how to Use RoundedImageView For Picasso in android - java

i Want To Load Image From Picasso Library in RoundedImageView
I am Taking Refrence From https://github.com/vinc3m1/RoundedImageView
I Really Unable To Understand How To Use For RoundedImageView
Can You please Tell Me How To use..I m Unable To understand..how to use
When I set Layout
<com.makeramen.RoundedImageView
xmlns:app="http://schemas.android.com/apk/res-auto"
android:id="#+id/imageView1"
android:src="#drawable/photo1"
android:scaleType="centerCrop"
app:corner_radius="30dip"
app:border_width="2dip"
app:border_color="#333333"
app:mutate_background="true"
app:oval="true" />
instead Of ImageView...Giving Error ...
i dowloaded Java.doc.jar of roundedImageview from here
http://search.maven.org/#search%7Cgav%7C1%7Cg%3A%22com.makeramen%22%20AND%20a%3A%22roundedimageview%22
and add to the libs folder and build path
After Adding ...no resourc Found
update
//tv_gender.setText(Gender);
iv = (ImageView)rootView.findViewById(R.id.imageView1);
tv_intrseted.setText(IntrestedIn);
// Button logout=(Button)rootView.findViewById(R.id.logout);
RoundedImageView iv = new RoundedImageView(context);
iv.setScaleType(ScaleType.CENTER_CROP);
iv.setCornerRadius(10);
iv.setBorderWidth(2);
iv.setBorderColor(Color.DKGRAY);
iv.setMutateBackground(true);
iv.setImageDrawable(drawable);
iv.setBackground(backgroundDrawable);
iv.setOval(true);
if I use Like This giving error ..Can not be Resolved RoundedImageView

Try to Use the library available try using
https://github.com/Pkmmte/CircularImageView
for the rounded ImageView in android.First try to create a basic one.Androidgreeve here i found a article on creating roundImageview as in facebook messanger

This is the procedure, what i followed for one of my project. Please, have a look. It may lead you to find the solution as per your requirement.
Create a class `RoundedTransform` and paste this code.
import android.graphics.Bitmap;
import android.graphics.BitmapShader;
import android.graphics.Canvas;
import android.graphics.Paint;
import com.squareup.picasso.Transformation;
public class RoundedTransform 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";
}
}
Then while calling the image view in your Activity,call as follows
iv = (ImageView)rootView.findViewById(R.id.imageView1);
String imageUrl = "image";
String url = "Pass your url";
if(url!=null){
imageUrl = url;
}
Picasso.with(getApplicationContext()).load(imageUrl).fit().centerCrop().transform(new RoundedTransform()).placeholder(R.drawable.ic_launcher).error(R.drawable.ic_launcher).into((ImageView)findViewById(R.id.imageView1));

Make a transformation for Picasso.
Transformation transformation = new RoundedTransformationBuilder()
.borderColor(Color.BLACK)
.borderWidthDp(3)
.cornerRadiusDp(30)
.oval(false)
.build();
Picasso.with(context)
.load(url)
.fit()
.transform(transformation)
.into(imageView);

Edit them to:
app:riv_corner_radius="30dip"
app:riv_border_width="2dip"
See this for more info.

Related

Images are shown as '[OBJ]' in notification lines

I've been trying to add an image from drawable folder into a notification line. But the image doesn't appear and [OBJ] is shown instead.
I can add image in any other place on notifications. Also I can add emoji into a notification line like this issue Android notification - custom inboxstyle (add line ) .
But I can not add an image.
Is there any chance to overcome this issue?
public void someMethod() {
...
mInboxStyle.addLine(imageSpanned());
...
}
private Spanned imageSpanned () {
String imgString = "Something <img src=\"ic_arrow_forward_black_24dp\">";
return Html.fromHtml(imgString, mImageGetter, null);
}
Html.ImageGetter mImageGetter = new Html.ImageGetter() {
#Override
public Drawable getDrawable(String source) {
Drawable drawable;
Resources res = mContext.getResources();
int drawableId = res.getIdentifier(source, "drawable", mContext.getPackageName());
drawable = res.getDrawable(drawableId);
int width = drawable.getIntrinsicWidth();
int height = drawable.getIntrinsicHeight();
drawable.setBounds(0, 0, width, height);
return drawable;
}
};
You need to provide ic_arrow_forward_black_24dp icon resource in your drawables or mipmap.
SpannableStringBuilder builder = new SpannableStringBuilder();
builder.append("Something").append(" ");
builder.setSpan(
new ImageSpan(
getActivity(),
R.drawable.ic_arrow_forward_black_24dp),
builder.length() - 1,
builder.length(),
0
));
textView.setText(builder);

Can't load image with OpenCV

I tried to use Imgcodecs.imread from OpenCV on Android to an load image which is located in the drawable folder, but when I check the data of the image, it is null.
This is my simple code to load image:
public Mat onCameraFrame(CameraBridgeViewBase.CvCameraViewFrame inputFrame) {
mImageRGBA = inputFrame.rgba();
img_object = Imgcodecs.imread("D:\\Project_Android\\Car_Tracking_1\\app\\src\\main\\res\\drawable\\rear_of_car.png");
Log.i("aaa2", img_object.dump());
return mImageRGBA;
}
This is the logcat info from that function:
06-26 00:27:15.056 24939-25059/com.example.bruce.car_tracking_1 I/aaa2: []
What am I doing wrong here? Am I finding the path incorrectly? Or am I loading the image incorrectly?
SOLVED:
Hello all i solved my problem by another way. So many thank to sturkmen for your attempt help
I use load image from drawable folder, this image is a bitmap and show it in screen and then i convert it to Mat to use it futher. :) Here is my complete code.
first,create 2 global variable
ImageView imageview;
Bitmap icon;
Then,
private BaseLoaderCallback mLoaderCallback = new BaseLoaderCallback(this) {
#Override
public void onManagerConnected(int status) {
switch (status) {
case LoaderCallbackInterface.SUCCESS:
{
Resources res = getResources();
icon = BitmapFactory.decodeResource(res, R.drawable.rear_of_car);// get data from drawable folder
imageview.setImageBitmap(icon); // show data in imageview of screen
mOpenCvCameraView.enableView();
} break;
default: {super.onManagerConnected(status);} break;
}
}
};
public void onCameraViewStarted(int width, int height) {
img_object = new Mat(157, 140, CvType.CV_8UC1);
}
public Mat onCameraFrame(CameraBridgeViewBase.CvCameraViewFrame inputFrame) {
mImageRGBA = inputFrame.rgba();
Utils.bitmapToMat(icon, img_object);//convert image bitmap to Mat to use it futher
Log.i("aaa", String.valueOf(img_object.cols()));
Log.i("aaa1", String.valueOf(img_object.rows()));
return mImageRGBA;
}
public void onCameraViewStopped() {
img_object.release();
}
remember add Image view in activity_main.xml
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:id="#+id/imageView"
android:layout_alignParentBottom="true" />
and put your image to drawable folder
to be sure that your path is valid try to write a test image
Mat test = new Mat(3,3,0);
Imgcodecs.imwrite("D:\\Project_Android\\Car_Tracking_1\\app\\src\\main\\res\\drawable\\test.png",test);
if you can save the image you can also load it.
edit:
also you can try like
public Mat onCameraFrame(CameraBridgeViewBase.CvCameraViewFrame inputFrame) {
mImageRGBA = inputFrame.rgba();
img_object = Imgcodecs.imread("D:\\Project_Android\\Car_Tracking_1\\app\\src\\main\\res\\drawable\\rear_of_car.png");
Imgcodecs.imwrite("D:\\Project_Android\\Car_Tracking_1\\app\\src\\main\\res\\drawable\\test.png",img_object);
Log.i("aaa2", img_object.dump());
return mImageRGBA;
}
edit 2:
please try
img_object = Imgcodecs.imread("D:\\Project_Android\\Car_Tracking_1\\app\\src\\main\\res\\drawable\\rear_of_car.png");
Imgcodecs.imwrite("D:\\Project_Android\\Car_Tracking_1\\app\\src\\main\\res\\drawable\\test.png",img_object);
instead of
Mat test = new Mat(3,3,0);
Imgcodecs.imwrite("D:\\Project_Android\\Car_Tracking_1\\app\\src\\main\\res\\drawable\\test.png",test);

Android image view top crop

I'm developing an android application and i need a header to use at the top of the screen similar to an action bar ..... i want it to be transparent but when you start to scroll the view all the content of the view goes behind it so i decided to use an image view (it has to be different in any fragment that's why i didn't use action bar) so i used a frame layout and fixed the image view at the top with the height of 50 and i used the same background of the main view as the source of the image view .... my problem is the scale type i used Center Crop in the main view and it's perfect but it's useless in the header so i'm looking for some thing like this :
which is exactly like center crop but crops from the top of the image .
i used this link but it wasn't what i'm looking for .....
Top Crop ImageView:
import android.content.Context;
import android.graphics.Matrix;
import android.graphics.drawable.Drawable;
import android.net.Uri;
import android.util.AttributeSet;
import android.widget.ImageView;
public class TopCropImageView extends ImageView {
private Matrix mMatrix;
private boolean mHasFrame;
#SuppressWarnings("UnusedDeclaration")
public TopCropImageView(Context context) {
this(context, null, 0);
}
#SuppressWarnings("UnusedDeclaration")
public TopCropImageView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
#SuppressWarnings("UnusedDeclaration")
public TopCropImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
mHasFrame = false;
mMatrix = new Matrix();
// we have to use own matrix because:
// ImageView.setImageMatrix(Matrix matrix) will not call
// configureBounds(); invalidate(); because we will operate on ImageView object
}
#Override
protected boolean setFrame(int l, int t, int r, int b)
{
boolean changed = super.setFrame(l, t, r, b);
if (changed) {
mHasFrame = true;
// we do not want to call this method if nothing changed
setupScaleMatrix(r-l, b-t);
}
return changed;
}
private void setupScaleMatrix(int width, int height) {
if (!mHasFrame) {
// we have to ensure that we already have frame
// called and have width and height
return;
}
final Drawable drawable = getDrawable();
if (drawable == null) {
// we have to check if drawable is null because
// when not initialized at startup drawable we can
// rise NullPointerException
return;
}
Matrix matrix = mMatrix;
final int intrinsicWidth = drawable.getIntrinsicWidth();
final int intrinsicHeight = drawable.getIntrinsicHeight();
float factorWidth = width/(float) intrinsicWidth;
float factorHeight = height/(float) intrinsicHeight;
float factor = Math.max(factorHeight, factorWidth);
// there magic happen and can be adjusted to current
// needs
matrix.setTranslate(-intrinsicWidth/2.0f, 0);
matrix.postScale(factor, factor, 0, 0);
matrix.postTranslate(width/2.0f, 0);
setImageMatrix(matrix);
}
#Override
public void setImageDrawable(Drawable drawable) {
super.setImageDrawable(drawable);
// We have to recalculate image after chaning image
setupScaleMatrix(getWidth(), getHeight());
}
#Override
public void setImageResource(int resId) {
super.setImageResource(resId);
// We have to recalculate image after chaning image
setupScaleMatrix(getWidth(), getHeight());
}
#Override
public void setImageURI(Uri uri) {
super.setImageURI(uri);
// We have to recalculate image after chaning image
setupScaleMatrix(getWidth(), getHeight());
}
// We do not have to overide setImageBitmap because it calls
// setImageDrawable method
}
I managed to get this working with the PhotoView library that can be found here:
https://github.com/chrisbanes/PhotoView
All you need to do is set the library up and on the image view you are using set the scale type to CENTER_CROP. Then in the library go to the PhotoViewAttacher.java file and under the method updateBaseMatrix() where the code for CENTER_CROP is, change it to the following:
else if (mScaleType == ScaleType.CENTER_CROP) {
float scale = Math.max(widthScale, heightScale);
mBaseMatrix.postScale(scale, scale);
//Changed dy = 0 for top crop
mBaseMatrix.postTranslate((viewWidth - drawableWidth * scale) / 2F,
0);
Basically, you set dy=0 so that the matrix stays at the top of the image on the y axis and doesn't center it. And the CENTER_CROP scale type will behave like a TOP_CROP
Your approach is kind of hacky, I suggest you take a look at using a Sticky Fragment (for example).
The Video, Source and Sample can be found in this Google+ Post

Why does BitmapFactory.decodeFile return null?

I am experimenting with the android FaceDetector.
I need to use a bitmap file (faces.bmp is from a group photo) since I have not found a way to use the android camera in the android emulator.
But BitmapFactory.decodeFile returns null and the documentation only says it returns null if the bitmap could not be decoded. It is just a 24 bit .bmp file. I am using Eclipse on Windows 7. Did I specify pathName incorrectly? Do I need to use something other than a 24 bit .bmp file?
public class MyFaces extends Activity {
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
final int width = 600;
final int height = 600;
final int maxFaces = 8;
FaceDetector faceDetector = new FaceDetector(width, height, maxFaces);
String pathName = "../res/drawable-hdpi/faces.bmp";
try {
Bitmap bitmap = BitmapFactory.decodeFile(pathName);
Face faces[] = new Face[maxFaces];
int nFaces = faceDetector.findFaces(bitmap, faces);
Log.d(this.getClass().toString(), "Faces: " + nFaces);
} catch (Exception e) {
Log.e(this.getClass().toString(), e.getMessage(), e);
}
}
}
If you are just testing then in place of Bitmap bitmap = BitmapFactory.decodeFile(pathName); you could use:
Bitmap bitmap = BitmapFactory.decodeResource(R.drawable.faces);

Display Animated GIF

I want to display animated GIF images in my aplication.
As I found out the hard way Android doesn't support animated GIF natively.
However it can display animations using AnimationDrawable:
Develop > Guides > Images & Graphics > Drawables Overview
The example uses animation saved as frames in application resources but what I need is to display animated gif directly.
My plan is to break animated GIF to frames and add each frame as drawable to AnimationDrawable.
Does anyone know how to extract frames from animated GIF and convert each of them into Drawable?
Android actually can decode and display animated GIFs, using android.graphics.Movie class.
This is not too much documented, but is in SDK Reference. Moreover, it is used in Samples in ApiDemos in BitmapDecode example with some animated flag.
UPDATE:
Use glide:
dependencies {
implementation 'com.github.bumptech.glide:glide:4.9.0'
}
usage:
Glide.with(context).load(GIF_URI).into(new DrawableImageViewTarget(IMAGE_VIEW));
see docs
also put (main/assets/htmls/name.gif) [with this html adjust to the size]
<html style="margin: 0;">
<body style="margin: 0;">
<img src="name.gif" style="width: 100%; height: 100%" />
</body>
</html>
declare in your Xml for example like this (main/res/layout/name.xml): [you define the size, for example]
<WebView
android:layout_width="70dp"
android:layout_height="70dp"
android:id="#+id/webView"
android:layout_gravity="center_horizontal" />
in your Activity put the next code inside of onCreate
web = (WebView) findViewById(R.id.webView);
web.setBackgroundColor(Color.TRANSPARENT); //for gif without background
web.loadUrl("file:///android_asset/htmls/name.html");
if you want load dynamically you have to load the webview with data:
// or "[path]/name.gif" (e.g: file:///android_asset/name.gif for resources in asset folder), and in loadDataWithBaseURL(), you don't need to set base URL, on the other hand, it's similar to loadData() method.
String gifName = "name.gif";
String yourData = "<html style=\"margin: 0;\">\n" +
" <body style=\"margin: 0;\">\n" +
" <img src=" + gifName + " style=\"width: 100%; height: 100%\" />\n" +
" </body>\n" +
" </html>";
// Important to add this attribute to webView to get resource from outside.
webView.getSettings().setAllowFileAccess(true);
// Notice: should use loadDataWithBaseURL. BaseUrl could be the base url such as the path to asset folder, or SDCard or any other path, where your images or the other media resides related to your html
webView.loadDataWithBaseURL("file:///android_asset/", yourData, "text/html", "utf-8", null);
// Or if you want to load image from SD card or where else, here is the idea.
String base = Environment.getExternalStorageDirectory().getAbsolutePath().toString();
webView.loadDataWithBaseURL(base + '/', yourData, "text/html", "utf-8", null);
suggestion: is better load gif with static images for more information check https://developer.android.com/reference/android/graphics/drawable/AnimationDrawable.html
That's it, I hope you help.
Currently we can use Glide https://github.com/bumptech/glide
I solved the problem by splitting gif animations into frames before saving it to phone, so I would not have to deal with it in Android.
Then I download every frame onto phone, create Drawable from it and then create AnimationDrawable - very similar to example from my question
i found a very easy way, with a nice and simple working example here
display animated widget
Before getting it working there are some chages to do do in the code
IN THE FOLLOWING
#Override
public void onCreate(Bundle savedInstanceState){
super.onCreate(savedInstanceStated);
setContentView(new MYGIFView());
}
}
just replace
setContentView(new MYGIFView());
in
setContentView(new MYGIFView(this));
AND IN
public GIFView(Context context) {
super(context);
Provide your own gif animation file
is = context.getResources().openRawResource(R.drawable.earth);
movie = Movie.decodeStream(is);
}
REPLACE THE FIRST LINE IN
public MYGIFView(Context context) {
according to the name of the class...
after done this little changes it should work as for me...
hope this help
Glide 4.6
1. To Load gif
GlideApp.with(context)
.load(R.raw.gif) // or url
.into(imageview);
2. To get the file object
GlideApp.with(context)
.asGif()
.load(R.raw.gif) //or url
.into(new SimpleTarget<GifDrawable>() {
#Override
public void onResourceReady(#NonNull GifDrawable resource, #Nullable Transition<? super GifDrawable> transition) {
resource.start();
//resource.setLoopCount(1);
imageView.setImageDrawable(resource);
}
});
Ways to show animated GIF on Android:
Movie class. As mentioned above, it's fairly buggy.
WebView. It's very simple to use and usually works. But sometimes it starts to misbehave, and it's always on some obscure devices you don't have. Plus, you can’t use multiple instances in any kind of list views, because it does things to your memory. Still, you might consider it as a primary approach.
Custom code to decode gifs into bitmaps and show them as Drawable or ImageView. I'll mention two libraries:
https://github.com/koral--/android-gif-drawable - decoder is implemented in C, so it's very efficient.
https://code.google.com/p/giffiledecoder - decoder is implemented in Java, so it's easier to work with. Still reasonably efficient, even with large files.
You'll also find many libraries based on GifDecoder class. That's also a Java-based decoder, but it works by loading the entire file into memory, so it's only applicable to small files.
I had a really hard time to have animated gif working in Android. I only had following two working:
WebView
Ion
WebView works OK and really easy, but the problem is it makes the view loads slower and the app would be unresponsive for a second or so. I did not like that. So I have tried different approaches (DID NOT WORK):
ImageViewEx is deprecated!
picasso did not load animated gif
android-gif-drawable looks great, but it caused some wired NDK issues in my project. It caused my local NDK library stop working, and I was not able to fix it
I had some back and forth with Ion; Finally, I have it working, and it is really fast :-)
Ion.with(imgView)
.error(R.drawable.default_image)
.animateGif(AnimateGifMode.ANIMATE)
.load("file:///android_asset/animated.gif");
Glide
Image Loader Library for Android, recommended by Google.
Glide is quite similar to Picasso but this is much faster than Picasso.
Glide consumes less memory than Picasso.
What that Glide has but Picasso doesn't
An ability to load GIF Animation to a simple ImageView might be the most interesting feature of Glide. And yes, you can't do that with Picasso.
Some important links-
https://github.com/bumptech/glide
http://inthecheesefactory.com/blog/get-to-know-glide-recommended-by-google/en
Use ImageViewEx, a library that makes using a gif as easy as using an ImageView.
Try this, bellow code display gif file in progressbar
loading_activity.xml(in Layout folder)
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:id="#+id/container"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#ffffff" >
<ProgressBar
android:id="#+id/progressBar"
style="?android:attr/progressBarStyleLarge"
android:layout_width="70dp"
android:layout_height="70dp"
android:layout_centerHorizontal="true"
android:layout_centerVertical="true"
android:indeterminate="true"
android:indeterminateDrawable="#drawable/custom_loading"
android:visibility="gone" />
</RelativeLayout>
custom_loading.xml(in drawable folder)
here i put black_gif.gif(in drawable folder), you can put your own gif here
<?xml version="1.0" encoding="utf-8"?>
<animated-rotate xmlns:android="http://schemas.android.com/apk/res/android"
android:drawable="#drawable/black_gif"
android:pivotX="50%"
android:pivotY="50%" />
LoadingActivity.java(in res folder)
public class LoadingActivity extends Activity {
ProgressBar bar;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_loading);
bar = (ProgressBar) findViewById(R.id.progressBar);
bar.setVisibility(View.VISIBLE);
}
}
Nobody has mentioned the Ion or Glide library. they work very well.
It's easier to handle compared to a WebView.
I have had success with the solution proposed within this article, a class called GifMovieView, which renders a View which can then be displayed or added to a specific ViewGroup. Check out the other methods presented in parts 2 and 3 of the specified article.
The only drawback to this method is that the antialiasing on the movie is not that good (must be a side-effect of using the "shady" Android Movie Class). You are then better off setting the background to a solid color within your animated GIF.
Some thoughts on the BitmapDecode example... Basically it uses the ancient, but rather featureless Movie class from android.graphics.
On recent API versions you need to turn off hardware acceleration, as described here. It was segfaulting for me otherwise.
<activity
android:hardwareAccelerated="false"
android:name="foo.GifActivity"
android:label="The state of computer animation 2014">
</activity>
Here is the BitmapDecode example shortened with only the GIF part. You have to make your own Widget (View) and draw it by yourself. Not quite as powerful as an ImageView.
import android.app.Activity;
import android.content.Context;
import android.graphics.*;
import android.os.*;
import android.view.View;
public class GifActivity extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new GifView(this));
}
static class GifView extends View {
Movie movie;
GifView(Context context) {
super(context);
movie = Movie.decodeStream(
context.getResources().openRawResource(
R.drawable.some_gif));
}
#Override
protected void onDraw(Canvas canvas) {
if (movie != null) {
movie.setTime(
(int) SystemClock.uptimeMillis() % movie.duration());
movie.draw(canvas, 0, 0);
invalidate();
}
}
}
}
2 other methods, one with ImageView another with WebView can be found in this fine tutorial. The ImageView method uses the Apache licensed android-gifview from Google Code.
#PointerNull gave good solution, but it is not perfect. It doesn't work on some devices with big files and show buggy Gif animation with delta frames on pre ICS version.
I found solution without this bugs. It is library with native decoding to drawable: koral's android-gif-drawable.
For only android API (Android Pie)28 and + use AnimatedImageDrawable as
// ImageView from layout
val ima : ImageView = findViewById(R.id.img_gif)
// create AnimatedDrawable
val decodedAnimation = ImageDecoder.decodeDrawable(
// create ImageDecoder.Source object
ImageDecoder.createSource(resources, R.drawable.tenor))
// set the drawble as image source of ImageView
ima.setImageDrawable(decodedAnimation)
// play the animation
(decodedAnimation as? AnimatedImageDrawable)?.start()
XML code, add a ImageView
<ImageView
android:id="#+id/img_gif"
android:background="#drawable/ic_launcher_background" <!--Default background-->
app:layout_constraintLeft_toLeftOf="parent"
app:layout_constraintRight_toRightOf="parent"
android:layout_width="200dp"
android:layout_height="200dp" />
AnimatedImageDrawable is a child of Drawable and created by ImageDecoder.decodeDrawable
ImageDecoder.decodeDrawable which further required the instance of ImageDecoder.Source created by ImageDecoder.createSource.
ImageDecoder.createSource can only take source as a name, ByteBuffer, File, resourceId, URI, ContentResolver to create source object and uses it to create AnimatedImageDrawable as Drawable (polymorphic call)
static ImageDecoder.Source createSource(AssetManager assets, String fileName)
static ImageDecoder.Source createSource(ByteBuffer buffer)
static ImageDecoder.Source createSource(File file)
static ImageDecoder.Source createSource(Resources res, int resId)
static ImageDecoder.Source createSource(ContentResolver cr, Uri uri)
Note: You can also create Bitmap using ImageDecoder#decodeBitmap.
Output:
AnimatedDrawable also supports resizing, frame and color manipulation
Put it into a WebView, it has to be able to display it correctly, since the default browser supports gif files. (Froyo+, if i am not mistaken)
There are two options to load animated gifs into our Android apps
1)Using Glide to load the gif into an ImageView.
String urlGif = "https://cdn.dribbble.com/users/263558/screenshots/1337078/dvsd.gif";
//add Glide implementation into the build.gradle file.
ImageView imageView = (ImageView)findViewById(R.id.imageView);
Uri uri = Uri.parse(urlGif);
Glide.with(getApplicationContext()).load(uri).into(imageView);
2) Using an html to load the gif into a WebView
Create the html with the address to the .gif file:
<html style="margin: 0;">
<body style="margin: 0;">
<img src="https://..../myimage.gif" style="width: 100%; height: 100%" />
</body>
</html>
store this file into the assets directory:
The load this html into the WebView of your application:
WebView webView = (WebView)findViewById(R.id.webView);
webView = (WebView) findViewById(R.id.webView);
webView.loadUrl("file:///android_asset/html/webpage_gif.html");
Heres is a complete example of this two options.
I think the better library to handle gif files is this one: by koral
Used it and i'm successful and this library is dedicated to GIF'S; but where as the picasso and glide are general purpose image framework; so i think the developers of this library have entirely concentrated on gif files
Use fresco. Here's how to do it:
http://frescolib.org/docs/animations.html
Here's the repo with the sample:
https://github.com/facebook/fresco/tree/master/samples/animation
Beware fresco does not support wrap content!
Just wanted to add that the Movie class is now deprecated.
This class was deprecated in API level P.
It is recommended to use this
AnimatedImageDrawable
Drawable for drawing animated images (like GIF).
Similar to what #Leonti said, but with a little more depth:
What I did to solve the same problem was open up GIMP, hide all layers except for one, export it as its own image, and then hide that layer and unhide the next one, etc., until I had individual resource files for each one. Then I could use them as frames in the AnimationDrawable XML file.
Something I did for showing gifs in apps. I extended ImageView so people can use its attributes freely. It can show gifs from url or from the assets directory.
The library also makes it easy for extending classes to inherit from it and extend it to support different methods to initialize the gif.
https://github.com/Gavras/GIFView
There's a little guide on the github page.
It was also published on Android Arsenal:
https://android-arsenal.com/details/1/4947
Use example:
From XML:
<com.whygraphics.gifview.gif.GIFView xmlns:gif_view="http://schemas.android.com/apk/res-auto"
android:id="#+id/main_activity_gif_vie"
android:layout_width="200dp"
android:layout_height="200dp"
android:scaleType="center"
gif_view:gif_src="url:http://pop.h-cdn.co/assets/16/33/480x264/gallery-1471381857-gif-season-2.gif" />
In the activity:
GIFView mGifView = (GIFView) findViewById(R.id.main_activity_gif_vie);
mGifView.setOnSettingGifListener(new GIFView.OnSettingGifListener() {
#Override
public void onSuccess(GIFView view, Exception e) {
Toast.makeText(MainActivity.this, "onSuccess()", Toast.LENGTH_SHORT).show();
}
#Override
public void onFailure(GIFView view, Exception e) {
}
});
Setting the gif programmatically:
mGifView.setGifResource("asset:gif1");
Easiest way - Can be consider the below code
We can take advantage of Imageview setImageResource , refer below code for the same.
The below code can be used to show the image like gif incase if you have the multiple split image of gif. Just split the gif into individual png from a online tool and put image in the drawable like the below order
image_1.png, image_2.png, etc.
Have the handler to change the image dynamically.
int imagePosition = 1;
Handler handler = new Handler();
Runnable runnable = new Runnable() {
public void run() {
updateImage();
}
};
public void updateImage() {
appInstance.runOnUiThread(new Runnable() {
#Override
public void run() {
int resId = getResources().getIdentifier("image_" + imagePosition, "drawable", appInstance.getPackageName());
gifImageViewDummy.setImageResource(resId);
imagePosition++;
//Consider you have 30 image for the anim
if (imagePosition == 30) {
//this make animation play only once
handler.removeCallbacks(runnable);
} else {
//You can define your own time based on the animation
handler.postDelayed(runnable, 50);
}
//to make animation to continue use below code and remove above if else
// if (imagePosition == 30)
//imagePosition = 1;
// handler.postDelayed(runnable, 50);
//
}
});
}
The easy way to display animated GIF directly from URL to your app layout is to use WebView class.
Step 1:
In your layout XML
<WebView
android:id="#+id/webView"
android:layout_width="50dp"
android:layout_height="50dp"
/>
Step 2: In your Activity
WebView wb;
wb = (WebView) findViewById(R.id.webView);
wb.loadUrl("https://.......);
Step 3: In your Manifest.XML make Internet permission
<uses-permission android:name="android.permission.INTERNET" />
Step 4: In case you want to make your GIF background transparent and make GIF fit to your Layout
wb.setBackgroundColor(Color.TRANSPARENT);
wb.getSettings().setLoadWithOverviewMode(true);
wb.getSettings().setUseWideViewPort(true);
If you want to use Glide for loading gif:
Glide.with(this)
.asGif()
.load(R.raw.onboarding_layers) //Your gif resource
.apply(RequestOptions.diskCacheStrategyOf(DiskCacheStrategy.NONE))
.listener(new RequestListener<GifDrawable>() {
#Override
public boolean onLoadFailed(#Nullable #org.jetbrains.annotations.Nullable GlideException e, Object model, Target<GifDrawable> target, boolean isFirstResource) {
return false;
}
#Override
public boolean onResourceReady(GifDrawable resource, Object model, Target<GifDrawable> target, DataSource dataSource, boolean isFirstResource) {
resource.setLoopCount(1);
return false;
}
})
.into((ImageView) view.findViewById(R.id.layer_icons));
To save resources there is glide library for.
Have no idea why to use anything else, especialy webview to show image only.
Glide is perfect and easy library that prepares animated drawable from gif and put it directly to imageview.
The logic of gifdrawable handle animation itself.
Gif have lzw ziped raw rgb data of an animation inside.
There is no reason for complicated usage of webview and manage more files to show just a gif file in app.
First of all the Android browser should support Animated GIFs. If it doesn't then it's a bug! Have a look at the issue trackers.
If you're displaying these animated GIFs outside of a browser it might be a different story. To do what you're asking would require external library that supports the decoding of Animated GIFs.
The first port of call would be to look at Java2D or JAI (Java Advanced Imaging) API, although I would be very surprised if Android Dalvik would support those libraries in your App.
public class Test extends GraphicsActivity {
#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;
// Set to false to use decodeByteArray
private static final boolean DECODE_STREAM = true;
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.icon);
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.icon);
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.icon);
mDrawable.setBounds(150, 20, 300, 100);
is = context.getResources().openRawResource(R.drawable.animated_gif);
if (DECODE_STREAM) {
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();
}
}
}
}
class GraphicsActivity extends Activity {
// set to true to test Picture
private static final boolean TEST_PICTURE = false;
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
}
#Override
public void setContentView(View view) {
if (TEST_PICTURE) {
ViewGroup vg = new PictureLayout(this);
vg.addView(view);
view = vg;
}
super.setContentView(view);
}
}
class PictureLayout extends ViewGroup {
private final Picture mPicture = new Picture();
public PictureLayout(Context context) {
super(context);
}
public PictureLayout(Context context, AttributeSet attrs) {
super(context, attrs);
}
#Override
public void addView(View child) {
if (getChildCount() > 1) {
throw new IllegalStateException(
"PictureLayout can host only one direct child");
}
super.addView(child);
}
#Override
public void addView(View child, int index) {
if (getChildCount() > 1) {
throw new IllegalStateException(
"PictureLayout can host only one direct child");
}
super.addView(child, index);
}
#Override
public void addView(View child, LayoutParams params) {
if (getChildCount() > 1) {
throw new IllegalStateException(
"PictureLayout can host only one direct child");
}
super.addView(child, params);
}
#Override
public void addView(View child, int index, LayoutParams params) {
if (getChildCount() > 1) {
throw new IllegalStateException(
"PictureLayout can host only one direct child");
}
super.addView(child, index, params);
}
#Override
protected LayoutParams generateDefaultLayoutParams() {
return new LayoutParams(LayoutParams.MATCH_PARENT,
LayoutParams.MATCH_PARENT);
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
final int count = getChildCount();
int maxHeight = 0;
int maxWidth = 0;
for (int i = 0; i < count; i++) {
final View child = getChildAt(i);
if (child.getVisibility() != GONE) {
measureChild(child, widthMeasureSpec, heightMeasureSpec);
}
}
maxWidth += getPaddingLeft() + getPaddingRight();
maxHeight += getPaddingTop() + getPaddingBottom();
Drawable drawable = getBackground();
if (drawable != null) {
maxHeight = Math.max(maxHeight, drawable.getMinimumHeight());
maxWidth = Math.max(maxWidth, drawable.getMinimumWidth());
}
setMeasuredDimension(resolveSize(maxWidth, widthMeasureSpec),
resolveSize(maxHeight, heightMeasureSpec));
}
private void drawPict(Canvas canvas, int x, int y, int w, int h, float sx,
float sy) {
canvas.save();
canvas.translate(x, y);
canvas.clipRect(0, 0, w, h);
canvas.scale(0.5f, 0.5f);
canvas.scale(sx, sy, w, h);
canvas.drawPicture(mPicture);
canvas.restore();
}
#Override
protected void dispatchDraw(Canvas canvas) {
super.dispatchDraw(mPicture.beginRecording(getWidth(), getHeight()));
mPicture.endRecording();
int x = getWidth() / 2;
int y = getHeight() / 2;
if (false) {
canvas.drawPicture(mPicture);
} else {
drawPict(canvas, 0, 0, x, y, 1, 1);
drawPict(canvas, x, 0, x, y, -1, 1);
drawPict(canvas, 0, y, x, y, 1, -1);
drawPict(canvas, x, y, x, y, -1, -1);
}
}
#Override
public ViewParent invalidateChildInParent(int[] location, Rect dirty) {
location[0] = getLeft();
location[1] = getTop();
dirty.set(0, 0, getWidth(), getHeight());
return getParent();
}
#Override
protected void onLayout(boolean changed, int l, int t, int r, int b) {
final int count = super.getChildCount();
for (int i = 0; i < count; i++) {
final View child = getChildAt(i);
if (child.getVisibility() != GONE) {
final int childLeft = getPaddingLeft();
final int childTop = getPaddingTop();
child.layout(childLeft, childTop,
childLeft + child.getMeasuredWidth(),
childTop + child.getMeasuredHeight());
}
}
}
}

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