Set a matrix on bitmap - android

Hy,
I want set only matrix in this code but if i use this statemant , it reset all drawing picture.
Bitmap a= Bitmap.createBitmap(src, 0, 0, src.getWidth(), src.getHeight(), matrix, true);
a need only new matrix but how i get it

I want only:
public static Bitmap flip(Bitmap src, int type) {
// create new matrix for transformation
Matrix matrix = new Matrix();
// if vertical
if(type == FLIP_VERTICAL) {
// y = y * -1
matrix.preScale(1.0f, -1.0f);
}
// if horizonal
else if(type == FLIP_HORIZONTAL) {
// x = x * -1
matrix.preScale(-1.0f, 1.0f);
// unknown type
} else {
return null;
}
// return transformed image
//Bitmap.createBitmap(src, 0, 0, src.getWidth(), src.getHeight(), matrix, true);
Bitmap pp= Bitmap.createBitmap(src, 0, 0, src.getWidth(), src.getHeight(), matrix, true);
return pp;
}
If oyu saw this Bitmao pp= ...
I want only change src ->matrix and that is all

Related

Scaling the image and setting in Image View reduces image quality and squeezes it

I am tying to make a custom camera and after taking picture I am setting it in image view in the same activity as in which I am setting camera. I have been successful in taking the photos but before setting the image in image view I have to scale it which reduces the image quality. Is there any way to show the real image instead of scaling it?
My images are as below First one is real view of camera which is surface view:
After Taking photo it becomes:
The code I am using is:
Camera.PictureCallback picture = new Camera.PictureCallback() {
#Override
public void onPictureTaken(byte[] data, Camera camera) {
mCamera.stopPreview();
surface_view.setVisibility(View.INVISIBLE);
setupImageDisplay(data);
}
};
private void setupImageDisplay(byte[] data) {
photo = BitmapFactory.decodeByteArray(data, 0, data.length);
photo = scaleDown(photo, true);//scaling down bitmap
imageview_photo.setImageBitmap(photo); //setting bitmap in imageview
}
public Bitmap scaleDown(Bitmap realImage, boolean filter) {
int screenWidth = width;
int screenHeight = height;
Bitmap scaled;
if (getResources().getConfiguration().orientation == Configuration.ORIENTATION_PORTRAIT) {
// Notice that width and height are reversed
scaled = Bitmap.createScaledBitmap(realImage, screenHeight, screenWidth, filter);
int w = scaled.getWidth();
int h = scaled.getHeight();
// Setting post rotate to 90
Matrix mtx = new Matrix();
if (camera_id == Camera.CameraInfo.CAMERA_FACING_FRONT) {
float[] mirrorY = {-1, 0, 0, 0, 1, 0, 0, 0, 1};
Matrix matrixMirrorY = new Matrix();
matrixMirrorY.setValues(mirrorY);
mtx.postConcat(matrixMirrorY);
}
mtx.postRotate(90);
// Rotating Bitmap
realImage = Bitmap.createBitmap(scaled, 0, 0, w, h, mtx, filter);
} else {// LANDSCAPE MODE
//No need to reverse width and height
scaled = Bitmap.createScaledBitmap(realImage, screenHeight, screenWidth, filter);
int w = scaled.getWidth();
int h = scaled.getHeight();
// Setting post rotate to 90
Matrix mtx = new Matrix();
if (camera_id == Camera.CameraInfo.CAMERA_FACING_FRONT) {
float[] mirrorY = {-1, 0, 0, 0, 1, 0, 0, 0, 1};
Matrix matrixMirrorY = new Matrix();
matrixMirrorY.setValues(mirrorY);
mtx.postConcat(matrixMirrorY);
}
mtx.postRotate(180);
// Rotating Bitmap
realImage = Bitmap.createBitmap(scaled, 0, 0, w, h, mtx, filter);
}
return realImage;
}
After taking photo the image is like squeezed is there any way that image remains the same after scaling?
You can create a separate file which is temporary file and stores the thumbnail size of the image. You can make a POJO like this to store both images. You can display the smaller one and use the original file to keep high quality.
public class Image {
File fullSize;
File Thumbnail;
public Image(File fullSize, File thumbnail) {
this.fullSize = fullSize;
Thumbnail = thumbnail;
}
public File getFullSize() {
return fullSize;
}
public void setFullSize(File fullSize) {
this.fullSize = fullSize;
}
public File getThumbnail() {
return Thumbnail;
}
public void setThumbnail(File thumbnail) {
Thumbnail = thumbnail;
}
}

Rotate custom view in android

I am trying to rotate an image. Rotation is perfectly working but when I get that rotated image back getting some blank space. What should I do for remove that blank space?
I have tried this code:
public static Bitmap RotateBitmap(Bitmap source, float angle) {
Matrix matrix = new Matrix();
matrix.setRotate(90, 0, 0);
matrix.postTranslate(source.getHeight(), 0);
// matrix.postRotate(angle);
return Bitmap.createBitmap(source, 0, 0, source.getWidth(), source.getHeight(), matrix, true);
}
Utility.tempBitmap = RotateBitmap(Utility.tempBitmap, -90);
I solved my problem by changing in view set bitmap some changes as per my requirement. using this code :
the code i used before (Gives me white space)
public static Bitmap RotateBitmap(Bitmap source, float angle) {
Matrix matrix = new Matrix();
matrix.setRotate(90, 0, 0);
matrix.postTranslate(source.getHeight(), 0);
// matrix.postRotate(angle);
return Bitmap.createBitmap(source, 0, 0, source.getWidth(), source.getHeight(), matrix, true);
}
Utility.tempBitmap = RotateBitmap(Utility.tempBitmap, -90);
Solution code is here:
public int setBitmap(final Bitmap bitmap)
{
changeBitmapContrastBrightness(1, 50);
gapRect = new RectF();
dest = new Rect();
setBackgroundColor(Color.GRAY);
if (bitmap.getWidth() > bitmap.getHeight()) {
this.mbitmap = bitmap;
invalidate();
return 0;
}
this.mbitmap = bitmap;
invalidate();
return 1;

Undo a horizontally/vertically flipped bitmap

I have succesfully flipped a bitmap horizontally
mMirror.preScale(-1.0f, 1.0f);`
and vertically
mFlip.setScale(-1, 1);
mFlip.postTranslate(bitmap.getWidth(), 0);
How do i revert these actions?
EDIT:
you can try animations
final ObjectAnimator rotate = ObjectAnimator.ofFloat(imageview,
"rotationY", 0f, 180f);
rotate.setDuration(500); /* Duration for flipping the image */
rotate.setRepeatCount(0);
rotate.setInterpolator(new AccelerateDecelerateInterpolator());
rotate.start();
in case of undo change rotation values to 180,360
final ObjectAnimator rotate = ObjectAnimator.ofFloat(imagemain,
"rotationY", 180f, 360f);
rotate.setDuration(500); /* Duration for flipping the image */
rotate.setRepeatCount(0);
rotate.setInterpolator(new AccelerateDecelerateInterpolator());
rotate.start();
Previous answer:
You should again call these methods to undo the changes...
or you can take help from this method:
public static final int FLIP_VERTICAL = 1;
public static final int FLIP_HORIZONTAL = 2;
public Bitmap flipImage(Bitmap src, int type) {
// create new matrix for transformation
Matrix matrix = new Matrix();
// if vertical
if (type == FLIP_VERTICAL) {
// y = y * -1
matrix.preScale(1.0f, -1.0f);
}
// if horizonal
else if (type == FLIP_HORIZONTAL) {
// x = x * -1
matrix.preScale(-1.0f, 1.0f);
// unknown type
} else {
return null;
}
// return transformed image
return Bitmap.createBitmap(src, 0, 0, src.getWidth(), src.getHeight(),
matrix, true);
}
You can flip your bitmap vertically or horizontally by putting the type in the arguments and restore them to original by again calling that method.

Animation using Runnable?

I'm trying to animate an ImageView using Runnable and Handler.postDelayed. Bitmap operations all work fine but instead of the animation I get the final result of the ImageView. What is wrong in here?
final ImageView imageView = (ImageView) findViewById(R.id.imageView);
final Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.clock_flip_top);
final Matrix matrix = new Matrix();
for (i = 0; i < 30; i++) {
float c = i/5;
src = new float[] { 0, 0, bitmap.getWidth(), 0,
bitmap.getWidth(), bitmap.getHeight(), 0,
bitmap.getHeight() };
dst = new float[] { 0 - c, 0, bitmap.getWidth() + c, 0,
bitmap.getWidth(), bitmap.getHeight(), 0,
bitmap.getHeight() };
anim = new Runnable() {
#Override
public void run() {
// TODO Auto-generated method stub
matrix.setPolyToPoly(src, 0, dst, 0, src.length >> 1);
Bitmap newBitmap = Bitmap
.createBitmap(bitmap, 0, 0, bitmap.getWidth(),
bitmap.getHeight(), matrix, true);
imageView.setImageBitmap(newBitmap);
handler.postDelayed(anim, i * 200);
}
};
anim.run();
}
You do not call run(). To have your Runnable object run in another thread you must create a Thread object passing it your Runnable object in the constructor to Thread object. You then call start() on the thread object. See here for detailed description of how to start threads.

Rotate image in android

I want rotate image in both the ways Clockwise as well as Anti clock wise.
I had try but not rotate image both the way,
so plz give me solution for my problem if you know..
Thanks in Advance.................///
Use the code below
public class Rotateimage extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_gallery);
// or just load a resource from the res/drawable directory:
Bitmap myBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.flo);
// find the width and height of the screen:
Display d = getWindowManager().getDefaultDisplay();
int x = d.getWidth();
int y = d.getHeight();
// get a reference to the ImageView component that will display the image:
ImageView img1 = (ImageView)findViewById(R.id.imageView1);
// scale it to fit the screen, x and y swapped because my image is wider than it is tall
Bitmap scaledBitmap = Bitmap.createScaledBitmap(myBitmap, y, x, true);
// create a matrix object
Matrix matrix = new Matrix();
matrix.postRotate(45, 90, 180);
// create a new bitmap from the original using the matrix to transform the result
Bitmap rotatedBitmap = Bitmap.createBitmap(scaledBitmap , 0, 0, scaledBitmap .getWidth(), scaledBitmap .getHeight(), matrix, true);
// display the rotated bitmap
img1.setImageBitmap(rotatedBitmap);
}}
Here is the base code to load a bitmap and rotate it left or right:
// Load a bitmap from a drawable, make sure this drawable exists in your project
Bitmap sprite = BitmapFactory.decodeResource(this.getResources(),
R.drawable.ic_launcher);
// Create two matrices that will be used to rotate the bitmap
Matrix rotateRight = new Matrix();
Matrix rotateLeft = new Matrix();
// Set the matrices with the desired rotation 90 or -90 degrees
rotateRight.preRotate(90);
rotateLeft.preRotate(-90);
// Create bitmaps based on the loaded bitmap 'sprite' and apply one of
// the rotation matrices
Bitmap rSprite = Bitmap.createBitmap(sprite, 0, 0,
sprite.getWidth(), sprite.getHeight(), rotateRight, true);
Bitmap lSprite = Bitmap.createBitmap(sprite, 0, 0,
sprite.getWidth(), sprite.getHeight(), rotateLeft, true);
Now go and use rSprite and lSprite.
Here is a full sample that actually draws the bitmaps to screen:
public class MainActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new drawView(this));
}
private class drawView extends View{
public drawView(Context context){
super(context);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// Load a bitmap from a drawable, make sure this drawable exists in your project
Bitmap sprite = BitmapFactory.decodeResource(this.getResources(),
R.drawable.ic_launcher);
// Create two matrices that will be used to rotate the bitmap
Matrix rotateRight = new Matrix();
Matrix rotateLeft = new Matrix();
// Set the matrices with the desired rotation 90 or -90 degrees
rotateRight.preRotate(90);
rotateLeft.preRotate(-90);
// Create bitmaps based on the loaded bitmap 'sprite' and apply one of
// the rotation matrices
Bitmap rSprite = Bitmap.createBitmap(sprite, 0, 0,
sprite.getWidth(), sprite.getHeight(), rotateRight, true);
Bitmap lSprite = Bitmap.createBitmap(sprite, 0, 0,
sprite.getWidth(), sprite.getHeight(), rotateLeft, true);
//Draw the first unrotated sprite at the top left of the screen
canvas.drawBitmap(sprite, 0, 0, null);
//Draw the rotated right sprite on the 2nd row
canvas.drawBitmap(rSprite, 0, sprite.getHeight() + 5, null);
//Draw the rotated left sprite on the 3rd row
canvas.drawBitmap(lSprite, 0, sprite.getHeight() * 2 + 5, null);
}
}
}
use this code hope it will be helpful...
you must have to write this method to do rotate operation
public void paintFromCenter(float angle, Canvas c) {
Bitmap b = sprite;
Bitmap h = b;
Matrix matrix = new Matrix();
matrix.postRotate(angle, h.getWidth() / 2, h.getHeight());
matrix.postTranslate(getX(), getY());
// canvas.drawBitmap(bitmap, matrix, new Paint());
Bitmap bmp2 = Bitmap.createBitmap(h, 0, 0, frameWidth, frameHeight,
matrix, true);
c.drawBitmap(h, matrix, null);
}
in your program you have to write onTouchEvent() method
public boolean onTouchEvent(MotionEvent event) {
int action = event.getAction();
if (action == MotionEvent.ACTION_DOWN) {
edX = (int) event.getX();
edY = (int) event.getY();
if ((edX > objectSprite.getX()
&& edX < objectSprite.getX() + objectSprite.getWidth()
&& edY > objectSprite.getY() && edY < objectSprite.getY()
+ objectSprite.getHeight())) {
}
}
if (action == MotionEvent.ACTION_MOVE) {
emX = (int) event.getX();
emY = (int) event.getY();
if (edX < emX && angle <= 90) {
update(canvas);
CHAR = 'D';
} else if (edX > emX && angle > 0) {
update(canvas);
CHAR = 'U';
}
if (edY < emY && angle <= 90) {
update(canvas);
CHAR = 'L';
} else if (edY > emY && angle >= 0) {
update(canvas);
CHAR = 'R';
}
}
return true;
}
and you have to create update() method to rotate your angle on touch event angle can be define as your choice. Initially i have declare
int angle=1;
public void update(Canvas canvas) {
switch (CHAR) {
case 'D':
angle += 1;
break;
case 'U':
angle -= 1;
break;
case 'R':
angle -= 1;
break;
case 'L':
angle += 1;
break;
}
}
Now you have to draw your object in draw() method like this
public void draw() {
objectSprite.paintFromCenter(angle, canvas);
}
You just add this simple code to your button
imVCature_pic.setRotation(imVCature_pic.getRotation() + 90);
Matrix mat = new Matrix();
mat.preRotate(angle);///in degree
Bitmap mBitmap = Bitmap.createBitmap(originalBmp, 0, 0, modWidth, modHeight, mat, true);
//originalBmp -> original img as bitmap
//modHeight -> new height
//modWidth -> new width
use the above code.

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