I am trying to open a saved image in the gallery, and after writing some text on this opened image, trying to close it. But so far, it doesn't work. Could you tell me what I am doing wrong please?
**I checked the path, it is correct. Here is the my code :
String path = android.os.Environment.getExternalStorageDirectory().toString() + "/DCIM/100LGDSC/";
String pathiki = path+filename;
Log.d("pathiki:",pathiki);
try {
Bitmap bm = BitmapFactory.decodeFile(pathiki);
Typeface tf = Typeface.create("Helvetica", Typeface.BOLD);
Paint paint = new Paint();
paint.setStyle(Style.FILL);
paint.setColor(Color.WHITE);
paint.setTypeface(tf);
paint.setTextAlign(Align.CENTER);
paint.setTextSize(14);
Canvas canvas = new Canvas(bm);
canvas.drawText("bla bla bla", 100, 100, paint);
OutputStream fOut = new FileOutputStream(new File(pathiki));
bm.compress(Bitmap.CompressFormat.JPEG, 100, fOut);
fOut.flush();
fOut.close();
} catch (Exception e) {
// TODO: handle exception
e.toString();
}
BitmapFactory.decodeFile always returns an immutable bitmap. Use Bitmap.copy to make a copy of bitmap which is mutable. Now perform modifications on the copied bitmap.
Bitmap bm = BitmapFactory.decodeFile(pathiki).copy(Bitmap.Config.ARGB_8888, true);
Update the exception handler code. Either log e.getMessage() to logcat or use e.printStackTrace().
Related
This is my problem:
Capture an image from the camera
Write some text on it
save it into an app folder
the first point I have covered.
help me out for the remaining two points
Thanks in advance
try this
1 - code to write text to bitmap
Bitmap bitmap = ... // your bitmap here
Canvas canvas = new Canvas(bitmap);
Paint paint = new Paint();
paint.setColor(Color.BLACK);
paint.setTextSize(10);
canvas.drawText("Some Text here", x, y, paint);
2 - code to save bitmap to storage
// Assume block needs to be inside a Try/Catch block.
String path = Environment.getExternalStorageDirectory().toString();
OutputStream fOut = null;
File file = new File(path, "File.jpg");
fOut = new FileOutputStream(file);
pictureBitmap.compress(Bitmap.CompressFormat.JPEG, 85, fOut); // saving the Bitmap to a file compressed as a JPEG with 85% compression rate
fOut.flush(); // Not really required
fOut.close(); // do not forget to close the stream
MediaStore.Images.Media.insertImage(getContentResolver(),file.getAbsolutePath(),file.getName(),file.getName());
source : Save bitmap to location
How to write text on an image
I need to create .jpeg/.png file on my Android application programmatically. I have simple image (black background), and it need to write some text on it programmatically. How can I do it? Is it possible?
It's definately possible.
To write text on an image you have to load the image in to a Bitmap object. Then draw on that bitmap with the Canvas and Paint functions. When you're done drawing you simply output the Bitmap to a file.
If you're just using a black background, it's probably better for you to simply create a blank bitmap on a canvas, fill it black, draw text and then dump to a Bitmap.
I used this tutorial to learn the basics of the canvas and paint.
This is the code that you'll be looking for to turn the canvas in to an image file:
OutputStream os = null;
try {
File file = new File(dir, "image" + System.currentTimeMillis() + ".png");
os = new FileOutputStream(file);
finalBMP.compress(CompressFormat.PNG, 100, os);
finalBMP.recycle(); // this is very important. make sure you always recycle your bitmap when you're done with it.
screenGrabFilePath = file.getPath();
} catch(IOException e) {
finalBMP.recycle(); // this is very important. make sure you always recycle your bitmap when you're done with it.
Log.e("combineImages", "problem combining images", e);
}
Yes, see here
Bitmap b = Bitmap.createBitmap(100, 100, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
You can also use awt's Graphics2D with this compatibility project
Using Graphics2d you can create a PNG image as well:
public class Imagetest {
public static void main(String[] args) throws IOException {
File path = new File("image/base/path");
BufferedImage img = new BufferedImage(100, 100,
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = img.createGraphics();
g2d.setColor(Color.YELLOW);
g2d.drawLine(0, 0, 50, 50);
g2d.setColor(Color.BLACK);
g2d.drawLine(50, 50, 0, 100);
g2d.setColor(Color.RED);
g2d.drawLine(50, 50, 100, 0);
g2d.setColor(Color.GREEN);
g2d.drawLine(50, 50, 100, 100);
ImageIO.write(img, "PNG", new File(path, "1.png"));
}
}
i have a problem when i'm trying to save a bitmap to the external picture directory. When i use the Bitmap.compress function to save it, the bitmap loses its transparency and makes the background black. But when i pass the bitmap to a imageview and show it in the activity it looks fine and has transparency. Only when i try to save it, then transparency turns black.
I have to say, that im using two bitmaps and porterduff mode the draw a path on a bitmap and show only the picture in the drawn path, and all other pixels should be cut off or transparent.
So here's the function for creating a path bitmap:
private void createPathBitmap(RectF rect, Bitmap bitmap, Path path) {
RectF tmpRect = new RectF(rect);
Bitmap src = Bitmap.createBitmap(bitmap, (int) tmpRect.left, (int) tmpRect.top, (int) tmpRect.width(), (int) tmpRect.height());
Bitmap dst = Bitmap.createBitmap(src.getWidth(), src.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(dst);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeCap(Paint.Cap.ROUND);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeWidth(mDisplayDensity * SnippetLayer.PATH_DIAMETER);
path.offset(-rect.left, -rect.top);
canvas.drawPath(path, paint);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
RectF srcRect = new RectF(0, 0, rect.width(), rect.height());
canvas.drawBitmap(src, null, srcRect, paint);
BitmapManager.sBitmapSnippet = dst;
}
And here's the method for saving that bitmap to external storage:
SimpleDateFormat dateFormat = new SimpleDateFormat("HH_mm_ss_dd_MM_yyyy");
File snippetFile = new File(picDir, fileName+"_"+dateFormat.format(new Date())+".png");
try {
FileOutputStream fileOutputStream = new FileOutputStream(snippetFile);
BitmapManager.sBitmapSnippet.setHasAlpha(true);
BitmapManager.sBitmapSnippet.compress(Bitmap.CompressFormat.PNG, 100, fileOutputStream);
fileOutputStream.flush();
fileOutputStream.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
The picture is shown only in the path, and the rest of the bounding box is black and not transparent.
I appreciate any help.
I'm using compress() method to write bitmap into output stream:
bitmap.compress(Bitmap.CompressFormat.PNG, 100, out);
It is important to use PNG format. JPEG transforms my transparent background into black color.
I don't know why exactly does it lose transparency, but I had the same problem. All you have to do is to change
BitmapManager.sBitmapSnippet.compress(Bitmap.CompressFormat.PNG, 100, fileOutputStream);
to
BitmapManager.sBitmapSnippet.compress(Bitmap.CompressFormat.PNG, 0, fileOutputStream);.
This will compress the bitmap with full quality, but containing transparent regions.
Don't loose transparency by this small snippet
Here Problem is you save image in .JPEG so JPEG take black background as transparent so we will save in .PNG so definitely get transparent Image
private void saveImage(Bitmap data, View view) {
File createFolder = new File(Environment.getExternalStoragePublicDirectory(Environment.DIRECTORY_PICTURES), "Magic PhotoShoot");
if (!createFolder.exists())
createFolder.mkdir();
Calendar c = Calendar.getInstance();
SimpleDateFormat sdf = new SimpleDateFormat("yyyy-MM-dd HH:mm:ss");
String strDate = sdf.format(c.getTime());
File saveImage = new File(createFolder, "Photoshoot_" + strDate + ".png");
try {
OutputStream outputStream = new FileOutputStream(saveImage);
data.compress(Bitmap.CompressFormat.PNG, 100, outputStream);
outputStream.flush();
outputStream.close();
Snackbar.make(view, "Saved to PhotoShoot successfully", Snackbar.LENGTH_SHORT).show();
isSave = true;
Glob.savedImage = saveImage.getAbsolutePath();
MediaStore.Images.Media.insertImage(getContentResolver(), saveImage.getAbsolutePath(), saveImage.getName(), saveImage.getName());
} catch (FileNotFoundException e) {
Snackbar.make(view, "File not found", Snackbar.LENGTH_SHORT).show();
e.printStackTrace();
} catch (IOException e) {
Snackbar.make(view, "Error while saving image", Snackbar.LENGTH_SHORT).show();
e.printStackTrace();
}
}
JPEG does not support transparency. JPEG's lossy compression also suffers from generation loss, where repeatedly decoding and re-encoding an image to save it
Use PNG extension file format for storing images in storage
In Kotlin:
Here is bitmap which is used for compression and saving into storage using file path
val file=File(outputImagePath)
var fout: OutputStream? = null
fout = FileOutputStream(file)
bitmap.compress(Bitmap.CompressFormat.PNG, 100, fout)
fout.flush()
fout.close()`
In Java:
Here is bitmap which is used for compression and saving into storage using file path
File imageFile = new File(outputImagePath);
OutputStream fout = null;
fout = new FileOutputStream(imageFile);
bitmap.compress(Bitmap.CompressFormat.JPEG, 100, fout);
fout.flush();
fout.close();
You should use Bitmap.CompressFormat.PNG or Bitmap.CompressFormat.WEBP. If you want to get less size image. you should use Bitmap.CompressFormat.WEBP like me.
I am trying to save a canvas on an sdcard. Basically I am drawing two bitmaps (one on top of another) in the onDraw(Canvas canvas) method. But when I save the file, only the bottom layered Bitmap is stored. I am posting the code for the onDraw method here:
Paint paint = new Paint();
paint.setColor(Color.BLACK);
//rectangle for the first image
rct = new Rect(10, 10, canvas.getWidth(), canvas.getHeight());
// rectangle for the second image, the secong image is drawn where the user touches the screen
new_image = new RectF(touchX, touchY, touchX + secondBitmap.getWidth(),
touchY + secondBitmap.getHeight());
//this is the bitmap that is drawn first
canvas.drawBitmap(firstBitmap, null, rct, paint);
//this is the bitmap drawn on top of the first bitmap on user touch
canvas.drawBitmap(secondBitmap, null, new_image, paint);
canvas.save();
the code for saving the canvas on the SDcard written on the MainActivity is:
Bitmap bm = canvas.getDrawingCache() // canvas in an object of the class I extended from View
String path = Environment.getExternalStorageDirectory()
.getAbsolutePath();
boolean exists = (new File(path)).exists();
OutputStream outStream = null;
File file = new File(path, "drawn_image" + ".jpg");
try {
outStream = new FileOutputStream(file);
bmp.compress(Bitmap.CompressFormat.JPEG, 100, outStream);
outStream.flush();
outStream.close();
}
catch (FileNotFoundException e) {
e.printStackTrace();
}
catch (IOException e) {
e.printStackTrace();
}
The problem is that only the base image(firstBitmap of the onDraw() method) is saved on the SDCard instead of the entire canvas(with both the images). I am new to canvas...So any help would be very appreciated
when getDrawingcache() is called it invalidates the view to get the full cache. so debug your code and check if it is going through each and every line of your onDraw() method in view.
I am drawing a text on bitmap in android application and then i am saving it in sd-card.
the image getting saved but there is no text, i mean it seems that there some problem in drawtext, this is my code
Bitmap bitmap = Bitmap.createBitmap(370, 177, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(bitmap);
c.drawColor(0xffffffff);
Paint p = new Paint();
p.setColor(R.color.black);
//p.setStyle(Style.FILL);
//p.setStrokeWidth(40.0f);
//p.setTextSize(40.0f);
//p.setTextAlign(Align.RIGHT);
c.drawText("Some text", 70, 77, p);
//c.save();
try {
FileOutputStream fos = new FileOutputStream(myfile);
bitmap.compress(CompressFormat.PNG, 90, fos);
} catch (FileNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
bitmap.recycle();
am i forget something or what's wrong with this code ?
R.color.black is not a real color but just a reference to a color value.
Replace it with Color.BLACK or getResources().getColor(R.color.black)
p.setColor(Color.BLACK);
OR
p.setColor(getResources().getColor(R.color.black));