/* * Copyright (C) 2012 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.android.contacts.common.util; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.PorterDuff.Mode; import android.graphics.PorterDuffXfermode; import android.graphics.Rect; import android.graphics.RectF; import android.graphics.drawable.Drawable; import android.graphics.drawable.BitmapDrawable; /** * Provides static functions to decode bitmaps at the optimal size */ public class BitmapUtil { private BitmapUtil() {} /** * Returns Width or Height of the picture, depending on which size is smaller. Doesn't actually * decode the picture, so it is pretty efficient to run. */ public static int getSmallerExtentFromBytes(byte[] bytes) { final BitmapFactory.Options options = new BitmapFactory.Options(); // don't actually decode the picture, just return its bounds options.inJustDecodeBounds = true; BitmapFactory.decodeByteArray(bytes, 0, bytes.length, options); // test what the best sample size is return Math.min(options.outWidth, options.outHeight); } /** * Finds the optimal sampleSize for loading the picture * @param originalSmallerExtent Width or height of the picture, whichever is smaller * @param targetExtent Width or height of the target view, whichever is bigger. * * If either one of the parameters is 0 or smaller, no sampling is applied */ public static int findOptimalSampleSize(int originalSmallerExtent, int targetExtent) { // If we don't know sizes, we can't do sampling. if (targetExtent < 1) return 1; if (originalSmallerExtent < 1) return 1; // Test what the best sample size is. To do that, we find the sample size that gives us // the best trade-off between resulting image size and memory requirement. We allow // the down-sampled image to be 20% smaller than the target size. That way we can get around // unfortunate cases where e.g. a 720 picture is requested for 362 and not down-sampled at // all. Why 20%? Why not. Prove me wrong. int extent = originalSmallerExtent; int sampleSize = 1; while ((extent >> 1) >= targetExtent * 0.8f) { sampleSize <<= 1; extent >>= 1; } return sampleSize; } /** * Decodes the bitmap with the given sample size */ public static Bitmap decodeBitmapFromBytes(byte[] bytes, int sampleSize) { final BitmapFactory.Options options; if (sampleSize <= 1) { options = null; } else { options = new BitmapFactory.Options(); options.inSampleSize = sampleSize; } return BitmapFactory.decodeByteArray(bytes, 0, bytes.length, options); } /** * Retrieves a copy of the specified drawable resource, rotated by a specified angle. * * @param resources The current resources. * @param resourceId The resource ID of the drawable to rotate. * @param angle The angle of rotation. * @return Rotated drawable. */ public static Drawable getRotatedDrawable( android.content.res.Resources resources, int resourceId, float angle) { // Get the original drawable and make a copy which will be rotated. Bitmap original = BitmapFactory.decodeResource(resources, resourceId); Bitmap rotated = Bitmap.createBitmap( original.getWidth(), original.getHeight(), Bitmap.Config.ARGB_8888); // Perform the rotation. Canvas tempCanvas = new Canvas(rotated); tempCanvas.rotate(angle, original.getWidth()/2, original.getHeight()/2); tempCanvas.drawBitmap(original, 0, 0, null); return new BitmapDrawable(resources,rotated); } /** * Given an input bitmap, scales it to the given width/height and makes it round. * * @param input {@link Bitmap} to scale and crop * @param targetWidth desired output width * @param targetHeight desired output height * @return output bitmap scaled to the target width/height and cropped to an oval. The * cropping algorithm will try to fit as much of the input into the output as possible, * while preserving the target width/height ratio. */ public static Bitmap getRoundedBitmap(Bitmap input, int targetWidth, int targetHeight) { if (input == null) { return null; } final Bitmap.Config inputConfig = input.getConfig(); final Bitmap result = Bitmap.createBitmap(targetWidth, targetHeight, inputConfig != null ? inputConfig : Bitmap.Config.ARGB_8888); final Canvas canvas = new Canvas(result); final Paint paint = new Paint(); canvas.drawARGB(0, 0, 0, 0); paint.setAntiAlias(true); final RectF dst = new RectF(0, 0, targetWidth, targetHeight); canvas.drawOval(dst, paint); // Specifies that only pixels present in the destination (i.e. the drawn oval) should // be overwritten with pixels from the input bitmap. paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN)); final int inputWidth = input.getWidth(); final int inputHeight = input.getHeight(); // Choose the largest scale factor that will fit inside the dimensions of the // input bitmap. final float scaleBy = Math.min((float) inputWidth / targetWidth, (float) inputHeight / targetHeight); final int xCropAmountHalved = (int) (scaleBy * targetWidth / 2); final int yCropAmountHalved = (int) (scaleBy * targetHeight / 2); final Rect src = new Rect( inputWidth / 2 - xCropAmountHalved, inputHeight / 2 - yCropAmountHalved, inputWidth / 2 + xCropAmountHalved, inputHeight / 2 + yCropAmountHalved); canvas.drawBitmap(input, src, dst, paint); return result; } }