Cannot use context in class? - java

I'm currently trying to put in a color from my colors resources xml into my app using ContextCompact.getColor() but for some reason I cannot pass in a single version of context.
I'm using a class as a handler so I am not trying to pass in from an activity. In my activity I can use them, but in my class I cannot pass in getActivityContext() this etc. Nothing works. What do I do?
Also, I'm adding the color to a canvas so I cannot add the color in in an xml.
canvas.drawColor(Color.BLACK);
Is what I'm currently forced to use. I want to replace it with a color from my xml. ( I'm trying to set the background of the canvas essentially )
full code of my class: (I'm making this app as a "note" app so that I can look back on it for future projects, hence all the comments)
public class GameHandling {
private SurfaceHolder holder;
private Resources resources;
private int screenWidth;
private int screenHeight;
private Ball ball;
private Bat player;
private Bat opponent;
public GameHandling(int width, int height, SurfaceHolder holder, Resources resources){
this.holder = holder;
this.resources = resources;
this.screenWidth = width;
this.screenHeight = height;
this.ball = new Ball(screenWidth, screenHeight, 400, 400);
this.player = new Bat(screenWidth, screenHeight, 0, 0, Bat.Position.LEFT);
this.opponent = new Bat(screenWidth, screenHeight, 0, 0, Bat.Position.RIGHT);
}
// setting the ball images to be drawn
public void inIt(){
Bitmap ballShadow = BitmapFactory.decodeResource(resources, R.mipmap.grey_dot);
Bitmap ballImage = BitmapFactory.decodeResource(resources, R.mipmap.red_dot);
Bitmap batPlayer = BitmapFactory.decodeResource(resources, R.mipmap.bat_player);
Bitmap batOpponent = BitmapFactory.decodeResource(resources, R.mipmap.bat_opponent);
ball.inIt(ballImage, ballShadow, 2, 0);
player.inIt(batPlayer, batPlayer, 0, 0);
opponent.inIt(batOpponent, batOpponent, 0, 0);
}
// calling Balls update method to update the ball
public void update(long elapsed){
ball.update(elapsed);
}
public void draw(){
Canvas canvas = holder.lockCanvas(); // Making a canvas object to draw on - .lockcanvas locks canvas
if(canvas != null) {
// draw in area between locking and unlocking
canvas.drawColor(Color.BLACK);
ball.draw(canvas);
player.draw(canvas);
opponent.draw(canvas);
holder.unlockCanvasAndPost(canvas); //-unlockcanvasandposts unlocks the canvas
}
}
}

Change your constructor to this and use ContextCompat.getColor(context,... pattern.
Wherever you are creating this class (activity/fragment), pass the context calling either getActivity() or getApplicationContext()
new GameHandling( getActivity()/getApplicationContext(), ...)
public GameHandling(Context context, int width, int height, SurfaceHolder holder, Resources resources){
this.context = context;
this.holder = holder;
this.resources = resources;
this.screenWidth = width;
this.screenHeight = height;
this.ball = new Ball(screenWidth, screenHeight, 400, 400);
this.player = new Bat(screenWidth, screenHeight, 0, 0, Bat.Position.LEFT);
this.opponent = new Bat(screenWidth, screenHeight, 0, 0, Bat.Position.RIGHT);
}

I kind of came up with a workaround, I created an image with my desirable color and then used that as the background of the app.
However it is still a workaround, so it doesn't solve my issue

Related

How to make images on Bitmap smaller?

I am trying to build a simple game on android and while setting the background image and other image assets on my main screen it is appearing too big as shown in the below image.
The actual size of the image is 1920x1080 and I want it to fit my screen like the image shown below:
The code for I have used is:
public class PoliceView extends View {
private Bitmap police;
private Bitmap background;
private Paint scorePaint = new Paint();
private Bitmap life[] = new Bitmap[2];
public PoliceView(Context context) {
super(context);
police = BitmapFactory.decodeResource(getResources(),R.drawable.police);
background = BitmapFactory.decodeResource(getResources(),R.drawable.gamebackground);
scorePaint.setColor(Color.BLACK);
scorePaint.setTextSize(70);
scorePaint.setTypeface(Typeface.DEFAULT_BOLD);
scorePaint.setAntiAlias(true);
life[0] = BitmapFactory.decodeResource(getResources(),R.drawable.heart);
life[1] = BitmapFactory.decodeResource(getResources(),R.drawable.brokenheart);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//The order of draw matters as objects are drawn in this same order
canvas.drawBitmap(background,0,0,null);
canvas.drawBitmap(police, 0, 0, null);
canvas.drawText("Score:",20, 60, scorePaint);
//Three lives for the police
canvas.drawBitmap(life[0],580, 10, null);
canvas.drawBitmap(life[0],680, 10, null);
canvas.drawBitmap(life[0],780, 10, null);
}}
How can I resize the images to fit the screen??
i use this code for resize image
Bitmap tmp = BitmapFactory.decodeFile(mPath);
ResizeWidth = (int) (your size);
ResizeHeight = (int) (your size);
Bitmap bitmap = Bitmap.createBitmap(ResizeWidth, ResizeHeight, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
Bitmap scaled = Bitmap.createScaledBitmap(tmp, ResizeWidth, ResizeHeight, true);
int leftOffset = 0;
int topOffset = 0;
canvas.drawBitmap(scaled, leftOffset, topOffset, null);
How to resize bitmap in canvas?
canvas.save(); // Save current canvas params (not only scale)
canvas.scale(scaleX, scaleY);
canvas.restore(); // Restore current canvas params
scale = 1.0f will draw the same visible size bitmap

coverflow images onclick streaming specific sound file (mp3)

i googled coverflow code i found one useful and work great to me (im not professional in android development ), what i need it.
when click on each image it will stream predetermined mp3 song for each image and another click will stop it ,
so each image will have different mp3 song which all mp3 songs stored in app it self .
public class CoverFlowExample extends Activity {
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
CoverFlow coverFlow;
coverFlow = new CoverFlow(this);
coverFlow.setAdapter(new ImageAdapter(this));
ImageAdapter coverImageAdapter = new ImageAdapter(this);
//coverImageAdapter.createReflectedImages();
coverFlow.setAdapter(coverImageAdapter);
coverFlow.setSpacing(-25);
coverFlow.setSelection(4, true);
coverFlow.setAnimationDuration(1000);
setContentView(coverFlow);
}
public class ImageAdapter extends BaseAdapter {
int mGalleryItemBackground;
private Context mContext;
private FileInputStream fis;
private Integer[] mImageIds = {
R.drawable.aa,
R.drawable.aab,
R.drawable.aabb,
R.drawable.aabbb,
R.drawable.aac,
};
private ImageView[] mImages;
public ImageAdapter(Context c) {
mContext = c;
mImages = new ImageView[mImageIds.length];
}
public boolean createReflectedImages() {
//The gap we want between the reflection and the original image
final int reflectionGap = 4;
int index = 0;
for (int imageId : mImageIds) {
Bitmap originalImage = BitmapFactory.decodeResource(getResources(),
imageId);
int width = originalImage.getWidth();
int height = originalImage.getHeight();
//This will not scale but will flip on the Y axis
Matrix matrix = new Matrix();
matrix.preScale(1, -1);
//Create a Bitmap with the flip matrix applied to it.
//We only want the bottom half of the image
Bitmap reflectionImage = Bitmap.createBitmap(originalImage, 0, height/2,
width, height/2, matrix, false);
//Create a new bitmap with same width but taller to fit reflection
Bitmap bitmapWithReflection = Bitmap.createBitmap(width
, (height + height/2), Config.ARGB_8888);
//Create a new Canvas with the bitmap that's big enough for
//the image plus gap plus reflection
Canvas canvas = new Canvas(bitmapWithReflection);
//Draw in the original image
canvas.drawBitmap(originalImage, 0, 0, null);
//Draw in the gap
Paint deafaultPaint = new Paint();
canvas.drawRect(0, height, width, height + reflectionGap, deafaultPaint);
//Draw in the reflection
canvas.drawBitmap(reflectionImage,0, height + reflectionGap, null);
//Create a shader that is a linear gradient that covers the reflection
Paint paint = new Paint();
LinearGradient shader = new LinearGradient(0, originalImage.getHeight(), 0,
bitmapWithReflection.getHeight() + reflectionGap, 0x70ffffff, 0x00ffffff,
TileMode.CLAMP);
//Set the paint to use this shader (linear gradient)
paint.setShader(shader);
//Set the Transfer mode to be porter duff and destination in
paint.setXfermode(new PorterDuffXfermode(Mode.DST_IN));
//Draw a rectangle using the paint with our linear gradient
canvas.drawRect(0, height, width,
bitmapWithReflection.getHeight() + reflectionGap, paint);
ImageView imageView = new ImageView(mContext);
imageView.setImageBitmap(bitmapWithReflection);
imageView.setLayoutParams(new CoverFlow.LayoutParams(120, 180));
imageView.setScaleType(ScaleType.MATRIX);
mImages[index++] = imageView;
}
return true;
}
public int getCount() {
return mImageIds.length;
}
public Object getItem(int position) {
return position;
}
public long getItemId(int position) {
return position;
}
public View getView(int position, View convertView, ViewGroup parent) {
//Use this code if you want to load from resources
ImageView i = new ImageView(mContext);
i.setImageResource(mImageIds[position]);
i.setLayoutParams(new CoverFlow.LayoutParams(430, 430));
i.setScaleType(ImageView.ScaleType.CENTER_INSIDE);
BitmapDrawable drawable = (BitmapDrawable) i.getDrawable();
drawable.setAntiAlias(true);
return i;
//return mImages[position];
}
/** Returns the size (0.0f to 1.0f) of the views
* depending on the 'offset' to the center. */
public float getScale(boolean focused, int offset) {
/* Formula: 1 / (2 ^ offset) */
return Math.max(0, 1.0f / (float)Math.pow(2, Math.abs(offset)));
}
}
}

Libgdx - different sizes when framebuffer's texture is rendered to screen

Because of my design, i want to get rid of NinePatch object, but i use it to initialize textures at the desired size using framebuffer, and then apply that textures to my custom objects
Im new to LibGDX and GL stuff.
The problem is when i draw FBO texture to screen the image is so small, idk why
I grab skeleton of all this from here: https://stackoverflow.com/a/7632680/401529
My RenderToTexture class is:
public class RenderToTexture {
private float fbScaler = 1f;
private boolean fbEnabled = true;
private FrameBuffer fb = null;
private TextureRegion fbReg = null;
[... more constructors ... ]
/**
*
* #param scale
*/
public RenderToTexture(int width, int height, float scale, boolean hasDepth) {
if(width == -1){
width = (int) (Gdx.graphics.getDisplayMode().width * scale);
}
if(height == -1){
height = (int) (Gdx.graphics.getDisplayMode().height * scale);
}
fb = new FrameBuffer(
Pixmap.Format.RGBA8888,
(int)(width * fbScaler),
(int)(height * fbScaler),
hasDepth
);
fbReg = new TextureRegion(fb.getColorBufferTexture());
fbReg.flip(false,false);
}
public void begin(){
if(fbEnabled) {
fb.begin();
Gdx.gl.glClearColor(0, 0,0,0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
}
public TextureRegion end(){
if(fb != null)
{
fb.end();
return fbReg;
// batch.draw(fboRegion, 0, 0);
}
return null;
}
}
And my util class:
public class ImageUtils {
public static TextureRegion ninePatchToTextureRegion(NinePatch patch, int width, int height){
return ninePatchToTextureRegion(new NinePatchDrawable(patch), width, height);
}
public static TextureRegion ninePatchToTextureRegion(NinePatchDrawable patch, int width, int height){
RenderToTexture r2t = new RenderToTexture(width, height, 1, false);
SpriteBatch sb = new SpriteBatch();
r2t.begin();
sb.begin();
patch.draw(sb, 0, 0, width, height);
sb.end();
sb.dispose();
return r2t.end();
}
}
Then i call this util class when i create a sprite:
NinePatchDrawable ninepatchtest = new NinePatchDrawable(
new NinePatch(new Texture(Gdx.files.internal("img/ui/btn-retro-blue.png")), 5, 5, 5, 5)
);
TextureRegion result = ImageUtils.ninePatchToTextureRegion(ninepatchtest, 200, 100);
sprite = new Sprite(result);
The current result is (left) and the size simulated desired result (right)
EDIT: Camera size is displaymode size, glued to screen, no zoom, no movement.
EDIT: Fixed missing dispose suggested by #Tenfour04
If this way is not the best way to do it, im open to new alternatives
Well i found a "HALF" solution of my problem:
As i see here in this example LibGDX - Drawing to a FrameBuffer does not work i miss the setProjectionMatrix to SpriteBatch object, so render to texture class begin() method now is:
public SpriteBatch begin(){
SpriteBatch batch = null;
if(fbEnabled) {
fb.begin();
Gdx.gl.glClearColor(0, 0,0,0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Matrix4 m = new Matrix4();
m.setToOrtho2D(0, 0, fb.getWidth(), fb.getHeight());
batch = new SpriteBatch();
batch.setProjectionMatrix(m);
}
return batch;
}
Now renderToTexture begin() returns spritebatch, so:
public static TextureRegion ninePatchToTextureRegion(NinePatchDrawable patch, int width, int height){
RenderToTexture r2t = new RenderToTexture(width, height, 1, false);
SpriteBatch sb = r2t.begin();
sb.begin();
patch.draw(sb, 0, 0, width, height);
sb.end();
sb.dispose();
return r2t.end();
}
This solves the size of drawed texture from FBO, but ninepatch is drawed ok outside framebuffer, and stretched with framebuffer...

Android: making offscreen bitmap visible when moved

I need to start activity with two circular bitmaps in the center, that should instantly animate and move slightly to the side, such that a part of one bitmap is offscreen and not visible. Later on, when the user leaves the activity, it should animate the same way but backwards (move from side to center).
So I've implemented a class that draws these bitmaps in their main location (on the side), and the problem I have right now is that when I am animating those, the offscreen part of the bitmap is never shown, so on my screen I see an ugly moving bitmap that is missing a piece.
This is how the bitmaps are drawn:
public class MyImageView extends ImageView {
private Canvas offscreen;
private static Bitmap pattern;
private static Bitmap logo;
private static int screenWidth, screenHeight; //The real size of the screen
private static int patternDiameter, logoDiameter; //bitmaps' dimensions, both images are circles
private static float topPatternMargin, leftPatternMargin;
private static float topLogoMargin, leftLogoMargin;
public MyImageView (Context context, AttributeSet attrs) {
super(context, attrs);
screenWidth = getSize(context)[0];
screenHeight = getSize(context)[1];
patternDiameter = (int)(screenWidth * (1005.0/1280.0));
logoDiameter = (int)(patternDiameter * (230.0/502.5));
pattern = BitmapFactory.decodeResource(context.getResources(), R.drawable.start_pattern);
pattern = Bitmap.createScaledBitmap(pattern, patternDiameter, patternDiameter, false);
logo = BitmapFactory.decodeResource(context.getResources(), R.drawable.start_logo);
logo = Bitmap.createScaledBitmap(logo, logoDiameter, logoDiameter, false);
leftPatternMargin = (float) ((screenWidth) * (430.0/1280.0) - (patternDiameter/2.0));
topPatternMargin = (float) ((screenHeight - patternDiameter)/2.0);
leftLogoMargin = (float) (leftPatternMargin + patternDiameter/2.0 - logoDiameter/2.0);
topLogoMargin = (float)(topPatternMargin + patternDiameter/2.0 - logoDiameter/2.0);
offscreen = new Canvas(pattern);
}
#Override
protected void onDraw(Canvas canvas) {
if(canvas==offscreen)
super.onDraw(offscreen);
else {
super.draw(offscreen);
canvas.drawBitmap(pattern, leftPatternMargin, topPatternMargin, null);
canvas.drawBitmap(logo, leftLogoMargin, topLogoMargin, null);
}
}
}
So my question is how would I change this code (or maybe some other code) such that, when I make an instance of this class move around, all parts of it are visible to the user?
I found the answer here:
When drawing outside the view clip bounds with Android: how do I prevent underling views from drawing on top of my custom view?
The solution is to add this line to the layout:
android:clipChildren="false"

Why is the SurfaceView cut if I resume app?

If I use an Android L device and resume my app, the SurfaceViews are cut.
The details of occurrence condition are as follows:
- Using Android L (It is originally L, not updated to L)
- The SurfaceView is larger than the display.
- The left-top of SurfaceView is more to the left or top of the display.
- Resuming the app from the background apps list, not the icon in the app list.
I tried to reset size, gravity, clip bounds, etc., however, none had effect.
I want to repair the SurfaceView cut, you do not have some idea?
The sample code is as follows:
[Activity]
public class ViewTestActivity extends Activity {
private DrawSurfaceView mDrawSurfaceView;
private int overDispW;
private int overDispH;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
WindowManager wm = (WindowManager) this.getSystemService(Context.WINDOW_SERVICE);
Display display = wm.getDefaultDisplay();
Point dispP = new Point();
display.getSize(dispP);
overDispW = (int) (dispP.x * 1.5);
overDispH = (int) (dispP.y * 1.5);
FrameLayout.LayoutParams overSizeParams = new FrameLayout.LayoutParams(overDispW, overDispH);
//If gravity is Gravity.LEFT|Gravity.TOP, there is no cut.
overSizeParams.gravity = Gravity.CENTER;
mDrawSurfaceView = new DrawSurfaceView(this);
setContentView(mDrawSurfaceView, overSizeParams);
}
}
[SurfaceView]
public class DrawSurfaceView extends SurfaceView implements SurfaceHolder.Callback{
private Paint mPaintRed;
private Paint mPaintBlue;
private Paint mPaintGreen;
private Paint mPaintYellow;
private SurfaceHolder mHolder;
public DrawSurfaceView(Context context) {
super(context);
mPaintRed = new Paint();
mPaintRed.setColor(Color.argb(255, 255, 0, 0));
mPaintBlue = new Paint();
mPaintBlue.setColor(Color.argb(255, 0, 0, 255));
mPaintGreen = new Paint();
mPaintGreen.setColor(Color.argb(255, 0, 255, 0));
mPaintYellow = new Paint();
mPaintYellow.setColor(Color.argb(255, 255, 255, 0));
mHolder = getHolder();
mHolder.setFormat(PixelFormat.RGBA_8888);
mHolder.addCallback(this);
}
public void onDraw(Canvas canvas){
super.onDraw(canvas);
drawRect(canvas);
}
private void drawRect(Canvas canvas) {
int w = canvas.getWidth();
int h = canvas.getHeight();
canvas.drawColor(Color.TRANSPARENT, Mode.CLEAR);
canvas.drawRect(0, 0, w/2, h/2, mPaintRed);
canvas.drawRect(w/2, h/2, w, h, mPaintBlue);
canvas.drawRect(w/2, 0, w, h/2, mPaintGreen);
canvas.drawRect(0, h/2, w/2, h, mPaintYellow);
}
public void doDraw(){
Canvas canvas = mHolder.lockCanvas();
if(canvas != null){
drawRect(canvas);
mHolder.unlockCanvasAndPost(canvas);
}
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
doDraw();
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
doDraw();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
}
}
Right side of view has been cut.

Categories

Resources