I have a circular image, this circular image is inside linearlayout.
I want the linearlayout to be circular as well, how can i make a linearlayout circular?
not take recntgaular space, but circular space?
this is vital for me, cause am developing sthg with circular image..and next to circular image sthg tied to it which is a linearlayout as well
You can create a circular Bitmap to use in a ImageView, using a white stroke around the image.
Then you can use a RelativeLayout, to put the image on the left and other ui elements on the right.
There is a very interesting post about this feature:
http://www.curious-creature.org/2012/12/11/android-recipe-1-image-with-rounded-corners/ It is written by Romain Guy (ex android team at Google).
You can use something like this.
This example create a circular bitmap, with around a white stroke. You can change it, adding a white stroke with a black line.
public class CircleDrawable extends Drawable {
private final BitmapShader mBitmapShader;
private final Paint mPaint;
private Paint mWhitePaint;
int circleCenterX;
int circleCenterY;
int mRadus;
private boolean mUseStroke = false;
private int mStrokePadding = 0;
public CircleDrawable(Bitmap bitmap) {
mBitmapShader = new BitmapShader(bitmap,
Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setShader(mBitmapShader);
}
public CircleDrawable(Bitmap bitmap, boolean mUseStroke) {
this(bitmap);
if (mUseStroke) {
this.mUseStroke = true;
mStrokePadding = 4;
mWhitePaint = new Paint();
mWhitePaint.setStyle(Paint.Style.FILL_AND_STROKE);
mWhitePaint.setStrokeWidth(0.75f);
mWhitePaint.setColor(Color.WHITE);
}
}
#Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
circleCenterX = bounds.width() / 2;
circleCenterY = bounds.height() / 2;
if (bounds.width() >= bounds.height())
mRadus = bounds.width() / 2;
else
mRadus = bounds.height() / 2;
}
#Override
public void draw(Canvas canvas) {
if (mUseStroke) {
canvas.drawCircle(circleCenterX, circleCenterY, mRadus, mWhitePaint);
}
canvas.drawCircle(circleCenterX, circleCenterY, mRadus - mStrokePadding, mPaint);
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
#Override
public void setAlpha(int alpha) {
mPaint.setAlpha(alpha);
}
#Override
public void setColorFilter(ColorFilter cf) {
mPaint.setColorFilter(cf);
}
public boolean ismUseStroke() {
return mUseStroke;
}
public void setmUseStroke(boolean mUseStroke) {
this.mUseStroke = mUseStroke;
}
}
To use it:
CircleDrawable circle = new CircleDrawable(bitmap,true);
if(Build.VERSION.SDK_INT >= Build.VERSION_CODES.JELLY_BEAN)
imageView.setBackground(circle);
else
imageView.setBackgroundDrawable(circle);
Related
I wanna to do line number for children app
The line should look like the following
I think to use seekbar but I found it not possible as a range, not static also need to do an action when the user touches each number. so I ask for help or suggestion.
also has to do functionality of drawing an arc
the arc has to be drawn dynamically while the user moves his finger on numbers
also draw a rectangle when touching any number.
I'd like to ask for any advice or help in implementing something like that.
edit1: the line used to solve an equation as in the third image
You can use Custom View (Custom Drawing) which can help you in drawing the shaps check the link hope it helpscustom-views android-developers
There's probably a much better way to do this but here's what I came up with, hope its enough to point you in the right direction:
Activity:
public class DrawActivity extends AppCompatActivity {
float startPointX = 0;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_draw);
MyDrawable drawing = new MyDrawable(this);
setContentView(drawing);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
MyDrawable drawing = new MyDrawable(this);
if (event.getY() > 1000) { // Click below line to reset
startPointX = 0;
} else if (startPointX == 0) { // Draw rectangle
startPointX = event.getX();
drawing = new MyDrawable(this, startPointX);
} else if (startPointX > 0) { // Draw arc
drawing = new MyDrawable(this, startPointX, event.getX());
}
setContentView(drawing);
return true;
}
}
Drawable:
public class MyDrawable extends View {
private Canvas mCanvas;
private Paint mRedPaint;
private Paint mGreenPaint;
private Paint mBluePaint;
float baseLine = 500;
float rectangleX;
float arcEnd;
public MyDrawable(Context context) {
super(context);
}
public MyDrawable(Context context, float startPoint) {
super(context);
rectangleX = startPoint;
}
public MyDrawable(Context context, float startPoint, float endPoint) {
super(context);
rectangleX = startPoint;
arcEnd = endPoint;
}
#Override
public void onDraw(Canvas canvas) {
mCanvas = canvas;
int width = 1000;
setupPaint();
canvas.drawLine(50, baseLine, width, baseLine, mBluePaint);
int mark = 50;
while(mark < width) {
canvas.drawLine(mark, baseLine-50, mark, baseLine+50, mGreenPaint);
mark += (width /10);
}
drawRectangle();
drawArc();
}
private void setupPaint() {
mRedPaint = new Paint();
mRedPaint.setARGB(255, 180, 0, 0);
mRedPaint.setStyle(Paint.Style.STROKE);
mRedPaint.setStrokeWidth(15);
mGreenPaint = new Paint();
mGreenPaint.setARGB(255, 0, 180, 0);
mGreenPaint.setStrokeWidth(15);
mBluePaint = new Paint();
mBluePaint.setARGB(255, 0, 0, 180);
mBluePaint.setStrokeWidth(30);
}
public void drawRectangle() {
if ( rectangleX > 0) {
mCanvas.drawRect(rectangleX - 25, baseLine-50, rectangleX + 25, baseLine+50, mRedPaint);
}
}
public void drawArc() {
if (arcEnd != 0 && arcEnd < rectangleX) {
mCanvas.drawArc(arcEnd, baseLine-200, rectangleX, baseLine, 0, -180, false, mRedPaint);
} else if (arcEnd != 0 && arcEnd > rectangleX) {
mCanvas.drawArc(rectangleX, baseLine-200, arcEnd, baseLine, 0, -180, false, mRedPaint);
}
}
}
I want to make vertical progress bar with dividers on it. however , i am unable to do so.
This code works fine for horizontal progress bar but when i want to make it work like vertical progress bar it doesn't work.
Any help appreciated.
class ProgressDrawable extends Drawable {
private static final int NUM_RECTS = 10;
Paint mPaint = new Paint();
#Override
protected boolean onLevelChange(int level) {
invalidateSelf();
return true;
}
#Override
public void draw(Canvas canvas) {
int level = getLevel();
Rect b = getBounds();
float height = b.height();
for (int i = 0; i < NUM_RECTS; i++) {
float bottom = height * i / NUM_RECTS;
float top = bottom + 0.9f * height / NUM_RECTS;
mPaint.setColor((i + 1) * 10000 / NUM_RECTS <= level? 0xff888888 : 0xffbbbbbb);
// canvas.drawRect(left, b.top, right, b.bottom, mPaint);
//canvas.drawRect(left, b.top, right, b.bottom, mPaint);
canvas.drawRect(bottom, b.bottom, top, b.top, mPaint);
}
}
#Override
public void setAlpha(int alpha) {
}
#Override
public void setColorFilter(ColorFilter cf) {
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
}
I know its late , but if someone want looking for it ,you can see here
private static final int NUM_RECTS = 10;
Paint mPaint = new Paint();
#Override
public void draw(Canvas canvas) {
// TODO Auto-generated method stub
int level = getLevel();// It will give the level of progress(0 to 10,000)
Rect b = getBounds();
float height = b.height();
float width=b.width();
float x=40;
float y=0;
for (int i =0; i<NUM_RECTS; i++) {
if((i+1)*10000/NUM_RECTS>level)
{
mPaint.setColor(Color.GRAY);
}else{
mPaint.setColor(Color.GREEN);
}
canvas.drawRect(0,height-x,width,height-y, mPaint);
//canvas.drawCircle(width/2,height-y,30, mPaint);
x=x+50;
y=y+50;
}
}
#Override
public void setAlpha(int alpha) {
}
#Override
public void setColorFilter(ColorFilter colorFilter) {
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
#Override
protected boolean onLevelChange(int level) {
invalidateSelf();
return true;
}
}
Note: I know there are a lot of questions and repositories about this, but none seems to fit what I try to achieve.
Background
Given a bitmap of any aspect-ratio, I wish to set it as the content of an ImageView (using a drawable only, without extending the ImageView), so that the content will be center-cropped, and yet in the shape of a circle.
All of this, with minimal memory usage, because the images could be quite large sometimes. I do not want to create a whole new Bitmap just for this. The content is already there...
The problem
All solutions I've found lack one of the things I've written: some do not center-crop, some assume the image is square-shaped, some create a new bitmap from the given bitmap...
What I've tried
Other than trying various repositories, I've tried this tutorial, and I tried to fix it for the case of non-square aspect ratios, but I've failed.
Here's its code, in case the website will get closed:
public class RoundImage extends Drawable {
private final Bitmap mBitmap;
private final Paint mPaint;
private final RectF mRectF;
private final int mBitmapWidth;
private final int mBitmapHeight;
public RoundImage(Bitmap bitmap) {
mBitmap = bitmap;
mRectF = new RectF();
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
final BitmapShader shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
mPaint.setShader(shader);
mBitmapWidth = mBitmap.getWidth();
mBitmapHeight = mBitmap.getHeight();
}
#Override
public void draw(Canvas canvas) {
canvas.drawOval(mRectF, mPaint);
}
#Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
mRectF.set(bounds);
}
#Override
public void setAlpha(int alpha) {
if (mPaint.getAlpha() != alpha) {
mPaint.setAlpha(alpha);
invalidateSelf();
}
}
#Override
public void setColorFilter(ColorFilter cf) {
mPaint.setColorFilter(cf);
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
#Override
public int getIntrinsicWidth() {
return mBitmapWidth;
}
#Override
public int getIntrinsicHeight() {
return mBitmapHeight;
}
public void setAntiAlias(boolean aa) {
mPaint.setAntiAlias(aa);
invalidateSelf();
}
#Override
public void setFilterBitmap(boolean filter) {
mPaint.setFilterBitmap(filter);
invalidateSelf();
}
#Override
public void setDither(boolean dither) {
mPaint.setDither(dither);
invalidateSelf();
}
public Bitmap getBitmap() {
return mBitmap;
}
}
A very good solution I've found (here) does exactly what I need, except it uses it all in the ImageView itself, instead of creating a drawable. This means that I can't set it, for example, as the background of a view.
The question
How can I achieve this?
EDIT: this is the current code, and as I wanted to add border, it also has this code for it:
public class SimpleRoundedDrawable extends BitmapDrawable {
private final Path p = new Path();
private final Paint mBorderPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
public SimpleRoundedDrawable(final Resources res, final Bitmap bitmap) {
super(res, bitmap);
mBorderPaint.setStyle(Paint.Style.STROKE);
}
public SimpleRoundedDrawable setBorder(float borderWidth, #ColorInt int borderColor) {
mBorderPaint.setStrokeWidth(borderWidth);
mBorderPaint.setColor(borderColor);
invalidateSelf();
return this;
}
#Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
p.rewind();
p.addCircle(bounds.width() / 2,
bounds.height() / 2,
Math.min(bounds.width(), bounds.height()) / 2,
Path.Direction.CW);
}
#Override
public void draw(Canvas canvas) {
canvas.clipPath(p);
super.draw(canvas);
final float width = getBounds().width(), height = getBounds().height();
canvas.drawCircle(width / 2, height / 2, Math.min(width, height) / 2, mBorderPaint);
}
}
I hope this is how things should really work.
EDIT: It seems that the solution works only from specific Android version, as it doesn't work on Android 4.2.2. Instead, it shows a squared image.
EDIT: it seems that the above solution is also much less efficient than using BitmapShader (Link here). It would be really great to know how to use it within a drawable instead of within a customized ImageView
--
Here's the current modified version of the below solutions. I hope it will be handy for some people:
public class SimpleRoundedDrawable extends Drawable {
final Paint mMaskPaint = new Paint(Paint.ANTI_ALIAS_FLAG), mBorderPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
Bitmap mBitmap;
int mSide;
float mRadius;
public SimpleRoundedDrawable() {
this(null);
}
public SimpleRoundedDrawable(Bitmap bitmap) {
this(bitmap, 0, 0);
}
public SimpleRoundedDrawable(Bitmap bitmap, float width, #ColorInt int color) {
mBorderPaint.setStyle(Paint.Style.STROKE);
mBitmap = bitmap;
mSide = mBitmap == null ? 0 : Math.min(bitmap.getWidth(), bitmap.getHeight());
mBorderPaint.setStrokeWidth(width);
mBorderPaint.setColor(color);
}
public SimpleRoundedDrawable setBitmap(final Bitmap bitmap) {
mBitmap = bitmap;
mSide = Math.min(bitmap.getWidth(), bitmap.getHeight());
invalidateSelf();
return this;
}
public SimpleRoundedDrawable setBorder(float width, #ColorInt int color) {
mBorderPaint.setStrokeWidth(width);
mBorderPaint.setColor(color);
invalidateSelf();
return this;
}
#Override
protected void onBoundsChange(Rect bounds) {
if (mBitmap == null)
return;
Matrix matrix = new Matrix();
RectF src = new RectF(0, 0, mSide, mSide);
src.offset((mBitmap.getWidth() - mSide) / 2f, (mBitmap.getHeight() - mSide) / 2f);
RectF dst = new RectF(bounds);
final float strokeWidth = mBorderPaint.getStrokeWidth();
if (strokeWidth > 0)
dst.inset(strokeWidth, strokeWidth);
matrix.setRectToRect(src, dst, Matrix.ScaleToFit.CENTER);
Shader shader = new BitmapShader(mBitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
shader.setLocalMatrix(matrix);
mMaskPaint.setShader(shader);
matrix.mapRect(src);
mRadius = src.width() / 2f;
}
#Override
public void draw(Canvas canvas) {
Rect b = getBounds();
if (mBitmap != null)
canvas.drawCircle(b.exactCenterX(), b.exactCenterY(), mRadius, mMaskPaint);
final float strokeWidth = mBorderPaint.getStrokeWidth();
if (strokeWidth > 0)
canvas.drawCircle(b.exactCenterX(), b.exactCenterY(), mRadius + strokeWidth / 2, mBorderPaint);
}
#Override
public void setAlpha(int alpha) {
mMaskPaint.setAlpha(alpha);
invalidateSelf();
}
#Override
public void setColorFilter(ColorFilter cf) {
mMaskPaint.setColorFilter(cf);
invalidateSelf();
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
}
If I'm following you correctly, your Drawable class would be like so:
public class CroppedDrawable extends BitmapDrawable {
private Path p = new Path();
public CroppedDrawable(Bitmap b) {
super(b);
}
#Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
p.rewind();
p.addCircle(bounds.width() / 2,
bounds.height() / 2,
Math.min(bounds.width(), bounds.height()) / 2,
Path.Direction.CW);
}
#Override
public void draw(Canvas canvas) {
canvas.clipPath(p);
super.draw(canvas);
}
}
An example usage would be:
Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.mila);
CroppedDrawable cd = new CroppedDrawable(bitmap);
imageView.setImageDrawable(cd);
Which, with your previous sample image, would give something like this:
try this minimalist custom Drawable and modify it to meet your needs:
class D extends Drawable {
Bitmap bitmap;
Paint maskPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
Paint borderPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
int side;
float radius;
public D(Bitmap wrappedBitmap) {
bitmap = wrappedBitmap;
borderPaint.setStyle(Paint.Style.STROKE);
borderPaint.setStrokeWidth(16);
borderPaint.setColor(0xcc220088);
side = Math.min(bitmap.getWidth(), bitmap.getHeight());
}
#Override
protected void onBoundsChange(Rect bounds) {
Matrix matrix = new Matrix();
RectF src = new RectF(0, 0, side, side);
src.offset((bitmap.getWidth() - side) / 2f, (bitmap.getHeight() - side) / 2f);
RectF dst = new RectF(bounds);
dst.inset(borderPaint.getStrokeWidth(), borderPaint.getStrokeWidth());
matrix.setRectToRect(src, dst, Matrix.ScaleToFit.CENTER);
Shader shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
shader.setLocalMatrix(matrix);
maskPaint.setShader(shader);
matrix.mapRect(src);
radius = src.width() / 2f;
}
#Override
public void draw(Canvas canvas) {
Rect b = getBounds();
canvas.drawCircle(b.exactCenterX(), b.exactCenterY(), radius, maskPaint);
canvas.drawCircle(b.exactCenterX(), b.exactCenterY(), radius + borderPaint.getStrokeWidth() / 2, borderPaint);
}
#Override public void setAlpha(int alpha) {}
#Override public void setColorFilter(ColorFilter cf) {}
#Override public int getOpacity() {return PixelFormat.TRANSLUCENT;}
}
As it seems, using "clipPath" isn't efficient and needs to have hardware-acceleration disabled on 4.3 and below.
A better solution is to use something like on this library, using BitmapShader :
https://github.com/hdodenhof/CircleImageView
which is based on :
http://www.curious-creature.com/2012/12/11/android-recipe-1-image-with-rounded-corners/
The relevant code is:
BitmapShader shader;
shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setShader(shader);
RectF rect = new RectF(0.0f, 0.0f, width, height);
// rect contains the bounds of the shape
// radius is the radius in pixels of the rounded corners
// paint contains the shader that will texture the shape
canvas.drawRoundRect(rect, radius, radius, paint);
I still wish to know how to do it all in a drawable, if the input is a bitmap.
A quick draft of a CircleImageDrawable based on my CircleImageView library. This does not create a new Bitmap, uses a BitmapShader to achieve the desired effect and center-crops the image.
public class CircleImageDrawable extends Drawable {
private final RectF mBounds = new RectF();
private final RectF mDrawableRect = new RectF();
private final RectF mBorderRect = new RectF();
private final Matrix mShaderMatrix = new Matrix();
private final Paint mBitmapPaint = new Paint();
private final Paint mBorderPaint = new Paint();
private int mBorderColor = Color.BLACK;
private int mBorderWidth = 0;
private Bitmap mBitmap;
private BitmapShader mBitmapShader;
private int mBitmapWidth;
private int mBitmapHeight;
private float mDrawableRadius;
private float mBorderRadius;
public CircleImageDrawable(Bitmap bitmap) {
mBitmap = bitmap;
mBitmapHeight = mBitmap.getHeight();
mBitmapWidth = mBitmap.getWidth();
}
#Override
public void draw(Canvas canvas) {
canvas.drawCircle(mBounds.width() / 2.0f, mBounds.height() / 2.0f, mDrawableRadius, mBitmapPaint);
if (mBorderWidth != 0) {
canvas.drawCircle(mBounds.width() / 2.0f, mBounds.height() / 2.0f, mBorderRadius, mBorderPaint);
}
}
#Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
mBounds.set(bounds);
setup();
}
private void setup() {
mBitmapShader = new BitmapShader(mBitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
mBitmapPaint.setAntiAlias(true);
mBitmapPaint.setShader(mBitmapShader);
mBorderPaint.setStyle(Paint.Style.STROKE);
mBorderPaint.setAntiAlias(true);
mBorderPaint.setColor(mBorderColor);
mBorderPaint.setStrokeWidth(mBorderWidth);
mBorderRect.set(mBounds);
mBorderRadius = Math.min((mBorderRect.height() - mBorderWidth) / 2.0f, (mBorderRect.width() - mBorderWidth) / 2.0f);
mDrawableRect.set(mBorderRect);
mDrawableRect.inset(mBorderWidth, mBorderWidth);
mDrawableRadius = Math.min(mDrawableRect.height() / 2.0f, mDrawableRect.width() / 2.0f);
updateShaderMatrix();
invalidateSelf();
}
private void updateShaderMatrix() {
float scale;
float dx = 0;
float dy = 0;
mShaderMatrix.set(null);
if (mBitmapWidth * mDrawableRect.height() > mDrawableRect.width() * mBitmapHeight) {
scale = mDrawableRect.height() / (float) mBitmapHeight;
dx = (mDrawableRect.width() - mBitmapWidth * scale) * 0.5f;
} else {
scale = mDrawableRect.width() / (float) mBitmapWidth;
dy = (mDrawableRect.height() - mBitmapHeight * scale) * 0.5f;
}
mShaderMatrix.setScale(scale, scale);
mShaderMatrix.postTranslate((int) (dx + 0.5f) + mDrawableRect.left, (int) (dy + 0.5f) + mDrawableRect.top);
mBitmapShader.setLocalMatrix(mShaderMatrix);
}
#Override
public void setAlpha(int alpha) {
mBitmapPaint.setAlpha(alpha);
invalidateSelf();
}
#Override
public void setColorFilter(ColorFilter colorFilter) {
mBitmapPaint.setColorFilter(colorFilter);
invalidateSelf();
}
#Override
public int getOpacity() {
return 0;
}
}
There is already a built-in way to accomplish this and it's 1 line of code (ThumbnailUtils.extractThumbnail())
int dimension = getSquareCropDimensionForBitmap(bitmap);
bitmap = ThumbnailUtils.extractThumbnail(bitmap, dimension, dimension);
...
//I added this method because people keep asking how
//to calculate the dimensions of the bitmap...see comments below
public int getSquareCropDimensionForBitmap(Bitmap bitmap)
{
//If the bitmap is wider than it is tall
//use the height as the square crop dimension
if (bitmap.getWidth() >= bitmap.getHeight())
{
dimension = bitmap.getHeight();
}
//If the bitmap is taller than it is wide
//use the width as the square crop dimension
else
{
dimension = bitmap.getWidth();
}
}
If you want the bitmap object to be recycled, you can pass options that make it so:
bitmap = ThumbnailUtils.extractThumbnail(bitmap, dimension, dimension, ThumbnailUtils.OPTIONS_RECYCLE_INPUT);
Below is the link for the documentation:
ThumbnailUtils Documentation
can anyone help me create a progress bar with a styling like this one:
I know this is a common question and solution can be found, but I didnt saw a progress bar with the progress heigher than the other part.
So can someone help me create this?
So wih the help of #pskink's code, I've managed to create a solution for this issue. So here is the code and I hope it will help someone in the future!
public class ProgressDrawable extends Drawable {
private final int mForeground;
private final int mBackground;
private final Paint mPaint = new Paint();
private final RectF mSegment = new RectF();
public ProgressDrawable(int fgColor, int bgColor) {
mForeground = fgColor;
mBackground = bgColor;
}
#Override
protected boolean onLevelChange(int level) {
invalidateSelf();
return true;
}
#Override
public void draw(Canvas canvas) {
float level = getLevel() / 10000f;
Rect b = getBounds();
float gapWidth = b.height();
float segmentWidth = b.width();
mSegment.set(0, 0, segmentWidth * level, b.height());
mPaint.setColor(mForeground);
mSegment.set(0, b.height() / 3, segmentWidth, b.height() - (b.height() / 3));
mPaint.setColor(mBackground);
canvas.drawRect(mSegment.left, mSegment.top, mSegment.right, mSegment.bottom, mPaint);
}
#Override
public void setAlpha(int alpha) {
}
#Override
public int getIntrinsicHeight() {
return 3;
}
#Override
public void setColorFilter(ColorFilter cf) {
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
}
and usage:
Drawable d = new ProgressDrawable(getActivity().getResources().getColor(R.color.toolbar_text_blue), getActivity().getResources().getColor(R.color.toolbar_text_blue));
dataProgress.setProgressDrawable(d);
dataProgress.setProgress(percent);
Requirement is to:
Req 1 : Fetch images from url
R2: save them in cache
R3: make ImageView rounded not the image
So for R1 & R2 I found a library:
http://loopj.com/android-smart-image-view/
For R3 I've done a lot of R&D , & everything I found converts the image not the ImageView. This is what I've searched:
Mask ImageView with round corner background
How to make an ImageView with rounded corners?
https://github.com/vinc3m1/RoundedImageView
https://github.com/lopspower/CircularImageView
I know it's possible to use the ImageView bitmap & get the image rounded but with the specific library I want to use that isn't possible(maybe possible with very complex threading).
So please help me to get the ImageView rounded not the image.
so this is the minimalistic version:
class RoundImageView extends ImageView {
private static final int RADIUS = 32;
private Paint mPaint;
private Paint mSrcIn;
private RectF mRect;
public RoundImageView(Context context) {
super(context);
// setBackgroundColor(0xffffffff);
mSrcIn = new Paint();
mSrcIn.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mRect = new RectF();
}
#Override
public void onDraw(Canvas canvas) {
Drawable dr = getDrawable();
if (dr != null) {
mRect.set(dr.getBounds());
getImageMatrix().mapRect(mRect);
mRect.offset(getPaddingLeft(), getPaddingTop());
int rtc = canvas.saveLayer(mRect, null, Canvas.ALL_SAVE_FLAG);
// draw DST
canvas.drawRoundRect(mRect, RADIUS, RADIUS, mPaint);
canvas.saveLayer(mRect, mSrcIn, Canvas.ALL_SAVE_FLAG);
// draw SRC
super.onDraw(canvas);
canvas.restoreToCount(rtc);
}
}
}
or use even shorter one when hardware acceleration is not used and you can use Canvas.clipPath:
class RoundImageViewClipped extends ImageView {
private static final int RADIUS = 32;
private RectF mRect;
private Path mClip;
public RoundImageViewClipped(Context context) {
super(context);
// setBackgroundColor(0xffffffff);
mRect = new RectF();
mClip = new Path();
}
#Override
public void onDraw(Canvas canvas) {
Drawable dr = getDrawable();
if (dr != null) {
mRect.set(dr.getBounds());
getImageMatrix().mapRect(mRect);
mRect.offset(getPaddingLeft(), getPaddingTop());
mClip.reset();
mClip.addRoundRect(mRect, RADIUS, RADIUS, Direction.CCW);
canvas.clipPath(mClip);
super.onDraw(canvas);
}
}
}
I'm pretty sure you can't "make the ImageView round," since all Views are actually rectangular, so what you're going to have to do is fake it.
Use a method like this to cut a circle from the image:
public Bitmap getRoundedBitmap(Bitmap scaleBitmapImage) {
int targetRadius = scaleBitmapImage.getWidth();
if(targetRadius > scaleBitmapImage.getHeight()) targetRadius = scaleBitmapImage.getHeight();
Bitmap targetBitmap = Bitmap.createBitmap(targetRadius, targetRadius, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(targetBitmap);
Path path = new Path();
path.addCircle(((float) scaleBitmapImage.getWidth() - 1) / 2, ((float) scaleBitmapImage.getHeight() - 1) / 2, (Math.min(((float) scaleBitmapImage.getWidth()), ((float) scaleBitmapImage.getHeight())) / 2), Path.Direction.CCW);
canvas.clipPath(path);
Bitmap sourceBitmap = scaleBitmapImage;
canvas.drawBitmap(sourceBitmap, new Rect(0, 0, sourceBitmap.getWidth(), sourceBitmap.getHeight()), new Rect(0, 0, scaleBitmapImage.getWidth(), scaleBitmapImage.getHeight()), null);
return targetBitmap;
}
Since the clipped part is transparent, it will appear as if the actual View is a circle. Also make sure that the bounds of the View are squared (or that adjustViewBounds="true") else you may get visual distortions in terms of width or height.
Pretty sure that's as close to a "rounded View" as you can actually get.
How about the solution give by Romain Guy to use a custom Drawable. You're ImageView will not be round and your source image will be untouched.
class StreamDrawable extends Drawable {
private final float mCornerRadius;
private final RectF mRect = new RectF();
private final BitmapShader mBitmapShader;
private final Paint mPaint;
private final int mMargin;
StreamDrawable(Bitmap bitmap, float cornerRadius, int margin) {
mCornerRadius = cornerRadius;
mBitmapShader = new BitmapShader(bitmap,
Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setShader(mBitmapShader);
mMargin = margin;
}
#Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
mRect.set(mMargin, mMargin, bounds.width() - mMargin, bounds.height() - mMargin);
}
#Override
public void draw(Canvas canvas) {
canvas.drawRoundRect(mRect, mCornerRadius, mCornerRadius, mPaint);
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
#Override
public void setAlpha(int alpha) {
mPaint.setAlpha(alpha);
}
#Override
public void setColorFilter(ColorFilter cf) {
mPaint.setColorFilter(cf);
}
}
You can add rounded corners in a android view with the GradientDrawable.
So ,
GradientDrawable gd = new GradientDrawable();
gd.setColor(Color.TRANSPARENT);
gd.setCornerRadius(15f);
gd.setStroke(1f,Color.BLACK);
yourImageView.setBackground(gd);
SmartImageView extends from ImageView .. so you just have to extend from SmartImageView
Here is a working solution (based on pskink code & smartImageView lib )
Create a new Class
public class RoundedCornersSmartImageView extends SmartImageView{
private int RADIUS = 0;
private RectF mRect;
private Path mClip;
public RoundedCornersSmartImageView(Context context) {
super(context);
init();
}
public RoundedCornersSmartImageView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public RoundedCornersSmartImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init();
}
#Override
public void onDraw(Canvas canvas) {
Drawable dr = getDrawable();
if (dr != null) {
mRect.set(dr.getBounds());
getImageMatrix().mapRect(mRect);
mRect.offset(getPaddingLeft(), getPaddingTop());
mClip.reset();
mClip.addRoundRect(mRect, RADIUS, RADIUS, Path.Direction.CCW);
canvas.clipPath(mClip);
super.onDraw(canvas);
}
}
public void setRadius(int radius){
this.RADIUS = radius;
}
private void init(){
mRect = new RectF();
mClip = new Path();
}
}
USAGE
in your layout file your SmartimageView should look like this
<your.package.path.RoundedCornersSmartImageView
android:id="#+id/list_image"
android:layout_width="60dip"
android:layout_height="60dip"
android:src="#drawable/profile_anonyme_thumb"/>
..and init the view in your code this way
RoundedCornersSmartImageView thumb_image=(RoundedCornersSmartImageView) findViewById(R.id.list_image);
thumb_image.setRadius(4);
//SmartImageView methode
thumb_image.setImageUrl(bla.MY_THUMB_URL));
Edit your radius for a round image ..