I'm trying to display a bitmap on canvas using the matrix.
canvas.drawBitmap(currentBitmap, m_matrix, tempPaint);
but the result appears, image seems weird. After that I have shown it using bounds
canvas.drawBitmap(currentBitmap, 0, 0, tempPaint);
But here image looks good, in both the cases image is not scaled.
How should I set matrix properties for the initial display?
Does the matrix display uses something else for showing the image because of that image is getting changed?
Please suggest any tutorials for details explanation.
After searching lot a lot i have finally found the solution, some of the threads related to same issue helped me out.
Quality Issue
Quality problems when resizing an image at runtime
I have followed the google's Tutorials for loading the bitmap and written my own function for scaling the bitmap.
public static Bitmap scaleDownBitmap(Bitmap original, boolean recycleOriginal, int newmaxWidth , int newmaxHeight){
if(original == null)
return null;
Bitmap rtr= null;
try{
int origWidth = original.getWidth();
int origHeight = original.getHeight();
if(origWidth <= newmaxWidth && origHeight <= newmaxWidth){
Bitmap b = Bitmap.createBitmap(original);
if (recycleOriginal && (original != b))
original.recycle();
return b;
}
int newWidth = 0;
int newHeight = 0;
float ratio;
if(origWidth > origHeight){
ratio = (float)origWidth/(float)origHeight;
newWidth = newmaxWidth;
newHeight = (int)((float)newWidth/ratio);
}
else{
ratio = (float)origHeight/(float)origWidth;
newHeight = newmaxHeight;
newWidth = (int)((float)newHeight/ratio);
}
rtr = CreateScaledBitmap(original , newWidth , newHeight);
if(recycleOriginal && original != rtr)
original.recycle();
}
catch (Exception e) {
Log.d("Image Compress Error", e.getMessage());
}
return rtr;
}
public static Bitmap CreateScaledBitmap(Bitmap paramBitmap, int paramInt1, int paramInt2)
{
Bitmap localBitmap = Bitmap.createBitmap(paramInt1, paramInt2, paramBitmap.getConfig());
Canvas localCanvas = new Canvas(localBitmap);
localCanvas.setDrawFilter(new PaintFlagsDrawFilter(0, 2));
localCanvas.drawBitmap(paramBitmap, new Rect(0, 0, paramBitmap.getWidth(), paramBitmap.getHeight()),
new Rect(0, 0, paramInt1, paramInt2), null);
return localBitmap;
}
Now after getting the image i have passed the following parameters to the paint.
tempPaint.setFilterBitmap(true); //Line 1
canvas.drawBitmap(currentBitmap, m_matrix, tempPaint);
You have to use Matrix . post scale to scale the image, like in the example below.
private void drawMatrix(){
Matrix matrix = new Matrix();
matrix.postScale(curScale, curScale);
canvas.drawBitmap(currentBitmap, matrix, tempPaint);}
Haven't tried it yet.... But should work...
Related
I am trying to achieve frames functionality , such that if i provide an image After Capturing/retrieving from Gallery ,i have done this part , now where i am stuck is How can i merge two images with respect to frame image accordingly!!
Now solution for combining two images is clearly given Here and Here
But they are not explaining the behaviour of adjusting one image with another such that in my case , Here are some examples:
I am already using Libraries like picasso and EasyImage so if they can help?
Edit:
Test Frame example
I made example. Please refer this repository.
https://github.com/nshmura/TestFrame/
Frame class merges picture's bitmap and frame's bitmap.
public class Frame {
//filename of frame
private String mFrameName;
//Rect of picture area in frame
private final Rect mPictureRect;
//degree of rotation to fit picture and frame.
private final float mRorate;
public Frame(String frameName,int left, int top, int right, int bottom, float rorate) {
mFrameName = frameName;
mPictureRect = new Rect(left, top, right, bottom);
mRorate = rorate;
}
public Bitmap mergeWith(Context context, Bitmap pictureBitmap) {
Bitmap frameBitmap = AssetsUtil.getBitmapFromAsset(context, mFrameName);
Bitmap.Config conf = Bitmap.Config.ARGB_8888;
Bitmap bitmap = Bitmap.createBitmap(frameBitmap.getWidth(), frameBitmap.getHeight(), conf);
Canvas canvas = new Canvas(bitmap);
Matrix matrix = getMatrix(pictureBitmap);
canvas.drawBitmap(pictureBitmap, matrix, null);
canvas.drawBitmap(frameBitmap, 0, 0, null);
return bitmap;
}
Matrix getMatrix(Bitmap pictureBitmap) {
float widthRatio = mPictureRect.width() / (float) pictureBitmap.getWidth();
float heightRatio = mPictureRect.height() / (float) pictureBitmap.getHeight();
float ratio;
if (widthRatio > heightRatio) {
ratio = widthRatio;
} else {
ratio = heightRatio;
}
float width = pictureBitmap.getWidth() * ratio;
float height = pictureBitmap.getHeight() * ratio;
float left = mPictureRect.left - (width - mPictureRect.width()) / 2f;
float top = mPictureRect.top - (height - mPictureRect.height()) / 2f;
Matrix matrix = new Matrix();
matrix.postRotate(mRorate);
matrix.postScale(ratio, ratio);
matrix.postTranslate(left, top);
return matrix;
}
}
Use like this:
//This is sample picture.
//Please take picture form gallery or camera.
Bitmap pictureBitmap = AssetsUtil.getBitmapFromAsset(this, "picture.jpg");
//This is sample frame.
// the number of left, top, right, bottom is the area to show picture.
// last argument is degree of rotation to fit picture and frame.
Frame frameA = new Frame("frame_a.png", 113, 93, 430, 409, 4);
Bitmap mergedBitmap = frameA. mergeWith(this, pictureBitmap);
//showing result bitmap
ImageView imageView = (ImageView) findViewById(R.id.image);
imageView.setImageBitmap(mergedBitmap);
Result is below:
When I use following code, it ends up with outofmemory exception. After doing researh Render script looks like a good candidate. Where can I find sample code for similar operation and how can integrate it to my project.
public Bitmap rotateBitmap(Bitmap image, int angle) {
if (image != null) {
Matrix matrix = new Matrix();
matrix.postRotate(angle, (image.getWidth()) / 2,
(image.getHeight()) / 2);
return Bitmap.createBitmap(image, 0, 0, image.getWidth(),
image.getHeight(), matrix, true);
}
return null;
}
Basically rotating bitmap is a task of rotating 2D array without using additional memory. And this is the correct implementation with RenderScript: Android: rotate image without loading it to memory .
But this is not necessary if all you want is just to display rotated Bitmap. You can simply extend ImageView and rotate the Canvas while drawing on it:
canvas.save();
canvas.rotate(angle, X + (imageW / 2), Y + (imageH / 2));
canvas.drawBitmap(imageBmp, X, Y, null);
canvas.restore();
What about ScriptIntrinsic, since it's just a built-in RenderScript kernels for common operations you cannot do nothing above the already implemented functions: ScriptIntrinsic3DLUT, ScriptIntrinsicBLAS, ScriptIntrinsicBlend, ScriptIntrinsicBlur, ScriptIntrinsicColorMatrix, ScriptIntrinsicConvolve3x3, ScriptIntrinsicConvolve5x5, ScriptIntrinsicHistogram, ScriptIntrinsicLUT, ScriptIntrinsicResize, ScriptIntrinsicYuvToRGB. They do not include functionality to rotate bitmap at the moment so you should create your own ScriptC script.
Try this code..
private Bitmap RotateImage(Bitmap _bitmap, int angle) {
Matrix matrix = new Matrix();
matrix.postRotate(angle);
_bitmap = Bitmap.createBitmap(_bitmap, 0, 0, _bitmap.getWidth(), _bitmap.getHeight(), matrix, true);
return _bitmap;
}
Use this code when select image from gallery.
like this..
File _file = new File(file_name);
BitmapFactory.Options options = new BitmapFactory.Options();
options.inSampleSize = 1;
Bitmap bitmap = BitmapFactory.decodeFile(file_name, options);
try {
ExifInterface exif = new ExifInterface(file_name);
int orientation = exif.getAttributeInt(ExifInterface.TAG_ORIENTATION, 1);
if (orientation == ExifInterface.ORIENTATION_ROTATE_90) {
bitmap = RotateImage(bitmap, 90);
} else if (orientation ==ExifInterface.ORIENTATION_ROTATE_270) {
bitmap = RotateImage(bitmap, 270);
}
} catch (Exception e) {
e.printStackTrace();
}
image_holder.setImageBitmap(bitmap);
Does anyone have a hint or explanation for the following problem ?
I draw a path with a bitmapshader. When canvas is not scaled, it looks good ( first picture ).
When I scale into ( zooming in ) the bitmapshader is not be scaled and looks very ugly. I tried several things with recreating the bitmapshader after zooming in, but did not succeed :-(. Does anyone have a hint ?
No Scaling it looks good :
when scaling it looks ugly:
Code :
canvas.scale(scalex, scaley);
canvas.translate(itranslatex, itranslatey);
fillBMP = makePatternCross(fscalex, 1, Color.GREEN/*,fscalex,fscaley*/);
fillBMPshader = new BitmapShader(fillBMP, BitmapShader.TileMode.REPEAT, BitmapShader.TileMode.REPEAT);
paintshader = new Paint();
paintshader.setShader(fillBMPshader);
canvas.drawPath(cpath.path, paintshader);
private static Bitmap makePatternCross(float fSize, float fStrokewith,int iColor) {
Log.v("Create Patter makePatternCross","makePatternCross");
float fBitmapSizeOrig = 10;
fBitmapSizeOrig=fBitmapSizeOrig*fSize;
Bitmap bm = Bitmap.createBitmap((int)fBitmapSizeOrig,(int) fBitmapSizeOrig,Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(bm);
//c.scale(200, 200);
c.drawColor(Color.WHITE);
Paint p = new Paint();
p.setColor(iColor);
//p.setStrokeWidth(iStrokewith);
p.setStrokeWidth(fStrokewith/fSize);
p.setStrokeWidth((float) 0.000001);
c.drawLine(0, 0, fBitmapSizeOrig, fBitmapSizeOrig, p);
c.drawLine(0, fBitmapSizeOrig, fBitmapSizeOrig, 0, p);
if (fSize != 1) {
int iNewSize = (int) (( fBitmapSizeOrig) * fSize);
bm = Bitmap.createScaledBitmap(bm, iNewSize, iNewSize, false);
}
int width = bm.getWidth();
int height = bm.getHeight();
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
if (bm.getPixel(x, y) == Color.WHITE) {
bm.setPixel(x, y, Color.TRANSPARENT);
} else {
// bm.setPixel(x, y, bm.getPixel(x, y));
}
}
}
return bm;
}
Not sure exactly if this is what your looking for. But if you use a matrix to scale the bitmap it retains more quality than normal scaling.
Matrix matrix = new Matrix();
matrix.postScale(desiredScale, desiredScale);
Bitmap scaledBitmap = Bitmap.createBitmap(sampledSrcBitmap, 0, 0, sampledSrcBitmap.getWidth(), sampledSrcBitmap.getHeight(), matrix, true);
Also when going from a lesser resolution to a higher you can try this as well:
Options options = new BitmapFactory.Options();
options.inScaled = false;
Bitmap source = BitmapFactory.decodeResource(a.getResources(), path, options);
I'm trying to scale and rotate in single operation before creting the final bitmap but the preRotate, postConcat doesn't seem to work.
Bitmap bmp = ... original image ...
Matrix m = new Matrix()
m.setScale(x, y);
m.preRotate(degrees, (float) width / 2, (float) height / 2);
Bitmap.createBitmap(bmp, 0, 0, bmp.getWidth(), bmp.getHeight(), m, true);
It only applies the scale and not rotation.
The answer was given, but to make things more clear to anyone reading this:
1) if you wish to perform ONE transformation in your bitmap, you CAN use SET (setRotate, setScale etc).
But note that any call to a "set" method OVERRIDES other transformations. It's like a new matrix. That's why OP's rotation was not working. These calls are not performed line by line. It's like they are scheduled to be done at runtime by the GPU when the new bitmap is being drawn. It's like when resolving your matrix, GPU rotated it, but then, created a scaled new one, ignoring previous matrix.
2) if you wish to perform more then one transformation, then you MUST use "pre" or "post" methods.
And what is the difference between a postRotate and a preRotate, for example? Well, this matrix math stuff is not my strength, but what I know is that the graphic cards make these transformations using matrix multiplication. It seems to be way more efficient. And as far as I remember from school, when multiplicating matrices the order IS important. A X B != B X A. So, scale a matrix and then rotate it is different from rotate and then scale it.
BUUUUT, as far as the final result in the screen is the same, we high level programmers usually do not need to know these differences. The GPU does.
Well, in that rare cases when you are performing really complicated matrix operations, and results are not what you expected or the performance is terrible and you need to deeply understand these methods to fix your code, well, then android documentation can not be of much help anyway. Instead, a good Linear Algebra book would be your best friend. ;)
This is the code
public class Bitmaptest extends Activity {
#Override
public void onCreate(Bundle icicle) {
super.onCreate(icicle);
LinearLayout linLayout = new LinearLayout(this);
// load the origial BitMap (500 x 500 px)
Bitmap bitmapOrg = BitmapFactory.decodeResource(getResources(),
R.drawable.android);
int width = bitmapOrg.getWidth();
int height = bitmapOrg.getHeight();
int newWidth = 200;
int newHeight = 200;
// calculate the scale - in this case = 0.4f
float scaleWidth = ((float) newWidth) / width;
float scaleHeight = ((float) newHeight) / height;
// createa matrix for the manipulation
Matrix matrix = new Matrix();
// resize the bit map
matrix.postScale(scaleWidth, scaleHeight);
// rotate the Bitmap
matrix.postRotate(45);
// recreate the new Bitmap
Bitmap resizedBitmap = Bitmap.createBitmap(bitmapOrg, 0, 0,
newWidth, newHeight, matrix, true);
// make a Drawable from Bitmap to allow to set the BitMap
// to the ImageView, ImageButton or what ever
BitmapDrawable bmd = new BitmapDrawable(resizedBitmap);
ImageView imageView = new ImageView(this);
// set the Drawable on the ImageView
imageView.setImageDrawable(bmd);
// center the Image
imageView.setScaleType(ScaleType.CENTER);
// add ImageView to the Layout
linLayout.addView(imageView,
new LinearLayout.LayoutParams(
LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT
)
);
// set LinearLayout as ContentView
setContentView(linLayout);
}
}
If you face the issue of OutOfMemory with above answers, than use below:
Bitmap MyFinalBitmap = Bitmap.createBitmap(CurrentBitmap, 0, 0,CurrentBitmap.getWidth()/2, CurrentBitmap.getHeight()/2,matrix, true);
Canvas holds a matrix stack und you can use it with the methods:
Canvas.save()
Doc:
/**
* Saves the current matrix and clip onto a private stack.
*
* Subsequent calls to translate,scale,rotate,skew,concat or clipRect,
* clipPath will all operate as usual, but when the balancing call to
* restore() is made, those calls will be forgotten, and the settings that
* existed before the save() will be reinstated.
*
* #return The value to pass to restoreToCount() to balance this save()
*/
Canvas.restore()
Doc:
/**
* This call balances a previous call to save(), and is used to remove all
* modifications to the matrix/clip state since the last save call. It is
* an error to call restore() more times than save() was called.
*/
example:
A custom View(Android) which looks like a rotary knob(e.g. potentiometer)
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
viewX = getWidth(); //views width
viewY = getHeight(); //views height
setMeasuredDimension(widthMeasureSpec, heightMeasureSpec); //a must call for every custom view
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
double tempAngel = 3.6 * barValue;
int deltaX = bitmap.getWidth() / 2;
int deltaY = bitmap.getHeight() / 2;
...
canvas.save();
canvas.translate(viewX / 2, viewY / 2); //translate drawing point to center
canvas.rotate((float) tempAngel); //rotate matrix
canvas.save(); //save matrix. your drawing point is still at (viewX / 2, viewY / 2)
canvas.translate(deltaX * -1, deltaY * -1); //translate drawing point a bit up and left to draw the bitmap in the middle
canvas.drawBitmap(bitmap, 0,0, bitmapPaint); // draw bitmap to the tranlated point at 0,0
canvas.restore(); //must calls...
canvas.restore();
}
All of the previous answer assume that this change to the bitmap is being made in a view. However in my case I was making the change to be saved out. Figured I would answer it for those in a similar boat.
There are two ways to do translation. Below dx is the translation in the X axis, and dy is the translation in the Y axis. The other variables should be self explanatory.
1 - Translation within the image (without rotation)
val newBitmap = Bitmap.createBitmap(originalBitmap, dx, dy, newWidth, newHeight, matrix, false)
2 - Complex matrix
matrix.postTranslate(dx, dy)
val newBitmap = Bitmap.createBitmap(newWidth, newHeight, Bitmap.Config.ARGB_8888)
val canvas = Canvas(newBitmap)
canvas.drawBitmap(originalBitmap, matrix, null)
Matrix rotateMatrix = new Matrix();
rotateMatrix.postRotate(rotation);
rotatedBitmap = Bitmap.createBitmap(loadedImage, 0, 0,loadedImage.getWidth(), loadedImage.getHeight(),rotateMatrix, false);
Refer to the following code, seems to work. In your code you are defining Matrix as m but referring to it as matrix
public class FourthActivity extends Activity {
private static final int WIDTH = 50;
private static final int HEIGHT = 50;
private static final int STRIDE = 64;
private static int[] createColors() {
int[] colors = new int[STRIDE * HEIGHT];
for (int y = 0; y < HEIGHT; y++) {
for (int x = 0; x < WIDTH; x++) {
int r = x * 255 / (WIDTH - 1);
int g = y * 255 / (HEIGHT - 1);
int b = 255 - Math.min(r, g);
int a = Math.max(r, g);
colors[y * STRIDE + x] = (a << 24) | (r << 16) | (g << 8) | b;
}
}
return colors;
}
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main2);
final ImageView view1 = (ImageView) findViewById(R.id.imageView1);
int[] colors = createColors();
final Bitmap bmp1 = Bitmap.createBitmap(colors, 0, STRIDE, WIDTH, HEIGHT,
Bitmap.Config.ARGB_8888);
view1.setImageBitmap(bmp1);
Button button = (Button) findViewById(R.id.button1);
button.setOnClickListener(new OnClickListener(){
#Override
public void onClick(View v) {
Matrix matrix = new Matrix();
matrix.setScale(2, 2);
matrix.preRotate(45, (float) WIDTH / 2, (float) HEIGHT / 2);
Bitmap bmp2 = Bitmap.createBitmap(bmp1, 0, 0,
bmp1.getWidth(), bmp1.getHeight(), matrix, true);
ImageView view2 = (ImageView) findViewById(R.id.imageView2);
view2.setImageBitmap(bmp2);
}
});
}
}
Use matrix to scale area of original bitmap to 50% and compress bitmap until it's size < 200k
Compress bitmap to a specific byte size in Android
I have bitmaps which are squares or rectangles. I take the shortest side and do something like this:
int value = 0;
if (bitmap.getHeight() <= bitmap.getWidth()) {
value = bitmap.getHeight();
} else {
value = bitmap.getWidth();
}
Bitmap finalBitmap = null;
finalBitmap = Bitmap.createBitmap(bitmap, 0, 0, value, value);
Then I scale it to a 144 x 144 Bitmap using this:
Bitmap lastBitmap = null;
lastBitmap = Bitmap.createScaledBitmap(finalBitmap, 144, 144, true);
Problem is that it crops the top left corner of the original bitmap, Anyone has the code to crop the center of the bitmap?
This can be achieved with: Bitmap.createBitmap(source, x, y, width, height)
if (srcBmp.getWidth() >= srcBmp.getHeight()){
dstBmp = Bitmap.createBitmap(
srcBmp,
srcBmp.getWidth()/2 - srcBmp.getHeight()/2,
0,
srcBmp.getHeight(),
srcBmp.getHeight()
);
}else{
dstBmp = Bitmap.createBitmap(
srcBmp,
0,
srcBmp.getHeight()/2 - srcBmp.getWidth()/2,
srcBmp.getWidth(),
srcBmp.getWidth()
);
}
While most of the above answers provide a way to do this, there is already a built-in way to accomplish this and it's 1 line of code (ThumbnailUtils.extractThumbnail())
int dimension = getSquareCropDimensionForBitmap(bitmap);
bitmap = ThumbnailUtils.extractThumbnail(bitmap, dimension, dimension);
...
//I added this method because people keep asking how
//to calculate the dimensions of the bitmap...see comments below
public int getSquareCropDimensionForBitmap(Bitmap bitmap)
{
//use the smallest dimension of the image to crop to
return Math.min(bitmap.getWidth(), bitmap.getHeight());
}
If you want the bitmap object to be recycled, you can pass options that make it so:
bitmap = ThumbnailUtils.extractThumbnail(bitmap, dimension, dimension, ThumbnailUtils.OPTIONS_RECYCLE_INPUT);
From: ThumbnailUtils Documentation
public static Bitmap extractThumbnail (Bitmap source, int width, int
height)
Added in API level 8 Creates a centered bitmap of the desired size.
Parameters source original bitmap source width targeted width
height targeted height
I was getting out of memory errors sometimes when using the accepted answer, and using ThumbnailUtils resolved those issues for me. Plus, this is much cleaner and more reusable.
Have you considered doing this from the layout.xml ? You could set for your ImageView the ScaleType to android:scaleType="centerCrop" and set the dimensions of the image in the ImageView inside the layout.xml.
You can used following code that can solve your problem.
Matrix matrix = new Matrix();
matrix.postScale(0.5f, 0.5f);
Bitmap croppedBitmap = Bitmap.createBitmap(bitmapOriginal, 100, 100,100, 100, matrix, true);
Above method do postScalling of image before cropping, so you can get best result with cropped image without getting OOM error.
For more detail you can refer this blog
Here a more complete snippet that crops out the center of an [bitmap] of arbitrary dimensions and scales the result to your desired [IMAGE_SIZE]. So you will always get a [croppedBitmap] scaled square of the image center with a fixed size. ideal for thumbnailing and such.
Its a more complete combination of the other solutions.
final int IMAGE_SIZE = 255;
boolean landscape = bitmap.getWidth() > bitmap.getHeight();
float scale_factor;
if (landscape) scale_factor = (float)IMAGE_SIZE / bitmap.getHeight();
else scale_factor = (float)IMAGE_SIZE / bitmap.getWidth();
Matrix matrix = new Matrix();
matrix.postScale(scale_factor, scale_factor);
Bitmap croppedBitmap;
if (landscape){
int start = (tempBitmap.getWidth() - tempBitmap.getHeight()) / 2;
croppedBitmap = Bitmap.createBitmap(tempBitmap, start, 0, tempBitmap.getHeight(), tempBitmap.getHeight(), matrix, true);
} else {
int start = (tempBitmap.getHeight() - tempBitmap.getWidth()) / 2;
croppedBitmap = Bitmap.createBitmap(tempBitmap, 0, start, tempBitmap.getWidth(), tempBitmap.getWidth(), matrix, true);
}
Probably the easiest solution so far:
public static Bitmap cropCenter(Bitmap bmp) {
int dimension = Math.min(bmp.getWidth(), bmp.getHeight());
return ThumbnailUtils.extractThumbnail(bmp, dimension, dimension);
}
imports:
import android.media.ThumbnailUtils;
import java.lang.Math;
import android.graphics.Bitmap;
To correct #willsteel solution:
if (landscape){
int start = (tempBitmap.getWidth() - tempBitmap.getHeight()) / 2;
croppedBitmap = Bitmap.createBitmap(tempBitmap, start, 0, tempBitmap.getHeight(), tempBitmap.getHeight(), matrix, true);
} else {
int start = (tempBitmap.getHeight() - tempBitmap.getWidth()) / 2;
croppedBitmap = Bitmap.createBitmap(tempBitmap, 0, start, tempBitmap.getWidth(), tempBitmap.getWidth(), matrix, true);
}
public Bitmap getResizedBitmap(Bitmap bm) {
int width = bm.getWidth();
int height = bm.getHeight();
int narrowSize = Math.min(width, height);
int differ = (int)Math.abs((bm.getHeight() - bm.getWidth())/2.0f);
width = (width == narrowSize) ? 0 : differ;
height = (width == 0) ? differ : 0;
Bitmap resizedBitmap = Bitmap.createBitmap(bm, width, height, narrowSize, narrowSize);
bm.recycle();
return resizedBitmap;
}
public static Bitmap resizeAndCropCenter(Bitmap bitmap, int size, boolean recycle) {
int w = bitmap.getWidth();
int h = bitmap.getHeight();
if (w == size && h == size) return bitmap;
// scale the image so that the shorter side equals to the target;
// the longer side will be center-cropped.
float scale = (float) size / Math.min(w, h);
Bitmap target = Bitmap.createBitmap(size, size, getConfig(bitmap));
int width = Math.round(scale * bitmap.getWidth());
int height = Math.round(scale * bitmap.getHeight());
Canvas canvas = new Canvas(target);
canvas.translate((size - width) / 2f, (size - height) / 2f);
canvas.scale(scale, scale);
Paint paint = new Paint(Paint.FILTER_BITMAP_FLAG | Paint.DITHER_FLAG);
canvas.drawBitmap(bitmap, 0, 0, paint);
if (recycle) bitmap.recycle();
return target;
}
private static Bitmap.Config getConfig(Bitmap bitmap) {
Bitmap.Config config = bitmap.getConfig();
if (config == null) {
config = Bitmap.Config.ARGB_8888;
}
return config;
}
val sourceWidth = source.width
val sourceHeight = source.height
val xScale = newWidth.toFloat() / sourceWidth
val yScale = newHeight.toFloat() / sourceHeight
val scale = xScale.coerceAtLeast(yScale)
val scaledWidth = scale * sourceWidth
val scaledHeight = scale * sourceHeight
val left = (newWidth - scaledWidth) / 2
val top = (newHeight - scaledHeight) / 2
val targetRect = RectF(
left, top, left + scaledWidth, top
+ scaledHeight
)
val dest = Bitmap.createBitmap(
newWidth, newHeight,
source.config
)
val mutableDest = dest.copy(source.config, true)
val canvas = Canvas(mutableDest)
canvas.drawBitmap(source, null, targetRect, null)
binding.imgView.setImageBitmap(mutableDest)