Making image circular in android [duplicate] - java

This question already has answers here:
How to make an ImageView with rounded corners?
(58 answers)
Closed 9 years ago.
I found lot of sample codes for circular corners.What i need is circular image.I found this one okay but the output is not perfectly circular.
ImageView im = (ImageView) findViewById(R.id.imag);
Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.white);
Bitmap circleBitmap = Bitmap.createBitmap(bmp.getWidth(), bmp.getHeight(), Bitmap.Config.ARGB_8888);
BitmapShader shader = new BitmapShader(bmp, TileMode.CLAMP, TileMode.CLAMP);
Paint paint = new Paint();
paint.setShader(shader);
Canvas c = new Canvas(circleBitmap);
c.drawCircle(bmp.getWidth() / 2, bmp.getHeight() / 2, bmp.getWidth() / 2, paint);
im.setImageBitmap(circleBitmap);

Try this...
public static Bitmap getCircularBitmapFrom(Bitmap bitmap) {
if (bitmap == null || bitmap.isRecycled()) {
return null;
}
float radius = bitmap.getWidth() > bitmap.getHeight() ? ((float) bitmap
.getHeight()) / 2f : ((float) bitmap.getWidth()) / 2f;
Bitmap canvasBitmap = Bitmap.createBitmap(bitmap.getWidth(),
bitmap.getHeight(), Bitmap.Config.ARGB_8888);
BitmapShader shader = new BitmapShader(bitmap, TileMode.CLAMP,
TileMode.CLAMP);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setShader(shader);
Canvas canvas = new Canvas(canvasBitmap);
canvas.drawCircle(bitmap.getWidth() / 2, bitmap.getHeight() / 2,
radius, paint);
return canvasBitmap;
}

Look at
http://www.curious-creature.org/2012/12/11/android-recipe-1-image-with-rounded-corners/
Or try this
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.PorterDuff.Mode;
import android.graphics.PorterDuffXfermode;
import android.graphics.Rect;
import android.graphics.RectF;
import android.os.Bundle;
import android.widget.ImageView;
public class CircleImage extends Activity {
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.circle_layout);
ImageView img1 = (ImageView) findViewById(R.id.imageView1);
Bitmap bm = BitmapFactory.decodeResource(getResources(),
R.drawable.hair_four);
Bitmap resized = Bitmap.createScaledBitmap(bm, 100, 100, true);
Bitmap conv_bm = getRoundedRectBitmap(resized, 100);
img1.setImageBitmap(conv_bm);
// TODO Auto-generated method stub
}
public static Bitmap getRoundedRectBitmap(Bitmap bitmap, int pixels) {
Bitmap result = null;
try {
result = Bitmap.createBitmap(200, 200, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(result);
int color = 0xff424242;
Paint paint = new Paint();
Rect rect = new Rect(0, 0, 200, 200);
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawCircle(50, 50, 50, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
} catch (NullPointerException e) {
} catch (OutOfMemoryError o) {
}
return result;
}
}

hi have a look at the given code snippet
import java.io.File;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.PorterDuffXfermode;
import android.graphics.Rect;
import android.graphics.RectF;
import android.graphics.Bitmap.Config;
import android.graphics.PorterDuff.Mode;
import android.os.Bundle;
import android.os.Environment;
import android.widget.ImageView;
public class CornerededImageActivity extends Activity {
/** Called when the activity is first created. */
ImageView imag;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
imag=(ImageView)findViewById(R.id.image);
//ImageView img1=(ImageView)findViewById(R.id.imageView1);
BitmapFactory.Options bitopt=new BitmapFactory.Options();
bitopt.inSampleSize=1;
String filepath ="/mnt/sdcard/LOST.DIR";
File imagefile = new File(filepath + "/logo.jpg");
FileInputStream fis = null;
try
{
fis = new FileInputStream(imagefile);
}
catch (FileNotFoundException e1)
{
// TODO Auto-generated catch block
e1.printStackTrace();
}
Bitmap bi = BitmapFactory.decodeStream(fis);
if(bi!=null){
imag.setImageBitmap(getRoundedCornerBitmap(bi));
}
}
public static Bitmap getRoundedCornerBitmap(Bitmap bitmap) {
Bitmap output = Bitmap.createBitmap(bitmap.getWidth(),
bitmap.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
final RectF rectF = new RectF(rect);
final float roundPx = 12;
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawRoundRect(rectF, roundPx, roundPx, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return output;
}
}
please also visit
http://manishkpr.webheavens.com/android-rounded-corner-image-bitmap-example/
How should I give images rounded corners in Android?
https://codereview.stackexchange.com/questions/29324/android-image-with-rounded-corners
Hope it will help you
beside this you can visit
https://github.com/vinc3m1/RoundedImageView
There are many ways to create rounded corners in android, but this is the fastest and best one that I know of because it:
does not create a copy of the original bitmap
does not use a clipPath which is not hardware accelerated and not anti-aliased.
does not use setXfermode to clip the bitmap and draw twice to the canvas.

You can use try this method to get roundcornor bitmap
public static Bitmap getRoundedCornerBitmap(Bitmap bitmap, Context context) {
Bitmap output = Bitmap.createBitmap(bitmap.getWidth(),
bitmap.getWidth(), Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getWidth());
final RectF rectF = new RectF(rect);
final float roundPx = context.getResources().getDimension(
R.dimen.rect_round_px);
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawRoundRect(rectF, roundPx, roundPx, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return output;
}

Related

android circular image view, adding a border

I have this code, which draws a circular image of the artist currently playing in my android app.
package com.myradio.aacplay;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.PorterDuff;
import android.graphics.Paint.Style;
import android.graphics.PorterDuff.Mode;
import android.graphics.PorterDuffXfermode;
import android.graphics.Rect;
import android.graphics.RectF;
import android.graphics.drawable.BitmapDrawable;
import android.util.AttributeSet;
import android.widget.ImageView;
public class ImageViewRounded extends ImageView {
public ImageViewRounded(Context context) {
super(context);
}
public ImageViewRounded(Context context, AttributeSet attrs) {
super(context, attrs);
}
public ImageViewRounded(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
#Override
protected void onDraw(Canvas canvas) {
BitmapDrawable drawable = (BitmapDrawable) getDrawable();
if (drawable == null) {
return;
}
if (getWidth() == 0 || getHeight() == 0) {
return;
}
Bitmap fullSizeBitmap = drawable.getBitmap();
int scaledWidth = getMeasuredWidth();
int scaledHeight = getMeasuredHeight();
Bitmap mScaledBitmap;
if (scaledWidth == fullSizeBitmap.getWidth()
&& scaledHeight == fullSizeBitmap.getHeight()) {
mScaledBitmap = fullSizeBitmap;
} else {
mScaledBitmap = Bitmap.createScaledBitmap(fullSizeBitmap,
scaledWidth, scaledHeight, true /* filter */);
}
// Bitmap roundBitmap = getRoundedCornerBitmap(mScaledBitmap);
// Bitmap roundBitmap = getRoundedCornerBitmap(getContext(),
// mScaledBitmap, 10, scaledWidth, scaledHeight, false, false,
// false, false);
// canvas.drawBitmap(roundBitmap, 0, 0, null);
Bitmap circleBitmap = getCircledBitmap(mScaledBitmap);
canvas.drawBitmap(circleBitmap, 0, 0, null);
}
public Bitmap getRoundedCornerBitmap(Context context, Bitmap input,
int pixels, int w, int h, boolean squareTL, boolean squareTR,
boolean squareBL, boolean squareBR) {
Bitmap output = Bitmap.createBitmap(w, h, Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final float densityMultiplier = context.getResources()
.getDisplayMetrics().density;
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, w, h);
final RectF rectF = new RectF(rect);
// make sure that our rounded corner is scaled appropriately
final float roundPx = pixels * densityMultiplier;
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawRoundRect(rectF, roundPx, roundPx, paint);
// draw rectangles over the corners we want to be square
if (squareTL) {
canvas.drawRect(0, 0, w / 2, h / 2, paint);
}
if (squareTR) {
canvas.drawRect(w / 2, 0, w, h / 2, paint);
}
if (squareBL) {
canvas.drawRect(0, h / 2, w / 2, h, paint);
}
if (squareBR) {
canvas.drawRect(w / 2, h / 2, w, h, paint);
}
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
canvas.drawBitmap(input, 0, 0, paint);
return output;
}
Bitmap getCircledBitmap(Bitmap bitmap) {
Bitmap result = Bitmap.createBitmap(bitmap.getWidth(),
bitmap.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(result);
int color = Color.BLUE;
Paint paint = new Paint();
Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
// canvas.drawRoundRect(rectF, roundPx, roundPx, paint);
canvas.drawCircle(bitmap.getWidth()/2, bitmap.getHeight()/2, bitmap.getHeight()/2, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return result;
}
}
and my xml view code:
<com.radio.myradio.ImageViewRounded
android:id="#+id/imagine"
android:src="#drawable/zupi"
android:layout_width="280dp"
android:layout_height="265dp"
android:layout_gravity="center"
android:layout_centerHorizontal="true"
android:layout_marginTop="10dp"
android:scaleType="fitCenter"
android:adjustViewBounds="true"
android:gravity="center"
android:visibility="gone"/>
It works fine, but my problem is that i can't/don't know how to add a white border to the circular view.
You can try using this CircularImageView I made. It's easy to use and supports custom borders.
Dude here is the solution..
https://github.com/MostafaGazar/CustomShapeImageView
For more detail
https://coderwall.com/p/hmzf4w
Use this library u will find the circular shape in this library and also easy use.
U can also make your custom shape to this library like cloud etc.
this library supports SVG file format and they made the SVG file of Rounded corner Imageview.
Just use and let me know if there is any problem
I faced a similar problem with rounded image , i tried adding background to imageview and giving it padding but it didn't work , so i ended up using RoundedImageView. The usage is pretty simple and it works perfectly
Try to draw circle behinde your Bitmap?
#Override
protected void onDraw(Canvas canvas) {
canvas.drawCircle(0, 0, imageRadius+borderSize, paint);
BitmapDrawable drawable = (BitmapDrawable) getDrawable();
if (drawable == null) {
return;
}
...

How to maintain quality of the image downloaded from url to imageview and crop them to a circle?

I am using the following code with the help of 'Android Universal image loader' library, but the quality of the image is very poor and I get too many skipped frames in my logcat,
here is my code, please look and help how can I improve it?
private class DownloadImageTask extends AsyncTask<String, Void,
Bitmap> {
ImageView bmImage;
public DownloadImageTask(ImageView bmImage) {
this.bmImage = bmImage;
}
protected Bitmap doInBackground(String... urls) {
String urldisplay = urls[0];
// Bitmap mIcon11 = null;
ImageLoader imageLoader = ImageLoader.getInstance();
Bitmap bitmap = imageLoader.loadImageSync(urldisplay);
Bitmap circleBitmap = Bitmap.createBitmap(bitmap.getWidth(), bitmap.getHeight(),
Bitmap.Config.ARGB_8888);
BitmapShader shader = new BitmapShader(bitmap, TileMode.CLAMP, TileMode.CLAMP);
Paint paint = new Paint();
paint.setShader(shader);
Canvas c = new Canvas(circleBitmap);
c.drawCircle(bitmap.getWidth() / 2, bitmap.getHeight() / 2, bitmap.getWidth() / 2, paint);
//img1.setImageBitmap(circleBitmap);
//bmImage.setImageBitmap(circleBitmap);
return circleBitmap;
}
protected void onPostExecute(Bitmap result) {
bmImage.setImageBitmap(result);
}
}
Picasso and Volley are very good for images, I use Volley and I made a class that extends NetworkImageView and there I crop the image and make it round.
public class RoundedNetworkImageView extends NetworkImageView {
private Bitmap frame;
public RoundedNetworkImageView(Context context) {
super(context);
// TODO Auto-generated constructor stub
}
public RoundedNetworkImageView(Context context, AttributeSet attrs) {
super(context, attrs);
// frame = BitmapFactory.decodeResource(context.getResources(), R.drawable.chat_list_profile_frame);
}
public RoundedNetworkImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
// frame = BitmapFactory.decodeResource(context.getResources(), R.drawable.chat_list_profile_frame);
}
#Override
protected void onDraw(Canvas canvas) {
// super.onDraw(canvas);
Drawable drawable = getDrawable();
if (drawable == null) {
return;
}
if (getWidth() == 0 || getHeight() == 0) {
return;
}
Bitmap b = ((BitmapDrawable) drawable).getBitmap();
if (b != null) {
Bitmap bitmap = b.copy(Bitmap.Config.ARGB_8888, true);
int w = getWidth(), h = getHeight();
Bitmap roundBitmap = getCroppedBitmap(bitmap, w);
canvas.drawBitmap(roundBitmap, 0, 0, null);
// canvas.drawBitmap(frame, 0, 0, null);
}
}
public static Bitmap getCroppedBitmap(Bitmap bmp, int radius) {
Bitmap sbmp;
if (bmp.getWidth() != radius || bmp.getHeight() != radius)
sbmp = Bitmap.createScaledBitmap(bmp, radius, radius, false);
else
sbmp = bmp;
Bitmap output = Bitmap.createBitmap(sbmp.getWidth(), sbmp.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xffa19774;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, sbmp.getWidth(), sbmp.getHeight());
paint.setAntiAlias(true);
paint.setFilterBitmap(true);
paint.setDither(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(Color.parseColor("#FFFFFF"));
canvas.drawCircle(sbmp.getWidth() / 2 + 0.7f, sbmp.getHeight() / 2 + 0.7f, sbmp.getWidth() / 2 + 0.1f, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(sbmp, rect, rect, paint);
return output;
}
}
//--------- and when I am using it public
// declaration
public RoundedNetworkImageView user_status_pic;
// getting the image from the url in an list adapter
viewHolder.user_status_pic.setImageUrl(image_url, imageLoader);
import android.graphics.Bitmap;
import android.graphics.BitmapShader;
import android.graphics.Canvas;
import android.graphics.Paint;
import com.squareup.picasso.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";
}
}
try like this:
Picasso.with(context).load("url").transform(new CircleTransform()).into(target);

How to draw circle by canvas in Android?

I want to draw circle by canvas. Here is my code:
[MyActivity.java]:
public class MyActivity extends Activity
{
public void onCreate(Bundle savedInstanceState)
{
...
setContentView(new View(this,w,h));
}
}
[View.java]:
public class View extends SurfaceView
{
public View(Context context, int w, int h)
{
super(context);
Canvas grid = new Canvas(Bitmap.createBitmap(h,w, Bitmap.Config.ARGB_8888));
grid. drawColor(Color.WHITE);
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
grid.drawCircle(w/2, h/2 , w/2, paint);
}
}
So I have just black screen without circle.
Why it does not work? How to fix it?
You can override the onDraw method of your view and draw the circle.
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawCircle(x, y, radius, paint);
}
For a better reference on drawing custom views check out the official Android documentation.
http://developer.android.com/training/custom-views/custom-drawing.html
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.os.Bundle;
import android.view.View;
public class MainActivity extends Activity
{
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(new MyView(this));
}
public class MyView extends View
{
Paint paint = null;
public MyView(Context context)
{
super(context);
paint = new Paint();
}
#Override
protected void onDraw(Canvas canvas)
{
super.onDraw(canvas);
int x = getWidth();
int y = getHeight();
int radius;
radius = 100;
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.WHITE);
canvas.drawPaint(paint);
// Use Color.parseColor to define HTML colors
paint.setColor(Color.parseColor("#CD5C5C"));
canvas.drawCircle(x / 2, y / 2, radius, paint);
}
}
}
Edit
if you want to draw circle at centre. You could also translate your entire canvas to center then draw circle at center.using
canvas.translate(getWidth()/2f,getHeight()/2f);
canvas.drawCircle(0,0, radius, paint);
These two link also help
http://www.compiletimeerror.com/2013/09/introduction-to-2d-drawing-in-android.html#.VIg_A5SSy9o
http://android-coding.blogspot.com/2012/04/draw-circle-on-canvas-canvasdrawcirclet.html
public class CircleView extends View {
private static final String COLOR_HEX = "#E74300";
private final Paint drawPaint;
private float size;
public CircleView(final Context context, final AttributeSet attrs) {
super(context, attrs);
drawPaint = new Paint();
drawPaint.setColor(Color.parseColor(COLOR_HEX));
drawPaint.setAntiAlias(true);
setOnMeasureCallback();
}
#Override
protected void onDraw(final Canvas canvas) {
super.onDraw(canvas);
canvas.drawCircle(size, size, size, drawPaint);
}
private void setOnMeasureCallback() {
ViewTreeObserver vto = getViewTreeObserver();
vto.addOnGlobalLayoutListener(new ViewTreeObserver.OnGlobalLayoutListener() {
#Override
public void onGlobalLayout() {
removeOnGlobalLayoutListener(this);
size = getMeasuredWidth() / 2;
}
});
}
#TargetApi(Build.VERSION_CODES.JELLY_BEAN)
private void removeOnGlobalLayoutListener(ViewTreeObserver.OnGlobalLayoutListener listener) {
if (Build.VERSION.SDK_INT < 16) {
getViewTreeObserver().removeGlobalOnLayoutListener(listener);
} else {
getViewTreeObserver().removeOnGlobalLayoutListener(listener);
}
}
}
Xml example: will produce a circle of 5dp
<com.example.CircleView
android:layout_width="10dp"
android:layout_height="10dp"/>
If you are using your own CustomView extending View class, you need to call canvas.invalidate() method which will internally call onDraw method. You can use default API for canvas to draw a circle. The x, y cordinate define the center of the circle. You can also define color and styling in paint & pass the paint object.
public class CustomView extends View {
public CustomView(Context context, AttributeSet attrs) {
super(context, attrs);
setupPaint();
}
}
Define default paint settings and canvas (Initialise paint in constructor so that you can reuse the same object everywhere and change only specific settings wherever required)
private Paint drawPaint;
// Setup paint with color and stroke styles
private void setupPaint() {
drawPaint = new Paint();
drawPaint.setColor(Color.BLUE);
drawPaint.setAntiAlias(true);
drawPaint.setStrokeWidth(5);
drawPaint.setStyle(Paint.Style.FILL_AND_STROKE);
drawPaint.setStrokeJoin(Paint.Join.ROUND);
drawPaint.setStrokeCap(Paint.Cap.ROUND);
}
And initialise canvas object
private Canvas canvas;
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
this.canvas = canvas;
canvas.drawCircle(xCordinate, yCordinate, RADIUS, drawPaint);
}
And finally, for every view refresh or new draw on the screen, you need to call invalidate method. Remember your entire view is redrawn, hence this is an expensive call. Make sure you do only the necessary operations in onDraw
canvas.invalidate();
For more details on canvas drawing refer https://medium.com/#mayuri.k18/android-canvas-for-drawing-and-custom-views-e1a3e90d468b
#Override
public void onDraw(Canvas canvas){
canvas.drawCircle(xPos, yPos,radius, paint);
}
Above is the code to render a circle. Tweak the parameters to your suiting.
Try this
The entire code for drawing a circle or download project source code and test it on your android studio. Draw circle on canvas programmatically.
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Point;
import android.graphics.PorterDuff;
import android.graphics.PorterDuffXfermode;
import android.graphics.Rect;
import android.graphics.RectF;
import android.widget.ImageView;
public class Shape {
private Bitmap bmp;
private ImageView img;
public Shape(Bitmap bmp, ImageView img) {
this.bmp=bmp;
this.img=img;
onDraw();
}
private void onDraw(){
Canvas canvas=new Canvas();
if (bmp.getWidth() == 0 || bmp.getHeight() == 0) {
return;
}
int w = bmp.getWidth(), h = bmp.getHeight();
Bitmap roundBitmap = getRoundedCroppedBitmap(bmp, w);
img.setImageBitmap(roundBitmap);
}
public static Bitmap getRoundedCroppedBitmap(Bitmap bitmap, int radius) {
Bitmap finalBitmap;
if (bitmap.getWidth() != radius || bitmap.getHeight() != radius)
finalBitmap = Bitmap.createScaledBitmap(bitmap, radius, radius,
false);
else
finalBitmap = bitmap;
Bitmap output = Bitmap.createBitmap(finalBitmap.getWidth(),
finalBitmap.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, finalBitmap.getWidth(),
finalBitmap.getHeight());
paint.setAntiAlias(true);
paint.setFilterBitmap(true);
paint.setDither(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(Color.parseColor("#BAB399"));
canvas.drawCircle(finalBitmap.getWidth() / 2 + 0.7f, finalBitmap.getHeight() / 2 + 0.7f, finalBitmap.getWidth() / 2 + 0.1f, paint);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
canvas.drawBitmap(finalBitmap, rect, rect, paint);
return output;
}
Here is example to draw stroke circle canvas
val paint = Paint().apply {
color = Color.RED
style = Paint.Style.STROKE
strokeWidth = 10f
}
override fun onDraw(canvas: Canvas?) {
super.onDraw(canvas)
canvas?.drawCircle(200f, 100f, 100f, paint)
}
Result
Example to draw solid circle canvas
val paint = Paint().apply {
color = Color.RED
}
override fun onDraw(canvas: Canvas?) {
super.onDraw(canvas)
canvas?.drawCircle(200f, 100f, 100f, paint)
}
Result
Hope it help
private Paint green = new Paint();
private int greenx , greeny;
green.setColor(Color.GREEN);
green.setAntiAlias(false);
canvas.drawCircle(greenx,greeny,20,green);

Playing an animated GIF image file in imageview

I am making an Android application, in which I want to play a GIF file in an imageview. I have a tried a lot of ways, made a custom class but haven't succeeded.
Has anyone implemented this before?
You can find sample code in the Android SDK samples.
The gif image is displayed in activity that extends View
The code to use gif image other than ImageView is
import android.app.Activity;
import android.content.Context;
import android.graphics.*;
import android.graphics.drawable.*;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.*;
import java.io.IOException;
import java.io.InputStream;
import java.io.ByteArrayOutputStream;
public class BitmapDecode extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new SampleView(this));
}
private static class SampleView extends View {
private Bitmap mBitmap;
private Bitmap mBitmap2;
private Bitmap mBitmap3;
private Bitmap mBitmap4;
private Drawable mDrawable;
private Movie mMovie;
private long mMovieStart;
private static byte[] streamToBytes(InputStream is) {
ByteArrayOutputStream os = new ByteArrayOutputStream(1024);
byte[] buffer = new byte[1024];
int len;
try {
while ((len = is.read(buffer)) >= 0) {
os.write(buffer, 0, len);
}
} catch (java.io.IOException e) {
}
return os.toByteArray();
}
public SampleView(Context context) {
super(context);
setFocusable(true);
java.io.InputStream is;
is = context.getResources().openRawResource(R.drawable.beach);
BitmapFactory.Options opts = new BitmapFactory.Options();
Bitmap bm;
opts.inJustDecodeBounds = true;
bm = BitmapFactory.decodeStream(is, null, opts);
// now opts.outWidth and opts.outHeight are the dimension of the
// bitmap, even though bm is null
opts.inJustDecodeBounds = false; // this will request the bm
opts.inSampleSize = 4; // scaled down by 4
bm = BitmapFactory.decodeStream(is, null, opts);
mBitmap = bm;
// decode an image with transparency
is = context.getResources().openRawResource(R.drawable.frog);
mBitmap2 = BitmapFactory.decodeStream(is);
// create a deep copy of it using getPixels() into different configs
int w = mBitmap2.getWidth();
int h = mBitmap2.getHeight();
int[] pixels = new int[w*h];
mBitmap2.getPixels(pixels, 0, w, 0, 0, w, h);
mBitmap3 = Bitmap.createBitmap(pixels, 0, w, w, h,
Bitmap.Config.ARGB_8888);
mBitmap4 = Bitmap.createBitmap(pixels, 0, w, w, h,
Bitmap.Config.ARGB_4444);
mDrawable = context.getResources().getDrawable(R.drawable.button);
mDrawable.setBounds(150, 20, 300, 100);
is = context.getResources().openRawResource(R.drawable.animated_gif);
if (true) {
mMovie = Movie.decodeStream(is);
} else {
byte[] array = streamToBytes(is);
mMovie = Movie.decodeByteArray(array, 0, array.length);
}
}
#Override protected void onDraw(Canvas canvas) {
canvas.drawColor(0xFFCCCCCC);
Paint p = new Paint();
p.setAntiAlias(true);
canvas.drawBitmap(mBitmap, 10, 10, null);
canvas.drawBitmap(mBitmap2, 10, 170, null);
canvas.drawBitmap(mBitmap3, 110, 170, null);
canvas.drawBitmap(mBitmap4, 210, 170, null);
mDrawable.draw(canvas);
long now = android.os.SystemClock.uptimeMillis();
if (mMovieStart == 0) { // first time
mMovieStart = now;
}
if (mMovie != null) {
int dur = mMovie.duration();
if (dur == 0) {
dur = 1000;
}
int relTime = (int)((now - mMovieStart) % dur);
mMovie.setTime(relTime);
mMovie.draw(canvas, getWidth() - mMovie.width(),
getHeight() - mMovie.height());
invalidate();
}
}
}
}
You can use these links as well
http://weavora.com/blog/2012/02/07/android-how-to-use-animated-gif/
http://droid-blog.net/2011/10/14/tutorial-how-to-use-animated-gifs-in-android-part-1/
You can display Gif in android without using any 3rd party libraries. This is how I did that.
Take a web view.
<WebView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:id="#+id/imageWebView" />
Most of the examples shows how to open a file from asset folder, but here I show you how to open it from a SD Card/memory.
WebView webView = (WebView) findViewById(R.id.imageWebView);
String data = "<body> <img src = \""+ filePath+"\"/></body>";
// 'filePath' is the path of your .GIF file on SD card.
webView.loadDataWithBaseURL("file:///android_asset/",data,"text/html","UTF-8",null);
Natively ImageView does not support animated image.
You can use two options to show animated gif file
Use VideoView
Use ImageView
But split the gif file into several parts and then apply animation to it. Try this link-playing-gif-animation you will get the desired result.

How should I give images rounded corners in Android?

I would like to change an image I loaded to have round corners.
Any hints, tutorials, best practices you know of?
For a more controlled method draw a rounded rectangle and mask it onto your image using the porter-duff Xfer mode of the paint.
First setup the Xfer paint and the rounded bitmap:
Bitmap myCoolBitmap = ... ; // <-- Your bitmap you want rounded
int w = myCoolBitmap.getWidth(), h = myCoolBitmap.getHeight();
// We have to make sure our rounded corners have an alpha channel in most cases
Bitmap rounder = Bitmap.createBitmap(w,h,Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(rounder);
// We're going to apply this paint eventually using a porter-duff xfer mode.
// This will allow us to only overwrite certain pixels. RED is arbitrary. This
// could be any color that was fully opaque (alpha = 255)
Paint xferPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
xferPaint.setColor(Color.RED);
// We're just reusing xferPaint to paint a normal looking rounded box, the 20.f
// is the amount we're rounding by.
canvas.drawRoundRect(new RectF(0,0,w,h), 20.0f, 20.0f, xferPaint);
// Now we apply the 'magic sauce' to the paint
xferPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
Now apply this bitmap ontop of your image:
Bitmap result = Bitmap.createBitmap(myCoolBitmap.getWidth(), myCoolBitmap.getHeight() ,Bitmap.Config.ARGB_8888);
Canvas resultCanvas = new Canvas(result)
resultCanvas.drawBitmap(myCoolBitmap, 0, 0, null);
resultCanvas.drawBitmap(rounder, 0, 0, xferPaint);
Bitmap with rounded corners now resides in result.
Why not use clipPath?
protected void onDraw(Canvas canvas) {
Path clipPath = new Path();
float radius = 10.0f;
float padding = radius / 2;
int w = this.getWidth();
int h = this.getHeight();
clipPath.addRoundRect(new RectF(padding, padding, w - padding, h - padding), radius, radius, Path.Direction.CW);
canvas.clipPath(clipPath);
super.onDraw(canvas);
}
Romain Guy himself writes about this in his blog:
To generate the rounded images I simply wrote a custom Drawable that
draws a rounded rectangle using Canvas.drawRoundRect(). The trick is
to use a Paint with a BitmapShader to fill the rounded rectangle with
a texture instead of a simple color. Here is what the code looks like:
BitmapShader shader;
shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setShader(shader);
RectF rect = new RectF(0.0f, 0.0f, width, height);
// rect contains the bounds of the shape
// radius is the radius in pixels of the rounded corners
// paint contains the shader that will texture the shape
canvas.drawRoundRect(rect, radius, radius, paint);
The sample application goes a little further and fakes a vignette
effect by combining the BitmapShader with a RadialGradient.
Here's a way I discovered to do it with an ImageView. I tried other methods, including the answers here and on similar questions, but I found that they didn't work well for me, as I needed the corners to be applied to the image view and not directly to the bitmap. Applying directly to the bitmap won't work if you're scaling/cropping/panning that bitmap, since the corners will also be scaled/cropped/panned.
public class RoundedCornersImageView extends ImageView {
private final Paint restorePaint = new Paint();
private final Paint maskXferPaint = new Paint();
private final Paint canvasPaint = new Paint();
private final Rect bounds = new Rect();
private final RectF boundsf = new RectF();
public RoundedCornersImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init();
}
public RoundedCornersImageView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public RoundedCornersImageView(Context context) {
super(context);
init();
}
private void init() {
canvasPaint.setAntiAlias(true);
canvasPaint.setColor(Color.argb(255, 255, 255, 255));
restorePaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_ATOP));
maskXferPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.MULTIPLY));
}
#Override
protected void onDraw(Canvas canvas) {
canvas.getClipBounds(bounds);
boundsf.set(bounds);
canvas.saveLayer(boundsf, restorePaint, Canvas.ALL_SAVE_FLAG);
super.onDraw(canvas);
canvas.saveLayer(boundsf, maskXferPaint, Canvas.ALL_SAVE_FLAG);
canvas.drawARGB(0, 0, 0, 0);
canvas.drawRoundRect(boundsf, 75, 75, canvasPaint);
canvas.restore();
canvas.restore();
}
}
Here's an alternative that uses hardware layers for the final layer composite:
public class RoundedCornersImageView extends ImageView {
private final Paint restorePaint = new Paint();
private final Paint maskXferPaint = new Paint();
private final Paint canvasPaint = new Paint();
private final Rect bounds = new Rect();
private final RectF boundsf = new RectF();
public RoundedCornersImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init();
}
public RoundedCornersImageView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public RoundedCornersImageView(Context context) {
super(context);
init();
}
private void init() {
canvasPaint.setAntiAlias(true);
canvasPaint.setColor(Color.argb(255, 255, 255, 255));
restorePaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_ATOP));
maskXferPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.MULTIPLY));
setLayerType(View.LAYER_TYPE_HARDWARE, restorePaint);
}
#Override
protected void onDraw(Canvas canvas) {
canvas.getClipBounds(bounds);
boundsf.set(bounds);
super.onDraw(canvas);
canvas.saveLayer(boundsf, maskXferPaint, Canvas.ALL_SAVE_FLAG);
canvas.drawARGB(0, 0, 0, 0);
canvas.drawRoundRect(boundsf, 75, 75, canvasPaint);
canvas.restore();
}
}
At first I wasn't able to get it to work with this method because my corners were becoming black; I later realized what the problem was after reading this question: Android how to apply mask on ImageView?. It turns out that modifying the alpha in the canvas is actually "scratching it out" directly on the screen, and punching a hole to the underlying window which is black. That's why two layers are needed: one to apply the mask, and another to apply the composited image to the screen.
How about creating a NinePatchDrawable image that has just rounded corners and has a transparent body. Overlay your image with an appropriately re-sized version of your NinePatchDrawable.
package com.pkg;
import java.io.File;
import java.io.FileInputStream;
import java.io.FileNotFoundException;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.PorterDuffXfermode;
import android.graphics.Rect;
import android.graphics.RectF;
import android.graphics.Bitmap.Config;
import android.graphics.PorterDuff.Mode;
import android.os.Bundle;
import android.os.Environment;
import android.widget.ImageView;
public class RoundedImage extends Activity {
/** Called when the activity is first created. */
ImageView imag;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
imag=(ImageView)findViewById(R.id.image);
//ImageView img1=(ImageView)findViewById(R.id.imageView1);
BitmapFactory.Options bitopt=new BitmapFactory.Options();
bitopt.inSampleSize=1;
// String img=Environment.getExternalStorageDirectory().toString();
// String filepath =Environment.getExternalStorageDirectory().toString();
String filepath ="/mnt/sdcard/LOST.DIR";
File imagefile = new File(filepath + "/logo.jpg");
FileInputStream fis = null;
try
{
fis = new FileInputStream(imagefile);
}
catch (FileNotFoundException e1)
{
// TODO Auto-generated catch block
e1.printStackTrace();
}
Bitmap bi = BitmapFactory.decodeStream(fis);
if(bi!=null){
imag.setImageBitmap(getRoundedCornerBitmap(bi));
}
}
public static Bitmap getRoundedCornerBitmap(Bitmap bitmap) {
Bitmap output = Bitmap.createBitmap(bitmap.getWidth(),
bitmap.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
final RectF rectF = new RectF(rect);
final float roundPx = 12;
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawRoundRect(rectF, roundPx, roundPx, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return output;
}
}
Here's another rounded ImageView implementation using Path. The performance is great, but in certain conditions some bugs may appear on emulators because of the hardware drawing.
public class RoundImageView extends ImageView {
private Path mPath;
private RectF mRect;
private Paint mPaint;
private int mCornerRadius;
private float mImageAlpha;
private boolean mIsCircular;
public RoundImageView(Context context) {
this(context, null);
}
public RoundImageView(Context context, AttributeSet attrs) {
this(context, attrs, R.attr.roundImageViewStyle);
}
public RoundImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
TypedArray a = context.obtainStyledAttributes(
attrs, R.styleable.RoundImageView, defStyle, 0);
mCornerRadius = a.getDimensionPixelSize(R.styleable.RoundImageView_cornerRadius, 0);
mIsCircular = a.getBoolean(R.styleable.RoundImageView_isCircular, false);
mImageAlpha = a.getFloat(R.styleable.RoundImageView_imageAlpha, 1);
a.recycle();
setAlpha((int) (mImageAlpha * 255));
// Avoid expensive off-screen drawing
setLayerType(LAYER_TYPE_HARDWARE, null);
mPath = new Path();
mRect = new RectF();
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
mPath.reset();
if (mIsCircular) {
float halfWidth = canvas.getWidth() / 2;
float halfHeight = canvas.getHeight() / 2;
float radius = Math.max(halfWidth, halfHeight);
mPath.addCircle(halfWidth, halfHeight, radius, Path.Direction.CW);
} else {
mRect.right = canvas.getWidth();
mRect.bottom = canvas.getHeight();
mPath.addRoundRect(mRect, mCornerRadius, mCornerRadius, Path.Direction.CW);
}
canvas.drawPath(mPath, mPaint);
}
}
P.S. Learn OpenGL ES provided the best solution. It's very smooth and works on emulators too.
best solution I found ->
1) create rounded corner drawable. And set to imageview as background.
<shape xmlns:android="http://schemas.android.com/apk/res/android"
android:shape="rectangle" >
<corners
android:radius="10dp" /></shape>
2) Then set image view object property of setClipToOutline(true) in java code.
imageview.setClipToOutline(true);
It works like charm

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