Using Picasso to load an image into a bitmap - java

I`m tring to to load an image from an URL into a Bitmap using the Picasso library , but most of the examples i found refer to loading a Bitmap to a ImageView or something similar.
The code should be something like this , according to the documentation.
public void loadImage() {
Picasso.with(getBaseContext()).load("image url").into(new Target() {
#Override
public void onPrepareLoad(Drawable arg0) {
}
#Override
public void onBitmapLoaded(Bitmap bitmap, Picasso.LoadedFrom arg1) {
Bitmap bitImage = Bitmap(getApplicationContext(),bitmap);
}
#Override
public void onBitmapFailed(Drawable arg0) {
}
});
}
But Bitmap bitImage = Bitmap(getApplicationContext(),bitmap); doesn't seem to be correct, since i`m getting a Method call expected error.

It looks like you are not creating the Bitmap properly, but if I was in your position I would create a scaled bitmap like so:
public Bitmap getResizedBitmap(Bitmap bm, int newWidth, int newHeight) {
int width = bm.getWidth();
int height = bm.getHeight();
float scaleWidth = ((float) newWidth) / width;
float scaleHeight = ((float) newHeight) / height;
// CREATE A MATRIX FOR THE MANIPULATION
Matrix matrix = new Matrix();
// RESIZE THE BIT MAP
matrix.postScale(scaleWidth, scaleHeight);
// "RECREATE" THE NEW BITMAP
Bitmap resizedBitmap = Bitmap.createBitmap(
bm, 0, 0, width, height, matrix, false);
bm.recycle();
return resizedBitmap;
}
Then set it to an imageView like so:
mImg.setImageBitmap(img);
Overall it would look like this:
public void loadImage() {
Picasso.with(getBaseContext()).load("image url").into(new Target() {
// ....
#Override
public void onBitmapLoaded(Bitmap bitmap, Picasso.LoadedFrom arg1) {
// Pick arbitrary values for width and height
Bitmap resizedBitmap = getResizedBitmap(bitmap, newWidth, newHeight);
mImageView.setBitmap(resizedBitmap);
}
// ....
});
}
}
public Bitmap getResizedBitmap(Bitmap bm, int newWidth, int newHeight) {
int width = bm.getWidth();
int height = bm.getHeight();
float scaleWidth = ((float) newWidth) / width;
float scaleHeight = ((float) newHeight) / height;
// CREATE A MATRIX FOR THE MANIPULATION
Matrix matrix = new Matrix();
// RESIZE THE BIT MAP
matrix.postScale(scaleWidth, scaleHeight);
// "RECREATE" THE NEW BITMAP
Bitmap resizedBitmap = Bitmap.createBitmap(
bm, 0, 0, width, height, matrix, false);
bm.recycle();
return resizedBitmap;
}
But I question you using Target altogether, usually that is for a very specialized case. You should be calling the singleton of Picasso in the same class you will be displaying images. Usually this is in an Adapter (RecyclerView Adapter maybe) like so:
Picasso.with(mContext)
.load("image url")
.into(mImageView);

Related

How to load a existent bitmap into Picasso

The reason that I'm using Picasso is because I need a rounded image and I could achieve this with Picasso using Transformation:
public class CircleTransform implements Transformation {
#Override
public Bitmap transform(Bitmap source) {
int size = Math.min(source.getWidth(), source.getHeight());
int x = (source.getWidth() - size) / 2;
int y = (source.getHeight() - size) / 2;
Bitmap squaredBitmap = Bitmap.createBitmap(source, x, y, size, size);
if (squaredBitmap != source) {
source.recycle();
}
Bitmap bitmap = Bitmap.createBitmap(size, size, source.getConfig());
Canvas canvas = new Canvas(bitmap);
Paint paint = new Paint();
BitmapShader shader = new BitmapShader(squaredBitmap,
BitmapShader.TileMode.CLAMP, BitmapShader.TileMode.CLAMP);
paint.setShader(shader);
paint.setAntiAlias(true);
float r = size / 2f;
canvas.drawCircle(r, r, r, paint);
squaredBitmap.recycle();
return bitmap;
}
#Override
public String key() {
return "circle";
}
}
And then :
Picasso.with(this).load(R.drawable.image)
.transform(new CircleTransform()).into(photo);
But I'm taking a Bitmap from a Camera and I need to put the image inside of ImageView, rounded! I was trying to use Bitmap to File but it doesnt' work!

How to add shadow to a cropped circle image?

I'm using the following to transform an image into a circle. (The purpose is to have a rounded circle image to use as a button in an Android application.)
I'm trying to add a shade of shadow but I can't get it to work. Can anyone help?
public static class CircleTransform extends BitmapTransformation {
public CircleTransform(Context context) {
super(context);
}
#Override
protected Bitmap transform(BitmapPool pool, Bitmap toTransform, int outWidth, int outHeight) {
return circleCrop(pool, toTransform);
}
private static Bitmap circleCrop(BitmapPool pool, Bitmap source) {
if (source == null) return null;
int size = Math.min(source.getWidth(), source.getHeight());
int x = (source.getWidth() - size) / 2;
int y = (source.getHeight() - size) / 2;
Bitmap squared = Bitmap.createBitmap(source, x, y, size, size);
Bitmap result = pool.get(size, size, Bitmap.Config.ARGB_8888);
if (result == null) {
result = Bitmap.createBitmap(size, size, Bitmap.Config.ARGB_8888);
}
Canvas canvas = new Canvas(result);
Paint paint = new Paint();
paint.setShader(new BitmapShader(squared, BitmapShader.TileMode.CLAMP, BitmapShader.TileMode.CLAMP));
paint.setAntiAlias(true);
float r = size / 2f;
canvas.drawCircle(r, r, r, paint);
return result;
}
#Override
public String getId() {
return getClass().getName();
}
}

Drawable to Bitmap

I have an app whit an imageView, which is set by the user, either using his/her camera or file system. When the image is set I use this class to round the corners of the image:
public class DrawRoundImage extends Drawable {
private static final boolean USE_VIGNETTE = true;
private final float mCornerRadius;
private final RectF mRect = new RectF();
private final BitmapShader mBitmapShader;
private final Paint mPaint;
private final int mMargin;
public DrawRoundImage(Bitmap bitmap, float cornerRadius, int margin) {
mCornerRadius = cornerRadius;
mBitmapShader = new BitmapShader(bitmap,
Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setShader(mBitmapShader);
mMargin = margin;
}
#Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
mRect.set(mMargin, mMargin, bounds.width() - mMargin, bounds.height() - mMargin);
if (USE_VIGNETTE) {
RadialGradient vignette = new RadialGradient(
mRect.centerX(), mRect.centerY() * 1.0f / 0.7f, mRect.centerX() * 1.3f,
new int[] { 0, 0, 0x7f000000 }, new float[] { 0.0f, 0.7f, 1.0f },
Shader.TileMode.CLAMP);
Matrix oval = new Matrix();
oval.setScale(1.0f, 0.7f);
vignette.setLocalMatrix(oval);
mPaint.setShader(
new ComposeShader(mBitmapShader, vignette, PorterDuff.Mode.SRC_OVER));
}
}
#Override
public void draw(Canvas canvas) {
canvas.drawRoundRect(mRect, mCornerRadius, mCornerRadius, mPaint);
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
#Override
public void setAlpha(int alpha) {
mPaint.setAlpha(alpha);
}
#Override
public void setColorFilter(ColorFilter cf) {
mPaint.setColorFilter(cf);
}
}
Now I need to upload the image to my server, but since it is a drawable I can't quite figure how to turn it back to a Bitmap, which I convert like this:
Bitmap bitmap = bMap;
ByteArrayOutputStream stream = new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.PNG, 100, stream);
byte[] byteArray = stream.toByteArray();
I try to convert the drawable to a Bitmap like this:
Drawable drawable = imageButton1.getDrawable();
Bitmap bitmap = ((BitmapDrawable) drawable).getBitmap();
But it throws this error:
java.lang.ClassCastException: com.adrissa.klea.model.DrawRoundImage
cannot be cast to android.graphics.drawable.BitmapDrawable
How can i properly convert a drawable to a bitmap? When i google all i find is questions about drawable resources to bitmap.
Here is how you can convert drawable to bitmap:
Bitmap pic = BitmapFactory.decodeResource(getResources(), R.drawable.example);
#Kæmpe Klunker, look at this solution:
https://stackoverflow.com/a/10600736/4137318
Probably you have to override following methods in your DrawRoundImage class, to make this solution working:
#Override
public int getIntrinsicHeight() {
return (int) mRect.height();
}
#Override
public int getIntrinsicWidth() {
return (int) mRect.width();
}

How can I center this rectangle and image in the y axis?

So far, my image starts at 0,0 and scales properly. There is a black bar under it. How can I align it so that it is centered along the y, with a black bar above and below the image?
edit: also, what are "this.getWidth(), this.getHeight()" referring to when I make the object "dest" - the width of mBitmap? The documentation does say they represent the width of the view, I just want to make sure I'm correct in thinking that is it mBitmap.
public class SpotGameActivity extends Activity {
private Bitmap mBitmap;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.dpi2b);
setContentView(new BitMapView(this, mBitmap));
}
class BitMapView extends View {
Bitmap mBitmap = null;
public BitMapView(Context context, Bitmap bm) {
super(context);
mBitmap = bm;
}
#Override
protected void onDraw(Canvas canvas) {
//DisplayMetrics metrics = new DisplayMetrics();
//getWindowManager().getDefaultDisplay().getMetrics(metrics);
// called when view is drawn
Paint paint = new Paint();
paint.setFilterBitmap(true);
// The image will be scaled so it will fill the width, and the
// height will preserve the image’s aspect ration
float aspectRatio = ((float) mBitmap.getWidth()) / mBitmap.getHeight();
Rect dest = new Rect(0, 0, this.getWidth(),(int) (this.getWidth() / aspectRatio));
String AR = Double.toString(aspectRatio);
canvas.drawBitmap(mBitmap, null, dest, paint);
Toast.makeText(SpotGameActivity.this, AR, Toast.LENGTH_SHORT).show();
}
I've now gotten the difference between the view size and image size. I've divided the difference by 2 but now, my image is align to the bottom of the screen rather than the middle of the y-axis. any tips?:
#Override
protected void onDraw(Canvas canvas) {
DisplayMetrics metrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(metrics);
int scrHeight = this.getHeight();
String sH = Integer.toString(scrHeight);
Log.v(TAG, "scrHeight =" + sH );
int imgHeight= mBitmap.getHeight();
String iH = Integer.toString(imgHeight);
Log.v(TAG, "imgHeight =" + iH );
int diff = scrHeight - imgHeight;
String dif = Integer.toString(diff);
Log.v(TAG, "diff =" + dif );
int dvd= diff/2;
// called when view is drawn
Paint paint = new Paint();
paint.setFilterBitmap(true);
// The image will be scaled so it will fill the width, and the
// height will preserve the image’s aspect ration
float aspectRatio = ((float) mBitmap.getWidth()) / mBitmap.getHeight();
Rect dest = new Rect(0, dvd, this.getWidth(),(int) (this.getWidth() / aspectRatio)+dvd);
String AR = Double.toString(dvd);
canvas.drawBitmap(mBitmap, null, dest, paint);
Toast.makeText(SpotGameActivity.this, AR, Toast.LENGTH_SHORT).show();

Aspect ratio is off when scaling down and drawing a bitmap

The image I am using is from a 4x6. So the aspect ratio should be about .66. When I calculate the aspect ration in my code , I get around .66. However, the height of the displayed image looks squashed. The image only looks right if I set the aspect ratio manually to around .85.
Since setting the aspect ratio manually is not perfect, how can I get the can I keep the height of my image from appearing to be squashed.
public class SpotGameActivity extends Activity {
private Bitmap mBitmap;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.dpi2b);
setContentView(new BitMapView(this, mBitmap));
}
class BitMapView extends View {
Bitmap mBitmap = null;
public BitMapView(Context context, Bitmap bm) {
super(context);
mBitmap = bm;
}
#Override
protected void onDraw(Canvas canvas) {
// called when view is drawn
Paint paint = new Paint();
paint.setFilterBitmap(true);
// The image will be scaled so it will fill the width, and the
// height will preserve the image’s aspect ration
float aspectRatio = ((float) mBitmap.getWidth()) / mBitmap.getHeight();
Rect dest = new Rect(0, 0, this.getWidth(),(int) (this.getHeight() * aspectRatio));
String AR = Double.toString(aspectRatio);
//Rect dest = new Rect(0, 0, getWidth(), getHeight());
canvas.drawBitmap(mBitmap, null, dest, paint);
Toast.makeText(SpotGameActivity.this, AR, Toast.LENGTH_SHORT).show();
}
}
}
Aspect = width/height
newHeight = newWidth/Aspect
Do this,
Rect dest = new Rect(0, 0, this.getWidth(),(int) (this.getWidth() / aspectRatio));

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