Android: how to get default camera settings of builtin camera application - java

I have seen lots of tutorial and information but i could not find any single place how to use the default settings of the existing camera application into any other customized camera application. I have seen the sharpness of the image and its focus is very fine in the built-in camera application. Now i am creating my own application with my customized features but i am still unable to make it sharp and non-blurry... I dont want to use Intent technique of the camera because i have to do some image processing afterward.
I have used zooming but strangely zoom is not properly working ...like it works in built-in camera application
here is my surface change code
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h)
{
Log.e(TAG, "surfaceChanged");
// XXX stopPreview() will crash if preview is not running
if (mPreviewRunning) {
mCamera.stopPreview();
}
Camera.Parameters params = mCamera.getParameters();
List<Camera.Size> sizes = params.getSupportedPreviewSizes();
mFrameWidth = w;
mFrameHeight = h;
// selecting optimal camera preview size
{
double minDiff = Double.MAX_VALUE;
for (Camera.Size size : sizes)
{
if (Math.abs(size.height - h) < minDiff)
{
mFrameWidth = size.width;
mFrameHeight = size.height;
minDiff = Math.abs(size.height - h);
}
}
}
try
{
//params.set("rotation", 180);
//params.set("orientation", "landscape");
//params.set("auto", "WHITE_BALANCE_AUTO");//WHITE_BALANCE_AUTO
Display display = ((WindowManager)getSystemService(WINDOW_SERVICE)).getDefaultDisplay();
if(display.getRotation() == Surface.ROTATION_0)
{
params.setPreviewSize(mFrameHeight, mFrameWidth);
mCamera.setDisplayOrientation(90);
}
if(display.getRotation() == Surface.ROTATION_90)
{
params.setPreviewSize(mFrameWidth, mFrameHeight);
}
if(display.getRotation() == Surface.ROTATION_180)
{
params.setPreviewSize(mFrameHeight, mFrameWidth);
}
if(display.getRotation() == Surface.ROTATION_270)
{
params.setPreviewSize(mFrameWidth, mFrameHeight);
mCamera.setDisplayOrientation(180);
}
if(params.isZoomSupported())
{
Log.e(TAG, params.getZoom()+"surfaceChanged camer zoom"+params.getMinExposureCompensation());
params.setZoom(params.getMaxZoom());
params.setExposureCompensation(1);
// params.setColorEffect("none");
params.setWhiteBalance(params.WHITE_BALANCE_AUTO);
params.setFocusMode(params.FOCUS_MODE_AUTO);
params.setSceneMode(params.SCENE_MODE_ACTION);
}
params.set("auto", "FOCUS_MODE_AUTO");
params.setPreviewSize(mFrameWidth,mFrameHeight);
mCamera.setParameters(params);
mCamera.setPreviewDisplay(holder);
}
catch (IOException e)
{
// TODO Auto-generated catch block
e.printStackTrace();
}
mCamera.startPreview();
mPreviewRunning = true;
}
Kindly let me know how to make the camera preview exactly same as the built in application one.

You mean a fullscreen camera preview?
I use this code:
this.requestWindowFeature(Window.FEATURE_NO_TITLE); //no title
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); //no status bar, etc
and this:
setContentView(R.layout.main);
addContentView(overlay, new LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
((FrameLayout) findViewById(R.id.preview)).addView(preview);
the first snippet sets the app to fullscreen and hide title and status bar.
the second snipppet adds my overlay (extended View) to the main layout.
Here my xml and java code:
main.xml:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical" >
<FrameLayout
android:id="#+id/preview"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="#drawable/ic_launcher" />
</LinearLayout>
Overlay.java:
class Overlay extends View {
String text = "";
String textBearing = "Bearing: ";
public Overlay(Context context) {
super(context);
}
#Override
protected void onDraw(Canvas canvas) {
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.WHITE);
paint.setTextSize(16);
canvas.drawText(text, 20, 20, paint);
canvas.drawText(textBearing, 20, 50, paint);
super.onDraw(canvas);
}
}
And my activity:
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE); //no title
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); //fullscreen
overlay = new Overlay(this);
setContentView(R.layout.main);
addContentView(overlay, new LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
camera = getCameraInstance(); //camera.open();
preview = new Preview(this, camera);
((FrameLayout) findViewById(R.id.preview)).addView(preview);
}
Hope it helps

I encountered the same problem with you. After reading the source code of the builtin camera app, and comparing the focus processing of builtin camera and my own camera, I realized the problem is on autofocus.
So try this:
mCamera.autoFocus(new Camera.AutoFocusCallback() {
#Override
public void onAutoFocus(boolean success, Camera camera) {
mCamera.takePicture(null, null, mPicture);
}
});
which makes the result image as sharp as builtin camera.
The documents is here.

Related

Android App crashes with Simple draw to canvas, disp Bitmap

#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
button = findViewById(R.id.button);
button.setOnClickListener(this);
int height = this.getWindow().getDecorView().getHeight();
int width = this.getWindow().getDecorView().getWidth();
bitmap = Bitmap.createBitmap(height, width, Bitmap.Config.ARGB_8888 );
canvas = new Canvas(bitmap);
imageView = findViewById(R.id.imageView);
}
#Override
public void onClick(View v) {
if (v.getId() == R.id.button){
canvas.drawColor(Color.RED);
}
imageView.setImageBitmap(bitmap);
}
}
Does anyone have any idea why the above code snippet for Android Studio would cause the app to crash constantly? I'm new to Android Studio and I want to get used to building rectangles and shapes before anything more, but it seems I'm having difficulty with even that.
Displays error of drawing Bitmap with values not > 0, but the issue is that after using a print function in onClick, grabbing height or width from either window or the imageView, I am returned a value > 0, so I don't understand.
You are getting height and width in onCreate method before view has been drawn and thus resulting in returning height 0, width 0 since android system don't know exact width and height of view.You can use some method like post(Runnable) to know if view has drawn.Modify you code like below.
View view = this.getWindow().getDecorView();
view.post( new Runnable() {
#Override
public void run() {
width = view.getMeasuredWidth();
height = view.getMeasuredHeight();
bitmap = Bitmap.createBitmap(height, width, Bitmap.Config.ARGB_8888 );
canvas = new Canvas(bitmap);
}
});

Using ImageReader with older Camera API (To be supported by API <20)

I took the Google example for using ImageReader from here.
The code uses Camera2 API and ImageReader to such that querying image runs in different thread than previewing it.
As I want to target Android KitKat (API 20), I need to modify the code to use older Camera API with keeping the ImageReader part as is.
Here is the part of original code that sets onImageAvailableListener:
/**
* THIS IS CALLED WHEN OPENING CAMERA
* Sets up member variables related to camera.
*
* #param width The width of available size for camera preview
* #param height The height of available size for camera preview
*/
private void setUpCameraOutputs(int width, int height) {
Activity activity = getActivity();
CameraManager manager = (CameraManager) activity.getSystemService(Context.CAMERA_SERVICE);
try {
for (String cameraId : manager.getCameraIdList()) {
CameraCharacteristics characteristics
= manager.getCameraCharacteristics(cameraId);
// We don't use a front facing camera in this sample.
Integer facing = characteristics.get(CameraCharacteristics.LENS_FACING);
if (facing != null && facing == CameraCharacteristics.LENS_FACING_FRONT) {
continue;
}
StreamConfigurationMap map = characteristics.get(
CameraCharacteristics.SCALER_STREAM_CONFIGURATION_MAP);
if (map == null) {
continue;
}
// For still image captures, we use the largest available size.
Size largest = Collections.max(
Arrays.asList(map.getOutputSizes(ImageFormat.JPEG)),
new CompareSizesByArea());
mImageReader = ImageReader.newInstance(largest.getWidth(), largest.getHeight(),
ImageFormat.JPEG, /*maxImages*/2);
mImageReader.setOnImageAvailableListener(
mOnImageAvailableListener, mBackgroundHandler);
.
.
.
.
}
Now I was able to use older Camera API. But I am lost in connecting it with ImageReader. So I don't know how should I set onImageListener so that I can access it once the image is delivered.
Here is my modification :
#Override
public void onActivityCreated(Bundle savedInstanceState) {
super.onActivityCreated(savedInstanceState);
mTextureView = (AutoFitTextureView) v.findViewById(R.id.texture);
mTextureView.setSurfaceTextureListener(new SurfaceTextureListener() {
#Override
public void onSurfaceTextureUpdated(SurfaceTexture surface) {
}
#Override
public void onSurfaceTextureSizeChanged(SurfaceTexture surface,
int width, int height) {
}
#Override
public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
return true;
}
#Override
public void onSurfaceTextureAvailable(SurfaceTexture surface,
int width, int height) {
mCamera = Camera.open();
try {
Camera.Parameters parameters = mCamera.getParameters();
if (getActivity().getResources().getConfiguration().orientation != Configuration.ORIENTATION_LANDSCAPE) {
// parameters.set("orientation", "portrait"); // For
// Android Version 2.2 and above
mCamera.setDisplayOrientation(90);
// For Android Version 2.0 and above
parameters.setRotation(90);
}
mCamera.setParameters(parameters);
mCamera.setPreviewTexture(surface);
} catch (IOException exception) {
mCamera.release();
}
mCamera.startPreview();
setUpCameraOutputs(width, height);
tfPreviewListener.initialize(getActivity().getAssets(), scoreView);
}
});
}
My question is how should I add ImageReader in the code above to make it work properly?
Thanks in advance.

how to get byte array from camera preview in java android?

I'm a complete noob . I've managed to write and understand this code after reading this http://developer.android.com/guide/topics/media/camera.html .
But now i want to get the byte array for preview and then convert it to bitmap . But i want to do this in real time without be forced to save a picture file in storage . Please , help!
Here is my program code.
public class CameraPreview extends SurfaceView implements SurfaceHolder.Callback {
private SurfaceHolder mHolder;
private Camera mCamera;
public CameraPreview(Context context, Camera camera) {
super(context);
mCamera = camera;
// Install a SurfaceHolder.Callback so we get notified when the
// underlying surface is created and destroyed.
mHolder = getHolder();
mHolder.addCallback(this);
// deprecated setting, but required on Android versions prior to 3.0
mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
}
public void surfaceCreated(SurfaceHolder holder) {
// The Surface has been created, now tell the camera where to draw the preview.
try {
mCamera.setPreviewDisplay(holder);
mCamera.startPreview();
} catch (IOException e) {
String TAG = null;
Log.d(TAG, "Error setting camera preview: " + e.getMessage());
}
}
public void surfaceDestroyed(SurfaceHolder holder) {
// empty. Take care of releasing the Camera preview in your activity.
}
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
// If your preview can change or rotate, take care of those events here.
// Make sure to stop the preview before resizing or reformatting it.
mCamera.setDisplayOrientation(90);
// set preview size and make any resize, rotate or
// reformatting changes here
// start preview with new settings
try {
mCamera.setPreviewDisplay(mHolder);
mCamera.startPreview();
} catch (Exception e){
String TAG = null;
Log.d(TAG, "Error starting camera preview: " + e.getMessage());
}
}
private PictureCallback mPicture = new PictureCallback(){
#Override
public void onPictureTaken(byte[] data, Camera camera)
{
// TODO: Implement this method
}
};
}
And main activity :
public class MainActivity extends Activity
{ private Camera mCamera;
private CameraPreview mPreview;
int i;
/** Called when the activity is first created. */
#Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
mCamera = getCameraInstance();
mPreview = new CameraPreview(this, mCamera);
FrameLayout preview = (FrameLayout) findViewById(R.id.frame);
preview.addView(mPreview);
}
public static Camera getCameraInstance()
{
Camera c = null;
try
{
c = Camera.open();}
catch (Exception e)
{ System.out.println("blamjjjh");}
return c;
}
public void releasec(){
mCamera.release();
}
#Override
protected void onStop()
{
super.onStop();
releasec();
}
}
As detailed in the Android Developer docs here (which you might have already read), add an implementation of the PictureCallback interface (see the example below) to your Activity. Also you can use BitmapFactory to then convert the byte array that gets passed back to a Bitmap. Then you can use this as required.
NOTE:
I would also read the docs here on handling Bitmaps efficiently in relation to memory as you might get OutOfMemory errors if you're manipulating Bitmaps.
private PictureCallback mPicture = new PictureCallback() {
#Override
public void onPictureTaken(byte[] data, Camera camera) {
//create a Bitmap from the byte array
Bitmap bitmap = BitmapFactory.decodeByteArray(data , 0, data.length);
//use your Bitmap
}
};
You then need to pass this into the takePicture() method against your camera instance e.g.
// Add a listener to the Capture button
Button captureButton = (Button) findViewById(id.button_capture);
captureButton.setOnClickListener(
new View.OnClickListener() {
#Override
public void onClick(View v) {
// get an image from the camera
mCamera.takePicture(null, null, mPicture);
}
}
);
Hope this helps! :-)

Android custom surface view drawing on camera surface view

I first created a custom Surface View to draw things on; to visually describe, a green background on which I draw some lines and circles. Then, I decided to remove the green background and have a live camera preview as the background instead. This is what I tried, but could not get it working (below). What happens is, both the camera view and my custom surface view are being created, but only the camera view is being shown. I'm sure my custom Surface View is also created because I've a TouchListener in this custom view that prints x,y values when touched (and this happens). But my custom drawing is not being shown over the camera preview, as I want it to be. Please help!!
gameview.xml file:
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="#+id/mainlayout"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical" >
</FrameLayout>
Camera View:
public class CameraView extends SurfaceView implements SurfaceHolder.Callback{
Camera camera;
public CameraView(Context context, Camera c) {
super(context);
camera = c;
getHolder().addCallback(this);
getHolder().setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
// TODO Auto-generated constructor stub
}
public void surfaceCreated(SurfaceHolder arg0) {
// TODO Auto-generated method stub
try {
camera.setPreviewDisplay(getHolder());
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
camera.startPreview();
}
}
Custom Surface View named VirtuaParkView: This is where I draw stuff using onDraw() method being called continuously from a thread. Also implements SurfaceHolder.Callback. Code not written here for brevity.
How it's all put together:
CameraView cView = new CameraView(getApplicationContext(),Camera.open()); //get Camera View
VirtuaParkView vParkView = new VirtuaParkView(getApplicationContext()); // get custom surface view
setContentView(R.layout.gameview); //set the Frame layout
FrameLayout fl = (FrameLayout)findViewById(R.id.mainlayout); // get the layout root
fl.addView(cView); //add camera view
fl.addView(vParkView,new LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT)); //add custom drawing
I don't know what your VirtualParkView looks like but try using this custom View. It should draw a small green square where you touch it.
public class CameraOverlay extends View {
private static final Integer rectSize = 30;
Paint paint;
private Rect touchRect;
public CameraOverlay(Context context) {
super(context);
paint = new Paint();
touchRect = new Rect(0,1,0,1);
}
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.WHITE);
int height = canvas.getHeight();
int width = canvas.getWidth();
canvas.drawLine(width/2,0,width/2,height,paint);
canvas.drawLine(0,height/2,width,height/2,paint);
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.GREEN);
canvas.drawRect(touchRect, paint);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
Log.d(TAG, "CameraOverlay - onTouchEvent()");
invalidate();
if (event.getAction() == MotionEvent.ACTION_DOWN) {
float x = event.getX();
float y = event.getY();
touchRect.left = (int) (x - rectSize);
touchRect.top =(int) (y - rectSize);
touchRect.right = (int) (x + rectSize);
touchRect.bottom = (int) (y + rectSize);
}
return false;
}
}
Then, instead of your VirtualParkView, add this to your frame -
if (mCameraOverlay == null)
mCameraOverlay = new CameraOverlay(this);
f1.addView(mCameraOverlay);

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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