package support.ui.utilities; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.drawable.BitmapDrawable; import android.graphics.drawable.Drawable; /** * 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); } }