Display A Bitmap In A Editbox In Droid

I have two bitmap images . And i need to merge the bitmaps with precise positioning of one bitmap over other and get a resultant bitmap (which is combination of both)

And the resultant bitmap is a font character and i want that bitmap to be displayed in a edit box where i am inputting text.

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Unable To Display Complete Bitmap In Droid Using Canvas / Get Full To Show

I am using following ondraw method to display bitmap on screen.code.

Image is displayed on the screen but some part because android screen is small
How can i display complete image in whole android screen?

Can i set scaletype of image to fitxy in canvas ?


Can i add android layout image to this canvas so that i could set fitxy property or image there as i have commented the code?

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I'm trying to draw a map from a textfile onto a bitmap, but the bitmap is all black

First i load a textfile that looks like this (shortened):

0000000000 (200 width)
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Where "1" is ground and "0" is a wall, 1 should be white and 0 should be black.


Posted On: Oct 12 at 16:05 . View Related Posts . . View 1 Replies .

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I'm trying to load a bitmap in android which i want to tile. I'm currently using the following in my view to display a bitmap: canvas. Drawbitmap(bitmap, srcrect, destrect, null)

I essentially want to use this bitmap as a background image in my app and would like to repeat the bitmap in both the x and y directions.

I've seen the tilemode. Repeat constant for the bitmapshader class but am unsure if this is to do with repeating he actual bitmap or to do with applying a filter to the bitmap.

Posted On: Aug 21 09 at 9:56 . View Related Posts . . View 4 Replies .

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Is there any way to convert a bitmap to sepia?
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Is there any easy way to stamp bitmaps along a line in android? I've found the pathdashpatheffect class but that only allows paths to be stamped, rather than bitmaps. It seems like it should be possible, but i'm not sure where to start.

I could obviously just draw bitmaps along the line, but it seems to me like that would be a bit more resource intensive, especially because i would not be doing it in native code.

Any help or suggestions?

Posted On: Aug 8 at 3:23 . View Related Posts . . View 1 Replies .

Render Text Over A 48x48 Bitmap In Droid App

I'd like to know how can i render a text over a 48x48 bitmap in my android application, considering sometimes the text exceeds the bitmap width . In such cases i need to render only a part of the text followed by dots such that all fits the available width .code.

Posted On: Oct 18 at 5:41 . View Related Posts . . View 1 Replies .

Move A Path With A Repeating Bitmap Image In Droid

I'm currently writing an android side-scrolling game and am having trouble filling a path with a repeating bitmap image. I'm creating a path from a number of coordinates to make up the "ground" area. I have a character who is fixed in the middle of the canvas and screen and am moving the path to represent the movement of the character. I've been able to fill the path with a repeating image using a bitmapshader. Also i can move the path shape from side to side on the screen. However, the bitmapshader seems to be using a default origin of 0, 0 which means the shader is always drawing the ground repeating image in the same place. This means that even though the path is moving the ground repeated image never appears to move. Does anyone have any idea how to change the origin of the shader or know of a better way to fill the path with a repeating image?

Alternatively, can anyone suggest a better solution for filling a drawable shape with an image?

Posted On: Sep 15 at 16:29 . View Related Posts . . View 2 Replies .

Unable To Access Pixels Of A Bitmap Image On Droid / Solution For It

In short i am unable to access all the pixels of a bitmap image.

I have used an intent to fire the native camera app and returned a bitmap image to my application activity. The data is definitely a bitmap object and i am able to display, get the height/width etc and access some pixels using getpixel(). However when i use the values of getheight() and getwidth() i get an array out of bounds error. By trail and error i have found i can only access a reduced number of pixels of the image, for example with one image which returned a height and width value of 420, 380, i could also access 200, 100. I then do some image processing and used setpixel() on the original image. When i display the image it shows the, say 200, 100, processing pixels and the rest normal, therefore the pixels are obviously there and accessible by android but not by me. I have to spoken to other people who have also had this problem with images.

Does anyone know anything more about this, reasons? Or a work around?

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Droid Contacts Display

I have the vzw motorola droid and i have been unable to figure something out. I am using the missing sync, to keep my outlook contacts synced to the phone. Everything is there and i have no issues with data missing. However, i cannot find a way to sort the contact info like i want to.

Some of my contacts have both a company name and a contact name. The problem is that only the contact name shows up in the contact list. I cannot figure out how to have it display the company name if it is available. I had this option on my old winmo phone and i miss it. Can anybody point me in the right direction, or is this even possible?

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Display Time In Am / Pm Format In Droid

I am getting the time using a time picker and displaying the time in the text view using following code.

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I want to display about one or two full screens worth of text in an android application (like a welcome screen or help screen), and i'm trying to figure out the best way of storing that text in the app. The text does not need formatting, but line breaks and empty lines must be preserved.

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Store the text in a long string in an xml file in res/values, access it like any other string and display it in a textview. But then what is the proper way of handling line breaks, etc?
Store it in a text file in res/raw, read that from the application and display it in a textview. Again, do i need to consider line breaks, etc, in this case?
Store it in an html file and display it in a webview. Then how and where should i store the html file?

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Get Bitmap From An Uri

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Button Over Bitmap

I am a beginner android developer and i am trying to have a button display on top of the bitmaps i am outputting.

Here is what i have:

My activity sets this:


Main.xml is framelayout that i stuck a button on top of, that's it.

I guess my question is, how do i insert something into the main.xml as a "canvas" in order to paste my bitmaps to, but still have the button always on top regardless of how many bitmaps i draw?

Posted On: Oct 1 at 13:32 . View Related Posts . . View 1 Replies .

Copypixelsfrombuffer() To Particular Bitmap Offset

I am working on an android application that deals with graphical operations in native code on a shared memory buffer. I have made functions to call my native code from java using jni, and my native code uses the jni api to call java from native code. Since copying large arrays of pixels has a significant effect on performance, i need to avoid it as much as possible.

The android documentation for the bitmap class talks of two ways for copying pixels onto the bitmap internal buffer:

Setpixels(int[] pixels, int offset, int stride, int x, int y, int width, int height) replace pixels in the bitmap with the colors in the array.copypixelsfrombuffer(buffer src) copy the pixels from the buffer, beginning at the current position, overwriting the bitmap's pixels.

The problem with the api documentation is that it is very vague about what is happening behind the scenes when you use those functions. However, it is mentioned somewhere that copypixelsfrombuffer() copies pixels directly without any internal color format conversion, as opposed to setpixels() which will in all case do that conversion even if the original pixels are in the target pixel format. Obviously, that is not something i want, since the pixels in my buffer are in the good format already.

Now, copypixelsfrombuffer() looks very nice since it won't do that conversion, but the documentation does not talk of how to copy pixels from a buffer to a particular offset in the target bitmap. Oops, that is something very important, since i don't want to copy the entire buffer every time, but only a region on it. Yes, the documentation says that it is going to copy from the current position in the source buffer but nothing is said about the destination buffer. Setpixels() does the unnecessary conversion, but allows you to specify an offset in the destination buffer.

So, i am stuck between:

Copying only the region that i want at the cost of having pixel conversion


Avoiding pixel conversion at the cost of copying the entire buffer every time

To get an idea, i may have a buffer representing a 1024x768 screen, with an invalid region that goes from (300, 300) to (400, 400).

If i copy only the region i need to update, i can copy and convert 100*100 pixels or copy without converting 1024*768 pixels. A 100x100 invalid region is small and only a particular case, most invalid regions would take a much larger portion of the buffer. Both methods have very negative effects on performance.

Does anybody have an idea on how i could copy pixels from my buffer to a particular offset on the target buffer, without forced pixel conversion? That would be the best of both worlds, and i don't see why it does not appear to be available.

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I'm having some trouble understanding why this code:


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