Making a Bitmap Clickable with a Canvas - android

Hopefully this is the last step in completing my app. I need to make a bitmap within a canvas clickable that will either call a new activity that will play a video (mp4) or within the current activity play the video.
The class that displays the canvas and bitmaps is a class I use over and over to display a full image of a thumbnail. The image id is passed through an Intent. Here is the code for the full image activity (I'm very much a noob and pieced my code together one step at a time using this site and others so I apologize if it's not clean):
public class full_image extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
setContentView(new BitmapView(this));
getWindow().setBackgroundDrawableResource(R.drawable.bground);
getWindow().setWindowAnimations(0);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
}
class BitmapView extends View {
public BitmapView(Context context) {
super(context);
}
#Override
public void onDraw(Canvas canvas) {
int imgid = getIntent().getIntExtra("Full",0);
Bitmap fullimage = BitmapFactory.decodeResource(getResources(),imgid);
Bitmap playButton = BitmapFactory.decodeResource(getResources(), R.drawable.bt_play); //Added for Video
Display display = getWindowManager().getDefaultDisplay();
int fpWidth = fullimage.getWidth();
int fpHeight = fullimage.getHeight();
int playWidth = playButton.getWidth();
int playHeight = playButton.getHeight();
int screenWidth = display.getWidth();
int screenHeight = display.getHeight();
int leftPoint = screenWidth/2 - fpWidth/2;
int topPoint = screenHeight/2 - fpHeight/2;
int leftPlayPoint = screenWidth/2 - playWidth/2;
int topPlayPoint = screenHeight/2 - playHeight/2;
canvas.drawBitmap(fullimage,leftPoint,topPoint,null);
canvas.drawBitmap(playButton,leftPlayPoint,topPlayPoint,null);
}
}
}
If possible, I would like just the playButton to house the onClickListener but if it's easier, I'm Ok with making the whole canvas clickable (if that's even possible).
I read on another question where there was a suggestion to use TouchEvent. I tried going that route but could not get it to work. Is this the right path and I just need to play around with it more to get it to work?
Thanks, J
Additional Stuff:
here's a snippet of code I found in another question. Where would I put this code into the code provided above.
public boolean onTouchEvent(MotionEvent event){
int action = event.getAction();
int x = event.getX() // or getRawX();
int y = event.getY();
switch(action){
case MotionEvent.ACTION_DOWN:
if (x >= xOfYourBitmap && x < (xOfYourBitmap + yourBitmap.getWidth())
&& y >= yOfYourBitmap && y < (yOfYourBitmap + yourBitmap.getHeight())) {
//tada, if this is true, you've started your click inside your bitmap
}
break;
}
}

I think we can't setOnClick on bitmap in canvas.
But we can use onTouch method for it. and check touch on bitmap or not using x-y position of touch.
try this code in onTouch method for get touch on bitmap...
if (x >= xOfYourBitmap && x < (xOfYourBitmap + yourBitmap.getWidth())
&& y >= yOfYourBitmap && y < (yOfYourBitmap + yourBitmap.getHeight())) {
//tada, if this is true, you've started your click inside your bitmap
}

Related

Java syntax in android studio

What I want to do is to click a space on the screen, get the coordinates and paint the image here. I did this using paintIcon and mouseListener in eclipse but how to do the same thing in android studio? Thanks!
public static Game game = new Game();
public Control(){
this.setLayout(null);
this.setBounds(0, 0, 780, 780);
addMouseListener(this);
}
public void paint(Graphics g){
setBackground(Color.GREEN);
board.paintIcon(this, g, 0, 0);
for(int i = 0; i < 19; i++){
for(int j = 0; j < 19; j++){
if(game.gameBoard.board[i][j] != 'E'){
if(game.gameBoard.board[i][j] == 'B'){
black.paintIcon(this, g, j * 40, i * 40);
}
if(game.gameBoard.board[i][j] == 'W'){
white.paintIcon(this, g, j * 40, i * 40);
}
}
}
}
}
#Override
public void mouseClicked(MouseEvent e) {
// TODO Auto-generated method stub
mouseX = e.getX();
mouseY = e.getY();
int targetX = mouseX / 40;
int targetY = mouseY / 40;
game.move(targetX, targetY);
repaint();
}
In Android you use a different system than in "Java"(you know Android is Java), for instance as is clear from your code you do not have a Mouse but a Touch event.
The first thing you should do is to study this official link that explains the concept of Canvas. Then you will learn how to integrate the "tap" into your app that is instead this official link
This is an excellent post to learn ho to do it.
You begin extending the View and overriding the method onDraw(Canvas canvas) then you need to override a listener that say you when the user clicked the screen onTouchEvent(MotionEvent event) usually there are three motion events you want to cover MotionEvent ACTION_DOWN(you tap and the screen recognizes the X,Y coordinates, that is the one you need),ACTION_MOVE(if you drag your finger maintaining pressure on the screen) and ACTION_UP(when you release your finger)
Just remember you need to call invalidate() if you have an animation or something changes on the screen. Basically is a "forced" call to the "onDraw" method. On the basis of the three links I sent you can cover all thebasis of the 2d graphics in Android that is a bit different by Java because of the different features but also the Android dependency on the specific SDK classes
what I want to do is to click a space on the screen, get the coordinates and paint the image here
Here is an example of how you can obtain that in Android instead of "just" Java, please see the notes comments I did below with the double slashes //
public class YourBoard extends View {//EXTENDS VIEW this is important because you override methods
Drawable editIcon = getResources().getDrawable(R.drawable.icon);
Bitmap mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.background);
float xPos = 0;
float yPos = 0;
public YourBoard (Context context) {//HERE THE CONSTRUCTOR YOU CAN INITIALIZE THINGS HERE
super (context);
}
#Override
protected void onDraw (Canvas canvas) {//This was your paint(Graphics g)
super.onDraw(canvas);
canvas.save();
canvas.drawBitmap(mBitmap, 0, 0, null);
canvas.translate(xPos, yPos);
editIcon.draw(canvas);
canvas.restore();
}
#Override
public boolean onTouchEvent (MotionEvent event) {//THIS WAS YOUR MOUSE LISTENER
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN :
xPos = event.getX();
yPos = event.getY();
invalidate();//NOTICE THE INVALIDATE I MENTIONED
break;
}
return true;
}
}
}

Drawing bitmap buttons android

So Im making a start screen for a game. At the moment all it has is the background image and the button image. Ill post my code below and then explain the issues...
public class TitleView extends View {
private Bitmap titleGraphic;
private Bitmap scaledTitleGraphic;
private Bitmap playButtonUp;
private Bitmap scaledPlayButton;
private Bitmap playButtonDown;
private Bitmap scaledPlayButtonDown;
private Boolean playButtonPressed = false;
private int screenW;//storing width...
private int screenH;//storing height...
public TitleView(Context context) {
super(context);
titleGraphic = BitmapFactory.decodeResource(getResources(), R.drawable.title_graphic);
//scaledTitleGraphic = Bitmap.createScaledBitmap(titleGraphic,screenH,screenH,true);
playButtonUp = BitmapFactory.decodeResource(getResources(), R.drawable.play_button_up);
scaledPlayButton = Bitmap.createScaledBitmap(playButtonUp, 400, 125, true);
playButtonDown = BitmapFactory.decodeResource(getResources(),R.drawable.play_button_down);
scaledPlayButtonDown = Bitmap.createScaledBitmap(playButtonDown, 400, 125,true);
}
#Override //gets the width and height...
public void onSizeChanged (int w, int h, int oldw, int oldh){
super.onSizeChanged(w, h, oldw, oldh);
screenW = w;
screenH = h;
}
#Override
protected void onDraw(Canvas canvas) {
//canvas.drawBitmap(titleGraphic, (screenW - titleGraphic.getWidth())/2, 0, null);
//canvas.drawBitmap(scaledPlayButton, (screenW - playButtonUp.getWidth())/2, buttonPosition , null);
scaledTitleGraphic = Bitmap.createScaledBitmap(titleGraphic,screenW,screenH,true);
canvas.drawBitmap(scaledTitleGraphic, 0, 0, null);
if(playButtonPressed){
canvas.drawBitmap(scaledPlayButtonDown, (screenW - scaledPlayButtonDown.getWidth())/2, (int) (screenH*0.7) , null);
}else{
canvas.drawBitmap(scaledPlayButton, (screenW - scaledPlayButton.getWidth())/2, (int) (screenH*0.7) , null);
}
}
public boolean onTouchEvent(MotionEvent event) {
int eventaction = event.getAction();
int X = (int)event.getX();
int Y = (int)event.getY();
switch (eventaction ) {
case MotionEvent.ACTION_DOWN:
if(((X > ((screenW-playButtonUp.getWidth())/2)) && (X < (((screenW-playButtonUp.getWidth())/2) +
playButtonUp.getWidth()))) && ((Y > (int)(screenH*0.7)) && (Y < (int)(screenH*0.7) +
playButtonUp.getHeight()))){
playButtonPressed = true;
}
break;
case MotionEvent.ACTION_MOVE:
break;
case MotionEvent.ACTION_UP:
playButtonPressed = false;
break;
}
invalidate();
return true;
}
}
Is this the best way to do this? First of all when I put the background it didnt fit so i used the createscaledbitmap method. Is this popularly used or should i make perfect resolution images some how?? I feel a little weird defining two bitmaps one for the original image and then the other for the scaled image.
Secondly I faced a similar problem with the button. Initially when I put my button on it was huge covered most of my screen so i thought i should make it smaller and i went in photo shop and made it 100x40 but that was still too huge? So I also had to scale the bitmap. Im just confused I mean... I know that its good practice to put images of all resolutions to target devices with different resolutions but i feel like my approach isnt correct because in this case i should just put one HUGE image and just scale all the time?
What Im trying to say is...Im following this from a book but its a little old the book a few years old is there a better approach I should know about? I mean for example I want to use an on click listener etc but instead in this approach im using onTouchEvent?

Is There any way to Predict x and y location from one screen size to another?

i am developing an android app, about joining dots and making picture.
so far i can't find a way to extract exact x and y coordinates of black dots . so I've hard coded x and y locations to draw point on exact black dot of image. It worked wonderful on 1152*720 size ,but problem occurs when i tested it on 480*600 size , dots misplaced from there exact location , now
My Question is if I've written something like :
x = 100 ,
y = 200
(on screen 1152*720)
what will be x and y values in different screen sizes like 480*600 and how to calculate it ? i know it is silly question but i am new to this stuff.
Answering your question as you have asked it...
int oldScreenX // The current x coord
int newScreenX // The new x coord
...
float oldScreenSizeX = 1152.0f;
float newScreenSizeX = 600.0f;
newScreenX = (int)(oldScreenX / oldScreenSizeX) * newScreenSizeX; // Remember to cast the result back to an int
Do the same for y.
Additional:
Perhaps you should reconsider your approach.
The real problem is how do you put the dot in the same location on the Image, if the Image is being drawn at a different size. So forget about measuring the screen size. Measure the Image size instead.
For example, if you are showing your image in an ImageView, you could write a general scaling method like the following:
public int scaleCoordinate(int unscaledImageSize, int scaledImageSize, int unscaledCoordinate) {
scaledCoordinate = (int)(unscaledCoordinate / unscaledImageSize) * scaledImageSize; // Remember to cast the result back to an int
return scaledCoordinate;
}
Then you can use it in your code, something like:
ImageView imageView = (ImageView)findViewById(R.id.my_imageview);
Drawable drawable = image.getDrawable();
// Get the original size of the bitmap
int unscaledSizeX = drawable.getIntrinsicWidth();
// Get the current size it is being drawn at on the screen
int scaledSizeX = imageView.getWidth();
int scaledCoordinateX = scaleCoordinate(unscaledSizeX, scaledSizeX, unscaledCoordinateX);
NOTE:
The ImageView needs to be measured and laid out by the system before calling the above code. If you call it too early imageView.getWidth() will return 0.
It would be best to call the above code once the ImageView is actually displayed on the screen (from your onResume() or later).
I was done this, while studying java may be it will be helpful for you.
import java.applet.Applet;
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
public class DrawLineOnGivenLocations extends Applet implements MouseListener, MouseMotionListener{
int x1 = 0, y1 = 0, x2 = 0, y2 = 0;
public void init() {
addMouseListener(this);
addMouseMotionListener(this);
}
public void mouseMoved(MouseEvent me) {
// show status
showStatus("Moving mouse at " + me.getX() + ", " + me.getY());
}
public void mouseClicked(MouseEvent me) {
// save coordinates
x1 = me.getX();
y1 = me.getY();
x2 = me.getX();
y2 = me.getY();
repaint();
}
public void paint(Graphics g){
g.drawLine(x1,y1 ,x2, y2);
}
public void mouseEntered(MouseEvent arg0) {}
public void mouseDragged(MouseEvent arg0) {}
public void mouseExited(MouseEvent arg0) {}
public void mousePressed(MouseEvent arg0) {
//repaint();
}
public void mouseReleased(MouseEvent arg0) {}
}

Android: How to do this framing paint?

I Have Some static images like below:
Now, I want is, when i touch on the face or hand, then the selected color should be fill on that skin portion.
See below image of result:
So how to get the result like above ??
Redo and Undo Functionality Should be also there.
I have try with the FloodFill color but doing that i can only able to do color in to the perticular portion. as FloodFill only fill the color till the same pixwl color comes. If the touch place pixel color get change the it will not fill color on it.
So Usinf FloodFill i got the result like below image, If i press on the hand, then only hand portion will fill with color, instead of it i want to fill color to the other hand and face also.
So Please help me in this case.
EDITED
After some reply i got the solution like this one.
But still there is a memory issue. It consume lots of memory to draw the color. So please can anyone help me for it ?
You can have a complete image colored the actual way and when you fill a certain region with a color, it will replace all the regions that is specified by that color to be filled in.
Layman's terms:
User will click on the hand of the OUTLINE
That click location will be checked with another image with perfectly color coded regions. Lets call it a MASK for this case. All the skin regions will have the same color. The shirt areas will be another color.
Wherever the user clicks, the selected color by the user will be applied to every pixel that has that similar color in the MASK, but instead of painting directly on the MASK, you paint onto the pixels of the the OUTLINE.
I hope this helps.
Feel free to comment if you want an example and then I can update the answer with that, but I think you can get it from here.
EDIT:
Basically start off with a simple image like this. This we can call as OUTLINE
Then as the developer, you have to do some work. Here, you color code the OUTLINE. The result we call a MASK. To make this we, color code the regions with the same color that you want. This can be done on paint or whatever. I used Photoshop to be cool lol :D.
Then there is the ALGORITHM to get it working on the phone. Before you read the code, look at this variable.
int ANTILAISING_TOLERANCE = 70; //Larger better coloring, reduced sensing
If you zoom up on the image specifically noting the black regions of the border, you can actually see that sometimes, the computer blends the colors a little bit. In order to account for that change, we use this tolerance value.
COLORINGANDROIDACTIVITY.JAVA
package mk.coloring;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.os.Bundle;
import android.view.MotionEvent;
import android.view.View;
import android.widget.ImageView;
import android.view.View.OnTouchListener;
public class ColoringAndroidActivity extends Activity implements OnTouchListener{
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
findViewById(R.id.imageView1).setOnTouchListener(this);
}
int ANTILAISING_TOLERANCE = 70;
public boolean onTouch(View arg0, MotionEvent arg1) {
Bitmap mask = BitmapFactory.decodeResource(getResources(), R.drawable.mask);
int selectedColor = mask.getPixel((int)arg1.getX(),(int)arg1.getY());
int sG = (selectedColor & 0x0000FF00) >> 8;
int sR = (selectedColor & 0x00FF0000) >> 16;
int sB = (selectedColor & 0x000000FF);
Bitmap original = BitmapFactory.decodeResource(getResources(), R.drawable.empty);
Bitmap colored = Bitmap.createBitmap(mask.getWidth(), mask.getHeight(), Config.ARGB_8888);
Canvas cv = new Canvas(colored);
cv.drawBitmap(original, 0,0, null);
for(int x = 0; x<mask.getWidth();x++){
for(int y = 0; y<mask.getHeight();y++){
int g = (mask.getPixel(x,y) & 0x0000FF00) >> 8;
int r = (mask.getPixel(x,y) & 0x00FF0000) >> 16;
int b = (mask.getPixel(x,y) & 0x000000FF);
if(Math.abs(sR - r) < ANTILAISING_TOLERANCE && Math.abs(sG - g) < ANTILAISING_TOLERANCE && Math.abs(sB - b) < ANTILAISING_TOLERANCE)
colored.setPixel(x, y, (colored.getPixel(x, y) & 0xFF000000) | 0x00458414);
}
}
((ImageView)findViewById(R.id.imageView1)).setImageBitmap(colored);
return true;
}
}
This code doesn't provide the user with much of color choices. Instead, if the user touches a region, it will look at the MASK and paint the OUTLINE accordingly. But, you can make really interesting and interactive.
RESULT
When I touched the man's hair, it not only colored the hair, but colored his shirt and hand with the same color. Compare it with the MASK to get a good idea of what happened.
This is just a basic idea. I have created multiple Bitmaps but there is not really a need for that. I had used it for testing purposes and takes up unnecessary memory. And you don't need to recreate the mask on every click, etc.
I hope this helps you :D
Good luck
Use a FloodFill Algorithm. Fill the complete canvas but keep the bound fill area as it is like circle, rectangle. You can also check this link. Android: How to fill color to the specific part of the Image only?. The general idea get the x and y co-ordinates on click.
final Point p1 = new Point();
p1.x=(int) x; p1.y=(int) y; X and y are co-ordinates when user clicks on the screen
final int sourceColor= mBitmap.getPixel((int)x,(int) y);
final int targetColor =mPaint.getColor();
new TheTask(mDrawingManager.mDrawingUtilities.mBitmap, p1, sourceColor, targetColor).execute(); //Use AsyncTask and do floodfillin the doinBackground().
Check the above links for floodfill algorithmin android. This should help you achieve what you want. Android FingerPaint Undo/Redo implementation. This should help you modify according to your needs regarding undo and redo.
Edit:
A post on stackoverflow led me to a efficient way of using flood fill algorithm without delay and OOM.
Picking from the SO Post
Filling a small closed area works fine with the above flood fill algorithm. However for large area the algorithm works slow and consumes lot of memory. Recently i came across a post which uses QueueLinear Flood Fill which is way faster that the above.
Source :
http://www.codeproject.com/Articles/16405/Queue-Linear-Flood-Fill-A-Fast-Flood-Fill-Algorith
Code :
public class QueueLinearFloodFiller {
protected Bitmap image = null;
protected int[] tolerance = new int[] { 0, 0, 0 };
protected int width = 0;
protected int height = 0;
protected int[] pixels = null;
protected int fillColor = 0;
protected int[] startColor = new int[] { 0, 0, 0 };
protected boolean[] pixelsChecked;
protected Queue<FloodFillRange> ranges;
// Construct using an image and a copy will be made to fill into,
// Construct with BufferedImage and flood fill will write directly to
// provided BufferedImage
public QueueLinearFloodFiller(Bitmap img) {
copyImage(img);
}
public QueueLinearFloodFiller(Bitmap img, int targetColor, int newColor) {
useImage(img);
setFillColor(newColor);
setTargetColor(targetColor);
}
public void setTargetColor(int targetColor) {
startColor[0] = Color.red(targetColor);
startColor[1] = Color.green(targetColor);
startColor[2] = Color.blue(targetColor);
}
public int getFillColor() {
return fillColor;
}
public void setFillColor(int value) {
fillColor = value;
}
public int[] getTolerance() {
return tolerance;
}
public void setTolerance(int[] value) {
tolerance = value;
}
public void setTolerance(int value) {
tolerance = new int[] { value, value, value };
}
public Bitmap getImage() {
return image;
}
public void copyImage(Bitmap img) {
// Copy data from provided Image to a BufferedImage to write flood fill
// to, use getImage to retrieve
// cache data in member variables to decrease overhead of property calls
width = img.getWidth();
height = img.getHeight();
image = Bitmap.createBitmap(width, height, Bitmap.Config.RGB_565);
Canvas canvas = new Canvas(image);
canvas.drawBitmap(img, 0, 0, null);
pixels = new int[width * height];
image.getPixels(pixels, 0, width, 1, 1, width - 1, height - 1);
}
public void useImage(Bitmap img) {
// Use a pre-existing provided BufferedImage and write directly to it
// cache data in member variables to decrease overhead of property calls
width = img.getWidth();
height = img.getHeight();
image = img;
pixels = new int[width * height];
image.getPixels(pixels, 0, width, 1, 1, width - 1, height - 1);
}
protected void prepare() {
// Called before starting flood-fill
pixelsChecked = new boolean[pixels.length];
ranges = new LinkedList<FloodFillRange>();
}
// Fills the specified point on the bitmap with the currently selected fill
// color.
// int x, int y: The starting coords for the fill
public void floodFill(int x, int y) {
// Setup
prepare();
if (startColor[0] == 0) {
// ***Get starting color.
int startPixel = pixels[(width * y) + x];
startColor[0] = (startPixel >> 16) & 0xff;
startColor[1] = (startPixel >> 8) & 0xff;
startColor[2] = startPixel & 0xff;
}
// ***Do first call to floodfill.
LinearFill(x, y);
// ***Call floodfill routine while floodfill ranges still exist on the
// queue
FloodFillRange range;
while (ranges.size() > 0) {
// **Get Next Range Off the Queue
range = ranges.remove();
// **Check Above and Below Each Pixel in the Floodfill Range
int downPxIdx = (width * (range.Y + 1)) + range.startX;
int upPxIdx = (width * (range.Y - 1)) + range.startX;
int upY = range.Y - 1;// so we can pass the y coord by ref
int downY = range.Y + 1;
for (int i = range.startX; i <= range.endX; i++) {
// *Start Fill Upwards
// if we're not above the top of the bitmap and the pixel above
// this one is within the color tolerance
if (range.Y > 0 && (!pixelsChecked[upPxIdx])
&& CheckPixel(upPxIdx))
LinearFill(i, upY);
// *Start Fill Downwards
// if we're not below the bottom of the bitmap and the pixel
// below this one is within the color tolerance
if (range.Y < (height - 1) && (!pixelsChecked[downPxIdx])
&& CheckPixel(downPxIdx))
LinearFill(i, downY);
downPxIdx++;
upPxIdx++;
}
}
image.setPixels(pixels, 0, width, 1, 1, width - 1, height - 1);
}
// Finds the furthermost left and right boundaries of the fill area
// on a given y coordinate, starting from a given x coordinate, filling as
// it goes.
// Adds the resulting horizontal range to the queue of floodfill ranges,
// to be processed in the main loop.
// int x, int y: The starting coords
protected void LinearFill(int x, int y) {
// ***Find Left Edge of Color Area
int lFillLoc = x; // the location to check/fill on the left
int pxIdx = (width * y) + x;
while (true) {
// **fill with the color
pixels[pxIdx] = fillColor;
// **indicate that this pixel has already been checked and filled
pixelsChecked[pxIdx] = true;
// **de-increment
lFillLoc--; // de-increment counter
pxIdx--; // de-increment pixel index
// **exit loop if we're at edge of bitmap or color area
if (lFillLoc < 0 || (pixelsChecked[pxIdx]) || !CheckPixel(pxIdx)) {
break;
}
}
lFillLoc++;
// ***Find Right Edge of Color Area
int rFillLoc = x; // the location to check/fill on the left
pxIdx = (width * y) + x;
while (true) {
// **fill with the color
pixels[pxIdx] = fillColor;
// **indicate that this pixel has already been checked and filled
pixelsChecked[pxIdx] = true;
// **increment
rFillLoc++; // increment counter
pxIdx++; // increment pixel index
// **exit loop if we're at edge of bitmap or color area
if (rFillLoc >= width || pixelsChecked[pxIdx] || !CheckPixel(pxIdx)) {
break;
}
}
rFillLoc--;
// add range to queue
FloodFillRange r = new FloodFillRange(lFillLoc, rFillLoc, y);
ranges.offer(r);
}
// Sees if a pixel is within the color tolerance range.
protected boolean CheckPixel(int px) {
int red = (pixels[px] >>> 16) & 0xff;
int green = (pixels[px] >>> 8) & 0xff;
int blue = pixels[px] & 0xff;
return (red >= (startColor[0] - tolerance[0])
&& red <= (startColor[0] + tolerance[0])
&& green >= (startColor[1] - tolerance[1])
&& green <= (startColor[1] + tolerance[1])
&& blue >= (startColor[2] - tolerance[2]) && blue <= (startColor[2] + tolerance[2]));
}
// Represents a linear range to be filled and branched from.
protected class FloodFillRange {
public int startX;
public int endX;
public int Y;
public FloodFillRange(int startX, int endX, int y) {
this.startX = startX;
this.endX = endX;
this.Y = y;
}
}
}
One basic way would be something like the floodfill algorythm.
The Wikipedia article describes the algorythm and its variations pretty well.
Here you can find a implementation on SO. But depending on your specific needs this one has to be modified.

how to swap images on canvas in android?

I have displayed images from resource in my application as rows and columns randomly.
From those rows and columns i would like to swap the two images when user click on beside of images only.The following code will display the images in rows and columns as randomly.
private void rand(int imagesList[][])
{
Random generator = new Random();
int temp;
for (int i = 0; i < MAX_ROWS; i++)
for(int j = 0; j < MAX_COLS; j++)
{
int randRowPos = generator.nextInt(MAX_ROWS);
int randColPos = generator.nextInt(MAX_COLS);
temp = imagesList[i][j];
imagesList[i][j] = imagesList[randRowPos][randColPos];
imagesList[randRowPos][randColPos]= temp;
}
}
by using the above code i have displayed images as rows and columns.
Here how can i swap the two beside images from rows and columns?
please any body help me.....
I don't have privilege to add comment, so I am posting this as answer.
What do you mean by beside images ?
Is it when user will click on one image , it should get swapped with the image next to it ?
Can you also share the code where you have binned these images to view or any adapterview ?
EDIT :
I too had similar situation at the times when absolute layouts were alive.
What I had done is as follows:
Class:
public class PlayScreen extends Activity implements OnTouchListener
private Panel mainPanel; // Panel for out display
boolean firstClick = false;
OnCreate :
main = new Panel(this);
// Display the panel (calls the ondraw and updates the display)
setContentView(main,new ViewGroup.LayoutParams(screenwidth,screenheight));
// Listen for touchevents on the panel
main.setOnTouchListener(this);
Panel :
class Panel extends View
{
/*
* Init a Panel to draw on and a paint to paint with
*/
Paint mBitmapPaint;
public Panel(Context context)
{
super(context);
mBitmapPaint = new Paint();
}
#Override
protected void onDraw(Canvas canvas)
{
drawImages(canvas);
}
}
drawImages :
private void drawImages(Canvas canvas)
{
for(int i = 0; i<MAX_ROWS; i++){
for(int j=0; j<MAX_COLS; j++)
{
int xpos = j*bmp.getWidth()+j*2;
int ypos = i*bmp.getHeight()+i*2;
bmp = BitmapFactory.decodeResource(mContext.getResources(), items[i][j],opts);
canvas.drawBitmap(bmp,xpos,ypos,mBitmapPaint);
clickzonex.add(xpos);
clickzoney.add(ypos);
clickzonei.add(i);
clickZonej.add(j);
}
}
}
OnTouch:
onTouch(View v, MotionEvent event) :
if (event.getAction() == MotionEvent.ACTION_DOWN)
{
// imply logic
x = (int) event.getX();
y = (int) event.getY();
for(int i = 0; i < clickzonex.size();i++)
{
if((x>clickzonex[i]) && (x<(clickzonex[i]+ bmp.getwidth())) && (y>(clickzoney[i])) && (y<(clickzoney[i]+bmp.getHeight())))
{
// we have a click in a zone so we get the card-number in that zone
if(firstClick == false)
{
itemAti=clickzonei[i];
itemAtj = clickzonej[i];
firstclick = false;
}
else
{
FirstItemToSwap = items[clickzonei[i]][clickzonej[i]];
SecondItemToSwap = items[itemAti][itemAtj];
// Now do the swaping using any algo you like.
main.postInvalidate();
firstclick = true;
}
break;
}
}
return true;
}
else
{
return false;
}
I have just tried to show you the logic using my own example and mixing it with your code. The main point is that in ondraw method just call drawcanvas and on touch just swap the items[][] and call postinvalidate method of Panel class.
I had to do something like this once. I just swapped the image references in the array and did a redraw(invalidate()) on the whole thing.
void swap(int x1, int y1, int x2, int y2) {
// swap items[x1][y1] and items[x2][y2]
........
invalidate();
}
Not quite sure what you are actually asking here, so please try to clarify the question.
One approach could be to use a ViewAnimator as a parent for each of the drawable ImageViews.
<ViewAnimator
xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/slideshow_animator"
android:layout_width="fill_parent"
android:layout_height="fill_parent">
Then once you capture the event that should trigger the swap, you can use the ViewAnimator to swap the View (in your case ImageView) it uses. You can even easily add an animation effect
http://developer.android.com/reference/android/widget/ViewAnimator.html

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