Is it possible to remove transparent pixels from bitmap in android - android

In my application i am taking screenshot if the image doesn't fill imageView then transparent pixels are added to bitmap.Is it possible to remove transparent pixels from bitmap or take screenshot without transparent pixels.Thanks in advance.

This method is a lot faster:
static Bitmap trim(Bitmap source) {
int firstX = 0, firstY = 0;
int lastX = source.getWidth();
int lastY = source.getHeight();
int[] pixels = new int[source.getWidth() * source.getHeight()];
source.getPixels(pixels, 0, source.getWidth(), 0, 0, source.getWidth(), source.getHeight());
loop:
for (int x = 0; x < source.getWidth(); x++) {
for (int y = 0; y < source.getHeight(); y++) {
if (pixels[x + (y * source.getWidth())] != Color.TRANSPARENT) {
firstX = x;
break loop;
}
}
}
loop:
for (int y = 0; y < source.getHeight(); y++) {
for (int x = firstX; x < source.getWidth(); x++) {
if (pixels[x + (y * source.getWidth())] != Color.TRANSPARENT) {
firstY = y;
break loop;
}
}
}
loop:
for (int x = source.getWidth() - 1; x >= firstX; x--) {
for (int y = source.getHeight() - 1; y >= firstY; y--) {
if (pixels[x + (y * source.getWidth())] != Color.TRANSPARENT) {
lastX = x;
break loop;
}
}
}
loop:
for (int y = source.getHeight() - 1; y >= firstY; y--) {
for (int x = source.getWidth() - 1; x >= firstX; x--) {
if (pixels[x + (y * source.getWidth())] != Color.TRANSPARENT) {
lastY = y;
break loop;
}
}
}
return Bitmap.createBitmap(source, firstX, firstY, lastX - firstX, lastY - firstY);
}

I have done this way and it works great.
public static Bitmap createTrimmedBitmap(Bitmap bmp) {
int imgHeight = bmp.getHeight();
int imgWidth = bmp.getWidth();
int smallX=0,largeX=imgWidth,smallY=0,largeY=imgHeight;
int left=imgWidth,right=imgWidth,top=imgHeight,bottom=imgHeight;
for(int i=0;i<imgWidth;i++)
{
for(int j=0;j<imgHeight;j++)
{
if(bmp.getPixel(i, j) != Color.TRANSPARENT){
if((i-smallX)<left){
left=(i-smallX);
}
if((largeX-i)<right)
{
right=(largeX-i);
}
if((j-smallY)<top)
{
top=(j-smallY);
}
if((largeY-j)<bottom)
{
bottom=(largeY-j);
}
}
}
}
Log.d(TAG, "left:" + left + " right:" + right + " top:" + top + " bottom:" + bottom);
bmp=Bitmap.createBitmap(bmp,left,top,imgWidth-left-right, imgHeight-top-bottom);
return bmp;
}

Bitmap imageWithBG = Bitmap.createBitmap(image.getWidth(), image.getHeight(),image.getConfig()); // Create another image the same size
imageWithBG.eraseColor(Color.WHITE); // set its background to white, or whatever color you want
Canvas canvas = new Canvas(imageWithBG); // create a canvas to draw on the new image
canvas.drawBitmap(image, 0f, 0f, null); // draw old image on the background
image.recycle(); // clear out old image

To trim crop transparent borders of a image in Android you ca use
this arrange. Work faster because don't need read all pixels, it just slice the bitmap, more details: CropTrimTransparentImage
public Bitmap crop (Bitmap bitmap){
int height = bitmap.getHeight();
int width = bitmap.getWidth();
int[] empty = new int[width];
int[] buffer = new int[width];
Arrays.fill(empty,0);
int top = 0;
int left = 0;
int botton = height;
int right = width;
for (int y = 0; y < height; y++) {
bitmap.getPixels(buffer, 0, width, 0, y, width, 1);
if (!Arrays.equals(empty, buffer)) {
top = y;
break;
}
}
for (int y = height - 1; y > top; y--) {
bitmap.getPixels(buffer, 0, width, 0, y, width, 1);
if (!Arrays.equals(empty, buffer)) {
botton = y;
break;
}
}
int bufferSize = botton -top +1;
empty = new int[bufferSize];
buffer = new int[bufferSize];
Arrays.fill(empty,0);
for (int x = 0; x < width; x++) {
bitmap.getPixels(buffer, 0, 1, x, top + 1, 1, bufferSize);
if (!Arrays.equals(empty, buffer)) {
left = x;
break;
}
}
for (int x = width - 1; x > left; x--) {
bitmap.getPixels(buffer, 0, 1, x, top + 1, 1, bufferSize);
if (!Arrays.equals(empty, buffer)) {
right = x;
break;
}
}
Bitmap cropedBitmap = Bitmap.createBitmap(bitmap, left, top, right-left, botton-top);
return cropedBitmap;
}

Related

How to make a simple touch screen test application?

I want to make a simple touch screen test application like Samsung Device Diagnostic Tool.
A screenshot from Samsung Device Diagnostic Tool: http://i.stack.imgur.com/7KgKW.jpg
I'm not very familiar with Android App Development. Which way would you suggest me to make a simple application like the tool I mentioned above?
The development of this application easy matter. You need to understand:
How to get the coordinates of click.
#Override
public boolean onTouchEvent(MotionEvent event) {
int x = (int)(event.getX()/tileSize);
int y = (int)(event.getY()/tileSize);
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
map[x][y] = true;
break;
case MotionEvent.ACTION_MOVE:
case MotionEvent.ACTION_UP:
}
return false;
}
Override method onDraw, to draw rectangles.
private void init(){
tileSize = 10;
paint1 = new Paint();
paint1.setColor(Color.BLUE);
paint1.setStrokeWidth(10);
paint1.setStyle(Paint.Style.STROKE);
paint2 = new Paint();
paint2.setColor(Color.RED);
paint2.setStrokeWidth(10);
paint2.setStyle(Paint.Style.STROKE);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
for (int i = 0; i < x; i++){
for (int j = 0; j < y; j++){
Paint p = null;
if(map[i][j]){
p=paint1;
}else{
p=paint2;
}
canvas.drawRect(i*tileSize, j*tileSize, tileSize, tileSize, paint);
}
}
}
}
Recently I also had to make this screen test in my app. So I had figured a solution. I am taking an array of RectF i.e. ArrayList<RectF> arr = new ArrayList<>() and drawing this Rects in following order :
Left vertical line
private void drawLeftLine(int width, int height) {
int leftPoint = 0;
int topPoint = 0;
int rightPoint = 100;
int bottomPoint = 100;
int maxNoOfRect = height / 100;
int lastRectHeight = height % 100;
for (int i = 0; i < maxNoOfRect; i++) {
arr.add(new RectF(leftPoint, topPoint, rightPoint, bottomPoint));
topPoint = bottomPoint;
bottomPoint = bottomPoint + 100;
}
}
Top Horizontal line
private void drawTopLine(int w, int h) {
int leftPoint = 0;
int topPoint = 0;
int rightPoint = 100;
int bottomPoint = 100;
int maxNoOfRect = w / 100;
int lastRectWidth = w % 100;
for (int i = 0; i < maxNoOfRect; i++) {
arr.add(new RectF(leftPoint, topPoint, rightPoint, bottomPoint));
leftPoint = rightPoint;
rightPoint = rightPoint + 100;
}
arr.add(new RectF(leftPoint, topPoint, rightPoint + lastRectWidth, bottomPoint));
}
and similarly; 3. Right vertical line 4. Bottom horizontal line, with the help of collections of RectF of size 100.
So, when user touch a point, check whether that co-ordinate lies in any of the RectF bounds? If yes, remove that RectF from the array.
like :
#Override
public boolean onTouchEvent(MotionEvent event) {
float touchX = event.getX();
float touchY = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
if (mOnViewTouchedListener != null)
mOnViewTouchedListener.onViewTouched();
Point point = new Point();
point.x = (int) event.getX();
point.y = (int) event.getY();
Log.d("TAG", "point: " + point);
for (int i = 0; i < arr.size(); i++) {
if (arr.get(i).contains(point.x, point.y)) {
Log.d("TAG", "Touch IN");
arr.remove(i);
invalidate();
break;
}
}
break;
case MotionEvent.ACTION_MOVE:
if (mOnViewTouchedListener != null)
mOnViewTouchedListener.onViewTouched();
Log.d("TAG", "ACTION_MOVE");
Point point1 = new Point();
point1.x = (int) event.getX();
point1.y = (int) event.getY();
Log.d("TAG", "point: " + point1);
for (int i = 0; i < arr.size(); i++) {
if (arr.get(i).contains(point1.x, point1.y)) {
Log.d("TAG", "Touch IN");
arr.remove(i);
invalidate();
break;
}
}
break;
default:
return false;
}
return true;
}
So, this is the solution for this. Same way the diagonal lines are also drawn.
Diagonal line from top left to bottom right :
private void drawTBDiagonalLine(int w, int h) {
float height = h;
float width = w;
float slope = (height / width);
float left = 0;
float top = 0;
float bottom = 100;
float right = bottom / slope;
int maxNoOfRect = h / 100;
for (int i = 0; i < maxNoOfRect; i++) {
arr.add(new RectF(left, top, right, bottom));
left = right;
top = bottom;
bottom = bottom + 100;
right = bottom / slope;
}
}

how to get circle on which clicked in canvas

I am creating a custom view by extending View, drawing some circles on canvas, now i want to know the circle or the index of circle on which user clicks, how can i handle this, i didn't find any Circle class, so i can have a list of Circles.
below is my code----
#Override
protected void onDraw(Canvas canvas) {
int width = canvas.getWidth();
int height = canvas.getHeight();
System.out.println("width : " + width + ", Height : " + height);
paint.setColor(Color.BLACK);
paint.setStrokeWidth(3);
float ballDiameter = width / ((COLUMN_COUNT > ROW_COUNT) ? COLUMN_COUNT : ROW_COUNT);
float ballRadius = ballDiameter / 2;
Random random = new Random();
for (int i = 0; i < ROW_COUNT; i++) {
float cy = ballRadius + i * ballDiameter;
for (int j = 0; j < COLUMN_COUNT; j++) {
int nextInt = random.nextInt();
if (nextInt % 4 == 0) {
paint.setStyle(Paint.Style.FILL);
} else {
paint.setStyle(Paint.Style.STROKE);
}
float cx = ballRadius + j * ballDiameter;
canvas.drawCircle(cx, cy, ballRadius, paint);
}
}
}
Quick Example
float touchx;
float touchy;
float ballDiameter = width / ((COLUMN_COUNT > ROW_COUNT) ? COLUMN_COUNT : ROW_COUNT);
float ballRadius = ballDiameter / 2;
for (int i = 0; i < ROW_COUNT; i++) {
float cy = ballRadius + i * ballDiameter;
for (int j = 0; j < COLUMN_COUNT; j++) {
float cx = ballRadius + j * ballDiameter;
if(Math.sqrt(Math.pow(touchx - cx, 2) + Math.pow(touchy- cy, 2))<ballRadius){
//CIRCLE cx,cy was touched
}
}
}

Android Bitmap remove white margin

I've got a question regarding Bitmaps in Android: I 've got a Bitmap with white margins [size unknown] around. Is it possible to create a new Bitmap with all the white margins removed (rectangular shape)?
Bitmap bmp = Bitmap.createBitmap(width, bmpheigth, Config.ARGB_8888);
Canvas canvas = new Canvas(bmp);
canvas.setBitmap(bmp);
canvas.drawColor(Color.WHITE);
// draw here things!
It is asumed to be unknown where are things painted.
What is a good way to do that?
thanks!
Thanks #Maxim Efimov & #StackOverflowException
Just in Case Someone will need a snippet for this kind of problems:
this method returns a cut out smaller Bitmap with Margins removed. passing the pixels to a int-array first and then working with the array is a bit faster than the Bitmap.getPixel method
just call the method indicating Source Bitmap and Background color.
Bitmap bmp2 = removeMargins(bmp, Color.WHITE);
private static Bitmap removeMargins2(Bitmap bmp, int color) {
// TODO Auto-generated method stub
long dtMili = System.currentTimeMillis();
int MTop = 0, MBot = 0, MLeft = 0, MRight = 0;
boolean found1 = false, found2 = false;
int[] bmpIn = new int[bmp.getWidth() * bmp.getHeight()];
int[][] bmpInt = new int[bmp.getWidth()][bmp.getHeight()];
bmp.getPixels(bmpIn, 0, bmp.getWidth(), 0, 0, bmp.getWidth(),
bmp.getHeight());
for (int ii = 0, contX = 0, contY = 0; ii < bmpIn.length; ii++) {
bmpInt[contX][contY] = bmpIn[ii];
contX++;
if (contX >= bmp.getWidth()) {
contX = 0;
contY++;
if (contY >= bmp.getHeight()) {
break;
}
}
}
for (int hP = 0; hP < bmpInt[0].length && !found2; hP++) {
// looking for MTop
for (int wP = 0; wP < bmpInt.length && !found2; wP++) {
if (bmpInt[wP][hP] != color) {
Log.e("MTop 2", "Pixel found #" + hP);
MTop = hP;
found2 = true;
break;
}
}
}
found2 = false;
for (int hP = bmpInt[0].length - 1; hP >= 0 && !found2; hP--) {
// looking for MBot
for (int wP = 0; wP < bmpInt.length && !found2; wP++) {
if (bmpInt[wP][hP] != color) {
Log.e("MBot 2", "Pixel found #" + hP);
MBot = bmp.getHeight() - hP;
found2 = true;
break;
}
}
}
found2 = false;
for (int wP = 0; wP < bmpInt.length && !found2; wP++) {
// looking for MLeft
for (int hP = 0; hP < bmpInt[0].length && !found2; hP++) {
if (bmpInt[wP][hP] != color) {
Log.e("MLeft 2", "Pixel found #" + wP);
MLeft = wP;
found2 = true;
break;
}
}
}
found2 = false;
for (int wP = bmpInt.length - 1; wP >= 0 && !found2; wP--) {
// looking for MRight
for (int hP = 0; hP < bmpInt[0].length && !found2; hP++) {
if (bmpInt[wP][hP] != color) {
Log.e("MRight 2", "Pixel found #" + wP);
MRight = bmp.getWidth() - wP;
found2 = true;
break;
}
}
}
found2 = false;
int sizeY = bmp.getHeight() - MBot - MTop, sizeX = bmp.getWidth()
- MRight - MLeft;
Bitmap bmp2 = Bitmap.createBitmap(bmp, MLeft, MTop, sizeX, sizeY);
dtMili = (System.currentTimeMillis() - dtMili);
Log.e("Margin 2",
"Time needed " + dtMili + "mSec\nh:" + bmp.getWidth() + "w:"
+ bmp.getHeight() + "\narray x:" + bmpInt.length + "y:"
+ bmpInt[0].length);
return bmp2;
}
Use Bitmap.createBitmap(source, x, y, width, height) so knowing the white margin size you can do what you want.
My solution:
private Bitmap trim(Bitmap bitmap, int trimColor){
int minX = Integer.MAX_VALUE;
int maxX = 0;
int minY = Integer.MAX_VALUE;
int maxY = 0;
for(int x = 0; x < bitmap.getWidth(); x++){
for(int y = 0; y < bitmap.getHeight(); y++){
if(bitmap.getPixel(x, y) != trimColor){
if(x < minX){
minX = x;
}
if(x > maxX){
maxX = x;
}
if(y < minY){
minY = y;
}
if(y > maxY){
maxY = y;
}
}
}
}
return Bitmap.createBitmap(bitmap, minX, minY, maxX - minX + 1, maxY - minY + 1);
}
It isn't very fast, for 1280 x 576 px bitmap execution took 2965ms on Xiaomi Redmi 3S.
If it possible scale down image before triming:
private Bitmap scaleDown(Bitmap bitmap, float maxImageSize, boolean filter) {
float ratio = Math.min(maxImageSize / bitmap.getWidth(), maxImageSize / bitmap.getHeight());
int width = Math.round(ratio * bitmap.getWidth());
int height = Math.round(ratio * bitmap.getHeight());
return Bitmap.createScaledBitmap(bitmap, width, height, filter);
}
Late to the party, but this variation is a bit faster and perhaps easier to read:
public static Bitmap imageWithMargin(Bitmap bitmap, int color, int maxMargin) {
int maxTop = 0, maxBottom = 0, maxLeft = 0, maxRight = 0;
int width = bitmap.getWidth();
int height = bitmap.getHeight();
int[] bitmapArray = new int[width * height];
bitmap.getPixels(bitmapArray, 0, width, 0, 0, width, height);
// Find first non-color pixel from top of bitmap
searchTopMargin:
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (bitmapArray[width * y + x] != color) {
maxTop = y > maxMargin ? y - maxMargin : 0;
break searchTopMargin;
}
}
}
// Find first non-color pixel from bottom of bitmap
searchBottomMargin:
for (int y = height - 1; y >= 0; y--) {
for (int x = width - 1; x >= 0; x--) {
if (bitmapArray[width * y + x] != color) {
maxBottom = y < height - maxMargin ? y + maxMargin : height;
break searchBottomMargin;
}
}
}
// Find first non-color pixel from left of bitmap
searchLeftMargin:
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
if (bitmapArray[width * y + x] != color) {
maxLeft = x > maxMargin ? x - maxMargin : 0;
break searchLeftMargin;
}
}
}
// Find first non-color pixel from right of bitmap
searchRightMargin:
for (int x = width - 1; x >= 0; x--) {
for (int y = height - 1; y >= 0; y--) {
if (bitmapArray[width * y + x] != color) {
maxRight = x < width - maxMargin ? x + maxMargin : width;
break searchRightMargin;
}
}
}
return Bitmap.createBitmap(bitmap, maxLeft, maxTop, maxRight - maxLeft, maxBottom - maxTop);
}

pixelate image in code

I've searched for how to pixelate an image in android via code, the results are varied.
I've found libraries and tutorials on how to apply other effects found here: http://xjaphx.wordpress.com/learning/tutorials/
Can someone clear things up for me, what is the simplest way of pixelating an image on the fly in android
Also it would be handy if it was a function that I could how many rounds or how much I wanted the image pixelating.
Thank in advance.
The simplest way to pixelate the image would be to scale image down using "nearest neighbour" algorithm, and then scale up, using the same algorithm.
Filtering over the image trying to find an average takes much more time, but does not actually give any improvements in result quality, after all you do intentionally want your image distorted.
I have done this before in vb.net and its easily made into a function whose parameter can control how pixelated you want it.
The basic idea is to scan the image in section of blocks of X width and y height. for each block you find the average RGB value and set all those pixels to that color. the smaller the block size the less pixelated.
int avR,avB,avG; // store average of rgb
int pixel;
Bitmap bmOut = Bitmap.createBitmap(width, height, src.getConfig());
for(int x = 0; x < width; x+= pixelationAmount) { // do the whole image
for(int y = 0; y < height; y++ pixelationamount) {
avR = 0; avG = 0; avB =0;
for(int xx =x; xx <pixelationAmount;xx++){// YOU WILL WANT TO PUYT SOME OUT OF BOUNDS CHECKING HERE
for(int yy= y; yy <pixelationAmount;yy++){ // this is scanning the colors
pixel = src.getPixel(x, y);
avR += (int) (color.red(pixel);
avG+= (int) (color.green(pixel);
avB += (int) (color.blue(pixel);
}
}
avrR/= pixelationAmount^2; //divide all by the amount of samples taken to get an average
avrG/= pixelationAmount^2;
avrB/= pixelationAmount^2;
for(int xx =x; xx <pixelationAmount;xx++){// YOU WILL WANT TO PUYT SOME OUT OF BOUNDS CHECKING HERE
for(int yy= y; yy <pixelationAmount;yy++){ // this is going back over the block
bmOut.setPixel(xx, yy, Color.argb(255, avR, avG,avB)); //sets the block to the average color
}
}
}
}
sorry about the bad formatting (wrote it in notepad quickly) but thought it might give you a framework to make your own pixelate function
This is corrected of above algorithm that works:
Bitmap bmOut = Bitmap.createBitmap(OriginalBitmap.getWidth(),OriginalBitmap.getHeight(),OriginalBitmap.getConfig());
int pixelationAmount = 50; //you can change it!!
int width = OriginalBitmap.getWidth();
int height = OriginalBitmap.getHeight();
int avR,avB,avG; // store average of rgb
int pixel;
for(int x = 0; x < width; x+= pixelationAmount) { // do the whole image
for(int y = 0; y < height; y+= pixelationAmount) {
avR = 0; avG = 0; avB =0;
int bx = x + pixelationAmount;
int by = y + pixelationAmount;
if(by >= height) by = height;
if(bx >= width)bx = width;
for(int xx =x; xx < bx;xx++){// YOU WILL WANT TO PUYT SOME OUT OF BOUNDS CHECKING HERE
for(int yy= y; yy < by;yy++){ // this is scanning the colors
pixel = OriginalBitmap.getPixel(xx, yy);
avR += (int) (Color.red(pixel));
avG+= (int) (Color.green(pixel));
avB += (int) (Color.blue(pixel));
}
}
avR/= pixelationAmount^2; //divide all by the amount of samples taken to get an average
avG/= pixelationAmount^2;
avB/= pixelationAmount^2;
for(int xx =x; xx < bx;xx++)// YOU WILL WANT TO PUYT SOME OUT OF BOUNDS CHECKING HERE
for(int yy= y; yy <by;yy++){ // this is going back over the block
bmOut.setPixel(xx, yy, Color.argb(255, avR, avG,avB)); //sets the block to the average color
}
}
}
iv.setImageBitmap(bmOut);
anyway it was not what i was looking for
I have change previous algorithm completely and it really done something like mosaic filter!
the idea is to replace each block pixels with its below block pixels
use this function simply:
public void filter(){
Bitmap bmOut = Bitmap.createBitmap(OriginalBitmap.getWidth(),OriginalBitmap.getHeight(),OriginalBitmap.getConfig());
int pixelationAmount = 10;
Bitmap a = Bitmap.createBitmap(pixelationAmount,pixelationAmount,OriginalBitmap.getConfig());
Bitmap b = Bitmap.createBitmap(pixelationAmount,pixelationAmount,OriginalBitmap.getConfig());
int width = OriginalBitmap.getWidth();
int height = OriginalBitmap.getHeight();
int pixel;
int counter = 1;
int px = 0;int py = 0;int pbx=0;int pby=0;
for(int x = 0; x < width; x+= pixelationAmount) { // do the whole image
for(int y = 0; y < height; y+= pixelationAmount) {
int bx = x + pixelationAmount;
int by = y + pixelationAmount;
if(by >= height) by = height;
if(bx >= width)bx = width;
int xxx = -1;
int yyy = -1;
for(int xx =x; xx < bx;xx++){// YOU WILL WANT TO PUYT SOME OUT OF BOUNDS CHECKING HERE
xxx++;
yyy = -1;
for(int yy= y; yy < by;yy++){ // this is scanning the colors
yyy++;
pixel = OriginalBitmap.getPixel(xx, yy);
if(counter == 1)
{
a.setPixel(xxx, yyy, pixel);
px = x;//previous x
py = y;//previous y
pbx = bx;
pby = by;
}
else
b.setPixel(xxx, yyy, pixel);
}
}
counter++;
if(counter == 3)
{
int xxxx = -1;
int yyyy = -1;
for(int xx =x; xx < bx;xx++)
{
xxxx++;
yyyy = -1;
for(int yy= y; yy <by;yy++){
yyyy++;
bmOut.setPixel(xx, yy, b.getPixel(xxxx, yyyy));
}
}
for(int xx =px; xx < pbx;xx++)
{
for(int yy= py; yy <pby;yy++){
bmOut.setPixel(xx, yy, a.getPixel(xxxx, yyyy)); //sets the block to the average color
}
}
counter = 1;
}
}
}
image_view.setImageBitmap(bmOut);
}
This is the code I used:
ImageFilter is the parent class:
public abstract class ImageFilter {
protected int [] pixels;
protected int width;
protected int height;
public ImageFilter (int [] _pixels, int _width,int _height){
setPixels(_pixels,_width,_height);
}
public void setPixels(int [] _pixels, int _width,int _height){
pixels = _pixels;
width = _width;
height = _height;
}
/**
* a weighted Euclidean distance in RGB space
* #param c1
* #param c2
* #return
*/
public double colorDistance(int c1, int c2)
{
int red1 = Color.red(c1);
int red2 = Color.red(c2);
int rmean = (red1 + red2) >> 1;
int r = red1 - red2;
int g = Color.green(c1) - Color.green(c2);
int b = Color.blue(c1) - Color.blue(c2);
return Math.sqrt((((512+rmean)*r*r)>>8) + 4*g*g + (((767-rmean)*b*b)>>8));
}
public abstract int[] procImage();
}
public class PixelateFilter extends ImageFilter {
int pixelSize;
int[] colors;
/**
* #param _pixels
* #param _width
* #param _height
*/
public PixelateFilter(int[] _pixels, int _width, int _height) {
this(_pixels, _width, _height, 10);
}
public PixelateFilter(int[] _pixels, int _width, int _height, int _pixelSize) {
this(_pixels, _width, _height, _pixelSize, null);
}
public PixelateFilter(int[] _pixels, int _width, int _height, int _pixelSize, int[] _colors) {
super(_pixels, _width, _height);
pixelSize = _pixelSize;
colors = _colors;
}
/* (non-Javadoc)
* #see imageProcessing.ImageFilter#procImage()
*/
#Override
public int[] procImage() {
for (int i = 0; i < width; i += pixelSize) {
for (int j = 0; j < height; j += pixelSize) {
int rectColor = getRectColor(i, j);
fillRectColor(rectColor, i, j);
}
}
return pixels;
}
private int getRectColor(int col, int row) {
int r = 0, g = 0, b = 0;
int sum = 0;
for (int x = col; x < col + pixelSize; x++) {
for (int y = row; y < row + pixelSize; y++) {
int index = x + y * width;
if (index < width * height) {
int color = pixels[x + y * width];
r += Color.red(color);
g += Color.green(color);
b += Color.blue(color);
}
}
}
sum = pixelSize * pixelSize;
int newColor = Color.rgb(r / sum, g / sum, b / sum);
if (colors != null)
newColor = getBestMatch(newColor);
return newColor;
}
private int getBestMatch(int color) {
double diff = Double.MAX_VALUE;
int res = color;
for (int c : colors) {
double currDiff = colorDistance(color, c);
if (currDiff < diff) {
diff = currDiff;
res = c;
}
}
return res;
}
private void fillRectColor(int color, int col, int row) {
for (int x = col; x < col + pixelSize; x++) {
for (int y = row; y < row + pixelSize; y++) {
int index = x + y * width;
if (x < width && y < height && index < width * height) {
pixels[x + y * width] = color;
}
}
}
}
public static final Bitmap changeToPixelate(Bitmap bitmap, int pixelSize, int [] colors) {
int width = bitmap.getWidth();
int height = bitmap.getHeight();
int[] pixels = new int[width * height];
bitmap.getPixels(pixels, 0, width, 0, 0, width, height);
PixelateFilter pixelateFilter = new PixelateFilter(pixels, width, height, pixelSize, colors);
int[] returnPixels = pixelateFilter.procImage();
Bitmap returnBitmap = Bitmap.createBitmap(returnPixels, width, height, Bitmap.Config.ARGB_8888);
return returnBitmap;
}
}
Here is how you use it:
int [] colors = new int [] { Color.BLACK,Color.WHITE,Color.BLUE,Color.CYAN,Color.RED};
final Bitmap bmOut = PixelateFilter.changeToPixelate(OriginalBitmap, pixelSize,colors);

Android Bitmap is black

I'm trying to draw a map from a textfile onto a Bitmap, but the Bitmap is all black
First i load a textfile that looks like this (shortened):
0000000000 (200 width)
0111111110
0111100010
0000111110
0000111000
0000000000
(120 height)
Where "1" is ground and "0" is a wall, 1 should be white and 0 should be black.
Code:
public Map(String map) {
this.map = map;
init();
}
public void init() {
mapArray = new int[WIDTH*HEIGHT];
String[] splitMap = map.split("\n");
int width = splitMap[0].length();
int height = splitMap.length;
int[] colors = new int[WIDTH * HEIGHT];
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
int type = Integer.valueOf(splitMap[y].charAt(x));
setType(x, y, type);
if(type == WALL) {
setColor(x, y, Color.rgb(0, 0, 0), colors);
} else if(type == GROUND) {
setColor(x, y, Color.rgb(255, 255, 255), colors);
} else if(type == GOAL) {
setColor(x, y, Color.rgb(255, 255, 255), colors);
}
}
}
bitmap = Bitmap.createBitmap(colors, WIDTH, HEIGHT, Config.ARGB_8888);
}
public void setColor(int x, int y, int color, int[] colors) {
for(int y1 = 0; y1 < 4; y1++) {
for(int x1 = 0; x1 < 4; x1++) {
colors[(x + x1) + (y + y1) * WIDTH] = color;
}
}
}
public void setPixel(int x, int y, int color) {
for(int y1 = 0; y1 < 4; y1++) {
for(int x1 = 0; x1 < 4; x1++) {
bitmap.setPixel(x + x1, y + y1, color);
}
}
}
public void setType(int x, int y, int type) {
for(int y1 = 0; y1 < 4; y1++) {
for(int x1 = 0; x1 < 4; x1++) {
mapArray[(x + x1) + (y + y1) * WIDTH] = type;
}
}
}
public int getType(int x, int y) {
return mapArray[x + y * WIDTH];
}
public void doDraw(Canvas canvas) {
canvas.drawBitmap(bitmap, 0, 0, null);
}
private final static int WALL = 0;
private final static int GROUND = 1;
private final static int GOAL = 2;
private final static int WIDTH = 800;
private final static int HEIGHT = 480;
private int[] mapArray = null;
private String map = null;
public Bitmap bitmap;
int type = Integer.valueOf(splitMap[y].charAt(x));
That's the line that's causing the problem.
scala> Integer.valueOf('1')
res3: java.lang.Integer = 49
scala> Integer.valueOf('0')
res4: java.lang.Integer = 48
The problem is that charAt gives you a char, which you then convert into an integer. What you really want to do is Integer.parseInt(splitMap[y].substring(x,x+1)
Integer.valueOf("0".substring(0,1))
res7: java.lang.Integer = 0
This illustrates a lesson though - never leave a switch statement without providing a default; similarly never leave an if/else if/... without leaving an else. Even if you're expecting never to hit it, you should put some noticeable error message if you do; it will help you debug.

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