I want to crop an image in alphabet(A-Z,0-9) in Andorid any idea ?
Here is an example of what I am looking for Cut out image in shape of text
but he uses java's awt api(I am looking for Android) also it is too slow.
After some googling and reading android docs found that we can specified drawing area for canvas using canvas.clipPath(path) then I can draw a rectangular image on canvas and image will only be visible that is drawn in clipped area,hopefully :)
So now I can crop image in small rectangle and draw rectangle on Text path is it possible to get Outline of an Alphabet for given font ?
On Android you should be able to do that very easily by using a BitmapShader.
Instantiate your BitmapShader.
Instantiate a Paint, and call setShader(bitmapShader).
Draw text with Canvas.drawText("Cat", x,y, paint).
Related
I have an SVG file format in which there is 5-6 icon and I need to pick icon according to the requirement not the whole Image.
In Simply you can parse the .SVG onto your ImageView Or Canvas but this time I need to choose particular icon from the among.
Is this possible to do with the coding or i need to draw all icon separately ?
Somebody suggest me the way, how to make it happen ?
I did not try it but you may :
Create a Bitmap with the size of your icon
Create a new Canvas associated to this Bitmap
Draw your svg into the Canvas with an offset
-- If your icon coordinates are (X1, Y1)
-- Then when you draw an element substract SVG (X1, Y1)
Draw the Bitmap on screen.
It is a little bit homemade solution... maybe there is some libraries doing those king of things for you.
You could set a clip and translation on the canvas before drawing to hide all but the icon you want, but I think the best course of action is to use separate image files.
You don't say which SVG library you are using. If you are using AndroidSVG, you could add <view> elements to your SVG (one for each icon) and select the appropriate icon to draw using renderViewToPicture() etc.
I need to create the painting application for the kids where kid can colour inside the black bordered sketch of any image
But, I am struck with the problem,that colouring can come outside the black bordering of the image...which i don't want to.Please guys help me to find out how to restrict the colouring by user within the black border of sketch
Also, I want that no colour should cover the black border.it should be inside the border.
I can post my code if required.
Look at Canvas clipPath and use the clipping built in to android to limit the 'coloring' of the kid/user to the regions you specify. You can then draw your objects as layers, kid/user colored layer on bottom, your sketch on top.
Finally..i have implemented it using mask bitmap and right usage of Portet.Duff mode
I have a circle image(image1) and i am getting one more circle image(image2) dynamically. Now i want to fit the image2 in the image1. is it possible?if yes, How can we implement it.
Image1
You should be able to draw it within the bounds of the canvas of your image. Specifically you can grab the width/height of the second image and then change the drawing positioning of your bitmap by drawing it manually on a canvas and then controlling the X/Y offsetting during the drawing procedure.
Something like this
This is if your source image is at a fixed resolution (ideal). The concept would be to build the image using the Canvas object and then superimpose the other image on top of it. And build a bitmap from that.
Fellow Programmers,
I am new to android and I am trying to draw on a image based on giving the x and y axis of the image as the input.So that he pixel value corresponding to the coordinate gets filled with a color that I mention. Say Red color for now.
User Story: Render a image through image view and on a button click I need to pass the co-ordinate value for the image that represents the pixel of the image and fill it with red color. Keep on doing it looks like drawing on the image that I render using image view.
Is this user story is possible to do in Android? If then help me on this. I referred the draw class and canvas class and not sure how to implement.
Looking forward to ur help on developing this user story on android application.
Best,
Googler
Take a blank canvas.
Draw your image on the canvas.
Draw points on the canvas by specifying x and y co-ordinates and red color in paint.
I have a bitmap image that is of irregular shape that I fill with a certain color to simulate a "meter" of sorts. My current method uses a ColorMatrixColorFilter to replace color on the original bimtap, up to a percentage by bitmap height. What I'd really like to do is replace the color by volume.
You could draw a filled bitmap overtop of the unfilled one, but use a clipping path based on the meter's level. If that can be done with a rectangular clip, it will be quite straightforward with Canvas.clipRect(float,float,float,float). Otherwise, you may have to specify a more general path and use Canvas.clipPath(Path). However, the clipPath is not anti-aliased, so it can look a bit lousy.
Another option is to draw the overlay directly with a custom Path, possibly using SVG path primitives for convenience. See this project: http://code.google.com/p/svg-android/ and specifically this method: http://svg-android.googlecode.com/svn/trunk/svgandroid/docs/com/larvalabs/svgandroid/SVGParser.html#parsePath(java.lang.String).