Tagbitmap

Fresco is just awesome!

https://code.facebook.com/posts/366199913563917

http://frescolib.org/

Although you may also want to read this thread: https://news.ycombinator.com/item?id=9111849

//DL

Transparency problem after Bitmap copy in Android 2.1

In our application we need to apply mask to some icons to make them semitransparent. The original images are in RGB format i.e. without alpha channel. To apply mask we need add alpha channel to original images. Before Android 2.0 we did this like:

Bitmap dest = src.copy(Bitmap.Config.ARGB_8888, true);

When we run our application on Android 2.1 device we noticed that the destination bitmap is created but without alpha channel. After applying mask, pixels that should be semitransparent become black.

The getPixel() method returns different value than was set by setPixel() method.

So, how to add alpha channel to RGB bitmap?

There are three ways:

First:

Use ARGB_4444 format:

Bitmap dest = src.copy(Bitmap.Config.ARGB_4444, true);

In this case the alpha channel will be added, but you will lose the quality of image

Second:

Create empty bitmap with dimensions of original image and ARGB_8888 format:

int width =  src.getWidth();
int height = src.getHeight();
Bitmap dest = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);

Copy pixels from source bitmap to the int array:

int[] pixels = new int[width * height];
src.getPixels(pixels, 0, width, 0, 0, width, height);

And set these pixels to destination bitmap:

dest.setPixels(pixels, 0, width, 0, 0, width, height);

The alpha channel will be added without losing image quality. But this way is too slow ~ 5027ms average for 1000 bitmaps

Third: (Thanks to Cyril Mottier post)

First of all you need to create mask image which you want to apply to the icon and put it in to the resources.

Then you need to create Paint object and set xfermode to it:

paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));

And draw source bitmap and mask on canvas:

canvas.drawBitmap(src, 0, 0, null);
canvas.drawBitmap(icon, 0, 0, paint);

This way requires to have mask image (you can’t modify source bitmap on the fly), but it is fast (~ 2659ms average for 1000 bitmaps) and without quality loss

Android perfect UI: fighting with dithering

Everyone who tries to use gradients in the images on mobile device comes to the problem: how to make gradients look nicely? The answer is simple – dithering.

I will try to give some tips here about dithering images for Android devices. This is updated version of my previous post about dithering.

First of all you can make dithering in 2 ways:

  1. Dither images from the code or XML on the fly
  2. Pre-dither images in image editor software

Dither images from code

Let’s consider an example: you are trying to make a perfect button for your perfect UI.
You made a superb sketch in (let’s say photoshop) and want to transfer it to your G1 device. In the image editor software the button looks nice:

original button in photoshop

Then try to insert it to the Android Activity layout as ImageView with android:src.

<ImageView
    android:layout_width="wrap_content"
    android:layout_height="wrap_content"
    android:src="@drawable/b1" />

android - no dither

It looks… horrible isn’t it? Let’s try to apply dithering from XML.

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