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authorEric Erfanian <erfanian@google.com>2017-02-22 16:32:36 -0800
committerEric Erfanian <erfanian@google.com>2017-03-01 09:56:52 -0800
commitccca31529c07970e89419fb85a9e8153a5396838 (patch)
treea7034c0a01672b97728c13282a2672771cd28baa /java/com/android/contacts/common/util/BitmapUtil.java
parente7ae4624ba6f25cb8e648db74e0d64c0113a16ba (diff)
Update dialer sources.
Test: Built package and system image. This change clobbers the old source, and is an export from an internal Google repository. The internal repository was forked form Android in March, and this change includes modifications since then, to near the v8 release. Since the fork, we've moved code from monolithic to independent modules. In addition, we've switched to Blaze/Bazel as the build sysetm. This export, however, still uses make. New dependencies have been added: - Dagger - Auto-Value - Glide - Libshortcutbadger Going forward, development will still be in Google3, and the Gerrit release will become an automated export, with the next drop happening in ~ two weeks. Android.mk includes local modifications from ToT. Abridged changelog: Bug fixes ● Not able to mute, add a call when using Phone app in multiwindow mode ● Double tap on keypad triggering multiple key and tones ● Reported spam numbers not showing as spam in the call log ● Crash when user tries to block number while Phone app is not set as default ● Crash when user picks a number from search auto-complete list Visual Voicemail (VVM) improvements ● Share Voicemail audio via standard exporting mechanisms that support file attachment (email, MMS, etc.) ● Make phone number, email and web sites in VVM transcript clickable ● Set PIN before declining VVM Terms of Service {Carrier} ● Set client type for outbound visual voicemail SMS {Carrier} New incoming call and incall UI on older devices (Android M) ● Updated Phone app icon ● New incall UI (large buttons, button labels) ● New and animated Answer/Reject gestures Accessibility ● Add custom answer/decline call buttons on answer screen for touch exploration accessibility services ● Increase size of touch target ● Add verbal feedback when a Voicemail fails to load ● Fix pressing of Phone buttons while in a phone call using Switch Access ● Fix selecting and opening contacts in talkback mode ● Split focus for ‘Learn More’ link in caller id & spam to help distinguish similar text Other ● Backup & Restore for App Preferences ● Prompt user to enable Wi-Fi calling if the call ends due to out of service and Wi-Fi is connected ● Rename “Dialpad” to “Keypad” ● Show "Private number" for restricted calls ● Delete unused items (vcard, add contact, call history) from Phone menu Change-Id: I2a7e53532a24c21bf308bf0a6d178d7ddbca4958
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+/*
+ * 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.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.
+ * <p>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;
+ }
+}