I have a mask bitmap with a half is red color and ones is transparent like this https://www.dropbox.com/s/931ixef6myzusi0/s_2.png
I want to use mask bitmap to draw c
Bitmap finalMasking = stackMaskingProcess(imageBitmap, bitmapMasking);
private Bitmap stackMaskingProcess(Bitmap _originalBitmap, Bitmap _maskingBitmap) {
try {
if (_originalBitmap != null)
{
int intWidth = _originalBitmap.getWidth();
int intHeight = _originalBitmap.getHeight();
resultMaskBitmap = Bitmap.createBitmap(intWidth, intHeight, Bitmap.Config.ARGB_8888);
getMaskBitmap = Bitmap.createScaledBitmap(_maskingBitmap, intWidth, intHeight, true);
Canvas mCanvas = new Canvas(resultMaskBitmap);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
mCanvas.drawBitmap(_originalBitmap, 0, 0, null);
mCanvas.drawBitmap(getMaskBitmap, 0, 0, paint);
paint.setXfermode(null);
paint.setStyle(Paint.Style.STROKE);
}
} catch (OutOfMemoryError o) {
o.printStackTrace();
}
return resultMaskBitmap;
}
I like the approach from Er. Praful Parmar's answer but for me it did not quite work as expected. I had problems, because some scaling was going on without intention.
My Bitmaps had a different density than my device and this messed things up.
Also I wanted to reduce the creation of Objects, so I moved the Paint
object to a constant for reuse.
So here is my utils method:
public static final//
Bitmap createWithMask(final Bitmap img, final Bitmap mask) {
final Bitmap result = Bitmap.createBitmap(img.getWidth(), img.getHeight(),
Bitmap.Config.ARGB_8888);
result.setDensity(originalBitmap.getDensity()); // to avoid scaling if density of 'img' is different form the default on your device
final Canvas canvas = new Canvas(result);
canvas.drawBitmap(img, 0, 0, null);
canvas.drawBitmap(mask, 0, 0, PAINT_FOR_MASK);
return result;
}//end-method
private static final Paint PAINT_FOR_MASK = createPaintForMask();
private static final//
Paint createPaintForMask() {
final Paint paint = new Paint();
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
return paint;
}//end-method
Here is a solution which helped me to implement masking:
public void draw(Canvas canvas) {
Bitmap original = BitmapFactory.decodeResource(getContext().getResources(),R.drawable.original_image);
Bitmap mask = BitmapFactory.decodeResource(getContext().getResources(),R.drawable.mask_image);
//You can change original image here and draw anything you want to be masked on it.
Bitmap result = Bitmap.createBitmap(mask.getWidth(), mask.getHeight(), Config.ARGB_8888);
Canvas tempCanvas = new Canvas(result);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setXfermode(new PorterDuffXfermode(Mode.DST_IN));
tempCanvas.drawBitmap(original, 0, 0, null);
tempCanvas.drawBitmap(mask, 0, 0, paint);
paint.setXfermode(null);
//Draw result after performing masking
canvas.drawBitmap(result, 0, 0, new Paint());
}
The mask should be a white image with transparency.
It will work like this:
+ =
I encountered the same problem in my custom view and instead of decoding the bitmap from a resource, I had created the original bitmap and the masking bitmap from the scratch via canvas.draw*()
methods (since both the original and mask are basic shapes). I was getting the blank opaque space
instead of a transparent
one. I fixed it by setting a hardware layer to my view.
View.setLayerType(LAYER_TYPE_HARDWARE, paint);
More info on why this is to be done here: https://stackoverflow.com/a/33483016/4747587