I was wondering if it is possible to get shadows/shapes of icons on home screen in android? I know when you add some custom icon to your homescreen and then move it around you get outlines of that icon. ( at least in samsungs TouchWiz 4+ and API 11+ ). So is there a way to obtain shapes and locations of icons on homescreen?
Here is a short sample of what you could do:
public class MainActivity extends Activity {
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
ImageView view = ((ImageView) findViewById(R.id.img_outline));
view.setImageBitmap(createOutline(BitmapFactory.decodeResource(getResources(), R.drawable.ic_launcher)));
view.setColorFilter(Color.RED);
}
private Bitmap createOutline(Bitmap src) {
Paint p = new Paint();
p.setMaskFilter(new BlurMaskFilter(10, Blur.OUTER));
return src.extractAlpha(p, null);
}
}
Is that what you had in mind? (Note that if you have to align the blurred image with the original you should pass an int array of length two to extractAlpha. The array will contain the offsets you should use to align the outline.)
Related
This question already has an answer here:
Combining 2 Images overlayed
(1 answer)
Closed 5 years ago.
I need to merge two images, one on top of another. I have the first image (background.png) where it has an transparent portion. I want to put another image (image.png) on top of the background.png.
However for the final image that gets created, I only want part of the image.png that overlaps with the transparent portion of the bakground.png to be shown, the rest of the new image will show the background.
Here's my code for merging the image, but I'm not sure how to go from here. Thanks.
public class MainActivity extends ActionBarActivity {
private ImageView collageImage;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
collageImage = (ImageView)findViewById(R.id.imageView3);
Button combineImage = (Button)findViewById(R.id.combineimage);
combineImage.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
Bitmap bigImage = BitmapFactory.decodeResource(getResources(), R.drawable.multiple);
Bitmap smallImage = BitmapFactory.decodeResource(getResources(), R.drawable.multipletwo);
Bitmap mergedImages = createSingleImageFromMultipleImages(bigImage, smallImage);
collageImage.setImageBitmap(mergedImages);
}
});
}
private Bitmap createSingleImageFromMultipleImages(Bitmap firstImage, Bitmap secondImage){
Bitmap result = Bitmap.createBitmap(firstImage.getWidth(), firstImage.getHeight(), firstImage.getConfig());
Canvas canvas = new Canvas(result);
canvas.drawBitmap(firstImage, 0f, 0f, null);
canvas.drawBitmap(secondImage, 10, 10, null);
return result;
}
}
Try using 2 imageviews that overlap in the layout. Maybe use a Relative layout to position them how you want. Then you will set an image for each iamgeview and they will be "merged".
New Android programmer here.
I'm trying to display an .png image as a bitmap on Android. The only way I have been able to display the converted image at all is with a custom class that extends View. However, my image is too large to be displayed entirely on the screen and I would like to be able to scroll with it. But when I define a ScrollView and put the Canvas with the Bitmap into it, I get a blank screen. I had no luck setting this up with the layout file, so it is all done in the Activity class.
This is where the Activity is created:
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
ScrollView scroll = new ScrollView(this);
scroll.addView(new CustomView(this));
setContentView(scroll);
}
And this is my CustomView class:
private class CustomView extends View{
public CustomView(Context context) {
super(context);
}
#Override
protected void onDraw(Canvas canvas){
Bitmap bitmapMap = BitmapFactory.decodeResource(getResources(),R.drawable.resourceimage);
canvas.drawBitmap(bitmapMap,0,0,null);
this.setWillNotDraw(false);
}
}
And if I replace this line of code in my Activity: setContentView(scroll)
with this line: setContentView(new CustomView(this)), I can see the image, albeit not the entire image. So, is there a way to set this up in the layout files instead? Or is there something I'm missing that I need to declare in the ScrollView class?
EDIT: I would prefer not to use ImageView, because I would like to change the image in specific locations, and using bitmap seemed to be the easiest way to accomplish that, via x and y coordinates.
Your custom view needs to override the onMeasure method and properly set the measured width and height so that the parent views (in this case the ScrollView) can know how much space to allocate for the child.
I,m taking my first step into movement of bitmaps. From bits on the internet i,ve created this simple code. The bitmap moves across the screen from top left to top right it goes off the screen and back on at 0,0. What i want to do is add a button or method to manually move the image. I,m only using this single class and have noticed it does not use the main_activity xml Or does it?? If someone could show me on this 1 direction i can duplicate for the other directions. If youd like to add code so doesnt go off screen would be a bonus
public class MainActivity extends Activity {
int x=0;
int y=0;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new myView(this)); }
private class myView extends View{
public myView(Context context) {
super(context); }
#Override
protected void onDraw(Canvas canvas) {
Bitmap myBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.richinch);
if (x < canvas.getWidth()){x +=10;}
else {x=0;}
canvas.drawBitmap(myBitmap, x, y, null);
invalidate();
}}}
Ive added this to the code and read a little on OnTouch listener. How would i add that to the region or Rectangle this would be very helpfull so effectively i,m using the Bitmap as a button if was button id know with onclick, Basicall im trying to make 2 Bitmap buttons to move the image Left Right for now.Eventually all directions. Please use names im using unless creating summit eg int etc
Paint green = new Paint();
green.setColor(Color.RED);
green.setStyle(Paint.Style.FILL);
////creating the shape////
Rect rect= new Rect();
rect.set(0, 0,x+50, x+50);
canvas.drawRect(rect,green);
Region region = new Region(0, 950, 100, 1030);
I am not exactly sure what you want to achieve, but if you would like to make an animation, avoid using onDraw() and just let ObjectAnimator do the "moving" for you. Here's a detailed tutorial on it.
The minimum code you need:
ObjectAnimator animation = ObjectAnimator.ofFloat(yourObject, "x", xDest);
animation.setDuration(500); // milliseconds
animation.start();
You are not using any xml
this part here:
setContentView(new myView(this)); is where you would add your xml file setContentView(R.layout.mainxml)
If you want to move around a bitmap with the touch of your finger check out these tutorials. They do exactly this and you will learn to use a SurfaceView
http://www.eis4u.com/2012/02/13/playing-with-graphics-in-android-part-i/
http://www.eis4u.com/2012/02/13/playing-with-graphics-in-android-part-ii/
http://www.eis4u.com/2012/02/13/playing-with-graphics-in-android-part-iii/
I am attempting to create a user interface dynamically. I have successfully create a view and loaded my background image. I have created two additional small view items to display on the background. My problem is that I have not been able to find any advice/instruction that tells me how to draw the small views. It seems that it should be a trivial exercise and I am guessing it is just finding the correct referencing. Hope someone out there can point me in the right direction.
Here is my Activity:
public class GhostActivity extends Activity implements OnTouchListener
{
private DrawView ghostView;
public Card mCard1, mCard2;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
// ToDo add your GUI initialization code here
super.onCreate(savedInstanceState);
// requesting to turn the title OFF
requestWindowFeature(Window.FEATURE_NO_TITLE);
// making it full screen
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
ghostView = new DrawView(this);
setContentView(ghostView);
//get the window size
Display display = ((WindowManager) getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay();
Context context = getApplicationContext();
//create view items with initial positions
Point startPoint;
startPoint = new Point();
startPoint.x = 5;
startPoint.y = 3;
mCard1 = new Card(context, 1, R.drawable.bol_geel, startPoint);
startPoint.x = 5;
startPoint.y = 43;
mCard2 = new Card(context, 2, R.drawable.bol_rood, startPoint);
//now display them on the ghostView *****************HOW?
// set the callbacks
ghostView.setOnTouchListener(this);
mCard1.setOnTouchListener(this);
mCard2.setOnTouchListener(this);
}
and here is the View;
public class DrawView extends View
{
Drawable bg ;
public DrawView(Context context) {
super(context);
//setFocusable(true);
Drawable bg = this.getResources().getDrawable(R.drawable.bubbleblue480x800);
setBackgroundDrawable(bg);
}
#Override protected void onDraw(Canvas canvas) {
// canvas.drawColor(0x0000000); //if you want another background color
//draw on the canvas
}
}
edit: I believe my problem is needing to pass a pointer to the ghostView canvas. what makes me think that is if I create the children within ghostView then call their .draw method they appear exactly as I would expect.
#Override protected void onDraw(Canvas canvas) {
canvas.drawColor(0x0000000); //if you want another background color
//draw the cards on the canvas
mCard1.draw(canvas);
mCard2.draw(canvas);
}
so at this point I am wondering how to get a reference pointer to the ghostView canvas.
To be honest I am finding the whole Activity - View relationship confusing.
Edit: I have taken a different approach based on detail in this tutorial
http://www.kellbot.com/2009/06/android-hello-circle/
It uses a FrameLayout and it seems I can achieve my objective.
To add view dynamically to view your class must extends from ViewGroup or LinearLayout class then you will able to call method addView.
Inside your ghost view first add a layout e.g Linear or Relative. Then only you could able to add views inside that layout you cant simply add a view to a xml file.
Or you can create a dynamic layout then only u can add view inside that layout.
RelativeLayout relative= new RelativeLayout(findViewById(R.id.your relativeLayoutID));
relative.addView(child);
child could be anything button textview and widget.
I am facing a problem in my android app. I have to dynamically find the height of the text description coming from parsing the xml and show it on an imageview(background image).
I have to repeat the backround image by finding the total height of the text.
So, Please help me that how can we find the text height dynamically and repeat the background image according to that height.
Thanks.
Since there is no answer for this question.
I tried and almost did it in the following way:
public class MainActivity extends Activity
{
String description="hello how r u this project is meant for android to calculate " +
"the size of text and can dyanamically set the image height according to the text";
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
int length_count=description.length();
int window_width=getWindowManager().getDefaultDisplay().getWidth();
int lines=(length_count*14)/(window_width-30);
Log.v("length",""+length_count);
Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.project_dess_box_mid);
BitmapDrawable bitmapDrawable = new BitmapDrawable(bmp);
bitmapDrawable.setTileModeXY(Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
LinearLayout layout = (LinearLayout)findViewById(R.id.linear1);
TextView tv=(TextView)findViewById(R.id.text01);
tv.setLines(lines);
tv.setText(description);
layout.setBackgroundDrawable(bitmapDrawable);
}
}
I posted this as it may be helpful for others too.