Android Bitmap save without transparent area - android

I want to save bitmap without transparent area.
Bitmap has large transparent pixel.
So i want to remove that
How can i do this?
I cant add picture so explain with symbols.
I dont want to crop function.
I hope use filter
┌────────────────────────┐
│ transparent area
│ ┌────────┐
│ crop this
└────────┘
└────────────────────────┘

To find the non-transparent area of your bitmap, iterate across the bitmap in x and y and find the min and max of the non-transparent region. Then crop the bitmap to those co-ordinates.
Bitmap CropBitmapTransparency(Bitmap sourceBitmap)
{
int minX = sourceBitmap.getWidth();
int minY = sourceBitmap.getHeight();
int maxX = -1;
int maxY = -1;
for(int y = 0; y < sourceBitmap.getHeight(); y++)
{
for(int x = 0; x < sourceBitmap.getWidth(); x++)
{
int alpha = (sourceBitmap.getPixel(x, y) >> 24) & 255;
if(alpha > 0) // pixel is not 100% transparent
{
if(x < minX)
minX = x;
if(x > maxX)
maxX = x;
if(y < minY)
minY = y;
if(y > maxY)
maxY = y;
}
}
}
if((maxX < minX) || (maxY < minY))
return null; // Bitmap is entirely transparent
// crop bitmap to non-transparent area and return:
return Bitmap.createBitmap(sourceBitmap, minX, minY, (maxX - minX) + 1, (maxY - minY) + 1);
}

Crop transparent border with this github.
public static Bitmap crop(Bitmap bitmap) {
int height = bitmap.getHeight();
int width = bitmap.getWidth();
int[] empty = new int[width];
int[] buffer = new int[width];
Arrays.fill(empty, 0);
int top = 0;
int left = 0;
int bottom = height;
int right = width;
for (int y = 0; y < height; y++) {
bitmap.getPixels(buffer, 0, width, 0, y, width, 1);
if (!Arrays.equals(empty, buffer)) {
top = y;
break;
}
}
for (int y = height - 1; y > top; y--) {
bitmap.getPixels(buffer, 0, width, 0, y, width, 1);
if (!Arrays.equals(empty, buffer)) {
bottom = y;
break;
}
}
empty = new int[height];
buffer = new int[height];
Arrays.fill(empty, 0);
for (int x = 0; x < width; x++) {
bitmap.getPixels(buffer, 0, 1, x, 0, 1, height);
if (!Arrays.equals(empty, buffer)) {
left = x;
break;
}
}
for (int x = width - 1; x > left; x--) {
bitmap.getPixels(buffer, 0, 1, x, 0, 1, height);
if (!Arrays.equals(empty, buffer)) {
right = x;
break;
}
}
return Bitmap.createBitmap(bitmap, left, top, right - left + 1, bottom - top + 1);
}

I took #Alvaro Menezes's answer and improved it as a Kotlin extension function. I tweaked it a bit, changed some variable names for better readability and it adds more fixes to the issue mentioned by #Ahamadullah Saikat that throws an IllegalArgumentException
Note that reading pixels by line improve a lot the performances against reading this independently as the accepted answer suggest.
/**
* Trims a bitmap borders of a given color.
*
*/
fun Bitmap.trim(#ColorInt color: Int = Color.TRANSPARENT): Bitmap {
var top = height
var bottom = 0
var right = width
var left = 0
var colored = IntArray(width, { color })
var buffer = IntArray(width)
for (y in bottom until top) {
getPixels(buffer, 0, width, 0, y, width, 1)
if (!Arrays.equals(colored, buffer)) {
bottom = y
break
}
}
for (y in top - 1 downTo bottom) {
getPixels(buffer, 0, width, 0, y, width, 1)
if (!Arrays.equals(colored, buffer)) {
top = y
break
}
}
val heightRemaining = top - bottom
colored = IntArray(heightRemaining, { color })
buffer = IntArray(heightRemaining)
for (x in left until right) {
getPixels(buffer, 0, 1, x, bottom, 1, heightRemaining)
if (!Arrays.equals(colored, buffer)) {
left = x
break
}
}
for (x in right - 1 downTo left) {
getPixels(buffer, 0, 1, x, bottom, 1, heightRemaining)
if (!Arrays.equals(colored, buffer)) {
right = x
break
}
}
return Bitmap.createBitmap(this, left, bottom, right - left, top - bottom)
}

Following the official doc:
The new bitmap may be the same object as source, or a copy may have been made.
You should take into account when you execute .recycle() with the source bitmap.

Related

How to calculate color from RadialGradient

A while back I found this great color picker from Piotr Adams which I can not find on Git anymore but it's still on this page: https://www.programcreek.com/java-api-examples/index.php?source_dir=Random-Penis-master/app/src/main/java/com/osacky/penis/picker/ColorPicker.java
The main reason I use this color picker in my app is because I want to be able to place a pointer on the RadialGradient based on a color. This library calculates the position for a certain color, this means placing a picker on the correct location is very fast and easy.
The problem is I don't quite understand how it works. I now want to generate a RadialGradient with different colors. But the logic it uses does not work when I generate a RadialGradient with different colors.
Here is the code that generates the RadialGradient:
private Bitmap createColorWheelBitmap(int width, int height) {
Bitmap bitmap = Bitmap.createBitmap(width, height, Config.ARGB_8888);
int colorCount = 12;
int colorAngleStep = 360 / 12;
int colors[] = new int[colorCount + 1];
float hsv[] = new float[]{0f, 1f, 1f};
for (int i = 0; i < colors.length; i++) {
hsv[0] = (i * colorAngleStep + 180) % 360;
colors[i] = Color.HSVToColor(hsv);
}
colors[colorCount] = colors[0];
SweepGradient sweepGradient = new SweepGradient(width / 2, height / 2, colors, null);
RadialGradient radialGradient = new RadialGradient(width / 2, height / 2, colorWheelRadius, 0xFFFFFFFF, 0x00FFFFFF, TileMode.CLAMP);
ComposeShader composeShader = new ComposeShader(sweepGradient, radialGradient, PorterDuff.Mode.SRC_OVER);
colorWheelPaint.setShader(composeShader);
Canvas canvas = new Canvas(bitmap);
canvas.drawCircle(width / 2, height / 2, colorWheelRadius, colorWheelPaint);
return bitmap;
}
The code for listening to changes of the picker, so this calculates the color based on a position:
#Override
public boolean onTouchEvent(MotionEvent event) {
int action = event.getAction();
switch (action) {
case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_MOVE:
int x = (int) event.getX();
int y = (int) event.getY();
int cx = x - getWidth() / 2;
int cy = y - getHeight() / 2;
double d = Math.sqrt(cx * cx + cy * cy);
if (d <= colorWheelRadius) {
colorHSV[0] = (float) (Math.toDegrees(Math.atan2(cy, cx)) + 180f);
colorHSV[1] = Math.max(0f, Math.min(1f, (float) (d / colorWheelRadius)));
selectedPointer.setColor(Color.HSVToColor(colorHSV));
notifyListeners();
invalidate();
}
return true;
case MotionEvent.ACTION_BUTTON_PRESS:
}
return super.onTouchEvent(event);
}
Finally the code that calculates the position based on a color:
// drawing color wheel pointer
float hueAngle = (float) Math.toRadians(colorHSV[0]);
int colorPointX = (int) (-Math.cos(hueAngle) * colorHSV[1] * colorWheelRadius) + centerX;
int colorPointY = (int) (-Math.sin(hueAngle) * colorHSV[1] * colorWheelRadius) + centerY;
float pointerRadius = 0.075f * colorWheelRadius;
int pointerX = (int) (colorPointX - pointerRadius / 2);
int pointerY = (int) (colorPointY - pointerRadius / 2);
colorPointerCoords.set(pointerX, pointerY, pointerX + pointerRadius, pointerY + pointerRadius);
canvas.drawOval(colorPointerCoords, colorPointerPaint);
So my question is how can I for example change the RadialGradient to only include 2 colors, without breaking the calculations of getting the color? Even an explanation on how this works would be great!
There is great tutorial here: http://tekeye.uk/android/examples/ui/android-color-picker-tutorial (not mine). I don't know much about the theory behind it either but you can use this code to calculate color based on position.
// Calculate channel based on 2 surrounding colors and p angle.
private int ave(int s, int d, float p) {
return s + java.lang.Math.round(p * (d - s));
}
// Calculate color based on drawn colors and angle based on x and y position.
private int interpColor(int colors[], float unit) {
if (unit <= 0) {
return colors[0];
}
if (unit >= 1) {
return colors[colors.length - 1];
}
// Adjust the angle (unit) based on how many colors there are in the list.
float p = unit * (colors.length - 1);
// Get starting color position in the array.
int i = (int)p;
p -= i;
// Now p is just the fractional part [0...1) and i is the index.
// Get two composite colors for calculations.
int c0 = colors[i];
int c1 = colors[i+1];
// Calculate color channels.
int a = ave(Color.alpha(c0), Color.alpha(c1), p);
int r = ave(Color.red(c0), Color.red(c1), p);
int g = ave(Color.green(c0), Color.green(c1), p);
int b = ave(Color.blue(c0), Color.blue(c1), p);
// And finally create the color from the channels.
return Color.argb(a, r, g, b);
}
You can call the interpreting function like this for example.
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX() - CENTER_X;
float y = event.getY() - CENTER_Y;
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_MOVE:
// Calculate the angle based on x and y positions clicked.
float angle = (float)java.lang.Math.atan2(y, x);
// need to turn angle [-PI ... PI] into unit [0....1]
float unit = angle/(2*PI);
if (unit < 0) {
unit += 1;
}
// mColors is your list with colors so int[].
int color = interpColor(mColors, unit);
break;
}
}
I already tried it in my project and it works like a charm. So hope it helps you too. :)
EDIT:
Oh so my colors are set up like this.
mColors = intArrayOf(-0x10000, -0xff01, -0xffff01, -0xff0001, -0xff0100, -0x100, -0x10000)
So you can add/remove as many colors as you want and since the interpret functions calculates based on size of this array it should work.

In Android how to find the center point of transparent area in png image file

I have problem where i need to add a button on center of transparent area in image.
Example:
according to above image i have hundreds of photo frame and each frame there is a transparent area and i need to add a button on center of this transparent area.
Now i want a solution in which i can get coordinates of "x" programatically.
Please help.
public static PointF getTransparentCenter(Bitmap bitmap, Point viewSize) {
List<Point> transparentPoints = new ArrayList<>();
for (int i = 0; i < bitmap.getWidth(); i++) {
for (int j = 0; j < bitmap.getHeight(); j++) {
int pixel = bitmap.getPixel(i, j);
if ((pixel & 0xff000000) == 0) {
//the point color is transparent
transparentPoints.add(new Point(i, j));
}
}
}
int totalX = 0;
int totalY = 0;
for (Point transparentPoint : transparentPoints) {
totalX += transparentPoint.x;
totalY += transparentPoint.y;
}
float centerX = (float) totalX / transparentPoints.size();
float centerY = (float) totalY / transparentPoints.size();
float x = viewSize.x * centerX / bitmap.getWidth();
float y = viewSize.y * centerY / bitmap.getHeight();
return new PointF(x, y);
}
I think this is stupid, but I think there's no other way.

Detecting black pixel in an image

How can I detect black pixel from a circle drawn by canvas.drawcircle?
canvas.drawCircle((float)(myMidPoint.x - myEyesDistance/2.0), myMidPoint.y, (float)30.0, myPaint);
int x1=(int) (myMidPoint.x) /2;
int y1=(int)(myMidPoint.y)/2;
// int x2=(int) (myMidPoint.x + myEyesDistance/2.0);
// int y2=(int) myMidPoint.y;
int pixelColor = myBitmap.getPixel(x1,y1);
if(pixelColor == Color.BLACK) {
//The pixel is black
System.out.println("pixel black");
} else {
//The pixel was white
System.out.println("pixel white");
}
I have asked this question before.
Color.BLACK is the integer representation of argb Hex value 0xff000000. So your statement is checking whether a center point in the circle is exactly the same transparency, red value, blue value and green value as Color.BLACK.
A few options:
You can try comparing just the rgb value by using
if(Color.rgb(Color.red(Color.BLACK), Color.green(Color.BLACK), Color.blue(Color.BLACK) == Color.rgb(Color.red(pixelColor), Color.green(pixelColor), Color.blue(pixelColor))
Alternatively you could scan the entire circle for a black (0x000000) pixel.
Alternatively you could use a Color difference algorithm and you can test different tolerances for what you need. This may help you How to compare two colors for similarity/difference.
The following hasn't been tested, but will give you an idea of which direction you could take also:
//mid points x1 and y1
int x1=(int) (myMidPoint.x) /2;
int y1=(int)(myMidPoint.y)/2;
int radius = 30;
int topPoint = y1 - radius;
int leftPoint = x1 - radius;
int rightPoint = x1 + radius;
int bottomPoint = y1 + radius;
int scanWidth = 0;
for(int i = topPoint; i < bottomPoint; i++)
{
if(i <= y1)
{
scanWidth++;
}
else {
scanWidth--;
}
for(int j = x1 - scanWidth; j < x1 + scanWidth; j++)
{
int pixelColor = myBitmap.getPixel(j,i);
if(Color.rgb(Color.red(Color.BLACK), Color.green(Color.BLACK), Color.blue(Color.BLACK) == Color.rgb(Color.red(pixelColor), Color.green(pixelColor), Color.blue(pixelColor))
{
System.out.println("pixel black");
}
}
}

Bitmap to big to use getPixels?

If I make a picture with mine samsung galaxy s2, the picture is 3264 x 2448 px.
I want to use a color range check on that, but it doesn't work.
However, if I make the picture smaller for example, 2500 x 2500 (so less pixels), then it does work. But I want the use the picture size of the galaxy s2 (3264 x 2448).
I think it is a memory issue?
I don't exactly know anymore what the limit is.
But is their another way to "bypass" this issue?
This is a piece of code, how I do it now:
bmp = BitmapFactory.decodeResource(getResources(),
R.drawable.four_colors);
int width = bmp.getWidth();
int height = bmp.getHeight();
int[] pixels = new int[width * height];
bmp.getPixels(pixels, 0, width, 0, 0, width, height);
for (int y = 0; y < height; y++){
for (int x = 0; x < width; x++){
int index = y * width + x;
int R = (pixels[index] >> 16) & 0xff; //bitwise shifting
int G = (pixels[index] >> 8) & 0xff;
int B = pixels[index] & 0xff;
total++;
if ((G > R)&&(G > B)){
counter++;
}
}
}
It crashes because the picture is to big, smaller pics work.
So is their something to "bypass" this issue? instead of using smaller images :)
I tried some other things, without succes, I try to explain what I tried.
I tried to "cut" the image in two, and then scan it separate (didn't work).
and I tried to only scan the half of it (1632 x 1224) then rotate the image (180 degrees) and scan it again, but also this didn't work out.
Hit me :)
When playing around with huge images you really should be using the BitmapRegionDecoder to process it in chunks.
Edit - now with a simple example:
try {
// Processes file in res/raw/huge.jpg or png
BitmapRegionDecoder decoder = BitmapRegionDecoder.newInstance(getResources().openRawResource(R.raw.huge), false);
try {
final int width = decoder.getWidth();
final int height = decoder.getHeight();
// Divide the bitmap into 1024x768 sized chunks and process it.
int wSteps = (int) Math.ceil(width / 1024.0);
int hSteps = (int) Math.ceil(height / 768.0);
Rect rect = new Rect();
long total = 0L, counter = 0L;
for (int h = 0; h < hSteps; h++) {
for (int w = 0; w < wSteps; w++) {
int w2 = Math.min(width, (w + 1) * 1024);
int h2 = Math.min(height, (h + 1) * 768);
rect.set(w * 1024, h * 768, w2, h2);
Bitmap bitmap = decoder.decodeRegion(rect, null);
try {
int bWidth = bitmap.getWidth();
int bHeight = bitmap.getHeight();
int[] pixels = new int[bWidth * bHeight];
bitmap.getPixels(pixels, 0, bWidth, 0, 0, bWidth, bHeight);
for (int y = 0; y < bHeight; y++){
for (int x = 0; x < bWidth; x++){
int index = y * bWidth + x;
int R = (pixels[index] >> 16) & 0xff; //bitwise shifting
int G = (pixels[index] >> 8) & 0xff;
int B = pixels[index] & 0xff;
total++;
if ((G > R)&&(G > B)){
counter++;
}
}
}
} finally {
bitmap.recycle();
}
}
}
} finally {
decoder.recycle();
}
You can limit the amount of pixel data of the image that you are loading at once by using some of the parameters of the getPixels method. I did something very similar, and I would read them one row at a time, for example.
for(int y = 0; y < height; y++)
{
bitmap.getPixels(pixels, 0, width, 0, y, width, 1);

Android - Changing the alpha per pixel

I am trying to change the alpha value of a bitmap per pixel in a for loop. The Bitmap is created from a createBitmap(source,x,y,w,h) of another bitmap. I've done a little test but I can't seem to alter the alpha. Is it the setPixel command or the fact the bitmap it isn't ARGB?
I want to create a simple fade out effect in the end but for now I am not referencing original pixel colors just green with half alpha. Thanks if you can help :)
_left[1] = Bitmap.createBitmap(TestActivity.photo, 0, 0, 256, 256);
for (int i = 0; i < _left[1].getWidth(); i++)
for (int t = 0; t < _left[1].getHeight(); t++) {
int a = (_left[1].getWidth() / 2) - i;
int b = (_left[1].getHeight() / 2) - t;
double dist = Math.sqrt((a*a) + (b*b));
if (dist > 20) _left[1].setPixel(i, t, Color.argb(128, 0, 255, 0));
}
UPDATE :
Okay this is the result I came up with if anyone wants to take a bitmap and fade out radially. But yes it is VERY SLOW without arrays... Thanks Reuben for a step in the right direction
public void fadeBitmap (Bitmap input, double fadeStartPercent, double fadeEndPercent, Bitmap output) {
Bitmap tempalpha = Bitmap.createBitmap(input.getWidth(), input.getHeight(), Bitmap.Config.ARGB_8888 );
Canvas printcanvas = new Canvas(output);
int radius = input.getWidth() / 2;
double fadelength = (radius * (fadeEndPercent / 100));
double fadestart = (radius * (fadeStartPercent / 100));
for (int i = 0; i < input.getWidth(); i++)
for (int t = 0; t < input.getHeight(); t++) {
int a = (input.getWidth() / 2) - i;
int b = (input.getHeight() / 2) - t;
double dist = Math.sqrt((a*a) + (b*b));
if (dist <= fadestart) {
tempalpha.setPixel(i,t,Color.argb(255, 255, 255, 255));
} else {
int fadeoff = 255 - (int) ((dist - fadestart) * (255/(fadelength - fadestart)));
if (dist > radius * (fadeEndPercent / 100)) fadeoff = 0;
tempalpha.setPixel(i,t,Color.argb(fadeoff, 255, 255, 255));
}
}
Paint alphaP = new Paint();
alphaP.setAntiAlias(true);
alphaP.setXfermode(new PorterDuffXfermode(Mode.DST_IN));
// printcanvas.setBitmap();
printcanvas.drawBitmap(input, 0, 0, null);
printcanvas.drawBitmap(tempalpha, 0, 0, alphaP);
}
The version of Bitmap.createBitmap() you are using returns an immutable bitmap. Bitmap.setPixel() will have no effect.
setPixel is appallingly slow anyway. Aim to use setPixels(), or, best of all, find a better way than manipulating bitmap pixels directly. I expect you could do something clever with a separate alpha-only bitmap and the right PorterDuff mode.

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