Monday, November 16, 2015

android - Draw border and shadow around a bitmap

activity_main.xml

<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout
    xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:tools="http://schemas.android.com/tools"
    android:id="@+id/rl"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:padding="16dp"
    tools:context=".MainActivity"
    android:background="#f9f4f8"
    >
    <ImageView
        android:id="@+id/iv"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_centerInParent="true"
        />
    <Button
        android:id="@+id/btn"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:text="Draw Border"
        android:layout_alignParentBottom="true"
        android:layout_alignParentRight="true"
        />
</RelativeLayout>
MainActivity.java

package com.cfsuman.me.androidcode;

import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Rect;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;
import android.widget.ImageView;
import android.widget.RelativeLayout;


public class MainActivity extends AppCompatActivity {
    private Context mContext;
    private Resources mResources;
    private RelativeLayout mRelativeLayout;
    private Button mBTN;
    private ImageView mImageView;
    private Bitmap mBitmap;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

        // Get the application context
        mContext = getApplicationContext();

        // Get the Resources
        mResources = getResources();

        // Get the widgets reference from XML layout
        mRelativeLayout = (RelativeLayout) findViewById(R.id.rl);
        mImageView = (ImageView) findViewById(R.id.iv);
        mBTN = (Button) findViewById(R.id.btn);

        // Get the bitmap resource id
        final int bitmapResourceID =R.drawable.avatar;

        // Set an image to ImageView
        mImageView.setImageBitmap(BitmapFactory.decodeResource(mResources, bitmapResourceID));

        // Set a click listener for Button widget
        mBTN.setOnClickListener(new View.OnClickListener() {
            @Override
            public void onClick(View view) {
                // Get the bitmap from drawable resources
                mBitmap = BitmapFactory.decodeResource(mResources, bitmapResourceID);

                // Add a border around the bitmap
                mBitmap = addBorderToBitmap(mBitmap, 10, Color.WHITE);

                // Add a border around the bitmap as shadow
                mBitmap = addBorderToBitmap(mBitmap, 3, Color.LTGRAY);

               // Set the ImageView image as drawable object
                mImageView.setImageBitmap(mBitmap);
            }
        });
    }

    // Custom method to add a border around bitmap
    protected Bitmap addBorderToBitmap(Bitmap srcBitmap, int borderWidth, int borderColor){
        // Initialize a new Bitmap to make it bordered bitmap
        Bitmap dstBitmap = Bitmap.createBitmap(
                srcBitmap.getWidth() + borderWidth*2, // Width
                srcBitmap.getHeight() + borderWidth*2, // Height
                Bitmap.Config.ARGB_8888 // Config
        );

        /*
            Canvas
                The Canvas class holds the "draw" calls. To draw something, you need 4 basic
                components: A Bitmap to hold the pixels, a Canvas to host the draw calls (writing
                into the bitmap), a drawing primitive (e.g. Rect, Path, text, Bitmap), and a paint
                (to describe the colors and styles for the drawing).
        */
        // Initialize a new Canvas instance
        Canvas canvas = new Canvas(dstBitmap);

        // Initialize a new Paint instance to draw border
        Paint paint = new Paint();
        paint.setColor(borderColor);
        paint.setStyle(Paint.Style.STROKE);
        paint.setStrokeWidth(borderWidth);
        paint.setAntiAlias(true);

        /*
            Rect
                Rect holds four integer coordinates for a rectangle. The rectangle is represented by
                the coordinates of its 4 edges (left, top, right bottom). These fields can be accessed
                directly. Use width() and height() to retrieve the rectangle's width and height.
                Note: most methods do not check to see that the coordinates are sorted correctly
                (i.e. left <= right and top <= bottom).
        */
        /*
            Rect(int left, int top, int right, int bottom)
                Create a new rectangle with the specified coordinates.
        */

        // Initialize a new Rect instance
        /*
            We set left = border width /2, because android draw border in a shape
            by covering both inner and outer side.
            By padding half border size, we included full border inside the canvas.
        */
        Rect rect = new Rect(
                borderWidth / 2,
                borderWidth / 2,
                canvas.getWidth() - borderWidth / 2,
                canvas.getHeight() - borderWidth / 2
        );

        /*
            public void drawRect (Rect r, Paint paint)
                Draw the specified Rect using the specified Paint. The rectangle will be filled
                or framed based on the Style in the paint.

            Parameters
                r : The rectangle to be drawn.
                paint : The paint used to draw the rectangle

        */
        // Draw a rectangle as a border/shadow on canvas
        canvas.drawRect(rect,paint);

        /*
            public void drawBitmap (Bitmap bitmap, float left, float top, Paint paint)
                Draw the specified bitmap, with its top/left corner at (x,y), using the specified
                paint, transformed by the current matrix.

                Note: if the paint contains a maskfilter that generates a mask which extends beyond
                the bitmap's original width/height (e.g. BlurMaskFilter), then the bitmap will be
                drawn as if it were in a Shader with CLAMP mode. Thus the color outside of the
                original width/height will be the edge color replicated.

                If the bitmap and canvas have different densities, this function will take care of
                automatically scaling the bitmap to draw at the same density as the canvas.

            Parameters
                bitmap : The bitmap to be drawn
                left : The position of the left side of the bitmap being drawn
                top : The position of the top side of the bitmap being drawn
                paint : The paint used to draw the bitmap (may be null)
        */

        // Draw source bitmap to canvas
        canvas.drawBitmap(srcBitmap, borderWidth, borderWidth, null);

        /*
            public void recycle ()
                Free the native object associated with this bitmap, and clear the reference to the
                pixel data. This will not free the pixel data synchronously; it simply allows it to
                be garbage collected if there are no other references. The bitmap is marked as
                "dead", meaning it will throw an exception if getPixels() or setPixels() is called,
                and will draw nothing. This operation cannot be reversed, so it should only be
                called if you are sure there are no further uses for the bitmap. This is an advanced
                call, and normally need not be called, since the normal GC process will free up this
                memory when there are no more references to this bitmap.
        */
        srcBitmap.recycle();

        // Return the bordered circular bitmap
        return dstBitmap;
    }
}
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