these two points: start from either end point, if you get an intersection with another line you drew before, stop at the intersection, otherwise stop at the other end point
You will get n+1 disjoint areas with n lines drawn
You may constrain your lines choosing if you have some special requirements of the areas.
For implementation details, you may want to have a look of dot product and euler's theorem

How to draw paths of decreasing width in android canvas?

I wanted to draw path effect in android canvas like, the path should give the actual feel like a brush. The path should not start or end with linear width. While starting, width should be increasing linearly up to given width and while ending the reverse, width should be decreasing. It would be helpful if we can do the same for the opacity of the line. The path effect should be as following.
Is there any direct way to do it in android? Please let me know.
Thank you.
Maybe a better way to go about accomplishing this would be to render a (filled) polygon instead? Create a new path using moveTo lineTo lineTo, etc to define your brush stroke. Once completed and closed, fill the triangle with the appropriate command. Android also supports passing your vertices and colors in an array using the drawVertices method. Good luck~!

Android - Puzzle Piece

I'm trying to create a jigsaw puzzle app for Android. I am fairly far into the coding, and I am kind of stuck with one issue.
I need a way to change a Bitmap into a bunch of puzzle pieces. My current code simply cuts the image into rectangles, and it works pretty well, but now I need a way to create more complex piece shapes.
I had a couple of ideas:
Use a separate bitmap file that contains only black and white pixels, and use that to cut up the picture. I thought this was a pretty good plan, until I went to code it. I really had no idea how to do it.
Use a Path object to create the border. This would probably work, except I'm not sure how to keep track of the sides so that the pieces connect with each other.
Any ideas? I'm open to any suggestions.
You can use Path and/or Region to set a clip for your Canvas when drawing a Bitmap.
Take a look at this example. Here are some ways of clipping your drawing to any shape.
You could try making squares or rectangles fitted inside complex figures that can still be pieced toguether, when there's a match, the full rectangle covers the space. Imagine it like a 9 patch, when two sides match, you show the border rectangle.
This is not a explicit solution but I wonder if it would be possible to use bezier curves or paths to create lines along x and y , in conjunction with a parameter(fed with random value) to control the amount of deviation from a straight line and how much in a given distance ie; pixels/ per inch - this would be to create tongues on the pieces. Then use Region to extract the resulting shape at a given side of an intersection. Have the shape object get its center xy coordinate at instantiation and make it so that piece cannot be set if its current coordinate does not match the one it had when it was created.

Android: How do you fill a bitmap with color by volume?

I have a bitmap image that is of irregular shape that I fill with a certain color to simulate a "meter" of sorts. My current method uses a ColorMatrixColorFilter to replace color on the original bimtap, up to a percentage by bitmap height. What I'd really like to do is replace the color by volume.
You could draw a filled bitmap overtop of the unfilled one, but use a clipping path based on the meter's level. If that can be done with a rectangular clip, it will be quite straightforward with Canvas.clipRect(float,float,float,float). Otherwise, you may have to specify a more general path and use Canvas.clipPath(Path). However, the clipPath is not anti-aliased, so it can look a bit lousy.
Another option is to draw the overlay directly with a custom Path, possibly using SVG path primitives for convenience. See this project: http://code.google.com/p/svg-android/ and specifically this method: http://svg-android.googlecode.com/svn/trunk/svgandroid/docs/com/larvalabs/svgandroid/SVGParser.html#parsePath(java.lang.String).

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