Show image in one half of the sphere - android

I would like to show image with resolution 4096x2048 (this is not a spherical image) in one half of the sphere. I use panoramagl android library to obtain panoramic view. In my activity which extends com.panoramagl.PLIView I declare:
CustomPLSpherical2Panorama cylindricalPanorama = new CustomPLSpherical2Panorama();
PLImage imageFace = new PLImage(PLUtils.getBitmap(this, R.drawable.spherical_pano), false);
cylindricalPanorama.setImage(imageFace);
setPanorama(cylindricalPanorama);
In order to don't exceed max texture size which is 1024x1024 I scale this image 2 times down.
public class CustomPLSpherical2Panorama extends PLQuadricPanoramaBase {
/**
* init methods
*/
public CustomPLSpherical2Panorama() {
super();
}
#Override
protected void initializeValues() {
super.initializeValues();
this.setPreviewDivs(PLConstants.kDefaultSphere2PreviewDivs);
this.setDivs(PLConstants.kDefaultSphere2Divs);
}
/**
* property methods
*/
#Override
public int getTilesNumber() {
return 4;
}
#Override
public void setImage(PLIImage image) {
if (image != null) {
int w = image.getWidth(), h = image.getHeight();
image = image.scale(w / 2, h / 2);
w = image.getWidth();
h = image.getHeight();
if (w >= 128 && w <= 2048 && h >= 64 && h <= 1024 && PLMath.isPowerOfTwo(w) && PLMath.isPowerOfTwo(h) && w % h == 0) {
int w2 = w >> 1, w32 = w2 >> 4;
PLIImage frontImage = PLImage.crop(image, w2 - w32, 0, w32 << 1, h);
PLIImage backImage = PLImage.joinImagesHorizontally(PLImage.crop(image, w - w32, 0, w32, h), PLImage.crop(image, 0, 0, w32, h));
PLIImage leftImage = PLImage.crop(image, 0, 0, w2, h);
PLIImage rightImage = PLImage.crop(image, w2, 0, w2, h);
this.setTexture(new PLTexture(frontImage), PLSpherical2FaceOrientation.PLSpherical2FaceOrientationFront.ordinal());
this.setTexture(new PLTexture(backImage), PLSpherical2FaceOrientation.PLSpherical2FaceOrientationBack.ordinal());
this.setTexture(new PLTexture(leftImage), PLSpherical2FaceOrientation.PLSpherical2FaceOrientationLeft.ordinal());
this.setTexture(new PLTexture(rightImage), PLSpherical2FaceOrientation.PLSpherical2FaceOrientationRight.ordinal());
}
}
}
/**
* render methods
*/
#Override
protected void internalRender(GL10 gl, PLIRenderer renderer) {
PLITexture previewTexture = this.getPreviewTextures()[0];
PLITexture[] textures = this.getTextures();
PLITexture frontTexture = textures[PLSpherical2FaceOrientation.PLSpherical2FaceOrientationFront.ordinal()];
PLITexture backTexture = textures[PLSpherical2FaceOrientation.PLSpherical2FaceOrientationBack.ordinal()];
PLITexture leftTexture = textures[PLSpherical2FaceOrientation.PLSpherical2FaceOrientationLeft.ordinal()];
PLITexture rightTexture = textures[PLSpherical2FaceOrientation.PLSpherical2FaceOrientationRight.ordinal()];
boolean frontTextureIsValid = (frontTexture != null && frontTexture.getTextureId(gl) != 0);
boolean backTextureIsValid = (backTexture != null && backTexture.getTextureId(gl) != 0);
boolean leftTextureIsValid = (leftTexture != null && leftTexture.getTextureId(gl) != 0);
boolean rightTextureIsValid = (rightTexture != null && rightTexture.getTextureId(gl) != 0);
if (frontTextureIsValid || backTextureIsValid || leftTextureIsValid || rightTextureIsValid || (previewTexture != null && previewTexture.getTextureId(gl) != 0)) {
gl.glEnable(GL10.GL_TEXTURE_2D);
GLUquadric quadratic = this.getQuadric();
float radius = PLConstants.kPanoramaRadius * 10;
int divs = this.getDivs();
int halfDivs = this.getDivs() / 2, quarterDivs = halfDivs / 2;
if (previewTexture != null) {
if (frontTextureIsValid && backTextureIsValid && leftTextureIsValid && rightTextureIsValid)
this.removePreviewTextureAtIndex(0, true);
else {
int previewDivs = this.getPreviewDivs();
gl.glBindTexture(GL10.GL_TEXTURE_2D, previewTexture.getTextureId(gl));
GLUES.gluSphere(gl, quadratic, radius, previewDivs, previewDivs);
}
}
// Front Face
if (frontTextureIsValid) {
gl.glBindTexture(GL10.GL_TEXTURE_2D, frontTexture.getTextureId(gl));
GLUES.glu3DArc(gl, quadratic, PLConstants.kPI8, -PLConstants.kPI16, false, radius, quarterDivs, quarterDivs);
}
// Back Face
if (backTextureIsValid) {
gl.glBindTexture(GL10.GL_TEXTURE_2D, backTexture.getTextureId(gl));
GLUES.glu3DArc(gl, quadratic, PLConstants.kPI8, -PLConstants.kPI16, true, radius, quarterDivs, quarterDivs);
}
// Left Face
if (leftTextureIsValid) {
gl.glBindTexture(GL10.GL_TEXTURE_2D, leftTexture.getTextureId(gl));
GLUES.gluHemisphere(gl, quadratic, false, radius, halfDivs, halfDivs);
//GLUES.gluPartialDisk(gl, quadratic, 0, PLConstants.kPI16, quarterDivs, quarterDivs, PLConstants.kPI16, PLConstants.kPI8);
}
//Right Face
if (rightTextureIsValid) {
gl.glBindTexture(GL10.GL_TEXTURE_2D, rightTexture.getTextureId(gl));
GLUES.gluHemisphere(gl, quadratic, true, radius, halfDivs, halfDivs);
}
gl.glDisable(GL10.GL_TEXTURE_2D);
}
}
}
Above code help me show my image in sphere but the problem is that the image isn't spherical so it stretches too much at the bottom and top of the sphere.
The best solution for that problem could be as black area shows at below image:
It should show from -90 to +90 degrees horizontally and from -90 to +90 degrees vertically (ideally should be -80 to +80 degrees vertically).
I tried to use:
public static void gluPartialDisk(GL10 gl, GLUquadric qobj, float innerRadius, float outerRadius, int slices, int loops, float startAngle, float sweepAngle)
but it doesn't work. It shows black screen.
To sum up the questions are:
How to show image on the sphere as black area shows on the image?
How to set min, max horizontal and vertical rotation in degrees (in user guide is atvMin, atvMax, athMin, athMax option but I couldn't find it in panoramagl source code)?

1) What about using PLCylindricalPanorama setting correct height?
2) atvMin, atvMax, athMin, athMax are in PLConstants as:
for atv:
public static final float kDefaultPitchMinRange = -90.0f;
public static final float kDefaultPitchMaxRange = 90.0f;
for ath:
public static final float kRotationMinValue = -180.0f;
public static final float kRotationMaxValue = 180.0f;

Related

Is it possible to draw a bitmap multiple times with only 2 instances of the bitmap?

I'm trying to understand game-creation in Android. Therefore I try to program a simple TicTacToe without using buttons or layout files. Instead I want to only use bitmaps.
My Problem is that I can create the board, toggle the "X" and "O" symbol correctly, but my onDraw() only draws 2 symbols simultanously at max and I dont quite understand why or how to solve this.
public class GameScreen extends View {
List<TicTacToeSymbol> symbolList = new ArrayList<>();
float posX;
float posY;
int displayWidth;
int displayHeight;
Bitmap background;
Bitmap bitmapX;
Bitmap bitmapO;
Rect dst = new Rect();
boolean touched = false;
TicTacToeSymbol currentSymbol;
TicTacToeSymbol symbolX;
TicTacToeSymbol symbolO;
Grid grid = new Grid();
// Declaring the coordinates for the colums and rows
int ZERO_COLUMN_X = 0;
int FIRST_COLUMN_X = 480;
int SECOND_COLUMN_X = 910;
int THIRD_COLUMN_X = 1425;
(...)
int centerX = 0;
int centerY = 0;
public GameScreen(Context context) {
super(context);
try {
AssetManager assetManager = context.getAssets();
InputStream inputStream = assetManager.open("tictactoegrid.jpg");
background = BitmapFactory.decodeStream(inputStream);
inputStream = assetManager.open("X.png");
bitmapX = BitmapFactory.decodeStream(inputStream);
inputStream = assetManager.open("O.png");
bitmapO = BitmapFactory.decodeStream(inputStream);
inputStream.close();
// I create only 2 symbols, which might be the problem
symbolX = new TicTacToeSymbol(0, 0, 1);
symbolX.setBitmap(bitmapX);
symbolO = new TicTacToeSymbol(0, 0, 2);
symbolO.setBitmap(bitmapO);
setCurrentSymbol(symbolX, 1);
} catch (IOException e) {
e.printStackTrace();
}
}
#Override
protected void onAttachedToWindow() {
super.onAttachedToWindow();
Display display = this.getDisplay();
Point size = new Point();
display.getSize(size);
displayWidth = size.x;
displayHeight = size.y;
}
public void toggleCurrentSymbol() {
if (currentSymbol == symbolX) {
currentSymbol = symbolO;
} else {
currentSymbol = symbolX;
}
}
public void setCurrentSymbol(TicTacToeSymbol ticTacToeSymbol, int type) {
this.currentSymbol = ticTacToeSymbol;
if (type == 1) {
currentSymbol.setType(1);
} else
currentSymbol.setType(2);
}
public void setCoordinatesCurrentSymbol(int centerX, int centerY) {
currentSymbol.setPosX(centerX);
currentSymbol.setPosY(centerY);
}
#Override
public void onDraw(Canvas canvas) {
dst.set(0, 0, displayWidth, displayHeight - 200);
canvas.drawBitmap(background, null, dst, null);
if (touched) {
// Checking where the user has clicked
// First row
if (posX >= ZERO_COLUMN_X && posX <= FIRST_COLUMN_X
&& posY > ZERO_ROW_Y && posY < FIRST_ROW_Y) {
centerX = FIRST_CENTER_X;
centerY = FIRST_CENTER_Y;
setCoordinatesCurrentSymbol(centerX, centerY);
grid.placeSignInGrid(0, 0, currentSymbol);
toggleCurrentSymbol();
}
if (posX > FIRST_COLUMN_X && posX <= SECOND_COLUMN_X
&& posY > ZERO_ROW_Y && posY < FIRST_ROW_Y) {
centerX = SECOND_CENTER_X;
centerY = FIRST_CENTER_Y;
setCoordinatesCurrentSymbol(centerX, centerY);
grid.placeSignInGrid(1, 0, currentSymbol);
toggleCurrentSymbol();
}
(...)
}
// Go through the grid, get the symbol at the position and add it to the list of symbols
for (int i = 0; i < Grid.GRID_SIZE; i++) {
for (int j = 0; j < Grid.GRID_SIZE; j++) {
if (grid.getSymbolAtField(i, j) != null) {
if (!symbolList.contains(grid.getSymbolAtField(i, j))) {
symbolList.add(grid.getSymbolAtField(i, j));
}
}
}
}
// Draw every symbol in the list.
for (TicTacToeSymbol ttts : symbolList) {
canvas.drawBitmap(ttts.getBitmap(), ttts.getPosX(), ttts.getPosY(), null);
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == KeyEvent.ACTION_DOWN) {
touched = true;
posX = event.getX();
posY = event.getY();
invalidate();
return true;
}
return false;
}
}
I create only 2 TicTacToeSymbols, namely symbolXand symbolO. Therefore the symbolList only contains these 2 and draws only those 2.
But how can I draw the same symbol several times? Else I would have to create 9 X-Symbols including the bitmap and 9 O-Symbols to cover all grid-fields with the possible symbols. This would seem wrong / not very elegant?
So how can I draw my 2 symbols several times at the correct positions?
I've looked into several posts like this but could not derive a solution for my problem:
Draw multiple times from a single bitmap on a canvas ... this positions the bitmaps randomly, but I want my symbols on specific positions.

Nine-patch content area not working

I'm trying to make a frame for TextView as a cloud. But the content area does not behave as expected. What am i doing wrong?
I have a suggestion that is not working properly because the content area less scale area. So sad. I remade it to handle 9-patch manually. Save pictures without .9.png. Get Bitmap. There are 9-line present. With getPixels calculated padding and set it on the TextView. After that calculating and set LayoutParams.width and LayoutParams.height. Looks a bit ugly, but it works quite quickly, and most importantly correctly.
private int startX=-1;
private int endX=-1;
private int contentW=-1;
private int contentH=-1;
Bitmap bmp=BitmapFactory.decodeResource(getResources(), mIconResId);
int[] pixels=new int[bmp.getWidth()*bmp.getHeight()];
bmp.getPixels(pixels, 0, bmp.getWidth(), 0, 0, bmp.getWidth(),bmp.getHeight());
for(int i=0;i<bmp.getWidth();i++){
if(startX==-1 && pixels[bmp.getWidth()*(bmp.getHeight()-1)+i]==Color.BLACK){
startX=i;
}
if(startX!=-1 && pixels[bmp.getWidth()*(bmp.getHeight()-1)+i]!=Color.BLACK){
endX=i;
break;
}
}
int startY=-1;
int endY=-1;
for(int i=0;i<bmp.getHeight();i++){
if(startY==-1 && pixels[bmp.getWidth()*(i+1)-1]==Color.BLACK){
startY=i;
}
if(startY!=-1 && pixels[bmp.getWidth()*(i+1)-1]!=Color.BLACK){
endY=i;
break;
}
}
setBackground(new BitmapDrawable(getResources(),Bitmap.createBitmap(bmp, 1, 1, bmp.getWidth()-2, bmp.getHeight()-2)));
contentW=endX-startX;
endX=bmp.getWidth()-endX;
contentH=endY-startY;
endY=bmp.getHeight()-endY;
new Handler().post(new Rannable(){
#Override
public void run() {
int w=textview.getWidth();
int h=textview.getHeight();
if(w>endX-startX){
float k=((float)w)/contentW;
startX=(int) (startX*k);
endX=(int) (endX*k);
}
if(h>endY-startY){
float k=((float)h)/contentH;
startY=(int) (startY*k);
endY=(int) (endY*k);
}
w+=startX+startX;
h+=startY+endY;
textview.setPadding(startX, startY, endX, endY);
LinearLayout.LayoutParams lp = new LinearLayout.LayoutParams(w,h);
textview.setLayoutParams(lp);
}
});
You set good values for right and bottom borders. You just have to set same values for left and top borders, left border = right border and top border = bottom border.
The result in draw9patch:
And here the 9-patch file:
For your information, your image is not really suitable for using with 9-patch format.
I extended/adapted #ahtartam code. I am not sure if it is the cleanest way but it works for me. If someone needs help, just contact me or ask in comments!
public void setTextLayout(int orgW, int orgH,int actW,int actH,int top,int left) {
int startX = -1;
int endX = -1;
int startY = -1;
int endY = -1;
int contentW;
int contentH;
Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.image);
int[] pixels = new int[orgW * orgH];
bmp.getPixels(pixels, 0, orgW, 0, 0, orgW, orgH);
for (int i = 0; i < orgW; i++) {
if (startX == -1 && pixels[orgW * (orgH - 1) + i] == Color.BLACK) {
startX = i;
}
if (startX != -1 && pixels[orgW * (orgH - 1) + i] != Color.BLACK) {
endX = i;
break;
}
}
for (int i = 0; i < orgH; i++) {
if (startY == -1 && pixels[orgW * (i + 1) - 1] == Color.BLACK) {
startY = i;
}
if (startY != -1 && pixels[orgW * (i + 1) - 1] != Color.BLACK) {
endY = i;
break;
}
}
m_marvin.setImageDrawable(new BitmapDrawable(getResources(), Bitmap.createBitmap(bmp, 1, 1, orgW - 2, orgH - 2)));
RelativeLayout.LayoutParams rp = (RelativeLayout.LayoutParams) m_marvin.getLayoutParams();
contentW=endX- startX;
contentH=endY-startY;
endX=orgW-endX;
endY=orgH-endY;
double scaleX = ((double)actW) / bmp.getWidth();
double scaleY = ((double)actH) / bmp.getHeight();
startX = (int) (startX * scaleX);
endX = (int) (endX * scaleX);
startY = (int) (startY * scaleY);
endY = (int) (endY * scaleY) ;
RelativeLayout.LayoutParams layoutParams = new RelativeLayout.LayoutParams((int)(contentW*scaleX),(int)(contentH*scaleY));
layoutParams.setMargins(startX+rp.leftMargin+left, startY+rp.topMargin+top, endX+rp.rightMargin, endY+rp.bottomMargin);
layoutParams.addRule(RelativeLayout.CENTER_HORIZONTAL,RelativeLayout.TRUE);
m_text.setLayoutParams(layoutParams);
m_text.bringToFront();
}
Instead TextView I use SizeAwareImageView from -> https://stackoverflow.com/a/15538856/1438596
In my case it looks like this->
public class SizeAwareImageView extends ImageView {
MainActivity m_mainActivity;
public SizeAwareImageView(Context context,AttributeSet attrss){
super(context,attrss);
m_mainActivity = (MainActivity)context;
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
if(m_mainActivity.getTextMeasured())return;
// Get image matrix values and place them in an array
float[] f = new float[9];
getImageMatrix().getValues(f);
// Extract the scale values using the constants (if aspect ratio maintained, scaleX == scaleY)
final float scaleX = f[Matrix.MSCALE_X];
final float scaleY = f[Matrix.MSCALE_Y];
// Get the drawable (could also get the bitmap behind the drawable and getWidth/getHeight)
final Drawable d = getDrawable();
final int origW = d.getIntrinsicWidth();
final int origH = d.getIntrinsicHeight();
// Calculate the actual dimensions
final int actW = Math.round(origW * scaleX);
final int actH = Math.round(origH * scaleY);
int top = (int) (imgViewH - actH)/2;
int left = (int) (imgViewW - actW)/2;
if(origW!=actW){
m_mainActivity.setTextMeasured(true);
m_mainActivity.setTextLayout(origW, origH, actW, actH,top,left);
}
}
}
You could use this tool for creating your nine-patch images.

Android - Canvas Black when using Flood-Fill

When I implement my flood-fill class it turns my entire Bitmap black. Obviously this is not the desired effect. I've looked at the following threads:
https://stackoverflow.com/questions/24030858/flood-fill-is-coloring-my-entire-screen
Flood Fill Algorithm Resulting in Black Image
flood fill coloring on android
From what I can see I'm doing everything they've come up with in those solutions, however it hasn't led me to a solution for my problem. So to cut to the chase, here's the code with some brief explanations.
XML
I am using a relative layout and positioning (stacking) two ImageViews directly on top of each other. They both have the same image and this creates the illusion of you being able to draw on the image. However, you are in fact simply drawing on a transparent overlay.
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="horizontal" >
....
<ImageView
android:id="#+id/drawContainer2"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_toRightOf="#id/imageMapperSurfaces"
android:contentDescription="#string/image" />
<ImageView
android:id="#+id/drawContainer"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_toRightOf="#id/imageMapperSurfaces"
android:contentDescription="#string/image" />
...
</RelativeLayout>
Canvas
Then I create my Canvas with this code and I make sure to set my layer types correctly.
public void setCanvas() {
if(mFile != null && mFile.exists()) {
mPictureBitmap = BitmapFactory.decodeFile(mFile.getAbsolutePath());
mBitmap = Bitmap.createScaledBitmap(mPictureBitmap, mImageView.getWidth(), mImageView.getHeight(), false);
mPictureBitmap = mBitmap.copy(Bitmap.Config.ARGB_8888, true);
mBitmap = mPictureBitmap.copy(Bitmap.Config.ARGB_8888, true);
mSceneBitmap = mBitmap.copy(Bitmap.Config.ARGB_8888, true);
mBlurBitmap = blurImage(mPictureBitmap);
mCanvas = new Canvas(mBitmap);
mImageView.setImageBitmap(mBitmap);
mImageView2.setImageBitmap(mPictureBitmap);
mBlur.setImageBitmap(mBlurBitmap);
// failure to set these layer types correctly will result in a black canvas after drawing.
mImageView.setLayerType(View.LAYER_TYPE_HARDWARE, null);
mImageView2.setLayerType(View.LAYER_TYPE_HARDWARE, null);
mImageView.bringToFront();
mAllowedToDraw = true;
setImageViewOnTouch();
}
}
Flood-Fill Implementation
I grab the color, pass my params to the flood-fill object, use the flood-fill method, return the bitmap, and finally draw the new bitmap to my canvas.
int targetColor = mSceneBitmap.getPixel((int) event.getX(), (int) event.getY());
FloodFill fill = new FloodFill(mBitmap, targetColor, Color.argb(100, 255, 0, 0));
fill.floodFill((int) event.getX(), (int) event.getY());
Bitmap bmp = fill.getImage();
mCanvas.drawBitmap(bmp, 0, 0, null);
mImageView.invalidate();
Flood-Fill Class
The boiler-plate Flood-fill algorithm.
public class FloodFill {
protected Bitmap mImage = null;
protected int[] mTolerance = new int[] { 0, 0, 0, 0 };
protected int mWidth = 0;
protected int mHeight = 0;
protected int[] mPixels = null;
protected int mFillColor = 0;
protected int[] mStartColor = new int[] { 0, 0, 0, 0 };
protected boolean[] mPixelsChecked;
protected Queue<FloodFillRange> mRanges;
public FloodFill(Bitmap img) {
copyImage(img);
}
public FloodFill(Bitmap img, int targetColor, int newColor) {
useImage(img);
setFillColor(newColor);
setTargetColor(targetColor);
}
public void setTargetColor(int targetColor) {
mStartColor[0] = Color.red(targetColor);
Log.v("Red", "" + mStartColor[0]);
mStartColor[1] = Color.green(targetColor);
Log.v("Green", "" + mStartColor[1]);
mStartColor[2] = Color.blue(targetColor);
Log.v("Blue", "" + mStartColor[2]);
mStartColor[3] = Color.alpha(targetColor);
Log.v("Alpha", "" + mStartColor[3]);
}
public int getFillColor() {
return mFillColor;
}
public void setFillColor(int value) {
mFillColor = value;
}
public int[] getTolerance() {
return mTolerance;
}
public void setTolerance(int[] value) {
mTolerance = value;
}
public void setTolerance(int value) {
mTolerance = new int[] { value, value, value, value };
}
public Bitmap getImage() {
return mImage;
}
public void copyImage(Bitmap img) {
mWidth = img.getWidth();
mHeight = img.getHeight();
mImage = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(mImage);
canvas.drawBitmap(img, 0, 0, null);
mPixels = new int[mWidth * mHeight];
mImage.getPixels(mPixels, 0, mWidth, 0, 0, mWidth, mHeight);
}
public void useImage(Bitmap img) {
mWidth = img.getWidth();
mHeight = img.getHeight();
mImage = img;
mPixels = new int[mWidth * mHeight];
mImage.getPixels(mPixels, 0, mWidth, 0, 0, mWidth, mHeight);
}
protected void prepare() {
mPixelsChecked = new boolean[mPixels.length];
mRanges = new LinkedList<FloodFillRange>();
}
public void floodFill(int x, int y) {
// Setup
prepare();
if (mStartColor[0] == 0) {
// ***Get starting color.
int startPixel = mPixels[(mWidth * y) + x];
mStartColor[0] = (startPixel >> 16) & 0xff;
mStartColor[1] = (startPixel >> 8) & 0xff;
mStartColor[2] = startPixel & 0xff;
}
LinearFill(x, y);
FloodFillRange range;
while (mRanges.size() > 0) {
range = mRanges.remove();
int downPxIdx = (mWidth * (range.Y + 1)) + range.startX;
int upPxIdx = (mWidth * (range.Y - 1)) + range.startX;
int upY = range.Y - 1;
int downY = range.Y + 1;
for (int i = range.startX; i <= range.endX; i++) {
if (range.Y > 0 && (!mPixelsChecked[upPxIdx]) && CheckPixel(upPxIdx)) LinearFill(i, upY);
if (range.Y < (mHeight - 1) && (!mPixelsChecked[downPxIdx]) && CheckPixel(downPxIdx)) LinearFill(i, downY);
downPxIdx++;
upPxIdx++;
}
}
mImage.setPixels(mPixels, 0, mWidth, 0, 0, mWidth, mHeight);
}
protected void LinearFill(int x, int y) {
int lFillLoc = x;
int pxIdx = (mWidth * y) + x;
while (true) {
mPixels[pxIdx] = mFillColor;
mPixelsChecked[pxIdx] = true;
lFillLoc--;
pxIdx--;
if (lFillLoc < 0 || (mPixelsChecked[pxIdx]) || !CheckPixel(pxIdx)) {
break;
}
}
lFillLoc++;
int rFillLoc = x;
pxIdx = (mWidth * y) + x;
while (true) {
mPixels[pxIdx] = mFillColor;
mPixelsChecked[pxIdx] = true;
rFillLoc++;
pxIdx++;
if (rFillLoc >= mWidth || mPixelsChecked[pxIdx] || !CheckPixel(pxIdx)) {
break;
}
}
rFillLoc--;
FloodFillRange r = new FloodFillRange(lFillLoc, rFillLoc, y);
mRanges.offer(r);
}
protected boolean CheckPixel(int px) {
int red = (mPixels[px] >>> 16) & 0xff;
int green = (mPixels[px] >>> 8) & 0xff;
int blue = mPixels[px] & 0xff;
int alpha = (Color.alpha(mPixels[px]));
return (red >= (mStartColor[0] - mTolerance[0]) && red <= (mStartColor[0] + mTolerance[0])
&& green >= (mStartColor[1] - mTolerance[1]) && green <= (mStartColor[1] + mTolerance[1])
&& blue >= (mStartColor[2] - mTolerance[2]) && blue <= (mStartColor[2] + mTolerance[2])
&& alpha >= (mStartColor[3] - mTolerance[3]) && alpha <= (mStartColor[3] + mTolerance[3]));
}
protected class FloodFillRange {
public int startX;
public int endX;
public int Y;
public FloodFillRange(int startX, int endX, int y) {
this.startX = startX;
this.endX = endX;
this.Y = y;
}
}
}
So that's it, we should have all the pieces to the puzzle but for some reason they aren't working. I'm at a loss and any help is appreciated. Thanks!
I think you're line:
mCanvas.drawBitmap(bmp, 0, 0, null);
might need to be more like
mPaint = new Paint();
mCanvas.drawBitmap(bmp, 0, 0, mPaint);
I am not sure at everything but as far as I can tell you I would try with these solutions:
First:
instead of using decodeFile I rather use decodeInputStream
Second:
As someone has anwsered You better use a Paint() when showing the view
Third:
I am going to ask why do you need that food-fill alghorithm? I think it's too laggy and It looks a little messy to use, why dont you create a new scaled bitmap or something like an opengl effect to do it? because that is the reason why there are graphics cards;

Rotate a sprite in game android

I want implement move a sprite from position (x ,y ) to position action_down (x1 , y1) .But I can't rotate it .Please help me .Thanks
This is my code:
public Sprite(GameView gameView, Bitmap bmp) {
this.gameView = gameView;
this.bmp = bmp;
this.width = bmp.getWidth() / BMP_COLUMNS;// create width, height
this.height = bmp.getHeight() / BMP_ROWS;
Random rnd = new Random(System.currentTimeMillis());
x = rnd.nextInt(gameView.getWidth() - bmp.getWidth());
y = rnd.nextInt(gameView.getHeight() - bmp.getHeight());
}
public void onDraw(Canvas canvas) {
Matrix matrix = new Matrix();
matrix.postTranslate(x, y);
float dx = x1-x;
float dy = y1-y;
float d = (float)Math.sqrt(dx*dx+dy*dy);
vx = (float) (dx*5/d)/3 ;
vy = (float) (dy*5/d)/3 ;
if(k==1){
x += vx ;
y += vy ;
}
currentFrame = ++currentFrame % BMP_COLUMNS;
int srcX = currentFrame * width;
int srcY = 0 * height;
Rect src = new Rect(srcX, srcY, srcX + width, srcY + height);
Rect dst = new Rect(x, y, x + width, y + height);
canvas.drawBitmap(bmp, src, dst, null);
}
You should look at matrix.postRotate or canvas.rotate.
Here you go:
Note: you need to convert from Bitmap to Image.
import java.awt.*;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferedImage;
/**
* Created by Chris on 3/28/2014.
*/
public class Sprite {
private Image i;
public Sprite(Image image) {
this.i = image;
}
private BufferedImage image = null;
private Graphics2D graphics = null;
public void onDraw(Canvas canvas) {
if(image == null || graphics == null) {
setup();
}
Graphics g = canvas.getGraphics();
graphics.setColor(Color.WHITE);
graphics.fillRect(0, 0, image.getWidth(), image.getHeight());
//Where to draw the Sprite on the canvas.
int x = 100;
int y = 100;
//Because graphics is an instance of Graphics2D
//Converts the degrees "45" to radians.
double rotationAngle = Math.toRadians(45);
double locX = image.getWidth() / 2;
double locY = image.getHeight() / 2;
AffineTransform tx = AffineTransform.getRotateInstance(rotationAngle, locX, locY);
AffineTransformOp op = new AffineTransformOp(tx, AffineTransformOp.TYPE_BILINEAR);
graphics.drawImage(op.filter(image, null), 0, 0, null);
g.drawImage(image, x, y, (int) (image.getWidth() / 2), (int) (image.getHeight() / 2), null);
}
/**
* Sets the Image up.
*/
private void setup() {
if(image != null) {
image.flush();
image = null;
}
if(graphics != null) {
graphics.dispose();
graphics = null;
}
image = new BufferedImage(i.getWidth(null) * 2, i.getHeight(null) * 2, BufferedImage.TYPE_INT_ARGB);
graphics = image.createGraphics();
}
}

how manage background rendering?

I want to move background with the bob(Android Game Character) moving for that I make a Dynamic object name Background
public static int BACKGROUND_MOVE=0;
public static int BACKGROUND_FALL=1;
public static final float BACKGROUND_MOVE_VELOCITY =3.5f;
public static float BOB_WIDTH =10.0f;
public static float BOB_HEIGHT =15.0f;
public static long startTime = 0;
public int state;
public float stateTime;
public BackGround(float x, float y)
{
super(x, y, BOB_WIDTH, BOB_HEIGHT);
state = BACKGROUND_MOVE;
stateTime = 0;
accel.set(0,-2);
velocity.y=3.5f;//55
}
public void update (float deltaTime)
{
//velocity.add(World.gravity.x, World.gravity.y * deltaTime);
velocity.add(accel.x * deltaTime,accel.y*deltaTime);
position.add(velocity.x * deltaTime, velocity.y * deltaTime);
if (velocity.y > 0 && state==Bob.BOB_STATE_HIT)//BOB_STATE_HIT is bob running //condition
{
if (state != BACKGROUND_MOVE)
{
state = BACKGROUND_MOVE;
stateTime = 0;
}
}
if (velocity.y > 0 && state != Bob.BOB_STATE_HIT)
{
if (state != BACKGROUND_FALL)
{
state = BACKGROUND_FALL;
stateTime = 0;
}
}
// if (velocity.y < 0 && state == BOB_STATE_HIT)
// {
// if (state != BOB_STATE_JUMP) {
// state = BOB_STATE_JUMP;
// stateTime = 0;
// }
//}
//if (position.y < 0) position.x = World.WORLD_WIDTH;
//if (position.x > World.WORLD_WIDTH) position.x = 0;
stateTime += deltaTime;
}
public void move()
{
if(state==BACKGROUND_MOVE)
{
startTime=System.nanoTime()/1000000000;
// state = BACKGROUND_MOVE;
velocity.y = BACKGROUND_MOVE_VELOCITY;
stateTime = 0;
}
}
similar to bob I amke object in World class and make an ArrayList Add Backgroung into that arraylist and at time of drawing get from arraylist and draw it...but no any effect show simply screen show and cross the rangeand red screen shown...please anyone help..
/*---------------background cam------*/
this.bcam = new OrthographicCamera(FRUSTUM_WIDTH,FRUSTUM_HEIGHT);
this.bcam.position.set(FRUSTUM_WIDTH,FRUSTUM_HEIGHT, 0);
this.batch = batch;
public void renderBackground()
{
GLCommon gl = Gdx.gl;
gl.glClearColor(1, 0, 0, 1);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
bcam.update();
batch.setProjectionMatrix(bcam.combined);
batch.disableBlending();
batch.begin();
if (world.objbackground.state ==BackGround.BACKGROUND_MOVE)
batch.draw(Assets.mainbackgroundRegion, cam.position.x - FRUSTUM_WIDTH / 2, cam.position.y - FRUSTUM_HEIGHT / 2, FRUSTUM_WIDTH, FRUSTUM_HEIGHT);
// else
// {
// batch.draw(Assets.touchbackgroundRegion, cam.position.x -
// FRUSTUM_WIDTH / 2, cam.position.y - FRUSTUM_HEIGHT / 2,
// FRUSTUM_WIDTH, FRUSTUM_HEIGHT);
// if (elapsed == 5)
// changebackground = 0;
// }
batch.end();
}
Either you want to move the background with Bob (1) or you want to have a fixed background (2):
(1): Set background's position to Bob's (probably with an offset, you can do that in the update function of the world), render using batch.draw(......, background.position.x, background.position.y).
(2): Throw away your complicated update methods in the BackGround object and use the render method as you do now.
But honestly, your intentions and explanations are not very clear, try to improve on that!

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