How to set the Image to appear behind the current canvas? - android

I am using canvas to draw the Different colour.
I want to set the Image that should be appear as the background of the canvas. And while i am drawing on that image it should be drawn on the Image not behind the image.
Right now with below code it is drawing behind the Image.
#Override
public void run() {
Canvas canvas = null;
while (_run){
try{
canvas = mSurfaceHolder.lockCanvas(null);
canvas.drawColor(0, PorterDuff.Mode.CLEAR);
commandManager.executeAll(canvas);
} finally {
Bitmap kangoo = BitmapFactory.decodeResource(getResources(),R.drawable.icon);
canvas.drawBitmap(kangoo, 130, 100, null);
mSurfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
So what should i have to do to make drawing on the image ???

As you redrawing the canvas in While(1) loop you can put the statement canvas.drawBitmap(kangoo, 130, 100, null) at the top inside the loop so that its drawn again and again then do you painting over top of it.
If you want to save the drawn part to you do something like converting the Canvas to bitmap like:
Bitmap bitmapToBeDrawnFromNextTime = Bitmap.createBitmap( canvas.getWidth(), canvas.getHeight(), Bitmap.Config.ARGB_8888);
Canvas imageCanvas = new Canvas(bitmapToBeDrawnFromNextTime);
imageCanvas.draw(canvas);

No one have giving me answer.
But i got solution, I have to set the image after clearing canvas.
code:
#Override
public void run() {
//Canvas canvas = null;
while (_run){
try{
canvas = mSurfaceHolder.lockCanvas(null);
canvas.drawColor(0, PorterDuff.Mode.CLEAR);
Bitmap kangoo = BitmapFactory.decodeResource(getResources(),R.drawable.icon);
canvas.drawBitmap(kangoo, 130, 100, null);
commandManager.executeAll(canvas);
} finally {
mSurfaceHolder.unlockCanvasAndPost(canvas);
}
}

Related

Saving a canvas in Android does not work every time

I'm having this code:
public void saveimage() {
Bitmap bitmap = Bitmap.createBitmap(colorGFX.getWidth(),
colorGFX.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
canvas.drawColor(Color.WHITE);
canvas = colorGFX.canvas;
canvas.setBitmap(bitmap);
saveBitmap(bitmap);
}
colorGFX object extends a SurfaceView.
saveBitmap actually writes the image on the file.
The problem is that most of the times a WHITE image is saved, other times the correct image is saved.
Did I missed something, or why does the image saves only let's say 1/5 of the times?
This worked for me:
Bitmap bitmap = Bitmap.createBitmap(colorGFX.getWidth(),
colorGFX.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
canvas.drawColor(Color.WHITE);
canvas.drawBitmap(colorGFX.bitmap, 0f, 0f, null);
canvas.drawBitmap(colorGFX.pictureBitmap, 0f, 0f, null);
saveBitmap(bitmap);
Try this:
public void saveimage() {
Bitmap bitmap = Bitmap.createBitmap(colorGFX.getWidth(),
colorGFX.getHeight(), Bitmap.Config.ARGB_8888);
colorGFX.draw(new Canvas(bitmap))
saveBitmap(bitmap);
}

Android clip Picture to Bitmap. Is Possible?

I have a Picture object, loaded from an SVG file, and I have set hardwareAccelerated=false to make it works on all devices.
Since there is a bug on android 4.0.4, I have to convert the Picture to Bitmap and I do that, in this way:
...
...
public void draw(Canvas canvas) {
...
...
//myPicture size is 9000x5000 but I want to display only this portion
clipRect.set(50, 50, 370, 530);
Bitmap bmp = getBitmapFromPicture(myPicture, clipRect);
canvas.drawBitmap(bmp, 0, 0, null);
bmp.recycle();
...
...
}
public static Bitmap getBitmapFromPicture(Picture picture, RectF clipRect) {
Bitmap bitmap = Bitmap.createBitmap(Math.round(clipRect.width()), Math.round(clipRect.height()), Config.RGB_565);
Canvas canvas = new Canvas(bitmap);
canvas.drawPicture(picture);
}
Now I want to clip the Picture because I want to display only the visible screen part of it.
But the canvas.drawPicture does not accept srcRect parameter.
How is it possible to achieve this?
EDIT:
By translate the canvas: canvas.translate(-50, -50) it seems that translate the bitmap, too.
You need to set a transform on the Canvas.
To move the portion of the picture at 50,50 down so it is on the bitmap (ie. at 0,0), just do:
canvas.translate(-50, -50);
So your method becomes:
public static Bitmap getBitmapFromPicture(Picture picture, RectF clipRect)
{
Bitmap bitmap = Bitmap.createBitmap(Math.round(clipRect.width()),
Math.round(clipRect.height()),
Config.RGB_565);
Canvas canvas = new Canvas(bitmap);
canvas.translate(-clipRect.left, -clipRect.top);
canvas.drawPicture(picture);
}

Saving Bitmap drawn on Canvas

In my application I extended the ImageView and overriden its onDraw() method. I am using a color filter to manipulate the bitmap for adding some effects like invert, grayscale etcc. After drawing the bitmap I am trying to save it but I am only able to save the original bitmap with no added effects. Here is the code for onDraw() and save method:
protected void onDraw(Canvas canvas)
{
Paint paint = mPaint;
//cmf is the color matrix filter
paint.setColorFilter(cmf);
if(mBitmap != null)
{
canvas.drawBitmap(mBitmap, offsetW, offsetH, paint);
}
}
code for saving the bitmap:
try
{
FileOutputStream fout = new FileOutputStream(path);
mBitmap.compress(CompressFormat.JPEG, 100, fout);
} catch (FileNotFoundException e)
{
e.printStackTrace();
}
Am I doing something wrong? Any help will be appretiated.
You are painting on the canvas that is displayed, original bitmap is not changed. You should create a new bitmap and paint on it. When color matrix filter changes do this:
Bitmap tmp = Bitmap.createBitmap(mBitmap.getWidth(), mBitmap.getHeight(), mBitmap.getConfig())
Canvas canvas = new Canvas(tmp)
cnvas.drawBitmap(tmp, 0, 0, paint);
Then, you can use this tmp bitmap to draw it and save it.
Instead of using customized ImageView use a normal one and set its image to this new bitmap:
imageView.setImageBitmap(tmp)

How to paint on Image and save that image in to Android?

I am new to canvas. I want to use the My already saved Image and want some paint on that image. after that i want to save it.
I know that with using Canvas it is possible. I can able to do painting on the Image but while i am going to store that image it only saved the painting. Not the Image with painting.
So can anybudy tell me code of how to paint on image and save that image ?
Thanks.
Here is my Code that use to do paint on the SurfaceView.
Source Code:
#Override
public void run() {
//Canvas canvas = null;
while (_run){
try{
canvas = mSurfaceHolder.lockCanvas(null);
if(mBitmap == null){
mBitmap = Bitmap.createBitmap (1, 1, Bitmap.Config.ARGB_8888);
}
final Canvas c = new Canvas (mBitmap);
//canvas.drawColor(0, PorterDuff.Mode.CLEAR);
c.drawColor(0, PorterDuff.Mode.CLEAR);
canvas.drawColor(Color.WHITE);
// Bitmap kangoo = BitmapFactory.decodeResource(getResources(),R.drawable.icon);
// if(!(DrawingActivity.imagePath==null)){
// canvas.drawBitmap(DrawingActivity.mBitmap, 0, 0, null);
// }
commandManager.executeAll(c);
canvas.drawBitmap (mBitmap, 0, 0,null);
} finally {
mSurfaceHolder.unlockCanvasAndPost(canvas);
}
}
}
I am using mBitmap to save the Bitmap to the SDCard.
Your problem is your drawing over and over on your entire canvas:
final Canvas c = new Canvas (mBitmap); // creates a new canvas with your image is painted background
c.drawColor(0, PorterDuff.Mode.CLEAR); // this makes your whole Canvas transparent
canvas.drawColor(Color.WHITE); // this makes it all white on another canvas
canvas.drawBitmap (mBitmap, 0, 0,null); // this draws your bitmap on another canvas
Use logic roughly like this:
#Override
public void run() {
Canvas c = new Canvas(mBitmap);
/* Paint your things here, example: c.drawLine()... Beware c.drawColor will fill your canvas, so your bitmap will be cleared!!!*/
...
/* Now mBitmap will have both the original image & your painting */
String path = Environment.getExternalStorageDirectory().toString(); // this is the sd card
OutputStream fOut = null;
File file = new File(path, "MyImage.jpg");
fOut = new FileOutputStream(file);
mBitmap.compress(Bitmap.CompressFormat.JPEG, 100, fOut);
fOut.flush();
fOut.close();
}
Also don't forget to add necessary permission to save your file:
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
outside <application></application> in your manifest file.

Rotating a drawable in Android

How can a Drawable loaded from a resource be rotated when it is drawn? For example, I would like to draw an arrow and be able to rotate it to face in different directions when it is drawn?
You need to use Bitmap and Canvas Class functions to prepare drawable:
Bitmap bmpOriginal = BitmapFactory.decodeResource(this.getResources(), R.drawable.image2);
Bitmap bmResult = Bitmap.createBitmap(bmpOriginal.getWidth(), bmpOriginal.getHeight(), Bitmap.Config.ARGB_8888);
Canvas tempCanvas = new Canvas(bmResult);
tempCanvas.rotate(90, bmpOriginal.getWidth()/2, bmpOriginal.getHeight()/2);
tempCanvas.drawBitmap(bmpOriginal, 0, 0, null);
mImageView.setImageBitmap(bmResult);
In this code sample rotation for 90 degrees over image center occurs.
essentially it can be boiled down to: do a(n inverse) canvas transformation instead of transforming drawable
private BitmapDrawable drawable; // or Drawable
protected void onDraw(Canvas canvas) { // inherited from View
//...
canvas.save();
canvas.rotate(degrees, pivotX, pivotY);
drawable.draw(canvas);
canvas.restore();
//...
}
if you have BitmapDrawable it may be desirable to increase quality of the output by setting antialiasing
drawable.setAntialias(true);
Accepted answer doesn't work for me. I have non square image, so I changed his code a bit.
private Bitmap rotateDrawable(#DrawableRes int resId) {
Bitmap bmpOriginal = BitmapFactory.decodeResource(getResources(), resId);
Bitmap bmpResult = Bitmap.createBitmap(bmpOriginal.getHeight(), bmpOriginal.getWidth(), Bitmap.Config.ARGB_8888);
Canvas tempCanvas = new Canvas(bmpResult);
int pivot = bmpOriginal.getHeight() / 2;
tempCanvas.rotate(90, pivot, pivot);
tempCanvas.drawBitmap(bmpOriginal, 0, 0, null);
return bmpResult;
}
mImageView.setImageBitmap(rotateDrawable(R.drawable.some_image));
essentially this:
ImageView spaceshipImage = (ImageView) findViewById(R.id.spaceshipImage);
Animation hyperspaceJumpAnimation = AnimationUtils.loadAnimation(this, R.anim.hyperspace_jump);
spaceshipImage.startAnimation(hyperspaceJumpAnimation);
source link:
http://developer.android.com/guide/topics/graphics/2d-graphics.html#tween-animation

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