how to set additive overlay of jpg images to achieve transparency - android

I need to overlay two images in live wallpaper. The overlay images is the jpg which needs to be set to "additive" overlay. it adds the pixel value rather than calculating the transparency. how can i achieve this in android ?

You can make use of Android's Bitmap and Drawable classes mixed with Canvas, and try something like in this snippet:
public static Drawable mergeImage(Drawable orig, Drawable over, int left, int top) {
Bitmap original = ((BitmapDrawable)orig).getBitmap();
Bitmap overlay = ((BitmapDrawable)over).getBitmap();
Bitmap result = Bitmap.createBitmap(original.getWidth(), original.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(result);
Paint paint = new Paint();
paint.setAntiAlias(true);
canvas.drawBitmap(original, 0, 0, paint);
canvas.drawBitmap(overlay, left, top, paint);
return new BitmapDrawable(result);
}
I've coded a photo image gridview overlayered with "online status" using the above lines. Hope that it works for you too.

A more general approach may be to create a PorterDuffXfermode with your wanted PorterDuffMode and then set it on the Paint object that you use with your canvas, as referenced in mthama's answer but substituting some lines. This allows you to use other Porter-Duff modes as wanted/needed.
Paint paint = new Paint();
paint.setAntiAlias(true);
canvas.drawBitmap(original, 0, 0, paint);
paint.setXferMode(new PorterDuffXferMode(PorterDuff.Mode.OVERLAY));
canvas.drawBitmap(overlay, left, top, paint);
Mind you, I haven't tried this, so go with mthama's answer. :)

Related

Android: How to draw this custom shape

I'm new to Android, and I would like to know how to draw this blue shape:
Without using images, of course.
Thanks!
The easy way would be your suggested solution, ie. drawing all circles with no alpha to a bitmap, then draw that bitmap to another one using the desired alpha.
The hard way would be using blend modes, specifically PorterDuff.Mode in Android. An example can be found here.
Also Check this http://softwyer.wordpress.com/2012/01/21/1009/
An example
Bitmap bitmap = Bitmap.createBitmap(b.getWidth(), b.getHeight(), b.getConfig());
Canvas canvas = new Canvas(bitmap);
Paint p = new Paint(Paint.ANTI_ALIAS_FLAG);
p.setColor(Color.BLACK);
canvas.drawRoundRect(new RectF(0, 0, b.getWidth(), b.getHeight()), borderRadius, borderRadius, p);
p.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
canvas.drawBitmap(b, 0, 0, p);

How to apply a custom image mask with borders?

So I have the following image to be used as a mask:
Now I want to apply this mask to images so that the image will fill the inner white space but will not fill the borders, keeping it as it is. However, when I use the code below, the image takes the inner white space plus the border.
public static Bitmap applyMask(Bitmap scaledBitmap, Bitmap mask) {
Bitmap result = Bitmap.createBitmap(mask.getWidth(), mask.getHeight(), Bitmap.Config.ARGB_8888);
Canvas mCanvas = new Canvas(result);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
mCanvas.drawBitmap(scaledBitmap, 0, 0, null);
mCanvas.drawBitmap(mask, 0, 0, paint);
paint.setXfermode(null);
return result;
}
So is there any way to make the image fill only the white space? How can I keep the mask borders intact?
Thanks in advance.
I had to download your image to see the transparent areas. They are on the outside of your shape (which is why DST_IN is the mode that works for this).
What the DST_IN mode does is erases any pixels already on the canvas where the pixels in the mask are transparent. So whether it's the dark border or the white inside, those pixels all have alpha > 0, so they mask the canvas just the same. Those pixels outside the shape have alpha == 0, so they erase the canvas pixels.
Since the final bitmap is the size of your mask, as I see it you have two options:
OPTION 1: If you can put the background color in the mask image:
Change your mask image so that the transparent pixels are inside the shape, and the pixels outside the shape are your background color. Then use SRC_OVER as your xfer mode. The background color outside the border, plus the black border will overwrite the existing pixels in this mode, and since the inner pixels are transparent, the middle part of the image will come through the way you want.
OPTION 2: If you have to specify the background color in the app so you can't put it in the mask image:
For this you'll need two mask images, the one you have and a copy with the inside pixels transparent as well, so you are left with the border. Draw with your mask image the way you are doing right now using DST_IN, then draw the image with just the border using SRC_OVER to draw the border on top of your masked image.
Here you have an example of what you want and you can adapt it to your case:
public static Bitmap getRoundedCornerBitmap(Bitmap bitmap) {
Bitmap output = Bitmap.createBitmap(bitmap.getWidth(),
bitmap.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
final RectF rectF = new RectF(rect);
final float roundPx = 12;
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawRoundRect(rectF, roundPx, roundPx, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return output;
}
I've found it here. Hope it helps! :)

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);

Android Mask two Bitmap clear border

I'm using the mask a bitmap with another. The operation succeeds well, unfortunately the result of masking seen a slight black border, as you can see in the image:
How do I remove this border? in the source image is not there.
I'll post the code I'm using:
public Bitmap mask(Bitmap source) {
Bitmap targetBitmap = Bitmap.createBitmap(getWidth(),getHeight(),
Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(targetBitmap);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
paint.setAntiAlias(true);
paint.setDither(true);
canvas.drawBitmap(source, 0, 0, null);
canvas.drawBitmap(getMask(), 0, 0, paint);
paint.setXfermode(null);
return targetBitmap;
}
where getMask () returns the Bitmap that represents the figure of the Puzzle.
I hope to receive your help, thank you all
Sorry for my english :-)
UPDATE:
the black border is what I point out in this picture:
UPDATE:
place the sequence of transformation. The third image would be identical to the first but without color. The problem is the black edge of the puzzle.
I hope to be more clear:
The way I draw images with mask is kind of the other way around from what you do.
public Bitmap mask(Bitmap source) {
Bitmap targetBitmap = Bitmap.createBitmap(getWidth(),getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(targetBitmap);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
// paint.setAntiAlias(true); // you've already set this in the constructor
paint.setDither(true);
canvas.drawBitmap(getMask(), 0, 0, null);
canvas.drawBitmap(source, 0, 0, paint);
// paint.setXfermode(null); // no need for this
return targetBitmap;
}
Note that PorterDuff.Mode is set to SRC_IN (not DST_in) and that the mask is drawn first and then the image on top of that mask. With this approach you can also draw the previous source as the base mask, add the new (puzzle) mask and then draw the final source/image on top of that with SRC_IN paint to add new puzzle pieces each time.
If that doesn't solve the black border, check that your mask doesn't have feathered (transparent) edges that might be causing these problems.
Also, ANTI_ALIAS_FLAG doesn't do anything on textures. If you want smoothly scaled textures use paint.setFilterBitmap(true);

Draw a border (Paint) on current clip (created by different Region.Op)

I want to draw an image into shape of a Path and then add border on the Path. I was able to clip the image with Path but can't find a way to add border on it. I though it would be simple because the API supports Paint object on Canvas.draw* methods.
I asked another question at: Draw bitmap on current clip in canvas with border (Paint) and I accepted the answer. However, after that I found that I need to do a little bit more complicated processing. Because I use two options for clipping instead of one.
Below is my code to clip and image with two different Region.Op parameters
Bitmap srcImage = BitmapFactory.decodeStream(getAssets().open("panda.jpg"));
Bitmap bitmapResult = Bitmap.createBitmap(srcImage.getWidth(), srcImage.getHeight(), Bitmap.Config.ARGB_8888);
Path path = new Path();
// This is my border
Paint paint = new Paint();
paint.setStyle(Style.STROKE);
paint.setColor(Color.RED);
paint.setStrokeWidth(2);
paint.setAntiAlias(true);
Canvas canvas = new Canvas(bitmapResult);
// Overlay two rectangles
path.addRect(10, 10, 70, 70, Path.Direction.CCW);
path.addRect(40, 40, 120, 120, Path.Direction.CCW);
canvas.drawPath(path , paint);
canvas.clipPath(path, Region.Op.INTERSECT);
// Draw the circle
path.reset();
path.addCircle(40, 80, 20, Path.Direction.CCW);
canvas.drawPath(path , paint);
canvas.clipPath(path, Region.Op.DIFFERENCE);
// The image is drawn within the area of two rectangles and a circle
// Although I suppose that puting Paint object into drawBitmap() method will add a red border on result image but it doesn't work
canvas.drawBitmap(srcImage, 0, 0, paint);
((ImageView)this.findViewById(R.id.imageView1)).setImageBitmap(bitmapResult);
Here is the result from my code: http://i.stack.imgur.com/8j2Kg.png
And this is what I expect: http://i.stack.imgur.com/iKhIr.png
Do I miss anything to make it work ?

Categories

Resources