When it comes to making Android live wallpaper, what are the things that are exactly needed. So far I could gist as WallpaperService.Engine, SurfaceView, some major changes in Android.manifest and xml/string.xml apart from this one png drawble (i think this may be optional if i use paint).
And what else do I need to develop whole different logic for the animation to happen? is it with mathematical calculations always? I am very keen about making different kind of live wallpaper. but i am not in the right track i think.
Please suggest me some way out to right direction summarizing me what all i need so that i can make any kind of live wallpaper.
Can somebody please summarize what all is needed for live wall paper.
Thanks in Advance.
Hi you can use this code if You have Image path.
is = new FileInputStream(new File(imagePath));
bis = new BufferedInputStream(is);
Bitmap bitmap = BitmapFactory.decodeStream(bis);
Bitmap useThisBitmap = Bitmap.createScaledBitmap(
bitmap, parent.getWidth(), parent.getHeight(), true);
bitmap.recycle();
if(imagePath!=null){
System.out.println("Hi I am try to open Bit map");
wallpaperManager = WallpaperManager.getInstance(this);
wallpaperDrawable = wallpaperManager.getDrawable();
wallpaperManager.setBitmap(useThisBitmap);
................................................. if you have image URI then use this
wallpaperManager = WallpaperManager.getInstance(this);
wallpaperDrawable = wallpaperManager.getDrawable();
mImageView.setImageURI(imagepath);
.............. Let me know if there is any issue .
Yes, you need to use a different approach for live wallpaper than "normal" animation in Android. The standard approach is to make a self-rescheduling runnable that draws to canvas.
In answer to one of your specific questions: no, you do not need to limit yourself to mathematical calculations; you can use bitmaps/sprites if you choose, but you will need to animate them yourself.
Your best place to start is the resources in the SDK:
http://developer.android.com/resources/articles/live-wallpapers.html
http://developer.android.com/resources/samples/CubeLiveWallpaper/index.html
Related
Is there any good way to use frame by frame animation AnimationDrawable using UIL library. AnimationDrawable accept only BitmpaDrawable . Is there any way to convert quickly to bitmaps my images or any maybe there is method like imageLoader.getBitmap, I haven't find anything like that.
Please help , I would be very grateful for any help .
Edit I have my images in assets folder. Maybe there any way to get bitmap from cache or something else . I need open new activity , maybe several times . I need to show animation from files , but if I use decode it takes a lot of time to decode them . Please suggest something
If your images are resources you can use this for obtain Bitmap:
Bitmap icon = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon_resource);
else, if you want donwload the image you can use this:
String name = c.getString(url);
URL urlAux = new URL(name);
ImageView prueba = (ImageView)v.findViewById(R.id.iv_prueba);
if (prueba != null) {
Bitmap bitmap =
BitmapFactory.decodeStream(urlAux.openConnection().getInputStream());
prueba.setImageBitmap(bitmap);
}
Hope it helps you.
Is there any way to get a high resolution screen shot of a certain view in an activity.
I want to convert html content of my webview to PDF. For that I tried to take screen shot of the webview content and then converted it to PDF using itext. The resulted PDF is not in much more clarity.
My code:
protected void takeimg() {
Picture picture = mWebView.capturePicture();
Bitmap b = Bitmap.createBitmap(picture.getWidth(), picture.getHeight(),
Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
picture.draw(c);
// byte[] bt = b.getNinePatchChunk();
// Bitmap b;
// View v1 = mWebView.getRootView();
// v1.setDrawingCacheEnabled(true);
// b = Bitmap.createBitmap(v1.getDrawingCache());
// v1.setDrawingCacheEnabled(false);
FileOutputStream fos = null;
try {
File root = new File(Environment.getExternalStorageDirectory(),
"Sample");
if (!root.exists()) {
root.mkdir();
}
String sdcardhtmlpath = root.getPath().toString() + "/"
+ "temp_1.png";
fos = new FileOutputStream(sdcardhtmlpath);
// fos = openFileOutput("samsp_1.jpg", MODE_WORLD_WRITEABLE);
if (fos != null) {
b.compress(Bitmap.CompressFormat.PNG, 100, fos);
// fos.write(bt);
fos.close();
}
} catch (Exception e) {
Log.e("takeimg", e.toString());
e.printStackTrace();
}
}
protected void pdfimg() {
Document mydoc = new Document(PageSize.A3);
try {
File root = new File(Environment.getExternalStorageDirectory(),
"Sample");
if (!root.exists()) {
root.mkdir();
}
String sdcardhtmlpath = root.getPath().toString() + "/";
mydoc.setMargins(0, 0, 0, 0);
PdfWriter.getInstance(mydoc, new FileOutputStream(sdcardhtmlpath
+ PDFfilename));
mydoc.open();
Image image1 = Image.getInstance(sdcardhtmlpath + "temp_1.jpg");
image1.scalePercent(95f);
mydoc.add(image1);
// mydoc.newPage();
mydoc.close();
} catch (Exception e) {
Log.e("pdi name", e.toString());
}
}
Update: See Edit 3 for an answer to op's original question
There are two options:
Use a library to convert the HTML to PDF. This is by far the best option, since it will (probably) preserve text as vectors.
Get a high resolution render of the HTML and save it as a PNG (not PDF surely!).
For HTML to PDF, wkhtmltopdf looks like a good option, but it relies on Qt which you can't really use on Android. There are some other libraries but I doubt they do the PDF rendering very well.
For getting a high-res webview, you could try creating your own WebView and calling onMeasure(...) and onLayout(...) and pass appropriate parameters so the view is really big. Then call onDraw(myOwnCanvas) and the webview will draw itself to your canvas, which can be backed by a Bitmap using Canvas.setBitmap().
You can probably copy the state into the new WebView using something like
screenshotterWebview.onRestoreInstanceState(mWebView.onSaveInstanceState());
Orrr it may even be possible to use the same WebView, just temporarily resize it to be large, onDraw() it to your canvas, and resize it back again. That's getting very hacky though!
You might run into memory issues if you make it too big.
Edit 1
I thought of a third, exactly-what-you-want option, but it's kind of hardcore. You can create a custom Canvas, that writes to a PDF. In fact, it is almost easy, because underlying Canvas is Skia, which actually includes a PDF backend. Unfortunately you don't get access to it on Android, so you'll basically have to build your own copy of it on Android (there are instructions), and duplicate/override all the Canvas methods to point to your Skia instead of Androids. Note that there is a tempting Picture.writeToStream() method which serializes the Skia data, but unfortunately this format is not forwards or backwards compatible so if you use it your code will probably only work on a few versions of Android.
I'll update if/when I have fully working code.
Edit 2
Actually it is impossible to make your own "intercepting" Canvas. I started doing it and went through the tedious process of serializing all function calls. A few you can't do because they are hidden, but those didn't look important. But right at the end I came to serializing Path only to discover that it is write-only. That seems like a killer to me, so the only option is to interpret the result of Picture.writeToStream(). Fortunately there are only two versions of that format in use, and they are nearly identical.
Edit 3 - Really simple way to get a high resolution Bitmap of a view
Ok, it turns out just getting a high res bitmap of a view (which can be the entire app) is trivial. Here is how to get double resolution. Obviously all the bitmaps look a bit crap, but the text is rendered at full resolution:
View window = activity.getWindow().getDecorView()
Canvas bitmapCanvas = new Canvas();
Bitmap bitmap = Bitmap.createBitmap(window.getWidth()*2, window.getHeight()*2, Bitmap.Config.ARGB_8888);
bitmapCanvas.setBitmap(bitmap);
bitmapCanvas.scale(2.0f, 2.0f);
window.draw(bitmapCanvas);
bitmap.compress(Bitmap.CompressFormat.PNG, 0, myOutputStream);
Works like a charm. I've now given up on getting a PDF screenshot with vector text. It's certainly possible, but very difficult. Instead I am working on getting a high-res PSD where each draw operation is a separate layer, which should be much easier.
Edit 4
Woa this is getting a bit long, but success! I've generated an .xcf (GIMP) and PDF where each layer is a different canvas drawing operation. It's not quite as fine-grained as I was expecting, but still, pretty useful!
Actually my code just outputs full-size PNGs and I used "Open as layers..." and "Autocrop layer" in GIMP to make these files, but of course you can do that in code if you like. I think I will turn this into a blog post.
Download the GIMP or Photoshop demo file (rendered at 3x resolution).
When you capture the view, just screen bound will capture ( due to control weight and android render pipeline ).
Capturing screenshot for converting to PDF is tricky way. I think two way is more reasonable solutions.
Solution #1
Write a parser ( it's simple ) to convert webview content ( that is HTML ) to iText format.
You can refer to this article for more information.
http://www.vogella.com/articles/JavaPDF/article.html
Also to write a parser you can use REGEX and provide your own methods like parseTable, parseImage, ...
Solution #2 Internet Required
Provide a URL ( or webservice ) to convert HTML to PDF using PHP or C# that has a lot of nice libraries. Next you can send download link to the Client ( Android Device ).
So you can also dynamically add some Tags, Banners, ... to the PDF from server side.
Screen Shot is nothing but picture of your device display which usually depend upon your phone absolute pixels, if your phone is 480x800 screen shot will be same and generally applicable for all scenarios.
Sure, Use this:
Bitmap bitmap;
View v1 = MyView.getRootView();
v1.setDrawingCacheEnabled(true);
bitmap = Bitmap.createBitmap(v1.getDrawingCache());
v1.setDrawingCacheEnabled(false);
Here MyView is the View you need a screenshot of.
Having kind of an issue with initiating 9patch drawables from input streams. I need to skin my app and need to download skin elements and images from a web service.
Sought through a reasonable amount of resources both in SO and android dev guides, but none seem to work for me.
Setting a drawable from a resource does handle 9patch properly so logically the smarts to do so is there, but for some reason the following code, which I derived from the android sources itself, fails to handle 9patch properly
Rect pad = new Rect();
BitmapFactory.Options opts = new BitmapFactory.Options();
opts.inScreenDensity = DisplayMetrics.DENSITY_DEFAULT;
Bitmap bm = BitmapFactory.decodeResourceStream(resources, typedValue, new FileInputStream(path), pad, opts);
if (bm != null) {
byte[] np = bm.getNinePatchChunk();
if (np == null || !NinePatch.isNinePatchChunk(np)) {
np = null;
pad = null;
}
if (np != null) {
drawable = new NinePatchDrawable(resources, bm, np, pad, path);
} else {
drawable = new BitmapDrawable(resources, bm);
}
}
I have changed the input source to be the one of my files (FileInputStream(path)), in the android sources it is the input source initiated on resource images.
This code always returns BitmapDrawable even if the input image is a 9-patch.
Does anyone succeed actually getting this functionality working?
I'd appreciate any help or hint towards a solution.
Thank you in advance.
Okay, the solution is that there's no solution here, because 9 patch requires nine patch chunk as an array which is being generated at compile time. Obviously we do not have a compile phase when loading images from a web resource.
To Android engineers - maybe future release of android SDKs will be able to generate the nine patch chunk at run time.
I've created this gist to create 9patches at runtime: https://gist.github.com/4391807
I have this working just fine in our iPhone app, but am having problems in Android. I'm using the same urls/data in both apps. When I set my image in my ListView to the bitmap that came from the bytes, the image doesn't appear. The data is there. Here is the code where I assign the view:
if (camera.snapshot != null)
{
bMap = BitmapFactory.decodeByteArray(camera.snapshot, 0, camera.snapshot.length);
image.setImageBitmap(bMap);
}
This is where I convert the string data into bytes:
camera.snapshot = responseData.getBytes();
The images are PNG files. They come in about 4 times the size that I need them for the listview image but I would think they would size perfectly to the bounds I set the ImageView to be.
On iPhone I simply use NSData and then use a prebuilt method in ImageView to turn it into an image. It works perfectly! What am I missing here?
You probably need to use the 4-argument version of decodeByteArray: see http://developer.android.com/reference/android/graphics/BitmapFactory.html#decodeByteArray%28byte[],%20int,%20int,%20android.graphics.BitmapFactory.Options%29.
The options would depend on the type of PNG image, so that you might need to experiment with. For a generic PNG, maybe something like this?
BitmapFactory.Options opt = new BitmapFactory.Options();
opt.inDither = true;
opt.inPreferredConfig = Bitmap.Config.ARGB_8888;
You can see http://developer.android.com/reference/android/graphics/BitmapFactory.Options.html and http://developer.android.com/reference/android/graphics/Bitmap.Config.html for more detail.
Everything is fine here. So you need to debug to try and find where else is the issue. i.e. is Camera.snapshot = null ? i.e. you might not be getting the data properly. Or there could also be an issue in the layouts to show the imageview. Try setting a predefined image to imageview and see if it is shown. This way you would be able to track the problem.
I am wondering if someone can help. I would like to create a simple wallpaper test app. I have tried a few things with no success. Eventually, I started playing with gallery codes and have a few achievements. But ... I am not sure how to attach a wallpaper function to the gallery. I am new to all this (I am only a few months into learning Droid apps with eclipse) is there someplace where I can find complete Java coding and possibly the XML files for a working wallpaper? I cannot build from scratch but I am getting better reading the source code creating buttons etc.
Another option is how can I insert a save as wallpaper function to the working gallery I have? I am assuming I can set a long press function but I am not sure how to go about that either. I do have a tutorial for creating long presses but I am not sure about the proper Java setup to accompany this.
Any help will be appreciated. Keep in mind I am new to both Java and Android coding. In other words keep it as simple as possible please. Or if someone has a simple wallpaper app and they don't mind sharing the source code ... that would help immensely.
is = new FileInputStream(new File(imagePath));
bis = new BufferedInputStream(is);
Bitmap bitmap = BitmapFactory.decodeStream(bis);
Bitmap useThisBitmap = Bitmap.createScaledBitmap(
bitmap, parent.getWidth(), parent.getHeight(), true);
bitmap.recycle();
if(imagePath!=null){
System.out.println("Hi I am try to open Bit map");
wallpaperManager = WallpaperManager.getInstance(this);
wallpaperDrawable = wallpaperManager.getDrawable();
wallpaperManager.setBitmap(useThisBitmap);
................................................. if you have image URI then use this
wallpaperManager = WallpaperManager.getInstance(this);
wallpaperDrawable = wallpaperManager.getDrawable();
mImageView.setImageURI(imagepath);
.............. Let me know if there is any issue .
If you have image URL then use
WallpaperManager wpm = WallpaperManager.getInstance(context);
InputStream ins = new URL("absolute/path/of/image").openStream();
wpm.setStream(ins);
If you have image URI then use
WallpaperManager wpm = WallpaperManager.getInstance(context);
wpm.setResource(Uri.of.image);
If you want to use wallpaper as your app's background, then you have to use Wallpaper theme & call the Intent.Action_Set_Wallpaper to pick wallpaper.
public void onCreate(Bundle savedInstanceState) {
Activity.this.setTheme(android.R.style.Theme_Wallpaper);
super.onCreate(savedInstanceState);
setContentView(/*some layout*/);
}
//on button click
Intent intent = new Intent(Intent.ACTION_SET_WALLPAPER);
startActivity(Intent.createChooser(intent, "Select Wallpaper"));