how to get the rectangle which is containing a bitmap - java

let's say that I loaded a bitmap then, I draw it in the " ondraw(Canvas canvas) " function and I rotated the canvas. Is it possible to get the rectangle containing the bitmap?
I mean, the new left, top , right and bottom according to the new bitmap's position ?

draw your Bitmap using a Matrix, then use this Matrix when calling mapPoints()

Related

ImageView spread out animation

I basically have an ImageView which got modified with Canvas and looks like a cirlce. (original image had the dimensions of a square (500x500))
Image what the starting position looks like:
http://imgur.com/bvXdLoP
(red is transparent and got removed with help of the Canvas method)
The animation should take aroud 1000 miliseconds and during this time step for step restore to the original picture. So in the end there should be a sqaure again.
In other words the cut off corners, which are the differnce between a square and a circle (and red marked in the image), get step for step restored in around 1000 milliseconds, with a sort of spreading looking animation.
Don't really have any clue on how to achieve this, so I can just share the Canvas method I used to cut off the corners (if it helps :X):
private Bitmap createCircleImage(Bitmap bitmap) {
Bitmap bmp;
bmp = Bitmap.createBitmap(bitmap.getWidth(),
bitmap.getHeight(), Bitmap.Config.ARGB_8888);
BitmapShader shader = new BitmapShader(bitmap,
BitmapShader.TileMode.CLAMP,
BitmapShader.TileMode.CLAMP);
float radius = bitmap.getWidth() / 2f;
Canvas canvas = new Canvas(bmp);
Paint paint = new Paint();
paint.setAntiAlias(true);
paint.setShader(shader);
canvas.drawCircle(bitmap.getWidth()/2,bitmap.getHeight()/2,bitmap.getHeight()/2, paint);
return bmp;
}
Appreciate any help,
thank you!
There are many ways to achieve such behavior. For example you can create custom view and override its onDraw method such as
#Override
public void onDraw(Canvas canvas) {
canvas.drawCircle(viewWidth/2, viewHeight/2, currentRadius, paint);
}
and then you can just increase the radius little by little and invalidate the view.Since view is by default will clip on its clipBounds (you can only draw inside viewidth x viewheight rectangle unless you set it otherwise) you will get the effect that you want. And then you can tweak the interpolation to achieve smoother and more natural animation.
note: a bitmap shader is attached to the paint (you already know chow to create it). I don't include it in the code, since you shouldn't initialize it inside onDraw method for performance reason.

Android - use bitmap as a gradient mask

I have implemented a flood fill algorithm in an android app. The way I have implemented the algorithm doesn't actually change the source bitmap, but instead creates a new bitmap of the fill area. I.E.
Flood filling this circle with red
Would produce this bitmap (where everything else in the bitmap is transparent)
Which I then combine again into a single bitmap. This works great for solid colors, but I want to be able to implement a gradient flood fill so that if a user fills the same circle, choosing red and blue, the resulting bitmap would look like this
My question is, is there a way that I can use the red circle as some sort of mask to make the desired gradient? or do I have to write a gradient generator myself?
Thanks to pskink's hint, I was able to find an answer.
The idea is that you create a canvas, draw the mask to it, create the gradient that you want, then draw the gradient on top of it using the SRC_IN PorterDuffXfermode. Here's the code:
public Bitmap addGradient(Bitmap src, int color1, int color2)
{
int w = src.getWidth();
int h = src.getHeight();
Bitmap result = Bitmap.createBitmap(w,h, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(result);
canvas.drawBitmap(src, 0, 0, null);
Paint paint = new Paint();
LinearGradient shader = new LinearGradient(0,0,0,h, color1, color2, Shader.TileMode.CLAMP);
paint.setShader(shader);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
canvas.drawRect(0,0,w,h,paint);
return result;
}
In this instance, the DST(destination) is the red circle and the SRC(source) is the gradient. The SRC_IN PorterDuff mode means draw the SRC everywhere that it intersects with the DST.
Note that it really doesn't matter what color the mask is, because the PorterDuff mode only pays attention to whether the DST pixel is transparent or not. The color of the resulting bitmap will be a gradient between color1 and color2.

Flipping bitmap without creating new bitmaps

I want to flip a bitmap that moves around with canvas or any other tool that does not contain creating new bitmaps. I managed to flip the bitmap with this code:
c.save();
c.scale(-1, 1,screenw/2,screenh/2);
c.drawBitmap(mob, position.x,position.y,null);
c.restore();
But that also flips the position of the bitmap, meaning that if it was moving left, after flipping it - it will move right. I don't want that, I want the position to be moving the same, only that the bitmap will be flipped. Any ideas?
public void Draw(Canvas c){
UpdateAll();
Matrix m = new Matrix();
m.setScale(-1, 1,mob.getWidth()/2,mob.getHeight()/2);
m.postTranslate(position.x, position.y);
c.drawBitmap(mob,m,null);
}
the mob is the bitmap, make sure to create the Matrix outside the draw function unlike in this code.

Android Bitmap: Convert transparent pixels to a color

I have an Android app that loads an image as a bitmap and displays it in an ImageView. The problem is that the image appears to have a transparent background; this causes some of the black text on the image to disappear against the black background.
If I set the ImageView background to white, that sort of works, but I get ugly big borders on the image where it is stretched to fit the parent (the actual image is scaled in the middle).
So - I want to convert the transparent pixels in the Bitmap to a solid colour - but I cannot figure out how to do it!
Any help would be appreciate!
Thanks
Chris
If you are including the image as a resource, it is easiest to just edit the image yourself in a program like gimp. You can add your background there, and be sure of what it is going to look like and don't have use to processing power modifying the image each time it is loaded.
If you do not have control over the image yourself, you can modify it by doing something like, assuming your Bitmap is called image.
Bitmap imageWithBG = Bitmap.createBitmap(image.getWidth(), image.getHeight(),image.getConfig()); // Create another image the same size
imageWithBG.eraseColor(Color.WHITE); // set its background to white, or whatever color you want
Canvas canvas = new Canvas(imageWithBG); // create a canvas to draw on the new image
canvas.drawBitmap(image, 0f, 0f, null); // draw old image on the background
image.recycle(); // clear out old image
You can loop through each pixel and check if it is transparent.
Something like this. (Untested)
Bitmap b = ...;
for(int x = 0; x<b.getWidth(); x++){
for(int y = 0; y<b.getHeight(); y++){
if(b.getPixel(x, y) == Color.TRANSPARENT){
b.setPixel(x, y, Color.WHITE);
}
}
}

Tint Bitmap with Paint?

I'm trying to create a function that tints a Bitmap,
this works...
imgPaint = new Paint();
imgPaint.setColorFilter(new LightingColorFilter(color,0));
//when image is being drawn
canvas.drawBitmap(img,matrix,imgPaint);
However, when the bitmap has to be drawn constantly (every frame) , I start to see screen lag, because this didn't occur before the color filter was set, I believe that it is applying the filter every time I need the canvas drawn.
Is there a way to apply the paint once to the bitmap and have it permanently changed?
Any help appreciated :)
Create a second bitmap and draw the first bitmap into it using the color filter. Then use the second bitmap for the high-volume rendering.
EDIT: Per request, here is code that would do this:
public Bitmap makeTintedBitmap(Bitmap src, int color) {
Bitmap result = Bitmap.createBitmap(src.getWidth(), src.getHeight(), src.getConfig());
Canvas c = new Canvas(result);
Paint paint = new Paint();
paint.setColorFilter(new LightingColorFilter(color,0));
c.drawBitmap(src, 0, 0, paint);
return result;
}
You would then call this method once to convert a bitmap to a tinted bitmap and save the result in an instance variable. You would then use the tinted bitmap directly (without a color filter) in your method that draws to canvas. (It would also be a good idea to pre-allocate the Paint object you will be using in the main draw method and save it in an instance variable as well, rather than allocating a new Paint on every draw.)

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