/**
* #param bitmap
* The source bitmap.
* #param opacity
* a value between 0 (completely transparent) and 255 (completely
* opaque).
* #return The opacity-adjusted bitmap. If the source bitmap is mutable it
* will be adjusted and returned, otherwise a new bitmap is created.
* Source : http://stackoverflow.com/questions/7392062/android-
* semitransparent-bitmap-background-is-black/14858913#14858913
*/
private Bitmap adjustOpacity(Bitmap bitmap, int opacity) {
Bitmap mutableBitmap = bitmap.isMutable() ? bitmap : bitmap.copy(Bitmap.Config.ARGB_8888, true);
Canvas canvas = new Canvas(mutableBitmap);
int colour = (opacity & 0xFF) << 24;
canvas.drawColor(colour, PorterDuff.Mode.DST_IN);
return mutableBitmap;
}
Using adjustOpacity, I make ImageView's Bitmap be semi-transparent.
Bitmap newBitmap = adjustOpacity(orignalBitmap, 10);
view.setImageBitmap(newBitmap);
view.setBackgroundColor(Color.WHITE);
However, Imageview show more darkent before not white. How do I make a semi-transparent (white background) Imageview with Bitmap?
// Convert transparentColor to be transparent in a Bitmap.
public static Bitmap makeTransparent(Bitmap bit, Color transparentColor) {
int width = bit.getWidth();
int height = bit.getHeight();
Bitmap myBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
int [] allpixels = new int [ myBitmap.getHeight()*myBitmap.getWidth()];
bit.getPixels(allpixels, 0, myBitmap.getWidth(), 0, 0, myBitmap.getWidth(),myBitmap.getHeight());
myBitmap.setPixels(allpixels, 0, width, 0, 0, width, height);
for(int i =0; i<myBitmap.getHeight()*myBitmap.getWidth();i++){
if( allpixels[i] == transparentColor)
allpixels[i] = Color.alpha(Color.TRANSPARENT);
}
myBitmap.setPixels(allpixels, 0, myBitmap.getWidth(), 0, 0, myBitmap.getWidth(), myBitmap.getHeight());
return myBitmap;
}
The above code will take a Bitmap, and return a Bitmap where every pixel which the color is transparentColor is transparent. This works in API as low as level 8, and I have not tested it in any lower.
I typically use something like Color.RED to make my transparent pixels, because I don't use a lot of RED in my assets, but if I do it's a custom red color.
Making an existing bitmap transparent is too simple.
If you want to make your bitmap transparent before further drawing follow this.
if your bitmap is mBitmap then Just use:-
mBitmap.eraseColor(Color.TRANSPARENT)
Thats it. Good luck !!
Try this. Also note that setAlpha is in 0-255 range
//bmp is your Bitmap object
BitmapDrawable bd = new BitmapDrawable(bmp);
bd.setAlpha(50);
ImageView v = (ImageView) findViewById(R.id.image);
v.setImageDrawable(bd);
Add method
Bitmap bmp; DrawView DrawView;
private static Bitmap makeTransparentBitmap(Bitmap bmp, int alpha) {
Bitmap transBmp = Bitmap.createBitmap(bmp.getWidth(),
bmp.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(transBmp);
final Paint paint = new Paint();
paint.setAlpha(alpha);
canvas.drawBitmap(bmp, 0, 0, paint);
return transBmp;
}
#Override
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.rgb(43,44,45));
bmp = BitmapFactory.decodeResource(getResources(), R.drawable.mouse);
canvas.drawBitmap(bmp, pos_x, pos_y, null);
}
You event:
bmp = makeTransparentBitmap( bmp, 122 );
DrawView.invalidate();
DrawView is
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
DrawView = new DrawView(this);
setContentView( DrawView );
}
I found this answer here
try this,
newBitmap.setImageResource(android.R.color.transparent);
#akaya's answer is the right way except that the constructor is deprecated. The new way since API 4 would be to use:
BitmapDrawable drawable = new BitmapDrawable(getResources(), bitmap);
drawable.setAlpha(100);
Related
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There is an requirement in my project to set any bitmap into mug and also edit bitmap and wright some text on image then past this bitmap to mug just like attached image .
I need a solution in Android or any supported library, Before I have tried to do this with Android Canvas and its method to draw arc But not reached my requirement.
/**
* Draw one image over other using the canvas paint and path drawing.
*/
public Bitmap createMaskedImageInImageCenterRightMug(Drawable back,
Bitmap bitmapToDrawInTheCenter) {
Bitmap backgroundBitmap = ((BitmapDrawable) back).getBitmap();
int hieghtBack = backgroundBitmap.getHeight();
int widthBack = backgroundBitmap.getWidth();
int hieghtFront = bitmapToDrawInTheCenter.getHeight();
int widthFront = bitmapToDrawInTheCenter.getWidth();
int widthToDrawOnMug = widthBack / 2;
backgroundBitmap = Bitmap.createScaledBitmap(backgroundBitmap, (int) canvas_width, hieghtBack, true);
// Create mask
Bitmap backgroundBitmapMask = Bitmap.createBitmap(backgroundBitmap, 7, 0, (int) (canvas_width / 2), hieghtBack);
if (widthToDrawOnMug <= widthFront) {
bitmapToDrawInTheCenter = Bitmap.createBitmap(
bitmapToDrawInTheCenter, (widthFront * 40) / 100, 0,
(widthFront * 60) / 100, hieghtFront);
}
Bitmap backgroundBitmapScaledMask = Bitmap.createScaledBitmap(
backgroundBitmapMask, widthToDrawOnMug, hieghtBack - 50, true);
bitmapToDrawInTheCenter = Bitmap.createScaledBitmap(
bitmapToDrawInTheCenter, backgroundBitmapScaledMask.getWidth(),
backgroundBitmapScaledMask.getHeight(), true);
Bitmap resultBitmap = Bitmap.createBitmap(
backgroundBitmapScaledMask.getWidth(),
backgroundBitmapScaledMask.getHeight(),
backgroundBitmapScaledMask.getConfig());
Canvas canvas = new Canvas(resultBitmap);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
canvas.drawBitmap(backgroundBitmapScaledMask, 0, 0, null);
canvas.drawBitmap(bitmapToDrawInTheCenter, 0, 0, paint);
return resultBitmap;
}
/**
* Draw one image over other using the canvas paint and path drawing.
*/
public Bitmap pasteOverMugForRightMug(Drawable back,
Bitmap bitmapToDrawInTheCenter) {
Bitmap backgroundBitmap = ((BitmapDrawable) back).getBitmap();
Bitmap resultBitmap = Bitmap.createBitmap(backgroundBitmap.getWidth(), backgroundBitmap.getHeight(), backgroundBitmap.getConfig());
Canvas canvas = new Canvas(resultBitmap);
canvas.drawBitmap(backgroundBitmap, new Matrix(), null);
Paint paint = new Paint();
canvas.drawBitmap(bitmapToDrawInTheCenter, 0, 25, paint);
return resultBitmap;
}
Here is my code . Some hard code values are used according plain Mug image Aspect Ratio.
Also Tried to do this with Open GL but it was very complex .
And and could not find method for cylinder shape in one of the image processing library Image magic.
if any one have an idea please share .
I've created a Bitmap [Thumbnail] which is fetched after picking a video from gallery.
Snippet:-
bm= ThumbnailUtils.createVideoThumbnail(currentFileUri.getPath(), MediaStore.Video.Thumbnails.MICRO_KIND);
I'm putting these bitmap in Gallery adapter which is meant from images only, tht's y i'm creating thumbnail of Video and putting there. But
I want to show some difference between image and video in Gallery Strip which can be done by overlaying VideoThumbnail with something like Play Option.
Tried to OverLay my Bitmap with Small Play Icon but it throws NullPointerException on Bitmap.CreateScaledBitmap(..)
Snippet:-
bm= ThumbnailUtils.createVideoThumbnail(currentFileUri.getPath(), MediaStore.Video.Thumbnails.MICRO_KIND);
Bitmap change = null;
Bitmap border = BitmapFactory.decodeResource(getResources(), android.R.drawable.ic_media_play);
int width = bm.getWidth();
int height = bm.getHeight();
change = Bitmap.createScaledBitmap(change, width, height, false);
Canvas canvas = new Canvas(change);
Bitmap scaledBorder = Bitmap.createScaledBitmap(border,width/2,height/2, false);
canvas.drawBitmap(scaledBorder, 0, 0,null);
Adding that newly Overlay Created bitmap on my adapter.
AddIPDActivity.this.data.add(bm);
Created Overlay BitMap with LayerDrawable
Bitmap on which overlay need to be done.
bm = ThumbnailUtils.createVideoThumbnail(currentFileUri.getPath(),MediaStore.Video.Thumbnails.MICRO_KIND);
LayerDrawable applied on Bitmap with custom image on it.
Resources r = getResources();
Drawable[] layers = new Drawable[2];
layers[0] = new BitmapDrawable(bm);
layers[1] = r.getDrawable(android.R.drawable.ic_media_play);
LayerDrawable layerDrawable = new LayerDrawable(layers);
Added Bitmap on Gallery - Adapter.
this.data.add(drawableToBitmap(geSingleDrawable(layerDrawable))); //data is adapter for Gallery.
Converting LayerDrawable into BitMap:-
LayerDrawable -> Drawable -> BitMap
public static Drawable geSingleDrawable(LayerDrawable layerDrawable){
int resourceBitmapHeight = 136, resourceBitmapWidth = 153;
float widthInInches = 0.9f;
int widthInPixels = (int)(widthInInches * SmartConsultant.getApplication().getResources().getDisplayMetrics().densityDpi);
int heightInPixels = widthInPixels * resourceBitmapHeight / resourceBitmapWidth;
int insetLeft = 10, insetTop = 10, insetRight = 10, insetBottom = 10;
layerDrawable.setLayerInset(1, insetLeft, insetTop, insetRight, insetBottom);
Bitmap bitmap = Bitmap.createBitmap(widthInPixels, heightInPixels, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
layerDrawable.setBounds(0, 0, widthInPixels, heightInPixels);
layerDrawable.draw(canvas);
BitmapDrawable bitmapDrawable = new BitmapDrawable(SmartConsultant.getApplication().getResources(), bitmap);
bitmapDrawable.setBounds(0, 0, widthInPixels, heightInPixels);
return bitmapDrawable;
}
public static Bitmap drawableToBitmap (Drawable drawable) {
if (drawable instanceof BitmapDrawable) {
return ((BitmapDrawable)drawable).getBitmap();
}
Bitmap bitmap = Bitmap.createBitmap(drawable.getIntrinsicWidth(), drawable.getIntrinsicHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, canvas.getWidth(), canvas.getHeight());
drawable.draw(canvas);
return bitmap;
}
u r getting NPE because
Bitmap change = null;
change = Bitmap.createScaledBitmap(change, width, height, false);
change is always null. U r passing a null value.So, before passing change as a parameter of createScaledBitmap(parameters) assign a bitmap to change after that call this
change = Bitmap.createScaledBitmap(change, width, height, false);
hello guys i'm trying to get an image(Frame from resources) to overlay it over the original bitmap. so far i couldn't make my Bitmap goes into the frame as the frame always empty. the original bitmap is now showing inside the frame.
here is my code that i'm using to accomplish this.
Canvas canvas = new Canvas();
Bitmap border = null;
Bitmap scaledBorder = null;
border = BitmapFactory.decodeResource(getResources(), R.drawable.frame1);
int width = bmp.getWidth();
int height = bmp.getHeight();
scaledBorder = Bitmap.createScaledBitmap(border,width,height, false);
canvas.drawBitmap(scaledBorder, 0, 0, new Paint());
view.setImageBitmap(scaledBorder);
bmp as my original Bitmap from Gallery or Camera. i can't find away to put them together. only the frame will appear but not the bmp.
thanks in advance.
thanks man i figured it out by own. using this
void hm1(){
Bitmap border = BitmapFactory.decodeResource(getResources(), R.drawable.vignette2);
int width = bmp.getWidth();
int height = bmp.getHeight();
change = Bitmap.createScaledBitmap(change, width, height, false);
Canvas canvas = new Canvas(change);
Bitmap scaledBorder = Bitmap.createScaledBitmap(border,width,height, false);
canvas.drawBitmap(scaledBorder, 0, 0,null);
//canvas.drawBitmap(k, 0, 0, null);
view.setImageBitmap(change);
}
by adding this method on any click button , menu etc you can draw two bitmaps over each other.
P.S : Bitmap change is another bitmap from the original one as i don't want the user to apply the Overlay on the original method but on the changed one.
hope the answer helps someone. thanks
Bottom line, first you need to add your original image to the canvas, then the border, then place the canvas on the view. Your best bet is to do this in an onDraw() method. Something like this should work:
#Override
void onDraw (Canvas canvas)
{
canvas.drawBitmap(bmp,0,0,new Paint())
Bitmap border = null;
Bitmap scaledBorder = null;
border = BitmapFactory.decodeResource(getResources(), R.drawable.frame1);
int width = bmp.getWidth();
int height = bmp.getHeight();
scaledBorder = Bitmap.createScaledBitmap(border,width,height, false);
canvas.drawBitmap(scaledBorder, 0, 0, new Paint());
}
Alternatively, you could call the draw() function from the view.
canvas.drawBitmap(bmp,0,0,new Paint())
Bitmap border = null;
Bitmap scaledBorder = null;
border = BitmapFactory.decodeResource(getResources(), R.drawable.frame1);
int width = bmp.getWidth();
int height = bmp.getHeight();
scaledBorder = Bitmap.createScaledBitmap(border,width,height, false);
canvas.drawBitmap(scaledBorder, 0, 0, new Paint());
view.draw(canvas);
I am developing an android application in which I set an image to imageview. Now programmatic I want to change the bitmap image color. Suppose my image have red color initially and now I need to change it to orange color. How can I do that? Please help.
Here is my code. I managed to change the opacity but I do not know how to change the color.
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
ImageView iv = (ImageView) findViewById(R.id.img);
Drawable d = getResources().getDrawable(R.drawable.pic1);
Bitmap mNewBitmap = ((BitmapDrawable)d).getBitmap();
Bitmap nNewBitmap = adjustOpacity(mNewBitmap);
iv.setImageBitmap(nNewBitmap);
}
private Bitmap adjustOpacity( Bitmap bitmap ) {
int width = bitmap.getWidth();
int height = bitmap.getHeight();
Bitmap dest = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
int[] pixels = new int[width * height];
bitmap.getPixels(pixels, 0, width, 0, 0, width, height);
dest.setPixels(pixels, 0, width, 0, 0, width, height);
return dest;
}
I tried Josip's answer but wouldn't work for me, regardless of whether the offset parameter was 1 or 0 - the drawn bitmap just appeared in original colour.
However, this did work:
// You have to copy the bitmap as any bitmaps loaded as drawables are immutable
Bitmap bm = ImageLoader.getInstance().loadImageSync("drawable://" + drawableId, o)
.copy(Bitmap.Config.ARGB_8888, true);
Paint paint = new Paint();
ColorFilter filter = new PorterDuffColorFilter(ContextCompat.getColor(this, R.color.COLOR_1_DARK), PorterDuff.Mode.SRC_IN);
paint.setColorFilter(filter);
Canvas canvas = new Canvas(bm);
canvas.drawBitmap(bm, 0, 0, paint);
Update 1
Whilst the above works well and is useful in a lot of cases, if you just want to change the main colour of an ImageView drawable, which the op did, you can just use:
imgView.setColorFilter(ContextCompat.getColor(this, R.color.COLOR_1_DARK));
If you need more flexibility or this doesn't give the desired effect, there's an overload that allows you to change the PorterDuff Mode until you get what you're after:
imgView.setColorFilter(ContextCompat.getColor(this, R.color.COLOR_1_DARK), PorterDuff.Mode.SRC_ATOP);
Update 2
Another good use case I've had for this lately is customizing the appearance of a Google map v2 marker icon. In order to use 2 graphics to allow (for example) small/large icons on a marker, but also a range of colours on those 2 graphics by changing the colour of them dynamically. In my case I was doing this inside a ClusterRenderer as the markers were also clustered, but this can be used with a regular map marker the same way:
#Override
protected void onBeforeClusterItemRendered(MyClusterItem item, MarkerOptions markerOptions) {
try {
int markerColor = item.getColor();
Bitmap icon;
if (item.isFeatured()) {
// We must copy the bitmap or we get an exception "Immutable bitmap passed to Canvas constructor"
icon = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon_marker_large).copy(Bitmap.Config.ARGB_8888, true);
} else {
// We must copy the bitmap or we get an exception "Immutable bitmap passed to Canvas constructor"
icon = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon_marker_small).copy(Bitmap.Config.ARGB_8888, true);
}
Paint paint = new Paint();
ColorFilter filter = new PorterDuffColorFilter(ContextCompat.getColor(context, markerColor), PorterDuff.Mode.SRC_IN);
paint.setColorFilter(filter);
Canvas canvas = new Canvas(icon);
canvas.drawBitmap(icon, 0, 0, paint);
markerOptions.icon(BitmapDescriptorFactory.fromBitmap(icon));
} catch (Exception ex) {
ex.printStackTrace();
}
}
I got kind of solution.
Bitmap sourceBitmap = BitmapFactory.decodeFile(imgPath);
float[] colorTransform = {
0, 1f, 0, 0, 0,
0, 0, 0f, 0, 0,
0, 0, 0, 0f, 0,
0, 0, 0, 1f, 0};
ColorMatrix colorMatrix = new ColorMatrix();
colorMatrix.setSaturation(0f); //Remove Colour
colorMatrix.set(colorTransform); //Apply the Red
ColorMatrixColorFilter colorFilter = new ColorMatrixColorFilter(colorMatrix);
Paint paint = new Paint();
paint.setColorFilter(colorFilter);
Display display = getWindowManager().getDefaultDisplay();
Bitmap resultBitmap = Bitmap.createBitmap(sourceBitmap, 0, (int)(display.getHeight() * 0.15), display.getWidth(), (int)(display.getHeight() * 0.75));
image.setImageBitmap(resultBitmap);
Canvas canvas = new Canvas(resultBitmap);
canvas.drawBitmap(resultBitmap, 0, 0, paint);
private void changeColor(){
ImageView image = (ImageView) findViewById(R.id.imageView1);
Bitmap sourceBitmap = BitmapFactory.decodeResource(getResources(),
R.drawable.ic_launcher);
changeBitmapColor(sourceBitmap, image, Color.BLUE);
}
private void changeBitmapColor(Bitmap sourceBitmap, ImageView image, int color) {
Bitmap resultBitmap = Bitmap.createBitmap(sourceBitmap, 0, 0,
sourceBitmap.getWidth() - 1, sourceBitmap.getHeight() - 1);
Paint p = new Paint();
ColorFilter filter = new LightingColorFilter(color, 1);
p.setColorFilter(filter);
image.setImageBitmap(resultBitmap);
Canvas canvas = new Canvas(resultBitmap);
canvas.drawBitmap(resultBitmap, 0, 0, p);
}
It's better obtain mutable bitmap by copy, without changing size:
public static Bitmap changeBitmapColor(Bitmap sourceBitmap, int color)
{
Bitmap resultBitmap = sourceBitmap.copy(sourceBitmap.getConfig(),true);
Paint paint = new Paint();
ColorFilter filter = new LightingColorFilter(color, 1);
paint.setColorFilter(filter);
Canvas canvas = new Canvas(resultBitmap);
canvas.drawBitmap(resultBitmap, 0, 0, paint);
return resultBitmap;
}
public Bitmap replaceColor(Bitmap src,int fromColor, int targetColor) {
if(src == null) {
return null;
}
// Source image size
int width = src.getWidth();
int height = src.getHeight();
int[] pixels = new int[width * height];
//get pixels
src.getPixels(pixels, 0, width, 0, 0, width, height);
for(int x = 0; x < pixels.length; ++x) {
pixels[x] = (pixels[x] == fromColor) ? targetColor : pixels[x];
}
// create result bitmap output
Bitmap result = Bitmap.createBitmap(width, height, src.getConfig());
//set pixels
result.setPixels(pixels, 0, width, 0, 0, width, height);
return result;
}
The simplest way to change the bitmaps color is with this method:
bitmap.eraseColor(ContextCompat.getColor(this, R.color.your_color));
If you want to overlay the ImageView with color use:
imageView.setColorFilter(ContextCompat.getColor(this, R.color.your_color));
A little off topic, but considering you only want to display in changed color here is my solution. Namely, the easiest and fast way is just applying a filter by using drawColor() method on Canvas, right after drawBitmap():
m_canvas.drawColor(Color.RED, PorterDuff.Mode.ADD);
Sources: https://developer.android.com/reference/android/graphics/PorterDuff.Mode.html
Even if bitmap is immutable, it will work.
Paint paint = new Paint();
ColorFilter filter = new PorterDuffColorFilter(ContextCompat.getColor(context, R.color.whatColorNeed), PorterDuff.Mode.SRC_IN);
paint.setColorFilter(filter);
canvas.drawBitmap(bitmapToModify, some_x, some_y, paint);
I have solved the problem by using the below code
public void changeColor(Bitmap srcImage) {
Bitmap bmpRedscale = Bitmap.createBitmap(srcImage.getWidth(),
srcImage.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bmpRedscale);
Paint paint = new Paint();
ColorMatrix cm = new ColorMatrix();
cm.setRGB2YUV();
paint.setColorFilter(new ColorMatrixColorFilter(cm));
canvas.drawBitmap(srcImage, 0, 0, paint);
mImgEdited.setImageBitmap(bmpRedscale);
}
In Kotlin :
private fun changeBitmapColor(oldBitmap: Bitmap, newColor: Int): Bitmap {
val paint = Paint()
val filter: ColorFilter = PorterDuffColorFilter(
newColor,
PorterDuff.Mode.SRC_IN
)
paint.colorFilter = filter
val canvas = Canvas(oldBitmap)
canvas.drawBitmap(oldBitmap, 0f, 0f, paint)
return oldBitmap
}
This function PorterDuff.Mode.SRC_IN can change due to the Bitmap file, look this link https://developer.android.com/reference/android/graphics/PorterDuff.Mode
How can a Drawable loaded from a resource be rotated when it is drawn? For example, I would like to draw an arrow and be able to rotate it to face in different directions when it is drawn?
You need to use Bitmap and Canvas Class functions to prepare drawable:
Bitmap bmpOriginal = BitmapFactory.decodeResource(this.getResources(), R.drawable.image2);
Bitmap bmResult = Bitmap.createBitmap(bmpOriginal.getWidth(), bmpOriginal.getHeight(), Bitmap.Config.ARGB_8888);
Canvas tempCanvas = new Canvas(bmResult);
tempCanvas.rotate(90, bmpOriginal.getWidth()/2, bmpOriginal.getHeight()/2);
tempCanvas.drawBitmap(bmpOriginal, 0, 0, null);
mImageView.setImageBitmap(bmResult);
In this code sample rotation for 90 degrees over image center occurs.
essentially it can be boiled down to: do a(n inverse) canvas transformation instead of transforming drawable
private BitmapDrawable drawable; // or Drawable
protected void onDraw(Canvas canvas) { // inherited from View
//...
canvas.save();
canvas.rotate(degrees, pivotX, pivotY);
drawable.draw(canvas);
canvas.restore();
//...
}
if you have BitmapDrawable it may be desirable to increase quality of the output by setting antialiasing
drawable.setAntialias(true);
Accepted answer doesn't work for me. I have non square image, so I changed his code a bit.
private Bitmap rotateDrawable(#DrawableRes int resId) {
Bitmap bmpOriginal = BitmapFactory.decodeResource(getResources(), resId);
Bitmap bmpResult = Bitmap.createBitmap(bmpOriginal.getHeight(), bmpOriginal.getWidth(), Bitmap.Config.ARGB_8888);
Canvas tempCanvas = new Canvas(bmpResult);
int pivot = bmpOriginal.getHeight() / 2;
tempCanvas.rotate(90, pivot, pivot);
tempCanvas.drawBitmap(bmpOriginal, 0, 0, null);
return bmpResult;
}
mImageView.setImageBitmap(rotateDrawable(R.drawable.some_image));
essentially this:
ImageView spaceshipImage = (ImageView) findViewById(R.id.spaceshipImage);
Animation hyperspaceJumpAnimation = AnimationUtils.loadAnimation(this, R.anim.hyperspace_jump);
spaceshipImage.startAnimation(hyperspaceJumpAnimation);
source link:
http://developer.android.com/guide/topics/graphics/2d-graphics.html#tween-animation