where do u save a gif file in android eclipse? [duplicate] - android

I want to display animated GIF images in my aplication.
As I found out the hard way Android doesn't support animated GIF natively.
However it can display animations using AnimationDrawable:
Develop > Guides > Images & Graphics > Drawables Overview
The example uses animation saved as frames in application resources but what I need is to display animated gif directly.
My plan is to break animated GIF to frames and add each frame as drawable to AnimationDrawable.
Does anyone know how to extract frames from animated GIF and convert each of them into Drawable?

Android actually can decode and display animated GIFs, using android.graphics.Movie class.
This is not too much documented, but is in SDK Reference. Moreover, it is used in Samples in ApiDemos in BitmapDecode example with some animated flag.

UPDATE:
Use glide:
dependencies {
implementation 'com.github.bumptech.glide:glide:4.9.0'
}
usage:
Glide.with(context).load(GIF_URI).into(new DrawableImageViewTarget(IMAGE_VIEW));
see docs

also put (main/assets/htmls/name.gif) [with this html adjust to the size]
<html style="margin: 0;">
<body style="margin: 0;">
<img src="name.gif" style="width: 100%; height: 100%" />
</body>
</html>
declare in your Xml for example like this (main/res/layout/name.xml): [you define the size, for example]
<WebView
android:layout_width="70dp"
android:layout_height="70dp"
android:id="#+id/webView"
android:layout_gravity="center_horizontal" />
in your Activity put the next code inside of onCreate
web = (WebView) findViewById(R.id.webView);
web.setBackgroundColor(Color.TRANSPARENT); //for gif without background
web.loadUrl("file:///android_asset/htmls/name.html");
if you want load dynamically you have to load the webview with data:
// or "[path]/name.gif" (e.g: file:///android_asset/name.gif for resources in asset folder), and in loadDataWithBaseURL(), you don't need to set base URL, on the other hand, it's similar to loadData() method.
String gifName = "name.gif";
String yourData = "<html style=\"margin: 0;\">\n" +
" <body style=\"margin: 0;\">\n" +
" <img src=" + gifName + " style=\"width: 100%; height: 100%\" />\n" +
" </body>\n" +
" </html>";
// Important to add this attribute to webView to get resource from outside.
webView.getSettings().setAllowFileAccess(true);
// Notice: should use loadDataWithBaseURL. BaseUrl could be the base url such as the path to asset folder, or SDCard or any other path, where your images or the other media resides related to your html
webView.loadDataWithBaseURL("file:///android_asset/", yourData, "text/html", "utf-8", null);
// Or if you want to load image from SD card or where else, here is the idea.
String base = Environment.getExternalStorageDirectory().getAbsolutePath().toString();
webView.loadDataWithBaseURL(base + '/', yourData, "text/html", "utf-8", null);
suggestion: is better load gif with static images for more information check https://developer.android.com/reference/android/graphics/drawable/AnimationDrawable.html
That's it, I hope you help.
Currently we can use Glide https://github.com/bumptech/glide

I solved the problem by splitting gif animations into frames before saving it to phone, so I would not have to deal with it in Android.
Then I download every frame onto phone, create Drawable from it and then create AnimationDrawable - very similar to example from my question

i found a very easy way, with a nice and simple working example here
display animated widget
Before getting it working there are some chages to do do in the code
IN THE FOLLOWING
#Override
public void onCreate(Bundle savedInstanceState){
super.onCreate(savedInstanceStated);
setContentView(new MYGIFView());
}
}
just replace
setContentView(new MYGIFView());
in
setContentView(new MYGIFView(this));
AND IN
public GIFView(Context context) {
super(context);
Provide your own gif animation file
is = context.getResources().openRawResource(R.drawable.earth);
movie = Movie.decodeStream(is);
}
REPLACE THE FIRST LINE IN
public MYGIFView(Context context) {
according to the name of the class...
after done this little changes it should work as for me...
hope this help

Glide 4.6
1. To Load gif
GlideApp.with(context)
.load(R.raw.gif) // or url
.into(imageview);
2. To get the file object
GlideApp.with(context)
.asGif()
.load(R.raw.gif) //or url
.into(new SimpleTarget<GifDrawable>() {
#Override
public void onResourceReady(#NonNull GifDrawable resource, #Nullable Transition<? super GifDrawable> transition) {
resource.start();
//resource.setLoopCount(1);
imageView.setImageDrawable(resource);
}
});

Ways to show animated GIF on Android:
Movie class. As mentioned above, it's fairly buggy.
WebView. It's very simple to use and usually works. But sometimes it starts to misbehave, and it's always on some obscure devices you don't have. Plus, you can’t use multiple instances in any kind of list views, because it does things to your memory. Still, you might consider it as a primary approach.
Custom code to decode gifs into bitmaps and show them as Drawable or ImageView. I'll mention two libraries:
https://github.com/koral--/android-gif-drawable - decoder is implemented in C, so it's very efficient.
https://code.google.com/p/giffiledecoder - decoder is implemented in Java, so it's easier to work with. Still reasonably efficient, even with large files.
You'll also find many libraries based on GifDecoder class. That's also a Java-based decoder, but it works by loading the entire file into memory, so it's only applicable to small files.

I had a really hard time to have animated gif working in Android. I only had following two working:
WebView
Ion
WebView works OK and really easy, but the problem is it makes the view loads slower and the app would be unresponsive for a second or so. I did not like that. So I have tried different approaches (DID NOT WORK):
ImageViewEx is deprecated!
picasso did not load animated gif
android-gif-drawable looks great, but it caused some wired NDK issues in my project. It caused my local NDK library stop working, and I was not able to fix it
I had some back and forth with Ion; Finally, I have it working, and it is really fast :-)
Ion.with(imgView)
.error(R.drawable.default_image)
.animateGif(AnimateGifMode.ANIMATE)
.load("file:///android_asset/animated.gif");

Glide
Image Loader Library for Android, recommended by Google.
Glide is quite similar to Picasso but this is much faster than Picasso.
Glide consumes less memory than Picasso.
What that Glide has but Picasso doesn't
An ability to load GIF Animation to a simple ImageView might be the most interesting feature of Glide. And yes, you can't do that with Picasso.
Some important links-
https://github.com/bumptech/glide
http://inthecheesefactory.com/blog/get-to-know-glide-recommended-by-google/en

Use ImageViewEx, a library that makes using a gif as easy as using an ImageView.

Try this, bellow code display gif file in progressbar
loading_activity.xml(in Layout folder)
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:id="#+id/container"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#ffffff" >
<ProgressBar
android:id="#+id/progressBar"
style="?android:attr/progressBarStyleLarge"
android:layout_width="70dp"
android:layout_height="70dp"
android:layout_centerHorizontal="true"
android:layout_centerVertical="true"
android:indeterminate="true"
android:indeterminateDrawable="#drawable/custom_loading"
android:visibility="gone" />
</RelativeLayout>
custom_loading.xml(in drawable folder)
here i put black_gif.gif(in drawable folder), you can put your own gif here
<?xml version="1.0" encoding="utf-8"?>
<animated-rotate xmlns:android="http://schemas.android.com/apk/res/android"
android:drawable="#drawable/black_gif"
android:pivotX="50%"
android:pivotY="50%" />
LoadingActivity.java(in res folder)
public class LoadingActivity extends Activity {
ProgressBar bar;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_loading);
bar = (ProgressBar) findViewById(R.id.progressBar);
bar.setVisibility(View.VISIBLE);
}
}

Nobody has mentioned the Ion or Glide library. they work very well.
It's easier to handle compared to a WebView.

I have had success with the solution proposed within this article, a class called GifMovieView, which renders a View which can then be displayed or added to a specific ViewGroup. Check out the other methods presented in parts 2 and 3 of the specified article.
The only drawback to this method is that the antialiasing on the movie is not that good (must be a side-effect of using the "shady" Android Movie Class). You are then better off setting the background to a solid color within your animated GIF.

Some thoughts on the BitmapDecode example... Basically it uses the ancient, but rather featureless Movie class from android.graphics.
On recent API versions you need to turn off hardware acceleration, as described here. It was segfaulting for me otherwise.
<activity
android:hardwareAccelerated="false"
android:name="foo.GifActivity"
android:label="The state of computer animation 2014">
</activity>
Here is the BitmapDecode example shortened with only the GIF part. You have to make your own Widget (View) and draw it by yourself. Not quite as powerful as an ImageView.
import android.app.Activity;
import android.content.Context;
import android.graphics.*;
import android.os.*;
import android.view.View;
public class GifActivity extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new GifView(this));
}
static class GifView extends View {
Movie movie;
GifView(Context context) {
super(context);
movie = Movie.decodeStream(
context.getResources().openRawResource(
R.drawable.some_gif));
}
#Override
protected void onDraw(Canvas canvas) {
if (movie != null) {
movie.setTime(
(int) SystemClock.uptimeMillis() % movie.duration());
movie.draw(canvas, 0, 0);
invalidate();
}
}
}
}
2 other methods, one with ImageView another with WebView can be found in this fine tutorial. The ImageView method uses the Apache licensed android-gifview from Google Code.

#PointerNull gave good solution, but it is not perfect. It doesn't work on some devices with big files and show buggy Gif animation with delta frames on pre ICS version.
I found solution without this bugs. It is library with native decoding to drawable: koral's android-gif-drawable.

For only android API (Android Pie)28 and + use AnimatedImageDrawable as
// ImageView from layout
val ima : ImageView = findViewById(R.id.img_gif)
// create AnimatedDrawable
val decodedAnimation = ImageDecoder.decodeDrawable(
// create ImageDecoder.Source object
ImageDecoder.createSource(resources, R.drawable.tenor))
// set the drawble as image source of ImageView
ima.setImageDrawable(decodedAnimation)
// play the animation
(decodedAnimation as? AnimatedImageDrawable)?.start()
XML code, add a ImageView
<ImageView
android:id="#+id/img_gif"
android:background="#drawable/ic_launcher_background" <!--Default background-->
app:layout_constraintLeft_toLeftOf="parent"
app:layout_constraintRight_toRightOf="parent"
android:layout_width="200dp"
android:layout_height="200dp" />
AnimatedImageDrawable is a child of Drawable and created by ImageDecoder.decodeDrawable
ImageDecoder.decodeDrawable which further required the instance of ImageDecoder.Source created by ImageDecoder.createSource.
ImageDecoder.createSource can only take source as a name, ByteBuffer, File, resourceId, URI, ContentResolver to create source object and uses it to create AnimatedImageDrawable as Drawable (polymorphic call)
static ImageDecoder.Source createSource(AssetManager assets, String fileName)
static ImageDecoder.Source createSource(ByteBuffer buffer)
static ImageDecoder.Source createSource(File file)
static ImageDecoder.Source createSource(Resources res, int resId)
static ImageDecoder.Source createSource(ContentResolver cr, Uri uri)
Note: You can also create Bitmap using ImageDecoder#decodeBitmap.
Output:
AnimatedDrawable also supports resizing, frame and color manipulation

Put it into a WebView, it has to be able to display it correctly, since the default browser supports gif files. (Froyo+, if i am not mistaken)

There are two options to load animated gifs into our Android apps
1)Using Glide to load the gif into an ImageView.
String urlGif = "https://cdn.dribbble.com/users/263558/screenshots/1337078/dvsd.gif";
//add Glide implementation into the build.gradle file.
ImageView imageView = (ImageView)findViewById(R.id.imageView);
Uri uri = Uri.parse(urlGif);
Glide.with(getApplicationContext()).load(uri).into(imageView);
2) Using an html to load the gif into a WebView
Create the html with the address to the .gif file:
<html style="margin: 0;">
<body style="margin: 0;">
<img src="https://..../myimage.gif" style="width: 100%; height: 100%" />
</body>
</html>
store this file into the assets directory:
The load this html into the WebView of your application:
WebView webView = (WebView)findViewById(R.id.webView);
webView = (WebView) findViewById(R.id.webView);
webView.loadUrl("file:///android_asset/html/webpage_gif.html");
Heres is a complete example of this two options.

I think the better library to handle gif files is this one: by koral
Used it and i'm successful and this library is dedicated to GIF'S; but where as the picasso and glide are general purpose image framework; so i think the developers of this library have entirely concentrated on gif files

Use fresco. Here's how to do it:
http://frescolib.org/docs/animations.html
Here's the repo with the sample:
https://github.com/facebook/fresco/tree/master/samples/animation
Beware fresco does not support wrap content!

Just wanted to add that the Movie class is now deprecated.
This class was deprecated in API level P.
It is recommended to use this
AnimatedImageDrawable
Drawable for drawing animated images (like GIF).

Similar to what #Leonti said, but with a little more depth:
What I did to solve the same problem was open up GIMP, hide all layers except for one, export it as its own image, and then hide that layer and unhide the next one, etc., until I had individual resource files for each one. Then I could use them as frames in the AnimationDrawable XML file.

Something I did for showing gifs in apps. I extended ImageView so people can use its attributes freely. It can show gifs from url or from the assets directory.
The library also makes it easy for extending classes to inherit from it and extend it to support different methods to initialize the gif.
https://github.com/Gavras/GIFView
There's a little guide on the github page.
It was also published on Android Arsenal:
https://android-arsenal.com/details/1/4947
Use example:
From XML:
<com.whygraphics.gifview.gif.GIFView xmlns:gif_view="http://schemas.android.com/apk/res-auto"
android:id="#+id/main_activity_gif_vie"
android:layout_width="200dp"
android:layout_height="200dp"
android:scaleType="center"
gif_view:gif_src="url:http://pop.h-cdn.co/assets/16/33/480x264/gallery-1471381857-gif-season-2.gif" />
In the activity:
GIFView mGifView = (GIFView) findViewById(R.id.main_activity_gif_vie);
mGifView.setOnSettingGifListener(new GIFView.OnSettingGifListener() {
#Override
public void onSuccess(GIFView view, Exception e) {
Toast.makeText(MainActivity.this, "onSuccess()", Toast.LENGTH_SHORT).show();
}
#Override
public void onFailure(GIFView view, Exception e) {
}
});
Setting the gif programmatically:
mGifView.setGifResource("asset:gif1");

Easiest way - Can be consider the below code
We can take advantage of Imageview setImageResource , refer below code for the same.
The below code can be used to show the image like gif incase if you have the multiple split image of gif. Just split the gif into individual png from a online tool and put image in the drawable like the below order
image_1.png, image_2.png, etc.
Have the handler to change the image dynamically.
int imagePosition = 1;
Handler handler = new Handler();
Runnable runnable = new Runnable() {
public void run() {
updateImage();
}
};
public void updateImage() {
appInstance.runOnUiThread(new Runnable() {
#Override
public void run() {
int resId = getResources().getIdentifier("image_" + imagePosition, "drawable", appInstance.getPackageName());
gifImageViewDummy.setImageResource(resId);
imagePosition++;
//Consider you have 30 image for the anim
if (imagePosition == 30) {
//this make animation play only once
handler.removeCallbacks(runnable);
} else {
//You can define your own time based on the animation
handler.postDelayed(runnable, 50);
}
//to make animation to continue use below code and remove above if else
// if (imagePosition == 30)
//imagePosition = 1;
// handler.postDelayed(runnable, 50);
//
}
});
}

The easy way to display animated GIF directly from URL to your app layout is to use WebView class.
Step 1:
In your layout XML
<WebView
android:id="#+id/webView"
android:layout_width="50dp"
android:layout_height="50dp"
/>
Step 2: In your Activity
WebView wb;
wb = (WebView) findViewById(R.id.webView);
wb.loadUrl("https://.......);
Step 3: In your Manifest.XML make Internet permission
<uses-permission android:name="android.permission.INTERNET" />
Step 4: In case you want to make your GIF background transparent and make GIF fit to your Layout
wb.setBackgroundColor(Color.TRANSPARENT);
wb.getSettings().setLoadWithOverviewMode(true);
wb.getSettings().setUseWideViewPort(true);

If you want to use Glide for loading gif:
Glide.with(this)
.asGif()
.load(R.raw.onboarding_layers) //Your gif resource
.apply(RequestOptions.diskCacheStrategyOf(DiskCacheStrategy.NONE))
.listener(new RequestListener<GifDrawable>() {
#Override
public boolean onLoadFailed(#Nullable #org.jetbrains.annotations.Nullable GlideException e, Object model, Target<GifDrawable> target, boolean isFirstResource) {
return false;
}
#Override
public boolean onResourceReady(GifDrawable resource, Object model, Target<GifDrawable> target, DataSource dataSource, boolean isFirstResource) {
resource.setLoopCount(1);
return false;
}
})
.into((ImageView) view.findViewById(R.id.layer_icons));

To save resources there is glide library for.
Have no idea why to use anything else, especialy webview to show image only.
Glide is perfect and easy library that prepares animated drawable from gif and put it directly to imageview.
The logic of gifdrawable handle animation itself.
Gif have lzw ziped raw rgb data of an animation inside.
There is no reason for complicated usage of webview and manage more files to show just a gif file in app.

First of all the Android browser should support Animated GIFs. If it doesn't then it's a bug! Have a look at the issue trackers.
If you're displaying these animated GIFs outside of a browser it might be a different story. To do what you're asking would require external library that supports the decoding of Animated GIFs.
The first port of call would be to look at Java2D or JAI (Java Advanced Imaging) API, although I would be very surprised if Android Dalvik would support those libraries in your App.

public class Test extends GraphicsActivity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new SampleView(this));
}
private static class SampleView extends View {
private Bitmap mBitmap;
private Bitmap mBitmap2;
private Bitmap mBitmap3;
private Bitmap mBitmap4;
private Drawable mDrawable;
private Movie mMovie;
private long mMovieStart;
// Set to false to use decodeByteArray
private static final boolean DECODE_STREAM = true;
private static byte[] streamToBytes(InputStream is) {
ByteArrayOutputStream os = new ByteArrayOutputStream(1024);
byte[] buffer = new byte[1024];
int len;
try {
while ((len = is.read(buffer)) >= 0) {
os.write(buffer, 0, len);
}
} catch (java.io.IOException e) {
}
return os.toByteArray();
}
public SampleView(Context context) {
super(context);
setFocusable(true);
java.io.InputStream is;
is = context.getResources().openRawResource(R.drawable.icon);
BitmapFactory.Options opts = new BitmapFactory.Options();
Bitmap bm;
opts.inJustDecodeBounds = true;
bm = BitmapFactory.decodeStream(is, null, opts);
// now opts.outWidth and opts.outHeight are the dimension of the
// bitmap, even though bm is null
opts.inJustDecodeBounds = false; // this will request the bm
opts.inSampleSize = 4; // scaled down by 4
bm = BitmapFactory.decodeStream(is, null, opts);
mBitmap = bm;
// decode an image with transparency
is = context.getResources().openRawResource(R.drawable.icon);
mBitmap2 = BitmapFactory.decodeStream(is);
// create a deep copy of it using getPixels() into different configs
int w = mBitmap2.getWidth();
int h = mBitmap2.getHeight();
int[] pixels = new int[w * h];
mBitmap2.getPixels(pixels, 0, w, 0, 0, w, h);
mBitmap3 = Bitmap.createBitmap(pixels, 0, w, w, h,
Bitmap.Config.ARGB_8888);
mBitmap4 = Bitmap.createBitmap(pixels, 0, w, w, h,
Bitmap.Config.ARGB_4444);
mDrawable = context.getResources().getDrawable(R.drawable.icon);
mDrawable.setBounds(150, 20, 300, 100);
is = context.getResources().openRawResource(R.drawable.animated_gif);
if (DECODE_STREAM) {
mMovie = Movie.decodeStream(is);
} else {
byte[] array = streamToBytes(is);
mMovie = Movie.decodeByteArray(array, 0, array.length);
}
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(0xFFCCCCCC);
Paint p = new Paint();
p.setAntiAlias(true);
canvas.drawBitmap(mBitmap, 10, 10, null);
canvas.drawBitmap(mBitmap2, 10, 170, null);
canvas.drawBitmap(mBitmap3, 110, 170, null);
canvas.drawBitmap(mBitmap4, 210, 170, null);
mDrawable.draw(canvas);
long now = android.os.SystemClock.uptimeMillis();
if (mMovieStart == 0) { // first time
mMovieStart = now;
}
if (mMovie != null) {
int dur = mMovie.duration();
if (dur == 0) {
dur = 1000;
}
int relTime = (int) ((now - mMovieStart) % dur);
mMovie.setTime(relTime);
mMovie.draw(canvas, getWidth() - mMovie.width(), getHeight()
- mMovie.height());
invalidate();
}
}
}
}
class GraphicsActivity extends Activity {
// set to true to test Picture
private static final boolean TEST_PICTURE = false;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
}
#Override
public void setContentView(View view) {
if (TEST_PICTURE) {
ViewGroup vg = new PictureLayout(this);
vg.addView(view);
view = vg;
}
super.setContentView(view);
}
}
class PictureLayout extends ViewGroup {
private final Picture mPicture = new Picture();
public PictureLayout(Context context) {
super(context);
}
public PictureLayout(Context context, AttributeSet attrs) {
super(context, attrs);
}
#Override
public void addView(View child) {
if (getChildCount() > 1) {
throw new IllegalStateException(
"PictureLayout can host only one direct child");
}
super.addView(child);
}
#Override
public void addView(View child, int index) {
if (getChildCount() > 1) {
throw new IllegalStateException(
"PictureLayout can host only one direct child");
}
super.addView(child, index);
}
#Override
public void addView(View child, LayoutParams params) {
if (getChildCount() > 1) {
throw new IllegalStateException(
"PictureLayout can host only one direct child");
}
super.addView(child, params);
}
#Override
public void addView(View child, int index, LayoutParams params) {
if (getChildCount() > 1) {
throw new IllegalStateException(
"PictureLayout can host only one direct child");
}
super.addView(child, index, params);
}
#Override
protected LayoutParams generateDefaultLayoutParams() {
return new LayoutParams(LayoutParams.MATCH_PARENT,
LayoutParams.MATCH_PARENT);
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
final int count = getChildCount();
int maxHeight = 0;
int maxWidth = 0;
for (int i = 0; i < count; i++) {
final View child = getChildAt(i);
if (child.getVisibility() != GONE) {
measureChild(child, widthMeasureSpec, heightMeasureSpec);
}
}
maxWidth += getPaddingLeft() + getPaddingRight();
maxHeight += getPaddingTop() + getPaddingBottom();
Drawable drawable = getBackground();
if (drawable != null) {
maxHeight = Math.max(maxHeight, drawable.getMinimumHeight());
maxWidth = Math.max(maxWidth, drawable.getMinimumWidth());
}
setMeasuredDimension(resolveSize(maxWidth, widthMeasureSpec),
resolveSize(maxHeight, heightMeasureSpec));
}
private void drawPict(Canvas canvas, int x, int y, int w, int h, float sx,
float sy) {
canvas.save();
canvas.translate(x, y);
canvas.clipRect(0, 0, w, h);
canvas.scale(0.5f, 0.5f);
canvas.scale(sx, sy, w, h);
canvas.drawPicture(mPicture);
canvas.restore();
}
#Override
protected void dispatchDraw(Canvas canvas) {
super.dispatchDraw(mPicture.beginRecording(getWidth(), getHeight()));
mPicture.endRecording();
int x = getWidth() / 2;
int y = getHeight() / 2;
if (false) {
canvas.drawPicture(mPicture);
} else {
drawPict(canvas, 0, 0, x, y, 1, 1);
drawPict(canvas, x, 0, x, y, -1, 1);
drawPict(canvas, 0, y, x, y, 1, -1);
drawPict(canvas, x, y, x, y, -1, -1);
}
}
#Override
public ViewParent invalidateChildInParent(int[] location, Rect dirty) {
location[0] = getLeft();
location[1] = getTop();
dirty.set(0, 0, getWidth(), getHeight());
return getParent();
}
#Override
protected void onLayout(boolean changed, int l, int t, int r, int b) {
final int count = super.getChildCount();
for (int i = 0; i < count; i++) {
final View child = getChildAt(i);
if (child.getVisibility() != GONE) {
final int childLeft = getPaddingLeft();
final int childTop = getPaddingTop();
child.layout(childLeft, childTop,
childLeft + child.getMeasuredWidth(),
childTop + child.getMeasuredHeight());
}
}
}
}

Related

How to load GIF in ImageView background in android

This is my code where I am loading a gif from URL. I am using Glide Library. This code is not working, blank activity display
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_background_gif);
ImageView imageView = (ImageView) findViewById(R.id.gifImageView);
//Glide.with(this).load(getResources().getDrawable(R.drawable.sample_img)).into(imageView);
Glide.with(this)
.load("http://more-sky.com/data/out/6/IMG_105566.gif")
.into(new GlideDrawableImageViewTarget(imageView));
}
Try using this
Glide.with(context)
.load(imageUrl)
.asGif()
.placeholder(R.drawable.loading2)
.crossFade()
.into(imageView);
you can programatically achieve it,
follow this link
http://www.geeks.gallery/how-to-display-the-animated-gif-image-in-android/
OR use library,
https://github.com/koral--/android-gif-drawable
https://github.com/felipecsl/GifImageView
You can also use Picasso
Picasso.with(context)
.load(url)
.resize(50, 50)
.centerCrop()
.into(imageView)
You can use WebView to load GIF image. Implementation is very easy and works like a charm. Create html page. Here's the code:
<html style="margin: 0;">
<body style="margin: 0;">
<img src="imagename.gif" style="width: 100%; height: 100%" />
</body>
</html>
Create assets folder and create html folder in assets. Copy Gif image and webpage in html folder. Add WebView in your xml.
MainActivity
webView = (WebView)findViewById(R.id.webView);
webView.setBackgroundColor(Color.TRANSPARENT); //for gif without background
webView.loadUrl("file:///android_asset/html/HTML_PAGE_NAME.html");
From P OS gif is now directly supported by Android and it is easy to load.
Java Code (loading from file):
ImageDecoder.Source source = ImageDecoder.createSource(new File(fileName));
AnimatedImageDrawable drawable = (AnimatedImageDrawable) ImageDecoder.decodeDrawable(source);
imageView.setImageDrawable(drawable);
drawable.start();
Kotlin code(loading from assets):
val source = ImageDecoder.createSource(assets, assetFileName)
val drawable = ImageDecoder.decodeDrawable(source)
imageView.setImageDrawable(drawable)
if (drawable is AnimatedImageDrawable) {
drawable.start()
}
I used Movie class to display animated GIF according to this page. Below is the class I created to diaplay the gif and method invoking it.
It is deprecated from SDK 28 and AnimatedImageView is recommended. I used both and it turned out to me that old, unofficial way (with Movie) is faster and more reliable (AnimatedImageView hangs freezes sometimes).
Class to display animiated GIF with Movie
public class ShowGifView extends View {
private Movie movie;
private int gifImageDrawableId;
private final Context ctx;
private long gifStart = 0;
public ShowGifView(Context context) {
super(context);
// Make the custom view focus.
setFocusable(true);
ctx = context;
}
#Override
protected void onDraw(Canvas canvas) {
long now = System.currentTimeMillis();
if (gifStart == 0) {
gifStart = now;
}
if (movie != null) {
// Get gif movie duration time.
int duration = movie.duration();
if (duration == 0) {
duration = 1000;
}
// Get played frame percentage.
int relTime = (int)((now - gifStart) % duration);
// Set current gif frame time.
movie.setTime(relTime);
// Get custom view width and height.
int width = this.getWidth();
int height = this.getHeight();
// Get gif image width and height.
int movieWidth = movie.width();
int movieHeight = movie.height();
// Scale canvas size to fit the custom view.
canvas.scale((float)width / movieWidth, (float)height / movieHeight);
// Draw the gif image frame to custom view canvas.
movie.draw(canvas, 1, 1);
// This method will invoke onDraw method.
invalidate();
}
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
if(movie != null){
int scale = heightMeasureSpec / movie.height();
setMeasuredDimension(movie.width() * scale, movie.height() * scale);
}else{
setMeasuredDimension(getSuggestedMinimumWidth(), getSuggestedMinimumHeight());
}
}
public int getGifImageDrawableId() {
return gifImageDrawableId;
}
public void setGifImageDrawableId(int gifImageDrawableId) {
this.gifImageDrawableId = gifImageDrawableId;
}
// Call this method to read the drawable gif image to create movie object.
public void drawGif() {
Resources resources = ctx.getResources();
InputStream inputStream = resources.openRawResource(gifImageDrawableId);
movie = Movie.decodeStream(inputStream);
// Invalidate the view and invoke onDraw method.
invalidate();
}
}
Method invoking this:
private View addAnimatedGif(ConstraintLayout lout, int animatedGif) {
ShowGifView resultView = new ShowGifView(getApplicationContext());
// Set Layer type to display animated GIF on all APIs
resultView.setLayerType(View.LAYER_TYPE_SOFTWARE, new Paint());
resultView.setGifImageDrawableId(animatedGif);
resultView.drawGif();
ConstraintSet cSet = new ConstraintSet();
lout.addView(resultView);
resultView.setId(View.generateViewId());
int id = resultView.getId();
cSet.clone(lout);
cSet.connect(id, ConstraintSet.START, ConstraintSet.PARENT_ID, ConstraintSet.START, 0);
cSet.connect(id, ConstraintSet.TOP, ConstraintSet.PARENT_ID, ConstraintSet.TOP, 0);
cSet.connect(id, ConstraintSet.END, ConstraintSet.PARENT_ID, ConstraintSet.END, 0);
cSet.connect(id, ConstraintSet.BOTTOM, ConstraintSet.PARENT_ID, ConstraintSet.BOTTOM, 0);
cSet.applyTo(lout);
return resultView;
}

Change the size of ImageView on zooming

I am using chrisbanes PhotoView to implement pinch zoom..Image zooms on pinching and double tapping but i can't see that my image streched to full screen on zooming..on zooming it looks that image zooms inside a box and part of image disappears on zooming...How can i implement image zoom so that height of Image increases on zooming?I am using NetworkImageView ( of Volley library).
NetworkImageView imageView;
PhotoViewAttacher mAttacher;
imageView = (NetworkImageView) mImgPagerView.findViewById(R.id.imageitem);
mAttacher = new PhotoViewAttacher(imageView);
NetworkImageView.java ( of Volley library)
import android.content.Context;
import android.graphics.Bitmap;
import android.text.TextUtils;
import android.util.AttributeSet;
import android.widget.ImageView;
import com.android.volley.toolbox.ImageLoader.ImageContainer;
public class NetwrokImageView extends ImageView {
/** The URL of the network image to load */
private String mUrl;
/**
* Resource ID of the image to be used as a placeholder until the network image is loaded.
*/
private int mDefaultImageId;
/**
* Resource ID of the image to be used if the network response fails.
*/
private int mErrorImageId;
/** Local copy of the ImageLoader. */
private ImageLoader mImageLoader;
public NetworkImageView(Context context) {
this(context, null);
}
public NetworkImageView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public NetworkImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
/**
* Sets URL of the image that should be loaded into this view. Note that calling this will
* immediately either set the cached image (if available) or the default image specified by
* {#link NetworkImageView#setDefaultImageResId(int)} on the view.
*
* NOTE: If applicable, {#link NetworkImageView#setDefaultImageResId(int)} and
* {#link NetworkImageView#setErrorImageResId(int)} should be called prior to calling
* this function.
*
* #param url The URL that should be loaded into this ImageView.
* #param imageLoader ImageLoader that will be used to make the request.
*/
public void setImageUrl(String url, ImageLoader imageLoader) {
mUrl = url;
mImageLoader = imageLoader;
// The URL has potentially changed. See if we need to load it.
loadImageIfNecessary();
}
/**
* Sets the default image resource ID to be used for this view until the attempt to load it
* completes.
*/
public void setDefaultImageResId(int defaultImage) {
mDefaultImageId = defaultImage;
}
/**
* Sets the error image resource ID to be used for this view in the event that the image
* requested fails to load.
*/
public void setErrorImageResId(int errorImage) {
mErrorImageId = errorImage;
}
/**
* Loads the image for the view if it isn't already loaded.
*/
private void loadImageIfNecessary() {
int width = getWidth();
int height = getHeight();
// if the view's bounds aren't known yet, hold off on loading the image.
if (width == 0 && height == 0) {
return;
}
// if the URL to be loaded in this view is empty, cancel any old requests and clear the
// currently loaded image.
if (TextUtils.isEmpty(mUrl)) {
ImageContainer oldContainer = (ImageContainer) getTag();
if (oldContainer != null) {
oldContainer.cancelRequest();
setImageBitmap(null);
}
return;
}
ImageContainer oldContainer = (ImageContainer) getTag();
// if there was an old request in this view, check if it needs to be canceled.
if (oldContainer != null && oldContainer.getRequestUrl() != null) {
if (oldContainer.getRequestUrl().equals(mUrl)) {
// if the request is from the same URL, return.
return;
} else {
// if there is a pre-existing request, cancel it if it's fetching a different URL.
oldContainer.cancelRequest();
setImageBitmap(null);
}
}
// The pre-existing content of this view didn't match the current URL. Load the new image
// from the network.
ImageContainer newContainer = mImageLoader.get(mUrl,
ImageLoader.getImageListener(this, mDefaultImageId, mErrorImageId));
// update the tag to be the new bitmap container.
setTag(newContainer);
// look at the contents of the new container. if there is a bitmap, load it.
final Bitmap bitmap = newContainer.getBitmap();
if (bitmap != null) {
setImageBitmap(bitmap);
}
}
#Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
loadImageIfNecessary();
}
#Override
protected void onDetachedFromWindow() {
ImageContainer oldContainer = (ImageContainer) getTag();
if (oldContainer != null) {
// If the view was bound to an image request, cancel it and clear
// out the image from the view.
oldContainer.cancelRequest();
setImageBitmap(null);
// also clear out the tag so we can reload the image if necessary.
setTag(null);
}
super.onDetachedFromWindow();
}
#Override
protected void drawableStateChanged() {
super.drawableStateChanged();
invalidate();
}
}
build.gradle
compile 'com.github.chrisbanes.photoview:library:+'
xml
<com.xyz.NetworkImageView
android:id="#+id/imageitem"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:scaleType="matrix"
android:layout_gravity="center"
android:adjustViewBounds="true"
android:background="#drawable/image_loading" />
ImageView is inside FrameLayout
<FrameLayout
android:id="#+id/image_holder"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_centerVertical="true"
android:background="#color/black"
>
Image before zooming
Image after zooming
Better try a different approach if youre stuck
You can find below a link to a class created by Jason Polites that will allow you to handle pinch zooms on custom ImageViews: https://github.com/jasonpolites/gesture-imageview.
Just include this package into your application and then you will be able to use a custom GestureImaveView in your XML files:
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:gesture-image="http://schemas.polites.com/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
<com.polites.android.GestureImageView
android:id="#+id/image"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:src="#drawable/image"
gesture-image:min-scale="0.1"
gesture-image:max-scale="10.0"
gesture-image:strict="false"/>
This class handles pinch zooms, but also double taps.
Answer credit goes to Yoann :)
I will highly recommend having a look at Photo View:
https://github.com/chrisbanes/PhotoView
It was developed by Chris Banes who is one of the actual developers that worked on the Android development team, so you can't go wrong here. This library will save you A LOT of headaches.
Usage is as simple as:
ImageView mImageView;
PhotoViewAttacher mAttacher;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
// Any implementation of ImageView can be used!
mImageView = (ImageView) findViewById(R.id.iv_photo);
// Set the Drawable displayed
Drawable bitmap = getResources().getDrawable(R.drawable.wallpaper);
mImageView.setImageDrawable(bitmap);
// Attach a PhotoViewAttacher, which takes care of all of the zooming functionality.
mAttacher = new PhotoViewAttacher(mImageView);
}
I created a fully functional project on github. link in the end of the answer.
Problem elements:
1. Getting touch events and use it's variables to set image zoom level and window. (left, top, right, bottom).
Sample Code: only part of image will be showing at a time. therefore setting android:scaleType="fitCenter" will achieve the zooming.
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:id="#+id/imageFrameLayout"
android:background="#android:color/black">
<ImageView android:id="#+id/imageView"
android:layout_width="0px"
android:layout_height="0px"
android:layout_gravity="center"
android:scaleType="fitCenter"
android:background="#android:color/transparent" />
</FrameLayout>
Touch Listener (you can modify this to add your click event)
OnTouchListener MyOnTouchListener = new OnTouchListener() {
#Override
public boolean onTouch(View view, MotionEvent event) {
float distx, disty;
switch(event.getAction() & MotionEvent.ACTION_MASK){
case MotionEvent.ACTION_DOWN:
//A pressed gesture has started, the motion contains the initial starting location.
touchState = TOUCH;
currentX = (int) event.getRawX();
currentY = (int) event.getRawY();
break;
case MotionEvent.ACTION_POINTER_DOWN:
//A non-primary pointer has gone down.
touchState = PINCH;
//Get the distance when the second pointer touch
distx = event.getX(0) - event.getX(1);
disty = event.getY(0) - event.getY(1);
dist0 = (float) Math.sqrt(distx * distx + disty * disty);
distLast = dist0;
break;
case MotionEvent.ACTION_MOVE:
//A change has happened during a press gesture (between ACTION_DOWN and ACTION_UP).
if(touchState == PINCH){
// pinch started calculate scale step.
//Get the current distance
distx = event.getX(0) - event.getX(1);
disty = event.getY(0) - event.getY(1);
distCurrent = (float) Math.sqrt(distx * distx + disty * disty);
if (Math.abs(distCurrent-distLast) >= 35) // check sensitivity
{
stepScale = distCurrent/dist0;
distLast = distCurrent;
drawMatrix(); // draw new image
}
}
else
{
// move started.
if (currentX==-1 && currentY==-1)
{
// first move after touch down
currentX = (int) event.getRawX();
currentY = (int) event.getRawY();
}
else
{
// calculate move window variable.
int x2 = (int) event.getRawX();
int y2 = (int) event.getRawY();
int dx = (currentX - x2);
int dy = (currentY - y2);
left += dx;
top += dy;
currentX = x2;
currentY = y2;
drawMatrix(); // draw new image window
}
}
break;
case MotionEvent.ACTION_UP:
//A pressed gesture has finished.
touchState = IDLE;
break;
case MotionEvent.ACTION_POINTER_UP:
//A non-primary pointer has gone up.
if (touchState == PINCH)
{
// pinch ended. reset variable.
}
touchState = TOUCH;
break;
}
return true;
}
};
2. Since zooming required. I assume that we are using high quality images.
Therefore, loading the full sized quality image when zoomed out won't benefit, since the user won't recognise the small details. But it will increase memory usage and could crash for very large images.
Solution Trick: On zooming out load larger window with lower quality.
On zoom in load smaller window with higher quality.
The proposed solution checks the current zoom level and image window required and based on that gets only part of the image with specific quality using BitmapRegionDecoder and BitmapFactory.
Sample Code:
Initialise image decoder that is going to be used later to ask for a part of the image:
InputStream is = null;
bitmapRegionDecoder = null;
try {
is = getAssets().open(res_id); // get image stream from assets. only the stream, no mem usage
bitmapRegionDecoder = BitmapRegionDecoder.newInstance(is, false);
} catch (IOException e) {
e.printStackTrace();
}
bounds = new BitmapFactory.Options();
bounds.inJustDecodeBounds = true; // only specs needed. no image yet!
BitmapFactory.decodeStream(is, null, bounds); // get image specs.
try {
is.close(); // close stream no longer needed.
} catch (IOException e) {
e.printStackTrace();
}
Ask for image with quality and window:
Rect pRect = new Rect(left, top, left + newWidth, top + newHeight);
BitmapFactory.Options bounds = new BitmapFactory.Options();
int inSampleSize = 1;
if (tempScale <= 2.75) // you can map scale with quality better than this.
inSampleSize = 2;
bounds.inSampleSize = inSampleSize; // set image quality. takes binary steps only. 1, 2, 4, 8 . .
bm = bitmapRegionDecoder.decodeRegion(pRect, bounds);
imageView.setImageBitmap(bm);
project on github.
I had faced this issue in photo view image zoom library. i was changed the layout_height is "wrap_content" to "match_parent. It's working fine for me.
https://github.com/chrisbanes/PhotoView
<com.xyz.NetworkImageView
android:id="#+id/imageitem"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:scaleType="matrix"
android:layout_gravity="center"
android:adjustViewBounds="true"
android:background="#drawable/image_loading" />
If you wish to change the ImageView's size, you need to change its layoutParams, as I've demonstrated here. You can also change its scale as of Honeycomb.
However, if you wish to just move a rectangle within the image, which also zooms nicely (like other apps that allow to crop), you can use a library like "cropper" or if you don't need the features there you can use a library like TouchImageView
It is because the ImageView has a view height of "wrap_content". Change it to "match_parent" and set the scaleType of the image to be "centerInside" to fix your problem.
The problem is that when using NetworkImageView does not behave the same as an ImageView, I solve it by creating an xml design for portrait and landscape
PORTRAIT
layout/item_image.xml
height="match_parent" and width="wrap_content", important scaleType="fitCenter"
<com.android.volley.toolbox.NetworkImageView
android:layout_width="wrap_content"
android:layout_height="match_parent"
android:scaleType="fitCenter"
android:background="#android:color/transparent"
android:id="#+id/imageitem"/>
LAND
layout/land/item_image.xml
now in the land layout the height="wrap_content" and width="match_parent", always scaleType="fitCenter"
<com.android.volley.toolbox.NetworkImageView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:scaleType="fitCenter"
android:background="#android:color/transparent"
android:id="#+id/imageitem"/>
It's also important to instantiate the PhotoViewAttacher object after assigning the resource to the NetworkImageView control
NetworkImageView imageView;
PhotoViewAttacher mAttacher;
imageView = (NetworkImageView)
mImgPagerView.findViewById(R.id.imageitem);
//firts set the image resources, i'm using Android Volley Request
ImageLoader imageLoader = MySocialMediaSingleton.getInstance(context).getImageLoader();
imageView.setImageUrl(url, imageLoader);
//next create instance of PhotoViewAttecher
mAttacher = new PhotoViewAttacher(imageView);
mAttacher.update();
I use imageviewtouch and have same problem. To solve it you can wrap imageview inside layout without any other children. Example :
<LinearLayout
android:id="#+id/layout"
android:layout_width="match_parent"
android:layout_height="0dp"
android:layout_marginBottom="200dp"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toBottomOf="#+id/toplayout">
<com.android.volley.toolbox.NetworkImageView
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:scaleType="fitCenter"
android:background="#android:color/transparent"
android:id="#+id/imageitem"/>
</LinearLayout>

PDF to bitmap image conversoin using mupdf n android

I'm using mupdf library in my android application to view the pdf files. Can anyone tell me how to get the bitmap images of each page of a pdf using mupdf library? Thanks in advance....
use function in MUPDFcore.class,it is called drawPage(int page, int PDF width,int PDF height, 0,0,int bitmap width,int bitmap height)
This function return bitmap image.
1st parameter is the page that will be rendered.
The 2nd and 3rd parameter are the size of PDF.
The 4th and 5th parameter are the beginning of the bitmap position to be filled with PDF rendered image (this is assumption, because there is no exact documentation regarding these parameters)
THe 6th and 7th parameter are the bitmap size that will be filled with PDF rendered image.
I have already done it within the sample project given by them.
Now I'm trying to use it in another project but I still have difficulties.
I found the solution for generate bitmap.
ThumbnailsActivity.mBitmapList=new ArrayList<Bitmap>();
for(int i=0;i<core.countPages();i++){
Bitmap bitmap=core.drawPage(i, 200, 200, 0, 0, 200, 200);
if(bitmap!=null){
ThumbnailsActivity.mBitmapList.add(bitmap);
}
}
I hope this may help others.Thanks!
The library seems to be updated and doesn't render images if called drawPage() but works fine if we give updatePage()
Find snippet below from the sample source code
//Activity onCreate()
int x = Utils.getScreenSize(this)[0];
int y = Utils.getScreenSize(this)[1];
final ImageView imageView = (ImageView) findViewById(R.id.holderimageview);
final Bitmap mSharedHqBm = Bitmap.createBitmap(x,y, Bitmap.Config.ARGB_8888);
new CancellableAsyncTask<Void, Void>(getDrawPageTask(mSharedHqBm, x,y, 0, 0, x, y)) {
#Override
public void onPreExecute() {
imageView.setImageBitmap(null);
imageView.invalidate();
// Show some imageholder/spinner/progress etc.
}
#Override
public void onPostExecute(Void result) {
imageView.setImageBitmap(mSharedHqBm);
imageView.invalidate();
}
}
// method in activity
protected CancellableTaskDefinition<Void, Void> getDrawPageTask(final Bitmap bm, final int sizeX, final int sizeY, final int patchX, final int patchY, final int patchWidth, final int patchHeight) { return new MuPDFCancellableTaskDefinition<Void, Void>(core) {
#Override
public Void doInBackground(MuPDFCore.Cookie cookie, Void ... params) {
// Workaround bug in Android Honeycomb 3.x, where the bitmap generation count
// is not incremented when drawing.
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB && Build.VERSION.SDK_INT < Build.VERSION_CODES.ICE_CREAM_SANDWICH) bm.eraseColor(0);
core.updatePage(bm, somepagenumber, sizeX, sizeY, patchX, patchY, patchWidth, patchHeight, cookie);
return null;
}
};
}

Weird OutOfMemoryError with android bitmaps: Why does showing and then hiding the containing View avoid it?

I was a frequent guest at stackoverflow until I ran into a problem that I really couldn't find anything existing about. So here is my first question:
I am building a camera app in which the user can take several pictures before proceeding to the next step. I want to give the user the possibility to review and delete pictures while stying in the camera stage, so I have written a custom View to show Thumbnails of the already captured images with a delete button. These "Thumbviews" are contained in a LinearLayout that is located on top of the camerapreview-SurfaceView and has a default visibility of "GONE". The user can toggle the visibility with a button.
It all works fine, but I have one problem:
When I take more than about 10 pictures, I get an OutOfMemoryError. The thumbnails are really small and don't take a lot of memory and also I recycle the original Bitmaps and perform a System.gc() after creating the thumbs.
The weird thing is, when I press the button that sets the visibility of the containing LinearLayout to "VISIBLE" and again to "GONE", apparently all the memory gets freed and I can take many more pictures than 10.
I've tried switching the visibility in code but that doesn't work, and also destroying the drawing cache.
There has to be another way to free that memory besides pushing my visibility button 2 times ;-)
Here's the code for the ThumbView:
public class ThumbView extends View {
private Bitmap mBitmap;
private Bitmap mScaledBitmap;
private int mWidth, mHeight, mPosX, mPosY;
static private Bitmap mDeleteBitmap;
private File mPreviewFile;
private File mFinalFile;
private Orientation mOrientation;
private boolean mRed;
public ThumbView(Context context, Bitmap bitmap, File previewFile, File finalFile, Orientation orientation) {
super(context);
mBitmap = bitmap;
mPreviewFile = previewFile;
mFinalFile = finalFile;
mOrientation = orientation;
if(mDeleteBitmap != null)
return;
mDeleteBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.deletebutton);
}
public void deleteFile()
{
if(mPreviewFile != null && mPreviewFile.exists())
{
mPreviewFile.delete();
}
if(mFinalFile != null && mFinalFile.exists())
{
mFinalFile.delete();
}
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
mWidth = MeasureSpec.getSize(widthMeasureSpec);
setMeasuredDimension(mWidth, mWidth);
if(mBitmap == null)
return;
mHeight = mWidth;
float bitmapRatio = mBitmap.getWidth() / (float) mBitmap.getHeight();
if(bitmapRatio > 1)
{
mScaledBitmap = Bitmap.createScaledBitmap(mBitmap, mWidth,
(int)(mWidth/bitmapRatio), true);
mPosY = (mWidth-mScaledBitmap.getHeight())/2;
}
else
{
mScaledBitmap = Bitmap.createScaledBitmap(mBitmap, (int)(mHeight*bitmapRatio),
mHeight, true);
mPosX = (mHeight-mScaledBitmap.getWidth())/2;
}
Matrix mtx = new Matrix();
mtx.postRotate(-90);
Bitmap b = Bitmap.createBitmap(mScaledBitmap, 0, 0, mScaledBitmap.getWidth(), mScaledBitmap.getHeight(), mtx, true);
mScaledBitmap = b;
b = null;
mBitmap.recycle();
mBitmap = null;
System.gc();
}
public boolean deleteButtonPressed(float x, float y)
{
Rect r = new Rect(mPosY, mPosX, mPosY+mDeleteBitmap.getWidth(),
mPosX+mDeleteBitmap.getHeight());
if(r.contains((int)x, (int)y))
{
return true;
}
return false;
}
public void setRed(boolean red)
{
mRed = red;
invalidate();
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(mScaledBitmap, mPosY, mPosX, new Paint());
canvas.drawBitmap(mDeleteBitmap, mPosY, mPosX, new Paint());
if(mRed)
canvas.drawColor(0x55FF0000);
}
}
The "why does it not break" answer's easy. When the visibility of a child view (or container) is set to GONE, the parent layout will (generally) skip it and not even bother rendering it. It's not "hidden", it's not there at all.
If your thumbnails are really thumbnails you shouldn't be running out of memory, however, I think you're not downsampling them (I could be wrong). How are you showing them? You should share that piece of code. (New Photo -> Thumbnail Image -> Image View)
I am so stupid. Obviously my onMeasure() won't be called while the View stays GONE and therefore the original bitmap stays in memory. I changed visibility to INVISIBLE and everything works fine now.

How to add animated emoticon in TextView or EditText in Android

as the question, I use ImageSpan to add a image into TextView. but it can't animate.Do you have any advise?
I try to extend AnimationDrawable to add drawable into ImageSpan. but it doesn't work
public class EmoticonDrawalbe extends AnimationDrawable {
private Bitmap bitmap;
private GifDecode decode;
private int gifCount;
public EmoticonDrawalbe(Context context, String source) {
decode = new GifDecode();
decode.read(context, source);
gifCount = decode.getFrameCount();
if (gifCount <= 0) {
return;
}
for (int i = 0; i < gifCount; i++) {
bitmap = decode.getFrame(i);
addFrame(new BitmapDrawable(bitmap), decode.getDelay(i));
}
setOneShot(false);
}
#Override
public void draw(Canvas canvas) {
super.draw(canvas);
start();
}
}
I would try to either:
Split the animated image (presumably a .gif file?) into separate frames and combine those into an AnimationDrawable that you then pass to the ImageSpan's constructor.
Subclass ImageSpan and override the onDraw() method to add your own logic to draw the different frames based on some sort of timer. There's an api demo that illustrates how to use the Movie class to load up an animated gif that might be worth looking into.
Big Edit:
Alright, sorry for not getting back earlier, but I had to set aside some time to investigate this myself. I've had a play with it since I'll probably be needing a solution for this myself for one of my future projects. Unfortunately, I ran into similar problems with using an AnimationDrawable, which seems to be caused by the caching mechanism that DynamicDrawableSpan (an indirect superclass of ImageSpan) uses.
Another issue for me is that there does not appear to be a straightforward wat to invalidate a Drawable, or ImageSpan. Drawable actually has invalidateDrawable(Drawable) and invalidateSelf() methods, but the first did not have any effect in my case, whereas the latter only works if some magical Drawable.Callback is attached. I couldn't find any decent documentation on how to use this...
So, I went a step further up the logic tree to solve the problem. I have to add a warning in advance that this is most likely not an optimal solution, but for now it's the only one I was able to get to work. You probably won't run into problems if you use my solution sporadically, but I'd avoid filling the whole screen with emoticons by all means. I'm not sure what would happen, but then again, I probably don't even want to know.
Without further ado, here's the code. I added some comments to make it self-explanatory. It's quite likely a used a different Gif decoding class/libary, but it should work with about any out there.
AnimatedGifDrawable.java
public class AnimatedGifDrawable extends AnimationDrawable {
private int mCurrentIndex = 0;
private UpdateListener mListener;
public AnimatedGifDrawable(InputStream source, UpdateListener listener) {
mListener = listener;
GifDecoder decoder = new GifDecoder();
decoder.read(source);
// Iterate through the gif frames, add each as animation frame
for (int i = 0; i < decoder.getFrameCount(); i++) {
Bitmap bitmap = decoder.getFrame(i);
BitmapDrawable drawable = new BitmapDrawable(bitmap);
// Explicitly set the bounds in order for the frames to display
drawable.setBounds(0, 0, bitmap.getWidth(), bitmap.getHeight());
addFrame(drawable, decoder.getDelay(i));
if (i == 0) {
// Also set the bounds for this container drawable
setBounds(0, 0, bitmap.getWidth(), bitmap.getHeight());
}
}
}
/**
* Naive method to proceed to next frame. Also notifies listener.
*/
public void nextFrame() {
mCurrentIndex = (mCurrentIndex + 1) % getNumberOfFrames();
if (mListener != null) mListener.update();
}
/**
* Return display duration for current frame
*/
public int getFrameDuration() {
return getDuration(mCurrentIndex);
}
/**
* Return drawable for current frame
*/
public Drawable getDrawable() {
return getFrame(mCurrentIndex);
}
/**
* Interface to notify listener to update/redraw
* Can't figure out how to invalidate the drawable (or span in which it sits) itself to force redraw
*/
public interface UpdateListener {
void update();
}
}
AnimatedImageSpan.java
public class AnimatedImageSpan extends DynamicDrawableSpan {
private Drawable mDrawable;
public AnimatedImageSpan(Drawable d) {
super();
mDrawable = d;
// Use handler for 'ticks' to proceed to next frame
final Handler mHandler = new Handler();
mHandler.post(new Runnable() {
public void run() {
((AnimatedGifDrawable)mDrawable).nextFrame();
// Set next with a delay depending on the duration for this frame
mHandler.postDelayed(this, ((AnimatedGifDrawable)mDrawable).getFrameDuration());
}
});
}
/*
* Return current frame from animated drawable. Also acts as replacement for super.getCachedDrawable(),
* since we can't cache the 'image' of an animated image.
*/
#Override
public Drawable getDrawable() {
return ((AnimatedGifDrawable)mDrawable).getDrawable();
}
/*
* Copy-paste of super.getSize(...) but use getDrawable() to get the image/frame to calculate the size,
* in stead of the cached drawable.
*/
#Override
public int getSize(Paint paint, CharSequence text, int start, int end, Paint.FontMetricsInt fm) {
Drawable d = getDrawable();
Rect rect = d.getBounds();
if (fm != null) {
fm.ascent = -rect.bottom;
fm.descent = 0;
fm.top = fm.ascent;
fm.bottom = 0;
}
return rect.right;
}
/*
* Copy-paste of super.draw(...) but use getDrawable() to get the image/frame to draw, in stead of
* the cached drawable.
*/
#Override
public void draw(Canvas canvas, CharSequence text, int start, int end, float x, int top, int y, int bottom, Paint paint) {
Drawable b = getDrawable();
canvas.save();
int transY = bottom - b.getBounds().bottom;
if (mVerticalAlignment == ALIGN_BASELINE) {
transY -= paint.getFontMetricsInt().descent;
}
canvas.translate(x, transY);
b.draw(canvas);
canvas.restore();
}
}
Usage:
final TextView gifTextView = (TextView) findViewById(R.id.gif_textview);
SpannableStringBuilder sb = new SpannableStringBuilder();
sb.append("Text followed by animated gif: ");
String dummyText = "dummy";
sb.append(dummyText);
sb.setSpan(new AnimatedImageSpan(new AnimatedGifDrawable(getAssets().open("agif.gif"), new AnimatedGifDrawable.UpdateListener() {
#Override
public void update() {
gifTextView.postInvalidate();
}
})), sb.length() - dummyText.length(), sb.length(), Spannable.SPAN_EXCLUSIVE_EXCLUSIVE);
gifTextView.setText(sb);
As you can see I used a Handler to provide the 'ticks' to advance to the next frame. The advantage of this is that it will only fire off an update whenever a new frame should be rendered. The actual redrawing is done by invalidating the TextView which contains the AnimatedImageSpan. At the same time the drawback is that whenever you have a bunch of animated gifs in the same TextView (or multiple for that matter), the views might be updated like crazy... Use it wisely. :)
You can use ObjectAnimator to animate the drawable in the ImageSpan
http://developer.android.com/reference/android/animation/ObjectAnimator.html

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