How to animate/resize shape of circle dynamically in android? - android

I have to draw circle on canvas whose shape will be changing continuously as diameter length is changed. (Note, Diameter length is modified based on the intent data). Can we show smooth transition of same shape like from larger size to smaller size)
My current circle code looks like below, (This is inside onCreate)
bitmap = Bitmap.createBitmap((int) getWindowManager()
.getDefaultDisplay().getWidth(), (int) getWindowManager()
.getDefaultDisplay().getHeight(), Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
paint = new Paint();
paint.setColor(Color.BLACK);
paint.setStyle(Paint.Style.STROKE);
drawingImageView.setImageBitmap(bitmap);
// Draw Circle
canvas.drawCircle(50, 50, 20, paint); // circle example
I am using ImageView. How can I change the size of same circle dynamically. There is receiver like below
registerReceiver( )
onReceive(Context c,Intent i){
// Based on data , modify the drawn Circle
}
OnReceive would receive intent and based on data, we need to keep circle shape changing. When I put drawCircle code inside onReceive, it's not rendering the circle too.
Thanks in advance.

I would rather use a SurfaceView instead of an ImageView + Bitmap. A possible solution could look like this:
SurfaceHolder mHolder = mSurfaceView.getHolder();
Canvas canvas = mHolder.lockCanvas();
yourDrawCircleMethod(canvas);
canvas.unlockCanvasAndPost();
Note that you should also implement a SurfaceHolder.Callback to get notified about the SurfaceViews state.

Related

Android how to apply mask on ImageView?

So I tried the code from here: Creating an ImageView with a mask. I'm using the following images as original and mask:
However, the result I get is this:
Note that the window background is not black, but holo light (which on the galaxy nexus looks like a very pale gray, not completely white). The second image is the result I get when an item is selected on a list view.
If instead I create a new Bitmap using the same algorithm and then pass it to the image view instead of overriding onDraw(), it draws correctly:
Canvas canvas = new Canvas();
Bitmap mainImage = //get original image
Bitmap maskImage = //get mask image
Bitmap result = Bitmap.createBitmap(mainImage.getWidth(), mainImage.getHeight(), Bitmap.Config.ARGB_8888);
canvas.setBitmap(result);
Paint paint = new Paint();
paint.setFilterBitmap(false);
canvas.drawBitmap(mainImage, 0, 0, paint);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
canvas.drawBitmap(maskImage, 0, 0, paint);
paint.setXfermode(null);
imageView.setImageBitmap(result);
I get the expected result:
Note the fade is correctly applied. This is more evident when a selection is made.
So what's going on on ImageView's onDraw method to create this black backdrop instead of letting the window background show through? What's interesting is that if the original image itself has some transparency, that transparency is respected, for example:
I can't figure it out by myself. I'd rather be able to do it on onDraw instead of pre-creating the bitmap because it only works for bitmaps as source and mask. I want to be able to do it with other drawables like gradients and solid colours but on those cases the width and height are not set.
I have found the perfect combination for creating masking without black border after researching through all the stackoverflow posts. It suits my purpose quite well.
Currently I'm creating a draggable view using one normal image and a masking image (a png with transparency), so I'll need to override the onDraw function.
private Bitmap mImage = ...;
private Bitmap mMask = ...; // png mask with transparency
private int mPosX = 0;
private int mPosY = 0;
private final Paint maskPaint;
private final Paint imagePaint;
public CustomView (final Context context) {
maskPaint = new Paint();
maskPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
imagePaint = new Paint();
imagePaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_OVER));
}
/* TODO
if you have more constructors, make sure you initialize maskPaint and imagePaint
Declaring these as final means that all your constructors have to initialize them.
Failure to do so = your code won't compile.
*/
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.save();
canvas.drawBitmap(mMask, 0, 0, maskPaint);
canvas.drawBitmap(mImage, mPosX, mPosY, imagePaint);
canvas.restore();
}
Answering my own question. The Xfermode was working as intended. The paint was making the resulting are of the canvas transparent (which was the canvas used by the window activity). Since the canvas itself was being set transparent, the window was showing what was behind it: the black background.
To do it properly, indeed a new Bitmap has to be created to hold the result of the alpha mask. I updated the code to take into account drawables of all types.
In this Code Apply:
mask_over = BitmapFactory.decodeResource(
getResources(), mask_over1[0]);
icon = Bitmap.createScaledBitmap(icon, screenwidth, screenwidth, false);
mask_over = Bitmap.createScaledBitmap(mask_over, screenwidth, screenwidth, false);
back_img=createBitmap_ScriptIntrinsicBlur(Bitmap.createScaledBitmap(cropview.croppedImage, screenwidth, screenwidth, false),25.0f);
LinearLayout.LayoutParams layoutParams111 = new LinearLayout.LayoutParams(screenwidth, screenwidth);

How to add images to bitmap

Hi every am new to this android development.
Currently am developing drawing application with adding stamps/labels to drawn image.so i have done drawing part so now i have to implement adding stamps/labels to that drawn image.
So please help me out this..
Bitmap Rbitmap = Bitmap.createBitmap(bitmap).copy(Config.ARGB_4444, true);
Canvas canvas = new Canvas(Rbitmap);
canvas.drawBitmap(label, -9, Rbitmap.getHeight()-label.getHeight()-10, null);
canvas.save();
return Rbitmap;
Making your question little more specific will help you more.If I understood is correct this piece of code will help you out to draw a bitmap to a drawn canvas.
private Paint green = new Paint();
private int greenx , greeny;
green.setColor(Color.GREEN);
green.setAntiAlias(false);
canvas.drawCircle(greenx,greeny,20,green);
how to add image in this code replace drawcircle with image how ?
You could be a little more specific, i.e posting some code to show what you have to get more specific answers. Anyway, you can draw a bitmap on top of another bitmap by using something like this:
//You will have a Bitmap bottomBmp, a Bitmap topBmp and a Canvas canvas.
//If you are inside an onDraw() method the canvas will be provided to you, otherwise you will have to create it yourself, use a mutable bitmap of the same size as the bottomBmp.
canvas.drawBitmap(bottomBmp, 0, 0, null); //Draw the bottom bitmap in the upper left corner of the canvas without any special paint effects.
canvas.drawBitmap(topBmp, 0, 0, null); //Draw the top bitmap over the bottom bitmap, change the zeroes to offset this bitmap.
Try with this code:
private Bitmap background;
public birdClass(Context context) {
super(context);
background = BitmapFactory.decodeResource(getResources(),R.drawable.splash );
}

Android: Drawing tiled bitmaps with bottom or some other alignments similar to css background-position

I want to set a background of a View with a tiled bitmap, but the tiling needs to be anchored to the bottom-left, instead of the top-left corner (the default). For example, if the tiles are the smiley faces below, I want it to be tiled like:
Using xml drawables I could achieve either tiling (using tileMode="repeat") or bottom positioning (using gravity="bottom"), but combining both is not possible, even the documentation says so:
android:tileMode
Keyword. Defines the tile mode. When the tile mode is
enabled, the bitmap is repeated. Gravity is ignored when the tile mode
is enabled.
Although it's not internally supported, is there any way to achieve this, perhaps using custom views?
Another way would be to extend BitmapDrawable and override the paint() method:
In this method we avoid creating a new bitmap having the size of the view.
class MyBitmapDrawable extends BitmapDrawable {
private Paint mPaint = new Paint(Paint.FILTER_BITMAP_FLAG | Paint.DITHER_FLAG);
private boolean mRebuildShader = true;
private Matrix mMatrix = new Matrix();
#Override
public void draw(Canvas canvas) {
Bitmap bitmap = getBitmap();
if (bitmap == null) {
return;
}
if (mRebuildShader) {
mPaint.setShader(new BitmapShader(bitmap, TileMode.REPEAT, TileMode.REPEAT));
mRebuildShader = false;
}
// Translate down by the remainder
mMatrix.setTranslate(0, getBounds().bottom % getIntrinsicHeight());
canvas.save();
canvas.setMatrix(mMatrix);
canvas.drawRect(getBounds(), mPaint);
canvas.restore();
}
}
It can be set to the view like this:
view.setBackgroundDrawable(new MyBitmapDrawable(getResources().getDrawable(R.drawable.smiley).getBitmap()));
Just a thought, and it's pretty roundabout, but could you flip your image vertically, and then apply a transform to your background to flip that vertically as well?
Using a custom view might involve handling all the drawing yourself, not just the background image.
Instead, I propose to set the view's background programmatically as shown:
// This drawable refers to an image directly and NOT an XML
BitmapDrawable smiley = (BitmapDrawable) getResources().getDrawable(R.drawable.smiley);
// Create a new bitmap with the size of the view
Bitmap bgBitmap = Bitmap.createBitmap(view.getWidth(), view.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bgBitmap);
// Translate down by the remainder
Matrix matrix = new Matrix();
matrix.setTranslate(0, view.getHeight() % smiley.getIntrinsicHeight());
canvas.setMatrix(matrix);
// Tile the smileys
Paint paint = new Paint();
paint.setShader(new BitmapShader(smiley.getBitmap(), TileMode.REPEAT, TileMode.REPEAT));
canvas.drawPaint(paint);
view.setBackgroundDrawable(new BitmapDrawable(bgBitmap));
Points to consider:
I'm not sure if view.getWidth() & view.getHeight() are the correct
methods to get the dimensions.
What if smiley size is bigger than the view?

How to draw circle when Tab event is fired

I am learning android Live wallpaper development. I found an awesome template in the AndEngine Forums
In this template I found an overridable method OnTab which provides 2 parameters i.e x coordintate & y coordinate .
protected void onTap(final int pX, final int pY)
{
SurfaceHolder holder= //Get current surface holder object
Paint paint = new Paint();
Canvas canvas= holder.lockCanvas();
paint.setColor(Color.WHITE);
canvas.drawCircle(20, 50, 25, paint);
}
I want to draw a circle when user tabs or touches the screen but i am finding it difficult to get the sufaceholder object which will let me draw a circle on the canvas Or can i achieve this some other way?
You need to do the drawing within the onDraw() method. When a touch is occurring you should save the X and Y location and then in the onDraw() method draw the circle.

Why does my bitmap on the canvas appear below the background drawable?

I have a SurfaceView where I'm setting a background color and an image like so:
BitmapDrawable tiledBackground = new BitmapDrawable(BitmapFactory.decodeResource(getResources(), R.drawable.background));
tiledBackground.setTileModeX(Shader.TileMode.REPEAT);
tiledBackground.setColorFilter(0xaacceeff, PorterDuff.Mode.DST_OVER);
this.setBackgroundDrawable(tiledBackground);
I also have an animation thread where I'm drawing an image (successively adjusting its x coordinate so that it appears to move to the left). The background image is a transparent PNG and so some parts of it are transparent. It appears that the image I'm drawing from the thread appears below the background drawable on the SurfaceView. How can I have it appear on top of the background? I'm drawing the image like so:
private void doDraw(Canvas canvas) {
canvas.drawColor(Color.BLACK);
canvas.drawBitmap(missile, x, getHeight() - 95, paint);
canvas.restore();
}
missile and paint are initialized in the constructor of the thread to:
missile = Bitmap.createBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.missile));
paint = new Paint();
Each call to doDraw should draw everything you want to be displayed, including the background.
// Add to initializer
tiledBackground = new BitmapDrawable(BitmapFactory.decodeResource(getResources(), R.drawable.background));
tiledBackground.setTileModeX(Shader.TileMode.REPEAT);
tiledBackground.setColorFilter(0xaacceeff, PorterDuff.Mode.DST_OVER);
private void doDraw(Canvas canvas) {
canvas.drawColor(Color.BLACK);
// Create a rectangle (just holds top/bottom/left/right info)
Rect drawRect = new Rect();
// Populate the rectangle that we just created with the drawing area of the canvas.
canvas.getClipBounds(drawRect);
// Make the height of the background drawing area equal to the height of the background bitmap
drawRect.bottom = drawRect.top + tiledBackground.getBitmap().getHeight();
// Set the drawing area for the background.
tiledBackground.setBounds(drawRect);
tiledBackground.draw(canvas);
canvas.drawBitmap(missile, x, getHeight() - 95, paint);
canvas.restore();
}

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