Related
I have to create a framelayout which contains an ImageView and a TextView. How can I create a rounded layout so that they are shown as in the image. I tried adding round shape to the background of layout but it is not working.
I have one class that does the same work, check this one for your reference add this class inside the package and use this
public class RoundedImageView extends ImageView {
public RoundedImageView(Context context) {
super(context);
}
public RoundedImageView(Context context, AttributeSet attrs) {
super(context, attrs);
}
public RoundedImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
#Override
protected void onDraw(Canvas canvas) {
Drawable drawable = getDrawable();
if (drawable == null) {
return;
}
if (getWidth() == 0 || getHeight() == 0) {
return;
}
Bitmap b = ((BitmapDrawable) drawable).getBitmap();
if (b == null) {
return;
}
Bitmap bitmap = b.copy(Bitmap.Config.ARGB_8888, true);
if(bitmap ==null)
{
return;
}
int w = getWidth(), h = getHeight();
Bitmap roundBitmap = getCroppedBitmap(bitmap, w);
canvas.drawBitmap(roundBitmap, 0, 0, null);
}
public static Bitmap getCroppedBitmap(Bitmap bmp, int radius) {
Bitmap sbmp;
if (bmp.getWidth() != radius || bmp.getHeight() != radius) {
float smallest = Math.min(bmp.getWidth(), bmp.getHeight());
float factor = smallest / radius;
sbmp = Bitmap.createScaledBitmap(bmp,
(int) (bmp.getWidth() / factor),
(int) (bmp.getHeight() / factor), false);
} else {
sbmp = bmp;
}
Bitmap output = Bitmap.createBitmap(radius, radius, Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xffa19774;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, radius, radius);
paint.setAntiAlias(true);
paint.setFilterBitmap(true);
paint.setDither(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(Color.parseColor("#BAB399"));
canvas.drawCircle(radius / 2 + 0.7f, radius / 2 + 0.7f,
radius / 2 + 0.1f, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(sbmp, rect, rect, paint);
return output;
}
}
and use this type of XML for design
<com.packagename.RoundedImageView
android:id="#+id/odd_bubble"
android:layout_width="50dip"
android:layout_height="50dip"
android:layout_alignParentLeft="true"
android:layout_margin="5dip"
android:src="#drawable/index"
/>
You can use the ArcLibrary to achieve something like this:
<com.stelladk.arclib.ArcLayout
android:layout_width="200dp"
android:layout_height="200dp"
app:ArcType="inner"
app:ArcRadius="100dp"
android:background="#drawable/scenery">
<TextView
android:layout_width="match_parent"
android:layout_height="30dp"
android:text="Change"
android:background="#color/semiwhite"
android:gravity="center"
android:layout_gravity="bottom"/>
</com.stelladk.arclib.ArcLayout>
Create a custom view and inside custom view's onDraw use canvas.drawText() to place the text. Now create a new class extending FrameLayout or RelativeLayout and use the above custom view class and RoundedImageView class as inner classes. Now inflate the 2 views inside the parent class. You can now get the rounded image as well as text below it.
FYI : You have to pass appropriate params to the drawText() method so that it is aligned in the required position
I want a square image to be converted to circular image and displayed in the imageview. Image 1 is the required output, image two is the sqaure source image and image3 is the current output from the code pasted below. Code for cropping square image and than converting into circular image is pasted below. Please have a look at it and correct it.
private Bitmap cutCenterSquare(Bitmap bitmap) {
Bitmap origialBitmap = bitmap;
Bitmap cutBitmap = Bitmap.createBitmap(origialBitmap.getWidth() / 2,
origialBitmap.getHeight() / 2, Config.ARGB_8888);
Canvas canvas = new Canvas(cutBitmap);
Rect desRect = new Rect(0,0,(int)(imageview.getWidth()*0.94-imageview.getWidth()*0.06),(int)(imageview.getHeight()*0.725-imageview.getHeight()*0.16));
Rect srcRect = new Rect((int)(imageview.getWidth()*0.06),(int)(imageview.getHeight()*0.16),
(int)(imageview.getWidth()*0.94),
(int)(imageview.getHeight()*0.725));
canvas.drawBitmap(origialBitmap, srcRect, desRect, null);
return cutBitmap;
}
public static Bitmap getCroppedBitmap(Bitmap bmp, int radius) {
Bitmap sbmp;
if(bmp.getWidth() != radius || bmp.getHeight() != radius)
sbmp = Bitmap.createScaledBitmap(bmp, radius, radius, false);
else
sbmp = bmp;
Bitmap output = Bitmap.createBitmap(sbmp.getWidth(), sbmp.getHeight(), Bitmap.Config.ARGB_8888);
final Rect rect = new Rect(0, 0, sbmp.getWidth(), sbmp.getHeight());
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setFilterBitmap(true);
paint.setDither(true);
paint.setColor(Color.parseColor("#646464"));
Canvas c = new Canvas(output);
c.drawARGB(0, 0, 0, 0);
c.drawCircle(sbmp.getWidth() / 2+0.7f, sbmp.getHeight() / 2+0.7f, sbmp.getWidth() / 2+0.1f, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
c.drawBitmap(sbmp, rect, rect, paint);
return output;
}
<ImageView
android:id="#+id/profile_image"
android:layout_width="300dp"
android:layout_height="300dp"
android:layout_alignParentTop="true"
android:layout_centerHorizontal="true"
android:layout_gravity="center"
android:layout_marginBottom="8dp"
android:layout_marginTop="24dp"
android:background="#drawable/background_circle"
android:contentDescription=""
android:scaleType="centerCrop"/>
<?xml version="1.0" encoding="utf-8"?>
<shape
xmlns:android="http://schemas.android.com/apk/res/android"
android:shape="oval">
<solid
android:color="#646464"/>
<size
android:width="1dp"
android:height="1dp"/>
</shape>
Pay attention to your code. You are using 2 bitmaps in memory.
There is a very interesting post about image with rounded corners: 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 write a circular bitmap with a similar code:
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);
You can take a look into this project in github. It provides a way to set an image in XML and programmatically, and displays a resizable circular crop window on top of the image. Calling the method getCroppedCircleImage() will then return the Circle Bitmap marked by the circular crop window.
Maybe this could come in handy.
CIrcleImageCropper
Sathya
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 ..
Okay, I've been reading and searching around, and am now banging my head against the wall trying to figure this out. Here's what I have so far:
package com.pockdroid.sandbox;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.widget.ImageView;
public class ShadowImageView extends ImageView {
private Rect mRect;
private Paint mPaint;
public ShadowImageView(Context context)
{
super(context);
mRect = new Rect();
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setShadowLayer(2f, 1f, 1f, Color.BLACK);
}
#Override
protected void onDraw(Canvas canvas)
{
Rect r = mRect;
Paint paint = mPaint;
canvas.drawRect(r, paint);
super.onDraw(canvas);
}
#Override
protected void onMeasure(int w, int h)
{
super.onMeasure(w,h);
int mH, mW;
mW = getSuggestedMinimumWidth() < getMeasuredWidth()? getMeasuredWidth() : getSuggestedMinimumWidth();
mH = getSuggestedMinimumHeight() < getMeasuredHeight()? getMeasuredHeight() : getSuggestedMinimumHeight();
setMeasuredDimension(mW + 5, mH + 5);
}
}
The "+5" in the measurements are there as temporary; From what I understand I'll need to do some math to determine the size that the drop shadow adds to the canvas, right?
But when I use this:
public View getView(int position, View convertView, ViewGroup parent) {
ShadowImageView sImageView;
if (convertView == null) {
sImageView = new ShadowImageView(mContext);
GridView.LayoutParams lp = new GridView.LayoutParams(85, 85);
sImageView.setLayoutParams(lp);
sImageView.setScaleType(ImageView.ScaleType.CENTER);
sImageView.setPadding(5,5,5,5);
} else {
sImageView = (ShadowImageView) convertView;
}
sImageView.setImageBitmap(bitmapList.get(position));
return sImageView;
}
in my ImageView, I still get just a normal ImageView when I run the program.
Any thoughts? Thanks.
EDIT: So I spoke with RomainGuy some in the IRC channel, and I have it working now for plain rectangular images with the below code. It still won't draw the shadow directly to my bitmap's transparency though, so I'm still working on that.
#Override
protected void onDraw(Canvas canvas)
{
Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.omen);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setShadowLayer(5.5f, 6.0f, 6.0f, Color.BLACK);
canvas.drawColor(Color.GRAY);
canvas.drawRect(50, 50, 50 + bmp.getWidth(), 50 + bmp.getHeight(), paint);
canvas.drawBitmap(bmp, 50, 50, null);
}
Okay, I don't foresee any more answers on this one, so what I ended up going with for now is just a solution for rectangular images. I've used the following NinePatch:
along with the appropriate padding in XML:
<ImageView
android:id="#+id/image_test"
android:background="#drawable/drop_shadow"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:paddingLeft="6px"
android:paddingTop="4px"
android:paddingRight="8px"
android:paddingBottom="9px"
android:src="#drawable/pic1"
/>
to get a fairly good result:
Not ideal, but it'll do.
This is taken from Romain Guy's presentation at Devoxx, pdf found here.
Paint mShadow = new Paint();
// radius=10, y-offset=2, color=black
mShadow.setShadowLayer(10.0f, 0.0f, 2.0f, 0xFF000000);
// in onDraw(Canvas)
canvas.drawBitmap(bitmap, 0.0f, 0.0f, mShadow);
NOTES
Don't forget for Honeycomb and above you need to invoke
setLayerType(LAYER_TYPE_SOFTWARE, mShadow), otherwise you will not see your shadow! (#Dmitriy_Boichenko)
SetShadowLayer does
not work with hardware acceleration unfortunately so it greatly
reduces performances (#Matt Wear) [1] [2]
I believe this answer from UIFuel
<?xml version="1.0" encoding="utf-8"?>
<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
<!-- Drop Shadow Stack -->
<item>
<shape>
<padding android:top="1dp" android:right="1dp" android:bottom="1dp" android:left="1dp" />
<solid android:color="#00CCCCCC" />
</shape>
</item>
<item>
<shape>
<padding android:top="1dp" android:right="1dp" android:bottom="1dp" android:left="1dp" />
<solid android:color="#10CCCCCC" />
</shape>
</item>
<item>
<shape>
<padding android:top="1dp" android:right="1dp" android:bottom="1dp" android:left="1dp" />
<solid android:color="#20CCCCCC" />
</shape>
</item>
<item>
<shape>
<padding android:top="1dp" android:right="1dp" android:bottom="1dp" android:left="1dp" />
<solid android:color="#30CCCCCC" />
</shape>
</item>
<item>
<shape>
<padding android:top="1dp" android:right="1dp" android:bottom="1dp" android:left="1dp" />
<solid android:color="#50CCCCCC" />
</shape>
</item>
<!-- Background -->
<item>
<shape>
<solid android:color="#color/white" />
<corners android:radius="3dp" />
</shape>
</item>
</layer-list>
My dirty solution:
private static Bitmap getDropShadow3(Bitmap bitmap) {
if (bitmap==null) return null;
int think = 6;
int w = bitmap.getWidth();
int h = bitmap.getHeight();
int newW = w - (think);
int newH = h - (think);
Bitmap.Config conf = Bitmap.Config.ARGB_8888;
Bitmap bmp = Bitmap.createBitmap(w, h, conf);
Bitmap sbmp = Bitmap.createScaledBitmap(bitmap, newW, newH, false);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
Canvas c = new Canvas(bmp);
// Right
Shader rshader = new LinearGradient(newW, 0, w, 0, Color.GRAY, Color.LTGRAY, Shader.TileMode.CLAMP);
paint.setShader(rshader);
c.drawRect(newW, think, w, newH, paint);
// Bottom
Shader bshader = new LinearGradient(0, newH, 0, h, Color.GRAY, Color.LTGRAY, Shader.TileMode.CLAMP);
paint.setShader(bshader);
c.drawRect(think, newH, newW , h, paint);
//Corner
Shader cchader = new LinearGradient(0, newH, 0, h, Color.LTGRAY, Color.LTGRAY, Shader.TileMode.CLAMP);
paint.setShader(cchader);
c.drawRect(newW, newH, w , h, paint);
c.drawBitmap(sbmp, 0, 0, null);
return bmp;
}
result:
Here you are. Set source of ImageView statically in xml or dynamically in code.
Shadow is here white.
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="wrap_content" android:layout_height="wrap_content">
<View android:layout_width="wrap_content" android:layout_height="wrap_content"
android:background="#android:color/white" android:layout_alignLeft="#+id/image"
android:layout_alignRight="#id/image" android:layout_alignTop="#id/image"
android:layout_alignBottom="#id/image" android:layout_marginLeft="10dp"
android:layout_marginBottom="10dp" />
<ImageView android:id="#id/image" android:layout_width="wrap_content"
android:layout_height="wrap_content" android:src="..."
android:padding="5dp" />
</RelativeLayout>
I manage to apply gradient border using this code..
public static Bitmap drawShadow(Bitmap bitmap, int leftRightThk, int bottomThk, int padTop) {
int w = bitmap.getWidth();
int h = bitmap.getHeight();
int newW = w - (leftRightThk * 2);
int newH = h - (bottomThk + padTop);
Bitmap.Config conf = Bitmap.Config.ARGB_8888;
Bitmap bmp = Bitmap.createBitmap(w, h, conf);
Bitmap sbmp = Bitmap.createScaledBitmap(bitmap, newW, newH, false);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
Canvas c = new Canvas(bmp);
// Left
int leftMargin = (leftRightThk + 7)/2;
Shader lshader = new LinearGradient(0, 0, leftMargin, 0, Color.TRANSPARENT, Color.BLACK, TileMode.CLAMP);
paint.setShader(lshader);
c.drawRect(0, padTop, leftMargin, newH, paint);
// Right
Shader rshader = new LinearGradient(w - leftMargin, 0, w, 0, Color.BLACK, Color.TRANSPARENT, TileMode.CLAMP);
paint.setShader(rshader);
c.drawRect(newW, padTop, w, newH, paint);
// Bottom
Shader bshader = new LinearGradient(0, newH, 0, bitmap.getHeight(), Color.BLACK, Color.TRANSPARENT, TileMode.CLAMP);
paint.setShader(bshader);
c.drawRect(leftMargin -3, newH, newW + leftMargin + 3, bitmap.getHeight(), paint);
c.drawBitmap(sbmp, leftRightThk, 0, null);
return bmp;
}
This works for me ...
public class ShadowImage extends Drawable {
Bitmap bm;
#Override
public void draw(Canvas canvas) {
Paint mShadow = new Paint();
Rect rect = new Rect(0,0,bm.getWidth(), bm.getHeight());
mShadow.setAntiAlias(true);
mShadow.setShadowLayer(5.5f, 4.0f, 4.0f, Color.BLACK);
canvas.drawRect(rect, mShadow);
canvas.drawBitmap(bm, 0.0f, 0.0f, null);
}
public ShadowImage(Bitmap bitmap) {
super();
this.bm = bitmap;
} ... }
Here the Implementation of Paul Burkes answer:
public class ShadowImageView extends ImageView {
public ShadowImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
public ShadowImageView(Context context, AttributeSet attrs) {
super(context, attrs);
}
public ShadowImageView(Context context) {
super(context);
}
private Paint createShadow() {
Paint mShadow = new Paint();
float radius = 10.0f;
float xOffset = 0.0f;
float yOffset = 2.0f;
// color=black
int color = 0xFF000000;
mShadow.setShadowLayer(radius, xOffset, yOffset, color);
return mShadow;
}
#Override
protected void onDraw(Canvas canvas) {
Paint mShadow = createShadow();
Drawable d = getDrawable();
if (d != null){
setLayerType(LAYER_TYPE_SOFTWARE, mShadow);
Bitmap bitmap = ((BitmapDrawable) getDrawable()).getBitmap();
canvas.drawBitmap(bitmap, 0.0f, 0.0f, mShadow);
} else {
super.onDraw(canvas);
}
};
}
TODO:
execute setLayerType(LAYER_TYPE_SOFTWARE, mShadow); only if API Level is > 10
I've built upon the answer above - https://stackoverflow.com/a/11155031/2060486 - to create a shadow around ALL sides..
private static final int GRAY_COLOR_FOR_SHADE = Color.argb(50, 79, 79, 79);
// this method takes a bitmap and draws around it 4 rectangles with gradient to create a
// shadow effect.
public static Bitmap addShadowToBitmap(Bitmap origBitmap) {
int shadowThickness = 13; // can be adjusted as needed
int bmpOriginalWidth = origBitmap.getWidth();
int bmpOriginalHeight = origBitmap.getHeight();
int bigW = bmpOriginalWidth + shadowThickness * 2; // getting dimensions for a bigger bitmap with margins
int bigH = bmpOriginalHeight + shadowThickness * 2;
Bitmap containerBitmap = Bitmap.createBitmap(bigW, bigH, Bitmap.Config.ARGB_8888);
Bitmap copyOfOrigBitmap = Bitmap.createScaledBitmap(origBitmap, bmpOriginalWidth, bmpOriginalHeight, false);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
Canvas canvas = new Canvas(containerBitmap); // drawing the shades on the bigger bitmap
//right shade - direction of gradient is positive x (width)
Shader rightShader = new LinearGradient(bmpOriginalWidth, 0, bigW, 0, GRAY_COLOR_FOR_SHADE,
Color.TRANSPARENT, Shader.TileMode.CLAMP);
paint.setShader(rightShader);
canvas.drawRect(bigW - shadowThickness, shadowThickness, bigW, bigH - shadowThickness, paint);
//bottom shade - direction is positive y (height)
Shader bottomShader = new LinearGradient(0, bmpOriginalHeight, 0, bigH, GRAY_COLOR_FOR_SHADE,
Color.TRANSPARENT, Shader.TileMode.CLAMP);
paint.setShader(bottomShader);
canvas.drawRect(shadowThickness, bigH - shadowThickness, bigW - shadowThickness, bigH, paint);
//left shade - direction is negative x
Shader leftShader = new LinearGradient(shadowThickness, 0, 0, 0, GRAY_COLOR_FOR_SHADE,
Color.TRANSPARENT, Shader.TileMode.CLAMP);
paint.setShader(leftShader);
canvas.drawRect(0, shadowThickness, shadowThickness, bigH - shadowThickness, paint);
//top shade - direction is negative y
Shader topShader = new LinearGradient(0, shadowThickness, 0, 0, GRAY_COLOR_FOR_SHADE,
Color.TRANSPARENT, Shader.TileMode.CLAMP);
paint.setShader(topShader);
canvas.drawRect(shadowThickness, 0, bigW - shadowThickness, shadowThickness, paint);
// starting to draw bitmap not from 0,0 to get margins for shade rectangles
canvas.drawBitmap(copyOfOrigBitmap, shadowThickness, shadowThickness, null);
return containerBitmap;
}
Change the color in the const as you see fit.
Use this class to draw shadow on bitmaps
public class ShadowGenerator {
// Percent of actual icon size
private static final float HALF_DISTANCE = 0.5f;
public static final float BLUR_FACTOR = 0.5f/48;
// Percent of actual icon size
private static final float KEY_SHADOW_DISTANCE = 1f/48;
public static final int KEY_SHADOW_ALPHA = 61;
public static final int AMBIENT_SHADOW_ALPHA = 30;
private static final Object LOCK = new Object();
// Singleton object guarded by {#link #LOCK}
private static ShadowGenerator sShadowGenerator;
private int mIconSize;
private final Canvas mCanvas;
private final Paint mBlurPaint;
private final Paint mDrawPaint;
private final Context mContext;
private ShadowGenerator(Context context) {
mContext = context;
mIconSize = Utils.convertDpToPixel(context,63);
mCanvas = new Canvas();
mBlurPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
mBlurPaint.setMaskFilter(new BlurMaskFilter(mIconSize * BLUR_FACTOR, Blur.NORMAL));
mDrawPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
}
public synchronized Bitmap recreateIcon(Bitmap icon) {
mIconSize = Utils.convertDpToPixel(mContext,3)+icon.getWidth();
int[] offset = new int[2];
Bitmap shadow = icon.extractAlpha(mBlurPaint, offset);
Bitmap result = Bitmap.createBitmap(mIconSize, mIconSize, Config.ARGB_8888);
mCanvas.setBitmap(result);
// Draw ambient shadow
mDrawPaint.setAlpha(AMBIENT_SHADOW_ALPHA);
mCanvas.drawBitmap(shadow, offset[0], offset[1], mDrawPaint);
// Draw key shadow
mDrawPaint.setAlpha(KEY_SHADOW_ALPHA);
mCanvas.drawBitmap(shadow, offset[0], offset[1] + KEY_SHADOW_DISTANCE * mIconSize, mDrawPaint);
// Draw the icon
mDrawPaint.setAlpha(255);
mCanvas.drawBitmap(icon, 0, 0, mDrawPaint);
mCanvas.setBitmap(null);
return result;
}
public static ShadowGenerator getInstance(Context context) {
synchronized (LOCK) {
if (sShadowGenerator == null) {
sShadowGenerator = new ShadowGenerator(context);
}
}
return sShadowGenerator;
}
}
If you want to use the custom imageView, I suggest you use this one
View look perfect and dont't use any nine path image
Okay, I've been reading and searching around, and am now banging my head against the wall trying to figure this out. Here's what I have so far:
package com.pockdroid.sandbox;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.widget.ImageView;
public class ShadowImageView extends ImageView {
private Rect mRect;
private Paint mPaint;
public ShadowImageView(Context context)
{
super(context);
mRect = new Rect();
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setShadowLayer(2f, 1f, 1f, Color.BLACK);
}
#Override
protected void onDraw(Canvas canvas)
{
Rect r = mRect;
Paint paint = mPaint;
canvas.drawRect(r, paint);
super.onDraw(canvas);
}
#Override
protected void onMeasure(int w, int h)
{
super.onMeasure(w,h);
int mH, mW;
mW = getSuggestedMinimumWidth() < getMeasuredWidth()? getMeasuredWidth() : getSuggestedMinimumWidth();
mH = getSuggestedMinimumHeight() < getMeasuredHeight()? getMeasuredHeight() : getSuggestedMinimumHeight();
setMeasuredDimension(mW + 5, mH + 5);
}
}
The "+5" in the measurements are there as temporary; From what I understand I'll need to do some math to determine the size that the drop shadow adds to the canvas, right?
But when I use this:
public View getView(int position, View convertView, ViewGroup parent) {
ShadowImageView sImageView;
if (convertView == null) {
sImageView = new ShadowImageView(mContext);
GridView.LayoutParams lp = new GridView.LayoutParams(85, 85);
sImageView.setLayoutParams(lp);
sImageView.setScaleType(ImageView.ScaleType.CENTER);
sImageView.setPadding(5,5,5,5);
} else {
sImageView = (ShadowImageView) convertView;
}
sImageView.setImageBitmap(bitmapList.get(position));
return sImageView;
}
in my ImageView, I still get just a normal ImageView when I run the program.
Any thoughts? Thanks.
EDIT: So I spoke with RomainGuy some in the IRC channel, and I have it working now for plain rectangular images with the below code. It still won't draw the shadow directly to my bitmap's transparency though, so I'm still working on that.
#Override
protected void onDraw(Canvas canvas)
{
Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.omen);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setShadowLayer(5.5f, 6.0f, 6.0f, Color.BLACK);
canvas.drawColor(Color.GRAY);
canvas.drawRect(50, 50, 50 + bmp.getWidth(), 50 + bmp.getHeight(), paint);
canvas.drawBitmap(bmp, 50, 50, null);
}
Okay, I don't foresee any more answers on this one, so what I ended up going with for now is just a solution for rectangular images. I've used the following NinePatch:
along with the appropriate padding in XML:
<ImageView
android:id="#+id/image_test"
android:background="#drawable/drop_shadow"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:paddingLeft="6px"
android:paddingTop="4px"
android:paddingRight="8px"
android:paddingBottom="9px"
android:src="#drawable/pic1"
/>
to get a fairly good result:
Not ideal, but it'll do.
This is taken from Romain Guy's presentation at Devoxx, pdf found here.
Paint mShadow = new Paint();
// radius=10, y-offset=2, color=black
mShadow.setShadowLayer(10.0f, 0.0f, 2.0f, 0xFF000000);
// in onDraw(Canvas)
canvas.drawBitmap(bitmap, 0.0f, 0.0f, mShadow);
NOTES
Don't forget for Honeycomb and above you need to invoke
setLayerType(LAYER_TYPE_SOFTWARE, mShadow), otherwise you will not see your shadow! (#Dmitriy_Boichenko)
SetShadowLayer does
not work with hardware acceleration unfortunately so it greatly
reduces performances (#Matt Wear) [1] [2]
I believe this answer from UIFuel
<?xml version="1.0" encoding="utf-8"?>
<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
<!-- Drop Shadow Stack -->
<item>
<shape>
<padding android:top="1dp" android:right="1dp" android:bottom="1dp" android:left="1dp" />
<solid android:color="#00CCCCCC" />
</shape>
</item>
<item>
<shape>
<padding android:top="1dp" android:right="1dp" android:bottom="1dp" android:left="1dp" />
<solid android:color="#10CCCCCC" />
</shape>
</item>
<item>
<shape>
<padding android:top="1dp" android:right="1dp" android:bottom="1dp" android:left="1dp" />
<solid android:color="#20CCCCCC" />
</shape>
</item>
<item>
<shape>
<padding android:top="1dp" android:right="1dp" android:bottom="1dp" android:left="1dp" />
<solid android:color="#30CCCCCC" />
</shape>
</item>
<item>
<shape>
<padding android:top="1dp" android:right="1dp" android:bottom="1dp" android:left="1dp" />
<solid android:color="#50CCCCCC" />
</shape>
</item>
<!-- Background -->
<item>
<shape>
<solid android:color="#color/white" />
<corners android:radius="3dp" />
</shape>
</item>
</layer-list>
My dirty solution:
private static Bitmap getDropShadow3(Bitmap bitmap) {
if (bitmap==null) return null;
int think = 6;
int w = bitmap.getWidth();
int h = bitmap.getHeight();
int newW = w - (think);
int newH = h - (think);
Bitmap.Config conf = Bitmap.Config.ARGB_8888;
Bitmap bmp = Bitmap.createBitmap(w, h, conf);
Bitmap sbmp = Bitmap.createScaledBitmap(bitmap, newW, newH, false);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
Canvas c = new Canvas(bmp);
// Right
Shader rshader = new LinearGradient(newW, 0, w, 0, Color.GRAY, Color.LTGRAY, Shader.TileMode.CLAMP);
paint.setShader(rshader);
c.drawRect(newW, think, w, newH, paint);
// Bottom
Shader bshader = new LinearGradient(0, newH, 0, h, Color.GRAY, Color.LTGRAY, Shader.TileMode.CLAMP);
paint.setShader(bshader);
c.drawRect(think, newH, newW , h, paint);
//Corner
Shader cchader = new LinearGradient(0, newH, 0, h, Color.LTGRAY, Color.LTGRAY, Shader.TileMode.CLAMP);
paint.setShader(cchader);
c.drawRect(newW, newH, w , h, paint);
c.drawBitmap(sbmp, 0, 0, null);
return bmp;
}
result:
Here you are. Set source of ImageView statically in xml or dynamically in code.
Shadow is here white.
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="wrap_content" android:layout_height="wrap_content">
<View android:layout_width="wrap_content" android:layout_height="wrap_content"
android:background="#android:color/white" android:layout_alignLeft="#+id/image"
android:layout_alignRight="#id/image" android:layout_alignTop="#id/image"
android:layout_alignBottom="#id/image" android:layout_marginLeft="10dp"
android:layout_marginBottom="10dp" />
<ImageView android:id="#id/image" android:layout_width="wrap_content"
android:layout_height="wrap_content" android:src="..."
android:padding="5dp" />
</RelativeLayout>
I manage to apply gradient border using this code..
public static Bitmap drawShadow(Bitmap bitmap, int leftRightThk, int bottomThk, int padTop) {
int w = bitmap.getWidth();
int h = bitmap.getHeight();
int newW = w - (leftRightThk * 2);
int newH = h - (bottomThk + padTop);
Bitmap.Config conf = Bitmap.Config.ARGB_8888;
Bitmap bmp = Bitmap.createBitmap(w, h, conf);
Bitmap sbmp = Bitmap.createScaledBitmap(bitmap, newW, newH, false);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
Canvas c = new Canvas(bmp);
// Left
int leftMargin = (leftRightThk + 7)/2;
Shader lshader = new LinearGradient(0, 0, leftMargin, 0, Color.TRANSPARENT, Color.BLACK, TileMode.CLAMP);
paint.setShader(lshader);
c.drawRect(0, padTop, leftMargin, newH, paint);
// Right
Shader rshader = new LinearGradient(w - leftMargin, 0, w, 0, Color.BLACK, Color.TRANSPARENT, TileMode.CLAMP);
paint.setShader(rshader);
c.drawRect(newW, padTop, w, newH, paint);
// Bottom
Shader bshader = new LinearGradient(0, newH, 0, bitmap.getHeight(), Color.BLACK, Color.TRANSPARENT, TileMode.CLAMP);
paint.setShader(bshader);
c.drawRect(leftMargin -3, newH, newW + leftMargin + 3, bitmap.getHeight(), paint);
c.drawBitmap(sbmp, leftRightThk, 0, null);
return bmp;
}
This works for me ...
public class ShadowImage extends Drawable {
Bitmap bm;
#Override
public void draw(Canvas canvas) {
Paint mShadow = new Paint();
Rect rect = new Rect(0,0,bm.getWidth(), bm.getHeight());
mShadow.setAntiAlias(true);
mShadow.setShadowLayer(5.5f, 4.0f, 4.0f, Color.BLACK);
canvas.drawRect(rect, mShadow);
canvas.drawBitmap(bm, 0.0f, 0.0f, null);
}
public ShadowImage(Bitmap bitmap) {
super();
this.bm = bitmap;
} ... }
Here the Implementation of Paul Burkes answer:
public class ShadowImageView extends ImageView {
public ShadowImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
public ShadowImageView(Context context, AttributeSet attrs) {
super(context, attrs);
}
public ShadowImageView(Context context) {
super(context);
}
private Paint createShadow() {
Paint mShadow = new Paint();
float radius = 10.0f;
float xOffset = 0.0f;
float yOffset = 2.0f;
// color=black
int color = 0xFF000000;
mShadow.setShadowLayer(radius, xOffset, yOffset, color);
return mShadow;
}
#Override
protected void onDraw(Canvas canvas) {
Paint mShadow = createShadow();
Drawable d = getDrawable();
if (d != null){
setLayerType(LAYER_TYPE_SOFTWARE, mShadow);
Bitmap bitmap = ((BitmapDrawable) getDrawable()).getBitmap();
canvas.drawBitmap(bitmap, 0.0f, 0.0f, mShadow);
} else {
super.onDraw(canvas);
}
};
}
TODO:
execute setLayerType(LAYER_TYPE_SOFTWARE, mShadow); only if API Level is > 10
I've built upon the answer above - https://stackoverflow.com/a/11155031/2060486 - to create a shadow around ALL sides..
private static final int GRAY_COLOR_FOR_SHADE = Color.argb(50, 79, 79, 79);
// this method takes a bitmap and draws around it 4 rectangles with gradient to create a
// shadow effect.
public static Bitmap addShadowToBitmap(Bitmap origBitmap) {
int shadowThickness = 13; // can be adjusted as needed
int bmpOriginalWidth = origBitmap.getWidth();
int bmpOriginalHeight = origBitmap.getHeight();
int bigW = bmpOriginalWidth + shadowThickness * 2; // getting dimensions for a bigger bitmap with margins
int bigH = bmpOriginalHeight + shadowThickness * 2;
Bitmap containerBitmap = Bitmap.createBitmap(bigW, bigH, Bitmap.Config.ARGB_8888);
Bitmap copyOfOrigBitmap = Bitmap.createScaledBitmap(origBitmap, bmpOriginalWidth, bmpOriginalHeight, false);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
Canvas canvas = new Canvas(containerBitmap); // drawing the shades on the bigger bitmap
//right shade - direction of gradient is positive x (width)
Shader rightShader = new LinearGradient(bmpOriginalWidth, 0, bigW, 0, GRAY_COLOR_FOR_SHADE,
Color.TRANSPARENT, Shader.TileMode.CLAMP);
paint.setShader(rightShader);
canvas.drawRect(bigW - shadowThickness, shadowThickness, bigW, bigH - shadowThickness, paint);
//bottom shade - direction is positive y (height)
Shader bottomShader = new LinearGradient(0, bmpOriginalHeight, 0, bigH, GRAY_COLOR_FOR_SHADE,
Color.TRANSPARENT, Shader.TileMode.CLAMP);
paint.setShader(bottomShader);
canvas.drawRect(shadowThickness, bigH - shadowThickness, bigW - shadowThickness, bigH, paint);
//left shade - direction is negative x
Shader leftShader = new LinearGradient(shadowThickness, 0, 0, 0, GRAY_COLOR_FOR_SHADE,
Color.TRANSPARENT, Shader.TileMode.CLAMP);
paint.setShader(leftShader);
canvas.drawRect(0, shadowThickness, shadowThickness, bigH - shadowThickness, paint);
//top shade - direction is negative y
Shader topShader = new LinearGradient(0, shadowThickness, 0, 0, GRAY_COLOR_FOR_SHADE,
Color.TRANSPARENT, Shader.TileMode.CLAMP);
paint.setShader(topShader);
canvas.drawRect(shadowThickness, 0, bigW - shadowThickness, shadowThickness, paint);
// starting to draw bitmap not from 0,0 to get margins for shade rectangles
canvas.drawBitmap(copyOfOrigBitmap, shadowThickness, shadowThickness, null);
return containerBitmap;
}
Change the color in the const as you see fit.
Use this class to draw shadow on bitmaps
public class ShadowGenerator {
// Percent of actual icon size
private static final float HALF_DISTANCE = 0.5f;
public static final float BLUR_FACTOR = 0.5f/48;
// Percent of actual icon size
private static final float KEY_SHADOW_DISTANCE = 1f/48;
public static final int KEY_SHADOW_ALPHA = 61;
public static final int AMBIENT_SHADOW_ALPHA = 30;
private static final Object LOCK = new Object();
// Singleton object guarded by {#link #LOCK}
private static ShadowGenerator sShadowGenerator;
private int mIconSize;
private final Canvas mCanvas;
private final Paint mBlurPaint;
private final Paint mDrawPaint;
private final Context mContext;
private ShadowGenerator(Context context) {
mContext = context;
mIconSize = Utils.convertDpToPixel(context,63);
mCanvas = new Canvas();
mBlurPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
mBlurPaint.setMaskFilter(new BlurMaskFilter(mIconSize * BLUR_FACTOR, Blur.NORMAL));
mDrawPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
}
public synchronized Bitmap recreateIcon(Bitmap icon) {
mIconSize = Utils.convertDpToPixel(mContext,3)+icon.getWidth();
int[] offset = new int[2];
Bitmap shadow = icon.extractAlpha(mBlurPaint, offset);
Bitmap result = Bitmap.createBitmap(mIconSize, mIconSize, Config.ARGB_8888);
mCanvas.setBitmap(result);
// Draw ambient shadow
mDrawPaint.setAlpha(AMBIENT_SHADOW_ALPHA);
mCanvas.drawBitmap(shadow, offset[0], offset[1], mDrawPaint);
// Draw key shadow
mDrawPaint.setAlpha(KEY_SHADOW_ALPHA);
mCanvas.drawBitmap(shadow, offset[0], offset[1] + KEY_SHADOW_DISTANCE * mIconSize, mDrawPaint);
// Draw the icon
mDrawPaint.setAlpha(255);
mCanvas.drawBitmap(icon, 0, 0, mDrawPaint);
mCanvas.setBitmap(null);
return result;
}
public static ShadowGenerator getInstance(Context context) {
synchronized (LOCK) {
if (sShadowGenerator == null) {
sShadowGenerator = new ShadowGenerator(context);
}
}
return sShadowGenerator;
}
}
If you want to use the custom imageView, I suggest you use this one
View look perfect and dont't use any nine path image