While i am doing undo bitmap alpha value is changing in android - android

In my application am using canvas and adding image to canvas as bitmap.I am making bitmap transparent and erasing bitmap.I need to undo erased bitmap while trying sometimes the bitmap which is transparent it is becoming more brightness i think its alpha value is changing.How to avoid this please help me how to solve this issue.Below is my code.
// TODO Auto-generated method stub
int num=imgbit.size();
if(num>=1)
{
unoo=1;
if(num==1)
{
bitmap=null;
bitmap=imgbit.get(0);
Paint paint = new Paint();
paint.setAlpha(178);
pcanvas.drawBitmap(bitmap, 0,0, paint);
undo.setEnabled(false);
}
if((num!=1))
{
bitmap=null;
if(capture==true)
{
bitmap=imgbit.get(num-2);
}
else
{
bitmap=imgbit.get(num-1);
}
Paint paint = new Paint();
paint.setAlpha(178);
pcanvas.drawBitmap(bitmap, 0, 0,paint);
}
imgbit.remove(num-1);
}
capture=false;

Related

How to prevent Eraser from Removing Bitmap?

How to prevent Eraser from Removing Bitmap or Paint Must Draw in Back Side of Image As per Attach Image & My code is as below in Android Java
In Paint View - onDraw my code is as Below
protected void onDraw(Canvas canvas) {
if (mClear) // clear canvas and reset image stack
{
// mBitmap = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
// mCanvas = new Canvas(mBitmap);
// mCanvas.drawColor(mBackgroundColor);
// mImages.clear();
// mUndoneImages.clear();
// mImages.push(new Image(mBitmap));
// mPath.reset();
// mClear = false;
// return;
}
if (mEraseMode) // if we want to erase, set color of the brush to background color and width to the value chosen with slider
{
mBrushColor = mEraserColor;
mStrokeWidth = mEraserWidth;
} else // if we exit erase mode go back to old width and color
{
mBrushColor = mOldBrushColor;
mStrokeWidth = mOldStrokeWidth;
}
// draw current path
mPaint.setColor(mBrushColor);
mPaint.setStrokeWidth(mStrokeWidth);
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint); // draw the main bitmap on canvas
mCanvas.drawPath(mPath, mPaint);
}
I want to Draw Image(Bitmap) Like Below
Here Eraser Should not Remove the Image (Black color Not Remove)
Eraser & Paint Must work like this

Draw a line on ImageView set by Picasso

I am trying to figure out how to simply draw a line on an image that is being set in Picasso. I found that if I simply set the image, given a URI, with Picasso and try to draw paint to it using the following:
canvas = new Canvas(bitmap);
image.draw(canvas);
topEdge = new Paint();
topEdge.setColor(context.getResources().getColor(R.color.blue));
topEdge.setStrokeWidth(5);
canvas.drawLine(c1.getX(), c1.getY(), c2.getX(), c2.getY(), topEdge);
Then I get a crash saying that the bitmap needs to be mutable first. So I added this above that code:
Bitmap workingBitmap = ((BitmapDrawable) image.getDrawable()).getBitmap();
Bitmap mutableBitmap = workingBitmap.copy(Bitmap.Config.ARGB_8888, true);
And then create the canvas with new Canvas(mutableBitmap) instead. This removed the crash, however nothing is being drawn. I believe this is because my Picasso is setting the image before, so now I need to reset Picasso with this new mutable bitmap. The problem is this code is in the onSuccess() callback for Picasso. What can I do to allow Paint to be drawn on an image through Picasso?
just follow the steps below:
Write your own class extends the class Transformation like below:
class DrawLineTransformation implements Transformation {
#Override
public String key() {
// TODO Auto-generated method stub
return "drawline";
}
#Override
public Bitmap transform(Bitmap bitmap) {
// TODO Auto-generated method stub
synchronized (DrawLineTransformation.class) {
if(bitmap == null) {
return null;
}
Bitmap resultBitmap = bitmap.copy(bitmap.getConfig(), true);
Canvas canvas = new Canvas(resultBitmap);
Paint paint = new Paint();
paint.setColor(Color.BLUE);
paint.setStrokeWidth(10);
canvas.drawLine(0, resultBitmap.getHeight()/2, resultBitmap.getWidth(), resultBitmap.getHeight()/2, paint);
bitmap.recycle();
return resultBitmap;
}
}
}
2、Add the Transformation to RequestCreator created with Picasso.load() function like below:
Picasso picasso = Picasso.with(getApplicationContext());
DrawLineTransformation myTransformation = new DrawLineTransformation();
picasso.load("http://www.baidu.com/img/bdlogo.png").transform(myTransformation).into(imageview);
That's all steps you need to do , just enjoy!

Android Mask bitmap on canvas gen a black space

I have a mask bitmap with a half is red color and ones is transparent like this
https://www.dropbox.com/s/931ixef6myzusi0/s_2.png
I want to use mask bitmap to draw content on canvas only visible in red area, code like this:
Paint paint = new Paint();
public void draw(Canvas canvas) {
// draw content here
...
//and mask bitmap here
paint.setXfermode(new PorterDuffXfermode(android.graphics.PorterDuff.Mode.DST_IN));
canvas.drawBitmap(maskBitmap, 0, 0, paint);
}
The result as my expecting (content only visible in red area, BUT THE TRANSPARENT AREA BECOME BLACK IS PROBLEM!)
this image result :https://www.dropbox.com/s/mqj48992wllfkiq/s_2%20copy.png
Anyone help me???
Here is a solution which helped me to implement masking:
public void draw(Canvas canvas) {
Bitmap original = BitmapFactory.decodeResource(getContext().getResources(),R.drawable.original_image);
Bitmap mask = BitmapFactory.decodeResource(getContext().getResources(),R.drawable.mask_image);
//You can change original image here and draw anything you want to be masked on it.
Bitmap result = Bitmap.createBitmap(mask.getWidth(), mask.getHeight(), Config.ARGB_8888);
Canvas tempCanvas = new Canvas(result);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setXfermode(new PorterDuffXfermode(Mode.DST_IN));
tempCanvas.drawBitmap(original, 0, 0, null);
tempCanvas.drawBitmap(mask, 0, 0, paint);
paint.setXfermode(null);
//Draw result after performing masking
canvas.drawBitmap(result, 0, 0, new Paint());
}
The mask should be a white image with transparency.
It will work like this:
+ =
I encountered the same problem in my custom view and instead of decoding the bitmap from a resource, I had created the original bitmap and the masking bitmap from the scratch via canvas.draw*() methods (since both the original and mask are basic shapes). I was getting the blank opaque space instead of a transparent one. I fixed it by setting a hardware layer to my view.
View.setLayerType(LAYER_TYPE_HARDWARE, paint);
More info on why this is to be done here: https://stackoverflow.com/a/33483016/4747587
Same answer as #Sergey Pekar give but I have updated it in Kotlin.
fun ImageView.getMaskBitmap(imageUrl: String? = null, mContent: Int, mMaskedImage : Int) {
runOnBackground {
// if you have https image url then use below line
//val original: Bitmap = BitmapFactory.decodeStream(URL(imageUrl).openConnection().getInputStream())
// if you have png or jpg image then use below line
val original: Bitmap = BitmapFactory.decodeResource(resources, mContent)
val mask = BitmapFactory.decodeResource(resources, mMaskedImage) // mMaskedImage Your masking image
val result: Bitmap = Bitmap.createBitmap(mask.width, mask.height, Bitmap.Config.ARGB_8888, true)
val tempCanvas = Canvas(result)
val paint = Paint(Paint.ANTI_ALIAS_FLAG)
paint.xfermode = PorterDuffXfermode(PorterDuff.Mode.DST_IN)
tempCanvas.apply {
drawBitmap(original, 0f, 0f, null)
drawBitmap(mask, 0f, 0f, paint)
}
paint.xfermode = null
//Draw result after performing masking
runOnBackground(onMainThread = {
this.apply {
setImageBitmap(result)
scaleType = ImageView.ScaleType.FIT_CENTER
}
})
}
}
Github Demo
Bitmap finalMasking = stackMaskingProcess(imageBitmap, bitmapMasking);
private Bitmap stackMaskingProcess(Bitmap _originalBitmap, Bitmap _maskingBitmap) {
try {
if (_originalBitmap != null)
{
int intWidth = _originalBitmap.getWidth();
int intHeight = _originalBitmap.getHeight();
resultMaskBitmap = Bitmap.createBitmap(intWidth, intHeight, Bitmap.Config.ARGB_8888);
getMaskBitmap = Bitmap.createScaledBitmap(_maskingBitmap, intWidth, intHeight, true);
Canvas mCanvas = new Canvas(resultMaskBitmap);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
mCanvas.drawBitmap(_originalBitmap, 0, 0, null);
mCanvas.drawBitmap(getMaskBitmap, 0, 0, paint);
paint.setXfermode(null);
paint.setStyle(Paint.Style.STROKE);
}
} catch (OutOfMemoryError o) {
o.printStackTrace();
}
return resultMaskBitmap;
}
I like the approach from Er. Praful Parmar's answer but for me it did not quite work as expected. I had problems, because some scaling was going on without intention.
My Bitmaps had a different density than my device and this messed things up.
Also I wanted to reduce the creation of Objects, so I moved the Paint object to a constant for reuse.
So here is my utils method:
public static final//
Bitmap createWithMask(final Bitmap img, final Bitmap mask) {
final Bitmap result = Bitmap.createBitmap(img.getWidth(), img.getHeight(),
Bitmap.Config.ARGB_8888);
result.setDensity(originalBitmap.getDensity()); // to avoid scaling if density of 'img' is different form the default on your device
final Canvas canvas = new Canvas(result);
canvas.drawBitmap(img, 0, 0, null);
canvas.drawBitmap(mask, 0, 0, PAINT_FOR_MASK);
return result;
}//end-method
private static final Paint PAINT_FOR_MASK = createPaintForMask();
private static final//
Paint createPaintForMask() {
final Paint paint = new Paint();
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
return paint;
}//end-method

Saving Bitmap drawn on Canvas

In my application I extended the ImageView and overriden its onDraw() method. I am using a color filter to manipulate the bitmap for adding some effects like invert, grayscale etcc. After drawing the bitmap I am trying to save it but I am only able to save the original bitmap with no added effects. Here is the code for onDraw() and save method:
protected void onDraw(Canvas canvas)
{
Paint paint = mPaint;
//cmf is the color matrix filter
paint.setColorFilter(cmf);
if(mBitmap != null)
{
canvas.drawBitmap(mBitmap, offsetW, offsetH, paint);
}
}
code for saving the bitmap:
try
{
FileOutputStream fout = new FileOutputStream(path);
mBitmap.compress(CompressFormat.JPEG, 100, fout);
} catch (FileNotFoundException e)
{
e.printStackTrace();
}
Am I doing something wrong? Any help will be appretiated.
You are painting on the canvas that is displayed, original bitmap is not changed. You should create a new bitmap and paint on it. When color matrix filter changes do this:
Bitmap tmp = Bitmap.createBitmap(mBitmap.getWidth(), mBitmap.getHeight(), mBitmap.getConfig())
Canvas canvas = new Canvas(tmp)
cnvas.drawBitmap(tmp, 0, 0, paint);
Then, you can use this tmp bitmap to draw it and save it.
Instead of using customized ImageView use a normal one and set its image to this new bitmap:
imageView.setImageBitmap(tmp)

Adding an Image to a Canvas in Android

Good Day Everyone
I was hoping if you could help me understand the concepts of understanding how to add an image into a canvas on a OnTouchEvent implemented on a View. So far, this is what i've come up with.
parent is the Activity where in this customized view is instantiated and is added into.
#Override
protected void onDraw(Canvas canvas)
{
// TODO Auto-generated method stub
super.onDraw(canvas);
}
public void insertImage()
{
if (parent.selected_icon.contentEquals("image1"))
{
image = getResources().getDrawable(R.drawable.image1);
}
else if (parent.selected_icon.contentEquals("image1"))
{
image = getResources().getDrawable(R.drawable.image2);
}
else if (parent.selected_icon.contentEquals("iamge3"))
{
image = getResources().getDrawable(R.drawable.image3);
}
Rect srcRect = new Rect(0, 0, image.getIntrinsicWidth(),
image.getIntrinsicHeight());
Rect dstRect = new Rect(srcRect);
Bitmap bitmap = Bitmap.createBitmap(image.getIntrinsicWidth(),
image.getIntrinsicHeight(), Bitmap.Config.ALPHA_8);
Canvas canvas = new Canvas();
canvas.drawBitmap(bitmap, srcRect, dstRect, null);
invalidate();
}
When you want to draw over a view, you have to do that in onDraw(), using the Canvas passed there. That Canvas is already bound to the Bitmap that is the actual drawing of your view.
I had to do something similar and my approach was like this:
I had a list of "things to be drawn over the view" as a member of the class.
whenever I added something to that list, I called invalidate(), so that onDraw() would get called.
My onDraw() looked like this:
...
protected void onDraw(Canvas canvas) {
super.onDraw(canvas); // the default drawing
for(ThingToBeDrawn thing : mListOfThingsToBeDrawn) {
thing.drawThing(canvas); // draw each thing over the view
}
}
A Canvas is just a tool used to draw a Bitmap, and it works quite differently than SurfaceView.

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