I have created a custom WebView, which will be used to play a gif file. Now I need to draw this to my canvas in a specific position and using a set size.
However, I am not entirly sure how I can convert this webView containing Gif into a Bitmap so that I can insert it into the correct location on my Canvas.
My WebView Class:
public class finishWebView extends WebView
{
public finishWebView(Context context, String path)
{
super(context);
loadUrl(path);
}
}
Getting the raw resource for main Activity:
finishWebView view = new finishWebView(context, "file:///android_asset/test.gif");
The orginal code to convert my image to the correct size and insert into canvas:
finish = BitmapFactory.decodeResource(getResources(), R.drawable.finish);
finish = Bitmap.createScaledBitmap(finish, (PhoneWidth / 5), (PhoneWidth / 5), true);
protected void onDraw(Canvas canvas)
{
canvas.drawBitmap(finish, (j * totalCellWidth), (i * totalCellHeight), null);
}
So essentially, I need to work out a way to draw the webView with gif image displaying onto the specified locations within my canvas, similar to what I am currently doing with 'canvas.drawBitmap(...)'.
----------------------------------- EDIT ----------------------------------------
Using the code snippet mentioned provided by mikejonesguy, I have got to here, however this now just displays a blank screen.
public static Bitmap createBitmapFromView(View v) {
Bitmap b = Bitmap.createBitmap(100, 100, Bitmap.Config.RGB_565);
Canvas c = new Canvas(b);
v.draw(c);
return b;
}
// Within onDraw
GIFView gifView = new GIFView(context);
canvas.drawBitmap(createBitmapFromView(gifView), (j * totalCellWidth), (i * totalCellHeight), null);
I have tested my GIFView on normal xml layout pages and it works correctly, just cannot get it inserted into my canvas.
There are several ways to convert a view into a bitmap. This method is one way:
public static Bitmap createBitmapFromView(View v) {
Bitmap b = Bitmap.createBitmap(v.getWidth(), v.getHeight(), Bitmap.Config.RGB_565);
Canvas c = new Canvas(b);
v.draw(c);
return b;
}
You'll have to wait until your webView has finished loading the GIF, of course, before you call this to get the bitmap.
If you're just trying to play an animated gif, this other SO post might help: Showing gif in android
Related
I have two column of textView containing some text.
When you click in one text then click in another from other column it should draw a line between them.
I have put a relative layout between the two textView columns and adding a customised view to it.
I debugged and found that its calling the onDraw to draw line but i can not see any lines
Here is my code for that.
public class DrawLineView extends View {
Paint paint = new Paint();
View startView;
View endView;
public DrawLineView(Context context, View startView, View endView) {
super(context);
paint.setColor(Color.BLACK);
this.startView = startView;
this.endView = endView;
invalidate();
}
public DrawLineView(Context context) {
super(context);
}
// public void drawLineNow() {
//
// invalidate();
// }
#SuppressLint("NewApi")
public void onDraw(Canvas canvas) {
canvas.drawLine(startView.getX() + 25, startView.getY() + 50, endView.getX() + 25, endView.getY(), paint);
}
}
This is called in something like this.
selectedTextFromColumn2 = texviewC2T4;
selectedTag2 = list2.get(3).getTag();
if (selectedTag1 == selectedTag2) {
drawLineView = new DrawLineView(MatchingContentScreen.this,selectedTextFromColumn1, selectedTextFromColumn2);
relativeLayout.addView(drawLineView);
drawLineView.invalidate();
}
I am new to canvas .So i am confused what i am doing wrong or missing.
the line coming as a vertical line
I saw this drawing solution from another post.
How to draw a line in android between two or more RadioButtons
Can anyone please help me ?
I want it something like this
I can draw line like this if canvas is on top of these textviews
using
canvas.drawLine(startX , startY , stopX , stopY, paint);
but i can not validate the text or read the textview to match.
I am trying to retrieve a frame from a video that is playing back using LibVLC in android. For reference, this is how I am starting LibVLC. ffmpegSv is a TextureView
public void startMediaPlayer() {
ArrayList<String> options = new ArrayList<>();
options.add("--no-drop-late-frames");
options.add("--no-skip-frames");
options.add("-vvv");
options.add("--no-osd");
options.add("--rtsp-tcp");
options.add("--no-snapshot-preview");
options.add("--no-video-title");
options.add("--no-spu");
videoVlc = new LibVLC(getActivity(), options);
TextureView surfaceView = (TextureView) getActivity().findViewById(R.id.streamView);
newVideoMediaPlayer = new org.videolan.libvlc.MediaPlayer(videoVlc);
final IVLCVout vOut = newVideoMediaPlayer.getVLCVout();
vOut.setVideoSurface(ffmpegSv.getSurfaceTexture());
vOut.setWindowSize(ffmpegSv.getWidth(), ffmpegSv.getHeight());
vOut.attachViews();
Media videoMedia = new Media (videoVlc, Uri.parse("rtsp://1.1.1.1/abc.mov"));
newVideoMediaPlayer.setMedia(videoMedia);
newVideoMediaPlayer.play();
}
And this is how I am attempting to get the bitmap from it. I should note this method worked correctly when using the android MediaPlayer.
#Override
public void onSurfaceTextureUpdated(SurfaceTexture surface) {
if (mStream != null) {
if (idx++ % 10 == 0) {
(new Runnable() {
#Override
public void run() {
FileOutputStream out = null;
Bitmap b = ffmpegSv.getBitmap(ffmpegSv.getWidth(), ffmpegSv.getHeight());
Bitmap bm = Bitmap.createScaledBitmap(b2, 640, 480, true);
ByteArrayOutputStream bos = new ByteArrayOutputStream();
bm.compress(Bitmap.CompressFormat.JPEG, 50, bos);
byte[] arr = bos.toByteArray();
mStream.onJpegFrame(arr, 0L);
b.recycle();
bm.recycle();
}
}).run();
idx = 0;
}
}
}
However, the image that is being produced has a sliver of the original image from the TextureView around the edge almost like a border, but the rest of the image is obscured by a black box.
The only thing I can think of is that VLC uses some sort of overlay for subtitles etc that when pulled out with getBitmap() is losing its transparency. However, I am not 100% sure this is the case. Is there a way to check if this is the case, or disable any sort of overlays that VLC could be adding?
EDIT : I have added a sample image to demonstrate the problem:
You can just make out the bottom, right and top of the background image and a clear rectangle over the top of it.
Bitmap b = ffmpegSv.getBitmap(ffmpegSv.getWidth(), ffmpegSv.getHeight());
Bitmap bm = Bitmap.createScaledBitmap(b2, 640, 480, true);
Aren't you scaling something else here?
What is b2?
I have found very few tutorials on how to use the android canvas. However, after looking at the official documentation I was able to produce this code. I simply would like to draw a green rectangle.
public class LevelActivity extends AppCompatActivity {
Object shape;
Target target;
Rect r;
Paint paint;
Bitmap b = Bitmap.createBitmap(100, 100, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_level);
paint = new Paint();
paint.setColor(Color.GREEN);
paint.setStyle(Paint.Style.FILL);
r = new Rect();
r.set(0,0,c.getWidth(),c.getHeight()/2);
c.drawRect(r,paint);
shape = new Shape(30,10); //Object setup
//shape.pick(); //Pick random point for target
}
}
I do not want to use a customView to draw, I just want to use pure android canvas. When I run the code I get no errors or any warnings.
Any help is greatly appreciated.
-Kelton
Well, you have a Canvas c with an underlying Bitmap b. Now anything that you draw on the Canvas c will actually be drawn on the Bitmap b. And you have done the drawing part in the above code. The Bitmap b has your drawn rectangle. But now to view that you need to load this Bitmap b in some view, like an ImageView. You can have an ImageView in your activity_level layout and then use ImageView.setImageBitmap(b) to load the Bitmap onto the view.
you need to add the following 2 lines at the end:
ImageView iv= (ImageView) findViewById(R.id.imageview_where_i_will_put_my_awesome_green_rectangle);
iv.setImageBitmap(b);
You have to create a ImageView and set the Bitmap as the one you created with canvas.
ImageView imageView = new ImageView(this);
imageView.setBitmap(bitmap);
addContentView(imageView, new LayoutParams(MATCH_PARENT, MATCH_PARENT));
Let suppose we have the custom ListView which extends onDraw() method by drawing some rectangle in it.
class Listpicker extends ListView {
//..Some other methods here..//
#Override
protected void onDraw(android.graphics.Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap(glassPickerBitmap, null, glassRect, semiTransparrentPaint);
}
}
The bitmap drawn represent some sort of glass which is rectangle with width equal to the width of listview and some height. What I want is when list item scrolls into this rectangle the color used for drawing text (not all item with background and etc.) would be changed into some another color. So, for example, when list item fits so that only half height of text fits into glassPickerBitmap, the outside part of list item should remain in its ordinal colors, and the part that is inside glassPickerBitmap should change its text color. List items are simple TextViews without any background.
How can be this achieved? Maybe any ColorFilters assigned to the Paint? But where? onDraw() method of Listview is not even called when ListView is scrolled... Can be this done inside customized views, for example, that will be ListView's items? Or may be some Color/Shader/do not know what else overlay can be used here, but where?
EDIT (added image examples):
Here is example of some crop from real-life app. There are 2 ListViews: one on the left side, other on the right. Glass is the grayed rectangle. Now, left list has "United States Dollar" currency selected. And I am scrolling right ListView in that way, that selection is somewhere between USD and Afghan Afghani. Now, what I want, is that USD currency in the left ListView would be drawn in red (exact color doesn't matter now, I will change it later to something meaningful) AND, in the same time, bottom part of "United States Dollar" and top part of "Afghan Afghani" in the right ListView would be drawn also in the same red color.
This color changing should be done in dynamic way - color should be changed only for the part of text that is under glass rectangle during scrolling of the list.
*OK, EUR and USD here are special currencies drawn with not standard cyan color. The question is about at least text with white color. But if it will be possible to change also cyan color it would be great.
As you can tell in their implementation they use and update a fixed position in their ListAdapter so then they update the View that matches accordingly, which is to me the easiest and simpler way to do it, but you don't get the half-half colored text, which I think you still want :)
So here is probably one of the worst answers I've given, sorry about it, I'll probably revisit this or hope someone can point you to a better solution
You can see a blurry demo at:
http://telly.com/Y98DS5
The dirty way:
Create a Paint with a proper ColorMatrixColorFilter, for the purposes of answering this I'm just desaturating, you'll have to figure out your 5x4 matrix for ColorMatrix to get the cyan your looking for. Also you will need some Rects to define source and dest when drawing below.
Create an off screen Bitmap and Canvas which you'll use to draw your list, that's done in onSizeChanged so we have proper view layout values, here you can start noticing the dirtiness as you will have to allocate a Bitmap as big as your ListView so you may get OutOfMemoryException.
Override draw to use your off screen Canvas and let ListView draw to it, then you can draw the Bitmap to the given Canvas that will draw your list as usual, then draw just the part of that Bitmap which will be drawn differently using the Paint we defined before, you will get overdraw for those pixels.
Finally draw your pre-fabricated glass Bitmap, I would recommend a n-patch (9-patch) so it scales and looks sharp across screens and densities, then you get more overdraw for those pixels.
The whole cake looks like:
public class OverlayView extends ListView {
private RectF mRect;
private Rect mSrcRect;
private Paint mPaint;
private Canvas mCanvas;
private Bitmap mBitmap;
private float mY;
private float mItemHeight;
public OverlayView(Context context) {
super(context);
initOverlay();
}
public OverlayView(Context context, AttributeSet attrs) {
super(context, attrs);
initOverlay();
}
public OverlayView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
initOverlay();
}
private void initOverlay() {
// DO NOT DO THIS use attrs
final Resources res = getResources();
mY = res.getDimension(R.dimen.overlay_y);
mItemHeight = res.getDimension(R.dimen.item_height);
//
mRect = new RectF();
mSrcRect = new Rect();
mPaint = new Paint();
ColorMatrix colorMatrix = new ColorMatrix();
colorMatrix.setSaturation(0);
mPaint.setColorFilter( new ColorMatrixColorFilter(colorMatrix) );
}
#Override
public void draw(Canvas canvas) {
super.draw(mCanvas);
canvas.drawBitmap(mBitmap, 0, 0, null);
canvas.drawBitmap(mBitmap, mSrcRect, mRect, mPaint);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mRect.set(0, mY, w, mY + mItemHeight);
mRect.roundOut(mSrcRect);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);
}
}
So that said, I hope you end up with a cleaner solution, even if you don't get that half-half sexiness :)
First, keep a spare bitmap and canvas:
class Listpicker extends ListView {
Bitmap bitmapForOnDraw = null;
Canvas canvasForOnDraw = null;
Make sure it's the right size:
#override
protected void onSizeChanged (int w, int h, int oldw, int oldh) {
if (bitmapForOnDraw != null) bitmapForOnDraw.recycle();
bitmapForOnDraw = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
canvasForOnDraw = new Canvas(bitmapForOnDraw);
}
And when we come to drawing the list:
#override
protected void onDraw(android.graphics.Canvas realCanvas) {
// Put the list in place
super.onDraw(realCanvas);
// Now get the same again
canvasForOnDraw.drawColor(0x00000000, PorterDuff.Mode.CLEAR);
super.onDraw(canvasForOnDraw);
// But now change the colour of the white text
canvasForOnDraw.drawColor(0xffff00ff, PorterDuff.Mode.MULTIPLY);
// Copy the different colour text into the right place
canvas.drawBitmap(bitmapForOnDraw, glassRect, glassRect overwritePaint);
// finally, put the box on.
canvas.drawBitmap(glassPickerBitmap, null, glassRect, semiTransparrentPaint);
}
I am doing a small project for college and wondering if someone can tell me how I would go about doing a scratch card app. This app should have one image overlaying another. The one on top should allow the user to remove the image depending on where they rub on the image and thus part of the image that was removed revealing the image underneath. Pretty much like a scratch card. Any help would be great!
This is the code im using at the moment .
public class workinggraphics extends Activity
{
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
//setContentView(R.layout.main);
setContentView(new Panel(this));
LinearLayout l1 = (LinearLayout) findViewById(R.id.LAYOUTTEST1);
Panel p1 = new Panel(null);
}
class Panel extends View{
private Bitmap mBitmap;
private Canvas mCanvas;
private Path mPath;
private Paint mPaint;
// private Paint nPaint;
Bitmap bitmap;
Canvas pcanvas ;
int x = 0;
int y =0;
int r =0;
public Panel(Context context) {
super(context);
Log.v("Panel", "STROKE");
setFocusable(true);
setBackgroundColor(Color.TRANSPARENT);
/*
WallpaperManager wallpaperManager = WallpaperManager.getInstance(context);
//WallpaperDrawable wallpaperDrawable=wallpaperManager.getDrawable();
try {
wallpaperManager.setBitmap(bmp);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}*/
//setBackgroundDrawable(bmp);
// setting paint
/* nPaint = new Paint();
nPaint.setStyle(Paint.Style.FILL);*/
mPaint = new Paint();
mPaint.setAlpha(0);
mPaint.setStyle(Paint.Style.FILL_AND_STROKE);
mPaint.setStrokeCap(Paint.Cap.BUTT);
mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));//.Mode.DST_IN));
mPaint.setAntiAlias(false);
// getting image from resources
Resources r = this.getContext().getResources();
Bitmap bm = BitmapFactory.decodeResource(getResources(), R.drawable.mainscreen_background);
Bitmap bm1 = BitmapFactory.decodeResource(getResources(),R.drawable.foreground_image);
// converting image bitmap into mutable bitmap
bitmap = bm.createBitmap(bm.getWidth(), bm.getHeight(), Config.ARGB_8888);
//bitmap = bm1.createBitmap(bm1.getWidth(),bm1.getHeight(),Config.ARGB_8888);
pcanvas = new Canvas();
pcanvas.setBitmap(bitmap); // drawXY will result on that Bitmap
pcanvas.drawBitmap(bm, 0, 0, null);
pcanvas.drawBitmap(bm1,0,0,null);
}
#Override
protected void onDraw(Canvas canvas) {
Rect cBK = new Rect();
//canvas.set
cBK.set(0,0,canvas.getWidth(),canvas.getHeight());
//pcanvas.drawRect(cBK, nPaint);
// draw a circle that is erasing bitmap
pcanvas.drawCircle(x, y, r, mPaint);
//pcanvas.drawLine(x, y, 0, 0, mPaint);
canvas.drawBitmap(bitmap, 0, 0,null);
super.onDraw(canvas);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
// set paramete to draw circle on touch event
x = (int) event.getX();
y = (int) event.getY();
r =20;
// Atlast invalidate canvas
invalidate();
return true;
}
}
}
Now as you can see above there is a lot of comments for things we have tried. Ideally I would like to be able to create an instance of the Panel class, set the workinggraphics class contextview to a XML LinearLayout (OR SurfaceView w/e would be used I dont really know), and then just set a background image on the defined LinearLayout in XML to be revealed when the canvas erases the bitmap image we have set.
Anyway any suggestions would be appricated thanks alot in advanced!
I created a library call WScrarchView where you can implement scratch view just few lines in layout xml. Hope this can help those who still looking for the solution https://github.com/winsontan520/Android-WScratchView