There\'s say some ImageView
object. I want to read bits/raw data of this object as InputStream. How to do that?
First get Background image of the imageview as an object of Drawable
iv.getBackground();
Then convert Drwable image into bitmap using
BitmapDrawable bitDw = ((BitmapDrawable) d);
Bitmap bitmap = bitDw.getBitmap();
Now use ByteArrayOutputStream to get the bitmap into the stream and get bytearray[] convert bytearray into ByteArrayInputStream
you can use the following code to get inputstream from imageview
ImageView iv = (ImageView) findViewById(R.id.splashImageView);
Drawable d =iv.getBackground();
BitmapDrawable bitDw = ((BitmapDrawable) d);
Bitmap bitmap = bitDw.getBitmap();
ByteArrayOutputStream stream = new ByteArrayOutputStream();
bitmap.compress(Bitmap.CompressFormat.JPEG, 100, stream);
byte[] imageInByte = stream.toByteArray();
System.out.println("........length......"+imageInByte);
ByteArrayInputStream bis = new ByteArrayInputStream(imageInByte);
Thanks Deepak
You can use the drawing cache to retrieve a Bitmap representation of any View class.
view.setDrawingCacheEnabled(true);
Bitmap b = view.getDrawingCache();
Then you can write the bitmap to an OutputStream, for example:
b.compress(CompressFormat.JPEG, 80, new FileOutputStream("/view.jpg"));
In your case I think you can use a ByteArrayOutputStream to get a byte[] from which you can create an InputStream. The code would be something like this:
ByteArrayOutputStream os = new ByteArrayOutputStream(b.getByteCount());
b.compress(CompressFormat.JPEG, 80, os);
byte[] bytes = os.toByteArray();
These methods below are useful because they work with any kind of Drawable (not only BitmapDrawable). If you want to use drawing cache as in David Caunt's suggestion, consider using bitmapToInputStream
instead of bitmap.compress
, because it should be faster.
public static Bitmap drawableToBitmap (Drawable drawable) {
if (drawable instanceof BitmapDrawable) {
return ((BitmapDrawable)drawable).getBitmap();
}
Bitmap bitmap = Bitmap.createBitmap(drawable.getIntrinsicWidth(), drawable.getIntrinsicHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
drawable.setBounds(0, 0, canvas.getWidth(), canvas.getHeight());
drawable.draw(canvas);
return bitmap;
}
public static InputStream bitmapToInputStream(Bitmap bitmap) {
int size = bitmap.getHeight() * bitmap.getRowBytes();
ByteBuffer buffer = ByteBuffer.allocate(size);
bitmap.copyPixelsToBuffer(buffer);
return new ByteArrayInputStream(buffer.array());
}
You might be looking for this: openRawResource