Android :: Invert A Bitmap When Using Canvas.DrawBitmap?
May 14, 2010
I am starting to develop a game. Right now I got a sprite animation going when a player moves across using sprite sheet. In my sprite sheet the character is always facing the same way, left. Now if I want the character to move right, I want it to be facing right. So is there a quick way in android to invert the bitmap after it has been loaded in? Or do I have to create sprite sheet for character facing right?
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Apr 4, 2010
I called canvas.drawBitmap to draw an image, but somehow it's showing up behind/underneath the custom view (or it's background). can someone explain this?
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Mar 11, 2009
Greetings Developers,
I am just putting this question out there.
Is there a large efficiency difference between Canvas.drawBitmap or OpenGL. I am drawing using Canvas.drawBitmap and running slowing FPS, would openGL speed that up a lot you think?
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Jul 17, 2009
I have a Canvas backed by a bitmap that I want to invert the color for a rectangular region. The meaning of inversion is to flip the bits of all the colors pixels.
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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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Feb 6, 2010
Can anyone point me to an example of how to blur a Canvas or Bitmap?
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Aug 22, 2009
I am getting the following logs when i am changing the wallpaper for Homescreen. Even i am recycling the bitmap is done when the wallpaper changes in OnWallpaperChanged(). Still i m getting the bellow error.
CODE:.........................
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Mar 6, 2009
Can anyone explain me the difference between View's Canvas and Bitmaps Canvas
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Nov 16, 2010
I want to get the current bitmap associated with my canvas so I can perform operations on it. I can't see how to do this though.
I've seen some examples where you create a bitmap and set the canvas to use this bitmap, so obviously you can then access it later, but I'm using the canvas returned from a SurfaceHolder so there's no constructor.
For instance, examples often show this kind of thing:
CODE:...........
So at this point I can see bmp.
In my case, the canvas is obtained by:
CODE:......
So how can I get the bitmap for c?
In short, my aim is to capture the current canvas contents where I have drawn "stuff", and make a copy of it, reversed, to put underneath. Like a reflection. The example of this that I found performed it all via bitmaps, so I assumed I needed to somehow capture the current canvas to a bitmap to then use it.
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Mar 25, 2010
I want to draw a bitmap on a canvas with bigger size than it is. I can use canvas.drawBitmap(bitmap, null, destRect, null); but that gives a poor quality, as the result is pixelated, if the source image is sightly smaller than the destination rectangle. How can i draw my bitmap using bilinear or bicubic resampling?
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Mar 15, 2010
Does anyone how I go about detecting when a user presses on a bitmap which is inside a canvas?
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Oct 13, 2011
i want to create a basic animation with a sprite sheet. there is only one row with about 2 pics (that's the first animation).
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Sep 10, 2013
At canvas there are many methods (canvas.rotate (35); canvas.drawBitmap (myBitmap, x, y, null); and many other things), but the method of mirror reflexion of image is absent (or I have not found it). At Bitmap too not that is not. Is it possible to reflect horizontally on canvas the image given Bitmap?
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Sep 24, 2010
As we know, we can rotate a bitmap through 2 ways. The 1st way is: Matrix mt = new Matrix(); mt. postRotate (degree);Bitmap bitmap = CreateBitmap(src, 0, 0, w, h, mt, true); canvs.drawBitmap(bitmap, 0, 0, paint); In this way, we always need create new bitmap for every rotation, it is not good way for high performance game or app.The 2nd way is: canvas.save(); canvas.rotate(degree); canvas.drawBitmap(bitmap, 0, 0, paint); canvas.restore();In this way, we avoid creating new bitmap frequently, but the rotation bitmap is distortion, the bitmap quality is worse than first way.So, Is there 3rd way to rotate bitmap with high performance and good quality? Your any comments are really appreciated!
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May 22, 2010
Just wondering if anyone knows of a way to invert scrolling so that you swipe down-to-go-down and up-to-go-up instead of the way it is by default: up-to-go-down and down-to-go-up?The only reason it's a problem for me is that I have a laptop and use two-finger-scrolling on the trackpad (down-to-go-down/up-to-go-up). This means that when I switch from one to the other, I keep trying to go the wring way with my swipes. Confusing. I looked through all of the settings on the phone and tried googling and looking through the available apps but to no avail.
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Nov 10, 2010
Can I use DrawBitmap with display independent pixels on android?
If not, is there a suitable alternative?
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May 15, 2012
I bought a One S, and love how blacks look. Also, from what I read, AMOLED screens save battery on black backgrounds. I was wondering how do I go about inverting apps or where to get these with inverted colors (black background, white text).
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Sep 24, 2012
I have been searching all over the place for a guide on how to invert apk's.
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Jul 21, 2010
I have a very large image and I only want to display a section the size of the display (no scaling), and the section should just be the center of the image. Because the image is very large I cannot read the entire image into memory and then crop it. This is what I have so far but it will give OutOfMemory for large images. Also I don't think inSampleSize applies because I want to crop the image, not lower the resolution.
Uri data = getIntent().getData();
Input Stream is = getContentResolver().openInputStream(data);
Bitmap bitmap = BitmapFactory.decodeStream(is, null, null);
Any help would be great?
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Apr 2, 2009
I am 1) taking a picture and 2) then draw another Bitmap on top of it 3) then I store it
I am doing it as follows and it works on the emulator.
On the device I get a OutOfMemoryError: bitmap size exceeds VM budget android.graphics.Bitmap.nativeCopy(Native Method) android.graphics.Bitmap.copy(Bitmap.java:199) in the line copy the Bitmap to get a mutable Bitmap.
CODE:...........
What I am asking:
a) Is there a better way to do what I am doing? 1) take a picture 2) draw another Bitmap on top of it 3) then I store it
b) What is the best way to create a mutable Bitmap from the picture I just took with the camera?
In my app, resolution is not an issue. If it works better for small photos that would be fine.
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Oct 8, 2009
I have two questions actually:
Is it better to draw an image on a bitmap or create a bitmap as resource and then draw it over a bitmap? Performance wise... which one is better?
If I want to draw something transparent over a bitmap, how would I go about doing it?
If I want to overlay one transparent bitmap over another, how would I do it?
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Mar 22, 2009
My goal is the draw a bitmap onto another bitmap but rotated 90 degress. whats the most efficient way to do that. My current method is as follows which is horribly bad because it creates a new bitmap every time.
CODE:.....................
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Jun 22, 2010
I want to draw a shape(many circles particularly) into a Specific Bitmap. I have never used canvas / 2D graphs etc. As i see it i create a Drawable put the bitmap in it then "canvas-it" to the shapes i want etc.
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Apr 4, 2009
I'm trying to make an app that requires me to draw over a layout with buttons, etc. I want to build a transparent canvas over the current layout and draw onto that canvas. How is this done?
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Oct 28, 2010
I'm making an App that needs to be able to draw new graphics on top of the last set.
This is my current onDraw() method -
protected void onDraw(Canvas canvas) {
canvas.drawColor(Color.WHITE);
if(points.size() > 0) {
//do some stuff here - this is all working ok
canvas.drawLine(p1.x, p1.y, p2.x, p2.y, linePaint);
}
}
Basically, I need to draw the new graphics as a layer on top of the last, so what I'm looking for is a way to carry the image of the last canvas to the current. I have tried to figure it out myself using the canvas.setBitmap() method but it acts very funny.
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Oct 4, 2010
I want to copy the image drawn in one canvas (details) into another canvas. The commonly discussed solution of using bitmaps will not work because the Bitmap class does not have many of the important methods belonging to the Canvas class.
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Jun 13, 2010
I'm working on an OpenGL ES game using the NDK. My min SDK version is 1.6. I have created an OpenGL Es 1.0 renderer in Java and am calling a native JNI method in that renderloop.
The problem I'm having is that it seems that the resolution of the rendering context is limited. When using the emulator I'm getting a rendering canvas of 480x320, which is fine. Now; when I use my HTC Desire I am only getting a canvas of 533x320 while the native resolution of this phone is 800x480px.
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Aug 26, 2009
I have a View and that has a canvas. I am rotating the canvas, for rotating a bitmap. But after that, I need to draw one more bitmap on the Canvas and, this should not rotate. The second bitmap has to be static.
I tried with matrix rotation for bitmap. But its not rotating in the specified co-ordinates.
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Apr 16, 2010
I have a view, I'm drawing with the Canvas object in the onDraw(Canvas canvas) method.
My code is:
CODE:....................
The problem is the text doesn't show through the background, what am I doing wrong? If I remove the canvas.drawPaint(paint) and paint.setColor(android.R.color.black) you can see the text on the screen.....
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Mar 25, 2013
How I can show keyboar to write like text on canvas by soft keyboad?
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