Image in PageViewer not stretching accordingly - android

I have 2 PageViewers with 2 series of pictures each. Initially they were one close to another, but then I decided to make them overlap. To do that, I increased one's height with, let's say, y.
I want the overlapping to be visible only for the images with bigger height(they're PNGs), so the ones with the initial ViewPager height would look just like before the resizing
So, once I applied the y height, I saw that a gap appeared in the resized pageviewer, making the image decalate with y px. This somewhat seems normal, but ruins the mechanism, because I want the starting point of any image to be the upper-left corner of the pageviewer. I tried and researched all the layout attributes & pageviewer methods for something to help me set the starting point but I kinda went out of ideas.

You can try this:
android:layout_alignParentTop="true" to make the image to be the upper-left corner of the pageviewer.
For imageView we can set this property:
android:scaleType="fitXY"

Related

Is there a good way to consistently position a TextView on an ImageView?

I have an ImageView, which is intended to take up the whole screen if it matters, and I intend to put several labels on it with TextViews. I need these labels to correspond to a precise position on the image.
I tried setting the margins in xml, but that won't work because the dp won't convert between devices. I am aware that I can set positions as a percentage of the screen size programatically but this poses a few problems:
I don't want to solve this problem programatically.
The aspect ratio of the image is being maintained, so on most screens there will be a little bit of white space given that the screen is a different shape from the image. Also, the app is not full screen, so the notification bar takes up space. This white space and the notification bar's space makes a percentage of the screen different from a percentage of the image.
How can i position TextView's on an ImageView in such a way that they will be in exactly the same spot (relative to the image) on every device?
I ended up figuring it out myself:
text.setX((int) (img.getX()+(img.getWidth()*pct)/100)
and the same for y, where text is the TextView, img is the ImageView, and pct is the location as a percentage of the image. Another problem is that this can't be called in onCreate(). I called it in onWindowFocusChanged().
To prevent your ImageView from being a different shape from the Image, which would break this solution, you can do:
android:adjustViewBounds="true"
and be sure to set at least one of the dimensions as wrap_content.

ImageView of width larger than the screen width

I'm implementing an animation which displays scrolling image. I need to display a image in its original size even if the width is more than the screen width and then have to animate it.
Please tell me how to place image like that.
Check out the different scaletypes here: http://bon-app-etit.blogspot.be/2014/01/imageview-scaletypes.html
I think you'll need android:scaleType="centerCrop"
There are couple of things you can do and it depends on the behavior you want to implement. A quick two solutions are:
You can use ScrollView with your image in it and by touching it you can move it left or right. Example solution you can find here: Displaying an image larger than the device's screen
You can use absolute layout (although this layout is already deprecated) and place your image in it. Make the layout width and height be the same as your image.
The animation can be done with many ways:
1. On touche event handling
2. Fling with scroller or gesture detector
3. Accelerometer tilt
Hope it directs you to the right solution.
Try using scaleType in ur imageview xml,
android:scaleType="fitXY"

Scale down ImageButton / ImageView without leaving space around

I have some problems resizing ImageViews and ImageButtons.
Let's say that I have a Layout that has a rectangular shape (I don't want to know if it is a horizontal or vertical rectangle) and a ImageButton that contains a transparent background and as ImageResource a square image.
I want to keep the button square, so I use setScaleType(ScaleType.FIT_CENTER) to stretch the button. It works well.
The problems come when the button needs to be REDUCED to fit the rectangular layout, instead of stretched: in that case, the image is reduced correctly, but the space reserved in the layout is the one that would be reserved by the image if I hade made it crop.
This is what I think that happens:
the image is put in the layout
the space in the layout is reserved
AFTER THIS the image is resized
if the space asked is increased, the layout is enlarged, otherwise nothing is done
as a consequence in the layout the image results rounded by A LOT of empty space if the image needed to be reduced.
The classical problem is: I have a layout that should contain one row with - say - six square buttons. IF the button size is larger than the height of the Horizontal LinearLayout, the buttons end to be distantiated with a lot of empty space, instead of touching them.
I tried using fixed sizes for the images, to force them resize before putting them in the layout, but this is not a solution for me. First of all I want it to be dynamic (ie: the layout could change size during the app lifetime and the images should follow that). Second of all, when I put the image into the layout it can easily happen that the layout is not set yet and its size returns zero.
Can anyone help me?
Thank you.
Just add the attribute
android:adjustViewBounds="true"
to your image view element in your layout. You can have a look to the post Unwanted padding around an ImageView

Android : Alignment bug in making/showing 9patch image

NinePatch:
Screenshot:
Layout XML:
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical"
android:background="#ffffff">
<LinearLayout
android:id="#+id/edit_tray"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:layout_alignParentBottom="true">
<View
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:background="#drawable/trash"/>
</LinearLayout>
</RelativeLayout>
Desired Results:
The "edit_tray" represents a UI element that will be toggleable. When edit mode is off, the "edit_tray" (and therefore the trash can icon) are "gone". When edit mode is on the "edit_tray" is visible and overlaid over the ScrollView contents.
There are two elements to the trash can icon: The icon itself and the linear gradient behind it. The NinePatch image contains three stretchable areas and one static area to accommodate these elements. The trash can icon in the middle of the graphic is static and should appear directly in the horizontal center and on the bottom of the screen. The gradient should stretch across the bottom of the screen from one side to the other.
The Bug?
The NinePatch image contains only one pixel of stretchable area on either side of the image horizontally. The effect of which should be that the trash can icon appears directly in the center (1 pixel on left side == 1 pixel on right side). However, as you can see in the screenshot above that is not the case. Note: this screenshot was taken from my test phone, a T-Mobile G2. The same effect can be seen in the emulator. However, in the draw9patch preview and the eclipse Graphical Layout view the image is perfectly distributed.
I've tried several different methods to try to find out where the bug is and to try to fix it or work around it. Including: using ImageViews instead of Views (same effect), using android:scaleType="fitXY" (same issue), checking at runtime that the width of the screen and the width of the "edit_tray" are the same (they are), using two different images for gradient (as edit_tray background) and icon (as ImageView src) (create another problem where the two images were not overlayed on each other. Fixed by setting an absolute height on both), etc.
The Answer, the Workaround, and the Real Question
I did some testing using some simple NinePatch images with up to six stretchable areas per side. I noticed there were some issues displaying them in at least one of the testing cases (phone, emulator, draw9patch, Graphical Layout in eclipse).
I decided to try to expand the image horizontally so that there was more of the linear gradient showing on the edges of the trash can icon. I made the image 128x64 (previously 64x64). I made more of the edges part of the stretchable part to try to curb any bad math (?) that was happening to the image. Draw9patch reported bad sections so I put it back to just the two pixels, one on either side. It worked! The icon is directly in the center of the screen now! I don't know why, but without changing the actual stretchable portion of the image, only changing the width of the image to 128, it works now.
I tried resizing the image back down to around 100px wide to remove some of the redundant pixels and the error came back! Not only did it come back, but the icon was placed at exactly the same spot offset from the center of the screen. I can't figure out why this would happen this way.
Anyone have any ideas? Is this a bug?
I currently have this working given the workarounds I described above, but if anyone has any suggestions I'm listening.
Make your 9 Patch image with using 4 points as I have done in this..and it will work.
Tips for Creating 9 Patch Image.(not a designer,telling you my funda)
Put points on Left and Top
If you have some text or image in between ..then put point on left
and right of image and top and bottom of that image or text.
Always see the no of space left and no of points on both sides(left-right and top-bottom) are equal.
Always check once the preview or right side before using check in 2x
to 6x
From my experience with the draw 9-patch tool there is an automatic 1px offset on each side of the image. Given this information if you were using just this one pixel offset your image was actually not being stretch the way you would imagine.
This can be seen by the fact that when you used a 2px offset it worked perfect.
Also the 9-patch images have a tendency of showing up in eclipse exactly how you would think... but then appearing different on the phone/emulator.
Learning the 9-patch tool is def a great thing as it allows greater customization. Another tip, if you want to do something like replace any android 9-patch with your own alterations - then just copy the 9patch that exists in the SDK and alter it. For some reason 9patch images in the SDK have weird offsets. Doing this will guarantee you don't get weird responses from your 9-patches. An example of this - I outline an editText in red when bad input is given.
The SDK images can be found in SDK->platforms->[plateform-you-want]->data->res-drawable-[you-choice]
You can also look at the SDK 9-patch images to help understand how the 9-patch-tool works.
Hope this give a little more insight.
Here are some good links:
http://developer.android.com/guide/developing/tools/draw9patch.html
http://android10.org/index.php/articlesother/279-draw-9-patch-tutorial
http://jaanus.com/post/7878186745/how-does-androids-nine-patch-tool-work-from-a
Maybe it's bug in nine-patch drawing, or just error resulting from rounding.
However, I don't like your approach of drawing this icon. You try to position your screen element using something that is not designed for this task.
You should draw it other way: create some container view (FrameLayout) with gradiend background. Then on top of that position ImageView with trash can. Neither of these 2 images need to be nine-patch, gradiend would fill entire view, trash can would be drawn without scaling.
Although there's overdraw in area of trash view, CPU time is not wasted in nine-patch areas computations.
You would use layout system for exact positioning of your trash icon. Certainly you would get expected result, since UI layouts are well tuned, and made for purpose of positioning screen elements. Nine-patch images are used for other purpose (where pixels shifted here or there a bit should not matter).
As #jjNford said - it's bad practice to work with images in this way.
For this task the best solution is to create "trash" icon with transparent background, and create shape drawable with gradient. So, you can remove unnecessary LinearLayout and use only ImageView:
<ImageView
android:id="#+id/edit_tray"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:layout_alignParentBottom="true"
android:src="#drawable/trash"
android:background="#drawable/gradient_background"/>
Docs for shape drawable.
EDIT
Just check your image - it starches fine on SE Xperia 2.3.3

Android: How do you scale multiple views together?

I'm trying to layer graphics one top of each other, like an icon over a background, with the second layer (icon) at a certain pixel offset from the top left corner of first layer (background). Since each layer will eventually have its own animation, I'm placing each in its own View.
For my implementation I have two ImageViews, one for each layer, inside a RelativeLayout, which in turn is inside a ScrollView. ImageViews are positioned using layout_margin relative to the top left corner (0,0). The first ImageView is larger than the screen (background), while the second ImageView is smaller than it (icon). ScrollView automatically resizes the first ImageView (background) since it is larger than the screen, it does not resize the second since it is smaller (icon).
I need both of them to scale together, and I also need the positioning of the second layer over the first layer to adjust itself accordingly. This actually works well in a layer-list, but due to the animations I am forced to use Views. How can I scale and position multiple Views together, or do I need to build my own class for something that seems like it should be fairly basic?
Thanks in advance.
I had a similar problem in my android application. Android has introduced new set of API's to help us on this, setScaleX() and setScaleY().
Just call layout.getParent().setScaleX(); and layout.getParent().setScaleY();

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