Android :: Building Drawable Images To Use On Surface Canvas
Sep 28, 2010
I have some images (.png format) that I use as drawables on the surface of canvas in my android app. The problem I have is mspaint only allows a rectangular image file, so whatever I draw on the screen always shows up in a box. Is there a (free) program or way I can edit the png files so that when they are drawn on the surface of my canvas, they are drawn to shape?
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Sep 5, 2009
Is it possible to convert a Canvas to Drawable?I may be really off in my solution, so if you have a better suggestion, please do tell me. This is what I'm trying to do.I'm trying to create a custom RadioButton. to set different states of the radio button, I need to use this parameter and one of the parameter to addState is Drawable. I know I can easily provide an image file and use it as a Drawable, but I want to do some image manipulation to the image before using it.There is a tutorial in ApiDemo called AlphaBitmap. It uses the onDraw method of a View to change a PNG file to full red and draw something with a gradient. So I customized it to shade an icon with gradient. So the problem now is that this is a View, and the View works perfectly fine if I add this View to the main view. But i want to convert this View to Drawable so I can use it as one of the parameter in addState. What I really want to achieve is to have different colour shades for different state of the RadioButton without providing different images to do so.
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May 26, 2009
I want to load an icon from resource and draw over it. But I cannot get it into a canvas. Can anyone please help me with the code below. If I uncomment c.drawColor(), I get blue color as expected. So the problem is on icon.draw(). code...
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Aug 23, 2010
I have a SurfaceView that is being used to draw custom animations and I would like to overlay them onto a live-feed from the phone's camera. Currently, the SurfaceView that contains the animations has a white- background, but if I were to overlay them onto the phone's camera feed, they would have to be transparent. The camera and animation drawing cannot be done on the same SurfaceView. Is it possible to make a SurfaceView transparent? What is the best course to pursue the use of multiple views? My end goal is to essentially overlay the contents of another SurfaceView onto the Camera SurfaceView.
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Aug 23, 2010
I have a SurfaceView that is being used to draw images, and I would like to overlay them onto a live-feed from the phone's camera. Currently, the SurfaceView that contains the images have a white-background, but if I were to overlay them onto the phone's camera feed, they would have to be transparent. The camera and animation drawing cannot be done on the same SurfaceView. What is the best course to pursue the use of multiple views that involve managing the camera and drawing images? Is it possible to make a SurfaceView transparent?
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Sep 2, 2010
Is there a way to animate drawables on a canvas using the android built-in animation classes?
Ive been modeling my test application, a game, after the example apps lunarlander and jetboy. They contain a lot of reusable code, but they manually update the drawable objects in real time. It seems like using the android animation built ins would be so much easier since they provide the type of animation I need¦a simple linear movement.
Is there a way to do this, or am I better off updating my canvas in real time much like the example apps.
If there is a way, could anyone get me started with some sample code? I am currently inheriting SurfaceView in my class.
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Nov 6, 2009
Or does it merely provide more options for graphics?
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Oct 3, 2010
When i have an ImageButton and a drawable and i want to do something like the Drawer or Twitter where when i press the button and the corner of the image is highlighted over the edge, in drawer its yellow, in twitter its white. Like the one below.How do i set my drawable without using a lot of images?
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Mar 10, 2010
I have 3 images that I want to add one after other on a canvas.
This is my code...
but this is not working.
Can someone please tell me what I am doing wrong here.
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Dec 15, 2009
Android framework has variety of icons and images - accessible as R.drawable.* - that can be used by applications for common tasks. Their names give some hint about what they are, but in many cases that's not sufficient. One has to use trial-n-error to find the right icon that fits one's purpose.
My question: Is there a way where I can preview all these images in one place, so that I can quickly decide which ones to use? I have looked inside android source code, but couldn't locate the root of these drawables.
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Jan 22, 2009
How do I create blur surface from android.view.Surface?
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Jul 30, 2010
I am presently using the following piece of code to load in images as drawable objects form a URL.
Drawable drawable_from_url(String url, String src_name) throws java.net.MalformedURLException, java.io.IOException { return Drawable.createFromStream(((java.io.InputStream)new java.net.URL(url).getContent()), src_name); }
This code works exactly as wanted, but there appears to be compatibility problems with it. In version 1.5, it throws a FileNotFoundException when I give it a URL. In 2.2, given the exact same URL, it works fine. The following URL is an sample input I am giving this function.
http://bks6.books.google.com/books?id=aH7BPTrwNXUC&printsec=frontcover&img=1&zoom=5&edge=curl&sig=ACfU3U2aQRnAX2o2ny2xFC1GmVn22almpg
How would I load in images in a way that is compatible across the board from a URL?
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Mar 25, 2010
I am getting an error from Eclipse when I use this xml file (res / drawable/btnswitch.xml) to designate different button conditions
<?xml version="1.0" encoding="utf-8"?>
<selector xmlns:android="http://schemas.android.com/apk/res/android">
<item android:state_pressed="true" android:drawable="@drawable/btn_st_rd" />
<!-- pressed --> <item android:state_focused="true"
android:drawable="@drawable/btn_st_gr" /> <!-- focused --> <item android:drawable="@drawable/btn_st_gr" /> <!-- default --> </selector>
I call it in my layout file with this code:
<Button android:id="@+id/startTimer_btn" android:src="@drawable/btnswitch"" android:layout_width="wrap_content" android:layout_height="fill_parent" />
Eclipse says it can't run the configuration because I have errors but does not show any errors. And when I remove the xml code (to go back to my original code which just sets a background image for the Button) it says that now has errors. I have to restart Eclipse to get the original code to run again.
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Jul 16, 2010
I was working on Android 1.5, but now moved to the latest version. So there is only "drawable" folder in Android 1.5, but now There are 3 different folder for storing images in android project. And as i have found some articles for these 3 folders that
hdpi means High-dpi
mdpi means medium-dpi
ldpi means low-dpi
But still in confusion that what is the exact purpose of these 3 folders and when to use particular folder to store images in that?
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Oct 18, 2010
I recently rebuilt my project to target 2.2 from 2.1. In the old project, I did not specify a target SDK (the manifest did not contain something like:
<uses-sdk android:minSdkVersion="8" />).
This gave me an error in the console when running, but everything worked fine so I didn't fool with it.
The new project now uses <uses-sdk android:minSdkVersion="8" /> in the manifest. But now my drawables from the /drawable-nodpi/ folder are loading with scaling, making them much smaller and significantly changing the desired visuals. If I cut out the <uses-sdk android:minSdkVersion="8" /> tag from my manifest, they load properly without scaling.
Even when loading my images like so:
BitmapFactory.Options opts = new BitmapFactory.Options();
opts.inScaled = false; Bitmap bm = BitmapFactory.decodeResource(_resources, resId, opts);
They are still scaled when I declare the minimum SDK in the manifest, but not scaled if I remove that tag. How can I load them without scaling while still declaring the minimum SDK?
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Jul 22, 2010
I try to save a unique image to each object but I get this error, how should the constructor look for it to work that way? The constructor Beer(String, int, int) is undefined
m_beer = new ArrayList<Beer>();
final Beer b1 = new Beer("Tuborg", 7, R.drawable.tuborg);
final Beer b2 = new Beer("Carlsberg", 7, R.drawable.carlsberg);
final Beer b3 = new Beer("Urquel", 9, R.drawable.urquel);
public class Beer { //Members private String name;
private int color; //1 = Very dark 10 = Very light private R.drawable icon;
//Methods public Beer(String name, int color, R.drawable icon) {
this.name = name; this.color = color; this.icon = icon;
} public String getName() { return name;
} public void setName(String name) { this.name = name;
} public int getColor() { return this.color;
} public void setColor(int color) { this.color = color;
} public R.drawable getIcon() { return icon;
} }
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Feb 16, 2010
I have a small project in which I download images from Internet in the form of drawable and use them in Imageview for which I have provided functionality similar to an Imagebutton but without the gray edges. The question is that is there any functionality in Android (similar to IPhone) by which we can crop the drawable from edges to make them rounded edged drawable. Even if its a "not-tested-neither-recommended" method, do let me know. I would like to work on this a bit.
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May 28, 2010
Can I have sub-folders to hold my drawable resources. For example can I store an image in, say, 'res/drawable/content/images/myimage.jpg' and then find that resource via a call to:
id = context.getResources().getIdentifier("com.mycompany.myprog:drawable/ content/images/myimage", null, null);
I have tried this and it doesn't seem to be working (but I may have something wrong). Is it supposed to work or do all the resources need to be in the root drawable folder? Also, are jpeg files supported and drawable resources?
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Jun 16, 2010
I need a small help on rotating one image around its center of axis among multiple images which are drawn to canvas in android.
I am loading images to canvas like below.
canvas.drawBitmap(mMachineBackground, 0, 0, null);
canvas.drawBitmap(mMachineRotator, 0, 0, null);
I want to rotate only the second bitmap around its center of axis instead of rotating the entire canvas(which includes first bitmap also).
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May 19, 2009
Are the images in android.R.drawable considered safe for third-party developers to use?
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Aug 9, 2010
How would I edit this tutorial so that it will grab images from the SD card? code...
Alternatively is it possible to make subfolders within R.drawable?
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Dec 13, 2013
I am trying to move a set of images currently in the resources/drawable-hdpi folder to the Assets folder.
These images are copied to the private application directory when the app is installed.
When I do this the resulting image is smaller than when I had the image in the resources folder. i.e. the baked beans image is smaller than the others. If I load the baked beans images from the drawables folder it is the same size as the other product images.
I have tried to scale the image but it has no effect.
public View getView(int position, View convertView, ViewGroup parent)
{
ImageView imView = (ImageView)rowView.findViewById(R.id.product_thumb nail);
ImageView imProduct = (ImageView)rowView.findViewById(R.id.product_icon) ;
tvName.setText((CharSequence) values.get(position).getName());
[Code]...
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Jul 7, 2010
My loadMap() method generate a canvas.throwIfRecycled exception when i try to load a new map.
When i start the game, the initial map loads and work fine though,
its only when i try to load a new map that i get the exception ..
How can i "reset" canvas and the bitmap i use to draw into, so i can startover fresh with them ?
here's what i use to create and draw my maps:
CODE:.........
So basicaly once i created and used picDest and canvas, i cannot figure how to reset it all for when i want to load a new map..
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Oct 19, 2010
I am running my application in the emulator using a high density skin (like WVGA800). However the ressources in my application are loaded from the drawable- mdpi folder instead of drawable-hdpi ... what else should I do so that android use the correct folder ?
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Feb 3, 2010
I am planning to write a video player application and I am planning to use the gstreamer on the native side. I am trying to use the SurfaceFlinger for the rendering part. For this I have written a test program to experiment on the rendering part. I am using the surface flinger wrapper from the project
http://gitorious.org/rowboat/external-gst-plugins-android
But the following ERROR occurs when we try to run the .apk.
CODE:.......
The I changed the permission for "android.permission.ACCESS_SURFACE_FLINGER" in frameworks/base/core/ res/AndroidManifest.xml to "dangerous" and recompiled. But got the same error.
Then I commented out the "checkCallingPermission" method in IServiceManager.cpp and recompiled. Then also i got the same error.
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May 20, 2010
I am working on a graphics application in Android. I have a question regarding MULTIPLE SURFACE VIEWS. Can I be rendering multiple surface views at the same time. Initially, when I had two surface views in the same activity, it didn't seem to work, as it used to show only one at any time. But, with one surface view attached to one activity, is there any way I can keep the background activity's Surface View alive so that both the surfaces get rendered together?
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Dec 27, 2009
Looking the doc with class SurfaceHolder is possible set the kind of surface format. I need to show images YCbCr_420_SP format. If I set YCbCr_420_SP format is not clear after how I can set the data. With Canvas object I can draw only bitmap format and not YCbCr_420_SP. Then my question is : can I draw directly on surface using YCbCr_420_SP data ? how ?
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Aug 29, 2009
I am trying to add an image on surface view. I have coded...
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Oct 17, 2010
I'm attempting to create a 3d game using OpenGL. I have a very basic world and am now working on a character. I want to map a texture to the head which will be oval shaped. How do I do the mapping? I know how to map to flat surface. I'm wondering if the normals can be used to help but I've never done this before and when I search Google I don't have any luck. I'm planning on doing this all programmatically and not using Blender or Maya if that makes any difference.
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Nov 2, 2009
I'm basically using the same method of loading bitmaps in OpenGL that the SpriteMethodTest example uses and have been unable to get rid of an annoying outline that appears around all of my images.
For example, If I were to load an image of a white circle on a white background, I would expect to see nothing. Instead, I would see my circle because its edge would be gray. In SpriteMethodTest, I replaced the background image with white and was able to see that the edges of the android images flying around also don't seem to be rendered correctly.
Does anyone know how to load images in OpenGL without having a thin outline appear around the images?
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