I have a square bitmap being displayed underneath a semi-transparent circle. The user can touch and drag the bitmap to position it. I want to be able to crop what ever part of the bitmap is under the circle. How can I do this?
have a look at RoundedBitmapDrawable in the support library
all you have to do is give it the bitmap and the corner radius
RoundedBitmapDrawable img = RoundedBitmapDrawableFactory.create(getResources(),bitmap);
img.setCornerRadius(radius);
imageView.setImageDrawable(img);
You Can make your imageview circular using RoundedBitmapDrawable
here is the code for achieving roundedImageview:
ImageView profilePic=(ImageView)findViewById(R.id.user_image);
//get bitmap of the image
Bitmap imageBitmap=BitmapFactory.decodeResource(getResources(), R.drawable.large_icon);
RoundedBitmapDrawable roundedBitmapDrawable=
RoundedBitmapDrawableFactory.create(getResources(), imageBitmap);
roundedBitmapDrawable.setCornerRadius(50.0f);
roundedBitmapDrawable.setAntiAlias(true);
profilePic.setImageDrawable(roundedBitmapDrawable);
You can use the power of PorterDuff to get your bitmap in any shape or path...
Here is an example:
public static Bitmap getCircular(Bitmap bm, int cornerRadiusPx) {
int w = bm.getWidth();
int h = bm.getHeight();
int radius = (w < h) ? w : h;
w = radius;
h = radius;
Bitmap bmOut = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bmOut);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setColor(0xff424242);
Rect rect = new Rect(0, 0, w, h);
RectF rectF = new RectF(rect);
canvas.drawARGB(0, 0, 0, 0);
canvas.drawCircle(rectF.left + (rectF.width()/2), rectF.top + (rectF.height()/2), radius / 2, paint);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
canvas.drawBitmap(bm, rect, rect, paint);
return bmOut;
}
Here is a link to a sample project. It has a transparent square over an image. You can pinch zoom or drag the bottom image and can corp it.
https://github.com/tcking/ImageCroppingView.
The square is made by using canvas. you can change it to any shape as u desired by changing canvas. Hop it helps you.
Related
I want to crop a picture in current window,maybe circle or rectangle.
Here are my code.I first get the whole picture in current window.Then to crop circle or rectangle.
private Bitmap getBitmap()
{
DisplayMetrics dm = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(dm);
View v1 = getWindow().getDecorView().getRootView();
v1.setDrawingCacheEnabled(true);
Bitmap mBackgroundBitmap = Bitmap.createBitmap(v1.getDrawingCache());
v1.setDrawingCacheEnabled(false);
mRect = ChooseView.cropRect; // the mRect is the crop area
int width = mRect.width();
int height = mRect.height();
Bitmap whiteBgBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(whiteBgBitmap);
Rect dstRect = new Rect(0, 0, width, height);
if(!TextUtils.isEmpty(CutParam.shape) && CutParam.shape.equals(CutParam.RECTANGLE))
{
canvas.drawColor(Color.WHITE);
canvas.drawBitmap(mBackgroundBitmap, mRect, dstRect, null);
}
else
{
final Paint paint = new Paint();
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
canvas.drawCircle(mRect.left + mRect.width() / 2, mRect.top + mRect.height() / 2, CutParam.radius, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(mBackgroundBitmap, mRect, dstRect, null);
}
return whiteBgBitmap;
}
The rectangle work will.But when I want to crop a circle,it will be a black image. I am fresh at Android.And I have read Cropping circular area from bitmap in Android .But I can't solve my question.Can you help me?
PS:If crop a circle ,the mRect will be a square.
Try this one from lvillani on github. It's simple, and gets you out from the muddy world of pictures in android.
please help me to draw a text with rounded rectangle as background. I have to draw many texts on a canvas and the text has rounded background. SO what I am trying is to write a function "createTextBitmap" which return a bitmap image so that we can draw image(which return by the function) on a main canvas.
the 'createTextBitmap'function can return a created bitmap, the bitmap image is the one,which contains the text with rounded edge background...
i have tried one, which gives below.
private Bitmap ProcessingBitmap(String text,Paint paint, boolean lastPoint){
Bitmap bm1 = null;
Bitmap newBitmap = null;
Rect bounds = new Rect();
paint.getTextBounds(text, 0, text.length(), bounds);
float width = bounds.width();
float height =bounds.height();
float radius;
if (width > height){
radius = height/4;
}else{
radius = width/4;
}
Paint paint1 = new Paint();
paint1.setColor(Color.GREEN);
paint1.setStrokeWidth(5);
paint1.setStyle(Paint.Style.FILL);
float center_x, center_y;
center_x = width/4;
center_y = height/4;
final RectF rect = new RectF();
rect.set(center_x - radius,
center_y - radius,
center_x + radius,
center_y + radius);
Canvas canvas2 = new Canvas();
canvas2.drawRoundRect(rect, 0, 0, paint);
canvas2.drawText(text, 0, 0, paint);
return newBitmap;
}
and my question is How can we convert this canvas2 to a bitmap image? and image has the size of text bounds,
which look like
to convert your canvas into bitmap please do the following :
public Bitmap convertCanvasToBitmap(int width , int height) {
Bitmap drawnBitmap = null;
try {
drawnBitmap = Bitmap.createBitmap(width, height, Config.ARGB_8888);
Canvas canvas = new Canvas(drawnBitmap);
// now draw anything you want to the canvas
} catch (Exception e) {
e.printStackTrace();
}
return drawnBitmap;
}
so the idea is just pass the bitmap to the canvas , draw with the canvas it will be drawn into your bitmap .
and please refer to this answer here to see how to deal with the text size in the bitmap .
and please give me some feedback
Hope that helps .
you can create a bitmap, then call draw on that bitmap, something like this:
newBitmap = Bitmap.createBitmap(rect.width, rect.height, Bitmap.Config.ARGB_8888);
Canvas canvas2 = new Canvas(newBitmap);
I am trying to cut a circle from a square bitmap using following code
Canvas canvas=new Canvas(bitmapimg );
int circleXCoord = bitmapimg .getWidth() / 2;
int circleYCoord = bitmapimg .getHeight() / 2;
int circleRadius = bitmapimg .getWidth() / 2;
Rect rect = new Rect(circleXCoord - circleRadius, circleYCoord - circleRadius, circleXCoord + circleRadius, circleYCoord + circleRadius);
int width = rect.width();
int height = rect.height();
Paint paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.BLUE);
canvas.drawRect(rect, paint);
canvas.drawBitmap(bitmapimg , rect, rect, paint);
Path p = new Path();
p.addCircle(circleXCoord, circleYCoord, width / 2F, Path.Direction.CW);
canvas.clipPath(p, Region.Op.DIFFERENCE);
canvas.drawColor(0, PorterDuff.Mode.CLEAR);
The idea is to attach a square (rectangular) bitmap to canvas and then clip a circular path. Clear out the difference between the rectangle and circle (make it transparent).
The code works fine for Android 4, but on Android 2.3.3 device, the difference area is appearing black rather that transparent.
Am I missing something here or PorterDuff.Mode.CLEAR is not supported in gingerbread? Is there a better way to cut a circle from a square in Android?
Seems like PorterDuff.Mode.Clear did not work for gingerbread
Solved the problem (cut circle from square using this code)
public Bitmap BitmapCircularCroper(Bitmap bitmapimg){
Bitmap output = Bitmap.createBitmap(bitmapimg.getWidth(),
bitmapimg.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmapimg.getWidth(),
bitmapimg.getHeight());
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawCircle(bitmapimg.getWidth() / 2,
bitmapimg.getHeight() / 2, bitmapimg.getWidth() / 2, paint);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
canvas.drawBitmap(bitmapimg, rect, rect, paint);
return output;
}
import android.graphics.PorterDuff.Mode;
import android.graphics.Bitmap.Config;
public static Bitmap getCircularBitmap(Bitmap bitmap)
{
Bitmap output;
if (bitmap.getWidth() > bitmap.getHeight()) {
output = Bitmap.createBitmap(bitmap.getHeight(), bitmap.getHeight(), Config.ARGB_8888);
} else {
output = Bitmap.createBitmap(bitmap.getWidth(), bitmap.getWidth(), Config.ARGB_8888);
}
Canvas canvas = new Canvas(output);
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
float r = 0;
if (bitmap.getWidth() > bitmap.getHeight()) {
r = bitmap.getHeight() / 2;
} else {
r = bitmap.getWidth() / 2;
}
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawCircle(r, r, r, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return output;
}
For anyone that's still looking at this, this answer will cause a few issues.
1.) The canvas that you are creating in this instance will not have hardware acceleration. Even though your Paint object has anti-aliasing, the canvas will not. This will cause artifacting when you decide to paint this back to your original canvas in your onDraw() call.
2.) This takes a lot more resources. You have to create a second Bitmap (which can cause OOM), and a secondary Canvas as well as all of the different alterations you have to do.
Please check out Romain Guy's answer. You create a BitmapShader and then create a RoundRect that gives you a Circle. You just need to know the dimensions of your RectF so that it can determine the circle properly.
This means that if you know the center point (x, y) and radius, you can easily determine the RectF.
left = x - radius;
top = y - radius;
right = x + radius;
bottom = y + radius;
This also means that with this solution posted below you only have to draw to the screen once, everything else is done in the off-screen buffer.
http://www.curious-creature.com/2012/12/11/android-recipe-1-image-with-rounded-corners/
The best solution is found here:
BitmapShader shader;
shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setShader(shader);
RectF rect = new RectF(0.0f, 0.0f, width, height);
// rect contains the bounds of the shape
// radius is the radius in pixels of the rounded corners
// paint contains the shader that will texture the shape
canvas.drawRoundRect(rect, radius, radius, paint);
I have an image with frames and I need to add a watermark effect. How might I do this?
I found great tutorial on Android Image Processing here.
public static Bitmap mark(Bitmap src, String watermark, Point location, Color color, int alpha, int size, boolean underline) {
int w = src.getWidth();
int h = src.getHeight();
Bitmap result = Bitmap.createBitmap(w, h, src.getConfig());
Canvas canvas = new Canvas(result);
canvas.drawBitmap(src, 0, 0, null);
Paint paint = new Paint();
paint.setColor(color);
paint.setAlpha(alpha);
paint.setTextSize(size);
paint.setAntiAlias(true);
paint.setUnderlineText(underline);
canvas.drawText(watermark, location.x, location.y, paint);
return result;
}
Thanks to Pete Houston who shares such useful tutorial on basic image processing.
For others reference, if you want to add the logo of your application (which is in your drawable folder(s)) on top of image use following method:
private Bitmap addWaterMark(Bitmap src) {
int w = src.getWidth();
int h = src.getHeight();
Bitmap result = Bitmap.createBitmap(w, h, src.getConfig());
Canvas canvas = new Canvas(result);
canvas.drawBitmap(src, 0, 0, null);
Bitmap waterMark = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.logo);
canvas.drawBitmap(waterMark, 0, 0, null);
return result;
}
If someone is still searching for this, I found a good solution here
It adds a watermark to the bottom right portion and scales it according to the source image which was exactly what I was looking for.
/**
* Embeds an image watermark over a source image to produce
* a watermarked one.
* #param source The source image where watermark should be placed
* #param watermark Watermark image to place
* #param ratio A float value < 1 to give the ratio of watermark's height to image's height,
* try changing this from 0.20 to 0.60 to obtain right results
*/
public static Bitmap addWatermark(Bitmap source, Bitmap watermark, float ratio) {
Canvas canvas;
Paint paint;
Bitmap bmp;
Matrix matrix;
RectF r;
int width, height;
float scale;
width = source.getWidth();
height = source.getHeight();
// Create the new bitmap
bmp = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
paint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.DITHER_FLAG | Paint.FILTER_BITMAP_FLAG);
// Copy the original bitmap into the new one
canvas = new Canvas(bmp);
canvas.drawBitmap(source, 0, 0, paint);
// Scale the watermark to be approximately to the ratio given of the source image height
scale = (float) (((float) height * ratio) / (float) watermark.getHeight());
// Create the matrix
matrix = new Matrix();
matrix.postScale(scale, scale);
// Determine the post-scaled size of the watermark
r = new RectF(0, 0, watermark.getWidth(), watermark.getHeight());
matrix.mapRect(r);
// Move the watermark to the bottom right corner
matrix.postTranslate(width - r.width(), height - r.height());
// Draw the watermark
canvas.drawBitmap(watermark, matrix, paint);
return bmp;
}
And it is well commented which is what is a huge plus!
It seems you are looking for a waterrippleeffect as this one. Checkout the complete source code. Also check the screenshot how does the effect look like.
In Kotlin:
Note: Its just modified code of above answers
private fun mark(src: Bitmap, watermark: String): Bitmap {
val w = src.width
val h = src.height
val result = Bitmap.createBitmap(w, h, src.config)
val canvas = Canvas(result)
canvas.drawBitmap(src, 0f, 0f, null)
val paint = Paint()
paint.color = Color.RED
paint.textSize = 10f
paint.isAntiAlias = true
paint.isUnderlineText = true
canvas.drawText(watermark, 20f, 25f, paint)
return result
}
val imageBitmap = mark(yourBitmap, "Your Text")
binding.meetProofImageView.setImageBitmap(imageBitmap)
You can use androidWM to add a watermark into your image, even with invisible watermarks:
add dependence:
dependencies {
...
implementation 'com.huangyz0918:androidwm:0.2.3'
...
}
and java code:
WatermarkText watermarkText = new WatermarkText(“Hello World”)
.setPositionX(0.5)
.setPositionY(0.5)
.setTextAlpha(100)
.setTextColor(Color.WHITE)
.setTextFont(R.font.champagne)
.setTextShadow(0.1f, 5, 5, Color.BLUE);
WatermarkBuilder.create(this, backgroundBitmap)
.loadWatermarkText(watermarkText)
.getWatermark()
.setToImageView(backgroundView);
You can easily add an image type watermark or a text watermark like this, and the library size is smaller than 30Kb.
I tried a few libraries mentioned in other posts, like this, but unfortunately it is missing, and not downloadable now. So I followed AndroidLearner 's answer above, but after tweaking the code a little bit, for those of you who are having trouble rotating the watermark, and what values are valid for the various methods of Paint class, so that the text shows rotated at an angle(like most of the company watermarks do), you can use the below code.
Note that, w and h are the screen width and height respectively, which you can calculate easily, there are tons of ways you can find on stackoverflow only.
public static Bitmap waterMarkBitmap(Bitmap src, String watermark) {
int w = src.getWidth();
int h = src.getHeight();
Bitmap mutableBitmap = Utils.getMutableBitmap(src);
Bitmap result = Bitmap.createBitmap(w, h, mutableBitmap.getConfig());
Canvas canvas = new Canvas(result);
canvas.drawBitmap(src, 0f, 0f, null);
Paint paint = new Paint();
paint.setColor(Color.RED);
paint.setTextSize(92f);
paint.setAntiAlias(true);
paint.setAlpha(70); // accepts value between 0 to 255, 0 means 100% transparent, 255 means 100% opaque.
paint.setUnderlineText(false);
canvas.rotate(45, w / 10f, h / 4f);
canvas.drawText(watermark, w / 10f, h / 4f, paint);
canvas.rotate(-45, w / 10f, h / 4f);
return result;
}
It rotates the text watermark by 45 degrees, and places it at the centre of the bitmap.
Also note that, in case you are not able to get watermark, it might be the case that the bitmap you are using as source is immutable. For this worst case scenario, you can use below method to create a mutable bitmap from an immutable one.
public static Bitmap getMutableBitmap(Bitmap immutableBitmap) {
if (immutableBitmap.isMutable()) {
return immutableBitmap;
}
Bitmap workingBitmap = Bitmap.createBitmap(immutableBitmap);
return workingBitmap.copy(Bitmap.Config.ARGB_8888, true);
}
I found above method inside here. I have tested using both the methods in my application, and it works perfectly after I added above tweaks. Try it and let me know if it works or not.
use framelayout. put two imageviews inside the framelayout and specify the position of the watermark imageview.
For example I want a white border of 10pixel around all 4 side of the bitmap. I am not using it for imageview
I am currently using this code to crop image. May I know how I could add a white border into it?
public Bitmap scaleCenterCrop(Bitmap source, int newHeight, int newWidth) {
int sourceWidth = source.getWidth();
int sourceHeight = source.getHeight();
// Compute the scaling factors to fit the new height and width, respectively.
// To cover the final image, the final scaling will be the bigger
// of these two.
float xScale = (float) newWidth / sourceWidth;
float yScale = (float) newHeight / sourceHeight;
float scale = Math.max(xScale, yScale);
// Now get the size of the source bitmap when scaled
float scaledWidth = scale * sourceWidth;
float scaledHeight = scale * sourceHeight;
// Let's find out the upper left coordinates if the scaled bitmap
// should be centered in the new size give by the parameters
float left = (newWidth - scaledWidth) / 2;
float top = (newHeight - scaledHeight) / 2;
// The target rectangle for the new, scaled version of the source bitmap will now
// be
RectF targetRect = new RectF(left, top, left + scaledWidth, top + scaledHeight);
// Finally, we create a new bitmap of the specified size and draw our new,
// scaled bitmap onto it.
Bitmap dest = Bitmap.createBitmap(newWidth, newHeight, source.getConfig());
Canvas canvas = new Canvas(dest);
canvas.drawBitmap(source, null, targetRect, null);
return dest;
}
I wrote a function for this:
private Bitmap addWhiteBorder(Bitmap bmp, int borderSize) {
Bitmap bmpWithBorder = Bitmap.createBitmap(bmp.getWidth() + borderSize * 2, bmp.getHeight() + borderSize * 2, bmp.getConfig());
Canvas canvas = new Canvas(bmpWithBorder);
canvas.drawColor(Color.WHITE);
canvas.drawBitmap(bmp, borderSize, borderSize, null);
return bmpWithBorder;
}
Basically it creates a new Bitmap adding 2 * bordersize to each dimension and then paints the original Bitmap over it, offsetting it with bordersize.
As for a way of doing this. You make your bitmap bigger than the one your adding to it and then fill the canvas with the background you want. If you need to add other effects you can look into the canvas options for clipping the rect and adding rounded corners and such.
RectF targetRect = new RectF(left+10, top+10, left + scaledWidth, top + scaledHeight);
Bitmap dest = Bitmap.createBitmap(newWidth+20, newHeight+20, source.getConfig());
Canvas canvas = new Canvas(dest);
canvas.drawColor(Color.WHITE);
canvas.drawBitmap(source, null, targetRect, null);
You can draw 4 rectangles after painting your bitmap's stuff.
point 0,0,3,sizey
point 0,0,sizex,3
point 0,sizey-3,sizex,sizey
point sizex-3,0,sizex,sizey
the accepted answer is nice but in the cases that bitmap contains a transparent background, it fills all over the background of source bitmap with white pixels. so it doesn't work fine for all cases.
a better way to achieve this goal is using Canvas#drawLine method like the following code:
Bitmap drawBorder(Bitmap source) {
int width = source.getWidth();
int height = source.getHeight();
Bitmap bitmap = Bitmap.createBitmap(width, height, source.getConfig());
Canvas canvas = new Canvas(bitmap);
Paint paint = new Paint();
paint.setStrokeWidth(50);
paint.setColor(Color.WHITE);
canvas.drawLine(0, 0, width, 0, paint);
canvas.drawLine(width, 0, width, height, paint);
canvas.drawLine(width, height, 0, height, paint);
canvas.drawLine(0, height, 0, 0, paint);
canvas.drawBitmap(source, 0, 0, null);
return bitmap;
}
in this way we first create a second bitmap using source bitmap width, height and config and use drawline() mathod four times to draw four lines using coordinates of end points of each line around the second bitmap and then draw the source bitmap on the second bitmap that must be returned.
A super easy way of doing it would be to set the ImageView background to white and add a padding value.
If that doesn't work, create a FrameLayout with w/h of wrap_content, set its background to white, put the ImageView in there, and set the ImageView's margins to the desired border width.
Its not elegant but you can always just draw a rectangle behind it, you already have the code to do this and any performance impact is going to be unnoticeable
You can create your targetRectangle 20px wider and 20px higher
RectF targetRect = new RectF(left, top, left + scaledWidth + 20, top + scaledHeight + 20);
and paint the background white
Try this it will also add border to your canvas
canvas.drawLine(0, 0, canvas.getWidth(), 0, paint2);
canvas.drawLine(0, 0, 0, canvas.getHeight(), paint2);
canvas.drawLine(0, canvas.getHeight(), canvas.getWidth(),
canvas.getHeight(), paint2);
canvas.drawLine(canvas.getWidth(), 0, canvas.getWidth(),
canvas.getHeight(), paint2);