Android CameraX cropping media.Image? - java

I am using CameraX for capturing images then feeding into mlkit scanner to scan barcodes, I have created a crop rect and applied to the media.image but it doesn't seem cropping the frame...
#androidx.camera.core.ExperimentalGetImage
override fun analyze(imageProxy: ImageProxy) {
imageProxy.image ?. let {
val rotationDegrees = imageProxy.imageInfo.rotationDegrees
val imageHeight = it.height
val imageWidth = it.width
val cropRect = Rect(0, 0, imageWidth, imageHeight)
cropRect.inset(
(imageWidth/ 2),
(imageHeight/ 2)
)
it.cropRect = cropRect
val image = InputImage.fromMediaImage(it, imageProxy.imageInfo.rotationDegrees)
}
}
I tried saving the media.Image fed to scanner to a bitmap and that is not cropped too.. Let me know what I am doing wrong.
I checked this answer but it is explaining with bitmaps and I am working with media.Image
Android: How to crop images using CameraX?

ImageProxy.setCropRect()is just metadata that is passed along with the Image, and it is up to the consumer of the Image to apply the crop rect while accessing the pixels. ImageProxy.setCropRect() does not affect the crop rect of the underlying android.media.Image, it only changes the crop rect metadata for the ImageProxy instance.

Related

Draw in a canvas and save it to a larger image

I have a requirement, like drawing something in canvas and saving it to a larger image. As of now whatever I draw inside onDraw() method and save, it gives device provided image/canvas size, say something around 538(w)/852(h). I need image of almost double size, around 1000(w)/1500(h) without losing resolution. Any sample code, reference link would help definitely. Thanks in advance.
One way is to create Bitmap of desired size and draw on it using canvas:
int w = 1000, h = 1500;
Bitmap.Config conf = Bitmap.Config.ARGB_8888;
Bitmap bmp = Bitmap.createBitmap(w, h, conf);
Canvas canvas = new Canvas(bmp);
Finally you will have you bmp with your drawing and necessary dimentions.
EDIT::
#Override
protected void onDraw(Canvas canvas) {
int w = 1000, h = 1500;
Bitmap.Config conf = Bitmap.Config.ARGB_8888;
Bitmap bmp = Bitmap.createBitmap(w, h, conf);
Canvas mycanvas = new Canvas(bmp);
super.onDraw(mycanvas);
...
}
First get bitmap of your view using the function getDrawingCache(), then scale the bitmap as per your requirements.
view.buildDrawingCache();
Bitmap bitmap = view.getDrawingCache();
//bitmap = bitmap.createScaledBitmap(..as your requirements..);
EDIT
You are saying that you want image in higher quality. You can't simply get a higher quality image from a lower quality image. However you can apply bitmap filtering to get slightly better quality.
Bitmap bitmap = getDrawingCache();
Bitmap output = Bitmap.createBitmap(/*width, height, bla bla bla*/);
Canvas canvas = new Canvas(output);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
Rect srcRect = new Rect(0,0,bitmap.getWidth(), bitmap.getHeight());
Rect destRect = new Rect(0,0,output.getWidth(), output.getHeight());
canvas.drawBitmap(bitmap, srcRect, destRect, paint);

Scaling an Image and positioning it at 0,0 in WPF

I have created BitMapSource from a list of RGBA pixels:
BitmapSource bmp = BitmapSource.Create(imageStrideInPixels, height, 96, 96, PixelFormats.Bgra32, null, imageData, imageStrideInPixels * pixelWidth);
I then create an image from the BitMapSource:
// create image and set image as source
Image BmpImg = new Image();
BmpImg.SetValue(Canvas.ZIndexProperty, 0);
BmpImg.Width = imageScaleWidth;
BmpImg.Height = imageScaleHeight;
BmpImg.Source = bmp;
I then add the Image to the Canvas:
mycanvas.Width = imageScaleWidth;
mycanvas.Height = imageScaleHeight;
mycanvas.Children.Clear();
mycanvas.Children.Add(BmpImg);
Canvas.SetLeft(BmpImg, 0); // to set position (x,y)
Canvas.SetTop(BmpImg, 0);
The problem is that it is not getting scaled to imageScaleWidth and imageScaleHeight, and it is being displayed half way down the canvas.
Note, I was able to do this in Java SWT by:
imageData = imageData.scaledTo(imageScaleWidth, imageScaleHeight);
gc.drawImage(imageData, 0, 0);
You can scale your image using a ScaleTransform:
// scale the original bitmap source
var transformedBitmap = new TransformedBitmap(
bmp,
new ScaleTransform(
imageScaleWidth / (double) bmp.PixelWidth,
imageScaleHeight / (double) bmp.PixelHeight));
// create image and set image as source
Image bmpImg = new Image();
bmpImg.SetValue(Canvas.ZIndexProperty, 0);
bmpImg.Source = transformedBitmap;
mycanvas.Width = imageScaleWidth;
mycanvas.Height = imageScaleHeight;
mycanvas.Children.Clear();
mycanvas.Children.Add(bmpImg);
Note that your image will be positioned at offset 0, 0 by default.
Instead of this
mycanvas.Children.Add(BmpImg);
Try this
mycanvas.Background = new VisualBrush(BmpImg);
This should render properly.
Are you sure the image is half way down the canvas and not the canvas itself is centered in its parent? I tested it and it appears that you can control the canvas position by setting vertical/horizontal alignment on canvas' parent. And also it scales properly when using the code you provided. However I created a BitmapSource in a different way. I used the following code:
PngBitmapDecoder decoder = new PngBitmapDecoder(new Uri(#"..."), BitmapCreateOptions.PreservePixelFormat, BitmapCacheOption.Default);
BitmapSource bmp = decoder.Frames[0];

Android Camera Preview - take only a part of the screen data

I want to take only a part of the the screen data from a preview video callback to reduce the time of the process. The probleme is I only know how to take the whole screen with OnPreviewFrame:
#Override
public void onPreviewFrame(byte[] data, Camera camera) {
myData = data;
// +get camera resolution x, y
}
And then with this data get the image :
private Bitmap getBitmapFromYUV(byte[] data, int width, int height)
{
ByteArrayOutputStream out = new ByteArrayOutputStream();
YuvImage yuvImage = new YuvImage(data, ImageFormat.NV21, width, height, null);
yuvImage.compressToJpeg(new Rect(0, 0, width, height), 100, out);
byte[] imageBytes = out.toByteArray();
Bitmap image = BitmapFactory.decodeByteArray(imageBytes, 0, imageBytes.length);
return image;
}
And then I take the part of the image taken I want :
cutImage = Bitmap.createBitmap(image, xOffset, yOffset, customWidth, customHeight);
The problem is that I need to take lots of images to apply some image processing on it and that's why I want to reduce the time it takes to get the images. Instead of taking the whole screen and then crop it, I want to immediatly get the cropped image. Is there a way to get the part of the screen data ?
Ok I finally found something, I still record all the data of the camera but when using compressToJpeg I crop the picture with a custom Rect. Maybe there is something better to do before this but this is still a good improvement. Here are my changes :
yuvImage.compressToJpeg(new Rect(offsetX, offsetY, sizeCaptureX + offsetX, sizeCaptureY + offsetY ), 100, out);

Draw Line or Rectangular on Jpg image and Save it in Android app

I have the coordinates and I would like to draw a line or rectangular on a jpg image which is saved in my android device and then save the new file.
Is it possible? I am trying to us ImageIO but it isn't available in android or something goes wrong and it isn't acceptable?
Any idea or code?
This is how I was able to draw a green box on an existing JPEG.
Bitmap workingBitmap = BitmapFactory.decodeFile( mFullFilePath );
Bitmap mutableBitmap = workingBitmap.copy(Bitmap.Config.ARGB_8888, true);
// bitmap needs to be mutable
Canvas tmpCanvas = new Canvas(mutableBitmap);
// setup paint parameters
Paint paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth( 5 );
paint.setColor(Color.GREEN);
// Rect object was passed; use below to test
// Rect rect = new Rect( 0, 0, 10, 10 );
tmpCanvas.drawRect(rect, paint);
// write the updated file out as a JPG
writeExternalToCache( mutableBitmap, mFullFilePath );
see also:
https://stackoverflow.com/a/13119762/3474698
https://stackoverflow.com/a/8801391/3474698

Android: Creating a high quality thumbnail image

I have some difficulties creating a high quality thumbnail for my captured images. I understand that there are many snippet codes and tutorials in the web to create a thumbnail. I tried them and my problem is I can't produce a high quality thumbnail image. The output is always pixelated. Any suggestion ,library or links guys? thanks in advance.
I tried this one but its low quality also.
public static Bitmap scaleBitmap(Bitmap bitmap, int wantedWidth, int wantedHeight) {
Bitmap output = Bitmap.createBitmap(wantedWidth, wantedHeight, Config.ARGB_8888);
Canvas canvas = new Canvas(output);
Matrix m = new Matrix();
m.setScale((float) wantedWidth / bitmap.getWidth(), (float) wantedHeight / bitmap.getHeight());
canvas.drawBitmap(bitmap, m, new Paint());
return output;
}
Use RapidDecoder library. It is simple as follow:
import rapid.decoder.BitmapDecoder;
...
Bitmap bitmap = BitmapDecoder.from(getResources(), R.drawable.image)
.scale(width, height)
.useBuiltInDecoder(true)
.decode();
Don't forget to use builtin decoders if you want to scale down less than 50% and a HQ result.
Did you try this,
Bitmap src = Thumbnails.getThumbnail(getContentResolver(), ContentUris.parseId(sourceUri), Thumbnails.MINI_KIND, options);
Try this
Bitmap ThumbImage =ThumbnailUtils.extractThumbnail(BitmapFactory.decodeFile(imagePath),THUMBSIZE, THUMBSIZE);
This Utility is available from API_LEVEl 8. [Source]

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