Getting image from Webview to ImageView - java

I have a custom WebView. Inside it I've got an image. The WebView is zoomable. I want to reset zoom when I click a button, extract image from there and place inside ImageView.
So far, with the help of x-code I've managed to write this in onClickListener:
while (wv2.zoomOut()){
wv2.setDrawingCacheEnabled(true);
bitmap = Bitmap.createBitmap(wv2.getDrawingCache());
bitmapPath = bitmap;
wv2.setDrawingCacheEnabled(false);
new Thread(new Runnable() {
public void run() {
SaveImage(bitmap);
}
}).start();
tstImage.setImageBitmap(bitmap);
}
The WebView zooms out completely, but the Bitmap I get in ImageView is slightly zoomed in. I need to click 1 more time to get the whole bitmap inside the ImageView

I would say that the Javadoc of WebView.getDrawingCache() method explains your problem.
public Bitmap getDrawingCache (boolean autoScale)
...
Note about auto scaling in compatibility mode: When auto scaling is
not enabled, this method will create a bitmap of the same size as this
view. Because this bitmap will be drawn scaled by the parent
ViewGroup, the result on screen might show scaling artifacts. To avoid
such artifacts, you should call this method by setting the auto
scaling to true. Doing so, however, will generate a bitmap of a
different size than the view. This implies that your application must
be able to handle this size.
In your code you simply have to make this change
bitmap = Bitmap.createBitmap(wv2.getDrawingCache(true));

Related

How do I get the ID of a drawable and give it to a function?

I have this scrollview in which I want to inflate a 1920x1080 background image. If I add it statically via xml, my app lags in animations and general responsiveness. I checked StackOverflow and it's something that is expected to happen because images are uncompressed in memory.
Now, in the same thread linked above, a suggested answer is to use a setBackground function which uses BitmapFactory to dynamically resize and set the image as follows:
fun setBackground(context: Context, view: View, drawableId: Int) {
var bitmap = BitmapFactory.decodeResource(context.getResources(), drawableId)
val width = Resources.getSystem().getDisplayMetrics().widthPixels
val height = Resources.getSystem().getDisplayMetrics().heightPixels
bitmap = Bitmap.createScaledBitmap(bitmap, width, height, true)
val bitmapDrawable = BitmapDrawable(context.getResources(), bitmap)
view.background = bitmapDrawable
}
However, as can be seen, this image requires the drawable's ID, which I haven't been able to get. I checked similar questions and found conflicting answers with some saying that it's not possible to get drawable IDs, and other's suggesting some ImageView-related methods that aren't related to my problem (inflating a scrollview). So, can anybody please name a method in Java/Kotlin that allows me to get my drawable image's ID? If that's not possible, can you please suggest another workaround?
Have you tried:
val resID = resources.getIdentifier("drawable_name", "drawable", packageName)

A button which allows an image to be shown in Android Studio

I am building my application using Android Studio, this app can upload an image from raspberry to my emulator. It works fine. What I want to do now is uploading this image and showing it directly to the user without searching it in the gallery. I thought about creating another class and setting this image as a background image in my xml file, but this is too much like I have to create another class every time I want to upload an image from my raspberry.
Can someone help me please. Thank you
If I'm understanding your question correctly, you'd like to load an image from the Android filesystem into your app and display it to the user.
Drawable, Android's generalized image class, allows you to load from file via Drawable#createFromPath.
This SO question suggests Drawable#createFromPath doesn't work on paths beginning with file://, so depending on your use case you may want to precede that with Uri#parse/Uri#getPath.
Once you have a Drawable, you can display it in one of two ways: put an ImageView in your app and call its setImageDrawable method, or set the Drawable as your background image via View#setBackground (note that setBackground was only added in API 16 - in prior versions, you should call View#setBackgroundDrawable).
Putting all of this together, we end up with the following (untested):
private void loadImage(String imagePath) {
Uri imageUri;
String fullImagePath;
Drawable image;
ImageView imageDisplay;
imageUri = Uri.parse(imagePath);
fullImagePath = imageUri.getPath();
image = Drawable.createFromPath(fullImagePath);
imageDisplay = (ImageView) findViewById(R.id.imageDisplay);
/*if image is null after Drawable.createFromPath, this will simply
clear the ImageView's background */
imageDisplay.setImageDrawable(image);
/*if you want the image in the background instead of the foreground,
comment the line above and uncomment this bit instead */
//imageDisplay.setBackground(image);
}
You should be able to modify this to work with any View just by replacing imageDisplay's declared type with the appropriate View type and changing the cast on findViewById. Just make sure you're calling setBackground, not setImageDrawable, for a non-ImageView View.

Start an activity with a shared element from custom view

I want to create a animation between two Activities with a image as shared element, see Customize Activity Transitions
My problem: In the source activity the image is drawn on a canvas of a custom view :-(
Is there a way to use this image as a shared element or do I have to add a real ImageView?
You can't share the image only, but you can share the entire custom view. This means that the entire custom View would disappear from the calling Activity when the shared element is transferred to the launched Activity. If your custom View only has the image, that would be fine, but if it paints other things, that would be disastrous.
If you want to share only the image, you'll have to create a View (e.g. ImageView) and move the image to it and then share it. That way, when the shared element is transferred, it hides properly from the calling activity.
The shared elements don't actually move Views between Activities, they just share a 'snapshot' of the view as a bitmap and the position of the view. In the launched activity, the view with the given transition name will be laid out in that position. You can use the snapshot or not, depending on your needs. By default, the snapshot is not used.
So you'll need some code like this:
public void launchActivity(final Intent intent, final CustomView view) {
final Bitmap bitmap = view.getSharedImage();
ImageView imageView = new ImageView(view.getContext());
imageView.setBitmap(bitmap);
LayoutParams layoutParams = view.createSharedImageLayoutParams();
final ViewGroup parent = (ViewGroup)view.getParent();
parent.addView(imageView, layoutParams);
parent.getViewTreeObserver().addOnPreDrawListener(new OnPreDrawListener() {
#Override
public boolean onPreDraw() {
parent.getViewTreeObserver().removeOnPreDrawListener(this);
customView.hideSharedImage();
ActivityOptions activityOptions = ActivityOptions.
makeSceneTransitionAnimation(this, imageView, "destName");
startActivity(intent, activityOptions.toBundle();
}
});
setExitSharedElementCallback(new SharedElementCallback() {
#Override
public void onSharedElementsArrived(List<String> sharedElementNames,
List<View> sharedElements, OnSharedElementsReadyListener listener) {
super.onSharedElementsArrived(sharedElementNames, sharedElements,
listener);
parent.removeView(imageView);
customView.showSharedImage();
}
});
}
I haven't specifically tried the above, but that's the essence of it. If you don't want to use the newer onSharedElementsArrived, you can create a custom ImageView that listens for onVisibilityChanged. If you have an exit transition, you can also listen for the end of it as well. You just need some trigger that will tell you to reset the state so that the ImageView is removed and your custom View should draw the image again.
In the example above, I placed the ImageView in the same parent as the custom View. You may get more flexibility by putting it into the DecorView, but you'll have to figure out what the global position is and it will also overlay everything on the screen. Alternatively, since I added the ImageView to the parent, that won't work for all parents (e.g. ListView, LinearLayout). You know your View hierarchy and you'll have to choose the best place to put it.
Or, you could change your custom View to be a custom ViewGroup and contain the sharable image as an ImageView! Sounds easier to me.

Is it possible to get a higher resolution from getDrawingCache?

I am using SubsamplingScaleImageView by Dave Morrissey (https://github.com/davemorrissey/subsampling-scale-image-view) to allow users to crop and pan a photo with gestures.
I modified the library to add a tint and a logo to the photo. Now I need to upload the photo to the server. In order to do that I need to somehow extract the photo from the SubsamplingScaleImageView.
I added the following method to the SubsamplingScaleImageView class:
/**
* Capture a photo of the image view
*/
public Bitmap getOutput() {
buildDrawingCache();
Bitmap b1 = getDrawingCache();
Bitmap b = b1.copy(Config.ARGB_8888, true);
destroyDrawingCache();
return b;
}
I am using this method to get the file, resize it to a specific resolution (800x800), and save it to my app's folder.
The problem I noticed is that the extracted photo from the drawing cache depends on the resolution of the device. For example, on my Full HD device I get 1080x1080 photo, which is enough, but on some lower res devices I get resolutions like 480x480 and that is not enough since the image needs to be bigger than that, so the photo gets blurry when I resize it to 800x800.
Is there a way to get the same resolution photo from that image view on all devices?

displaying a custom map and placing pin/images on the map

i wanted to create a directory app for a grocery. i already have the floor plan of the place. i just wanted to display it in a view and i want to put some markers/pins/images to it.. i have no idea where to start. someone told me to use bitmap and canvass but i have no idea how to use it as the other tutorials in google is quite vague and hard to understand..
what my app requires:
display a custom map from an image source
enable me to put markers,pins and some images on top of it
A simple way is to use use ImageView:
//make a bitmap from your floorPlanImage, example from file
Bitmap floorPlanImage = BitmapFactory.decodeFile(filePath, options);
//make a mutable bitmap, so it can be changed
Bitmap mutableFloorPlanImage = floorPlanImage.copy(Bitmap.Config.ARGB_8888, true);
//create a canvas to draw on your floorPlanImage
Canvas mCanvas = new Canvas(mutableFloorPlanImage);
//draw a marker or another image on the floorPlanImage, you can position it using left and top //coordinates, in this example both 0
mCanvas.drawBitmap(markerBitmap, 0, 0, null);
//show the resulting bitmap in ImageView
imageView.setImageBitmap(mutableFloorPlanImage);

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