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authorSteve Slaven <bpk@hoopajoo.net>2011-01-06 17:22:50 (GMT)
committerSteve Slaven <bpk@hoopajoo.net>2011-01-06 17:22:50 (GMT)
commitada798c9a9234a6070ffa2c617c191b1f881999d (patch)
treecc04579c24bf9b6bc2d442eb547428dd73347a3b /src
parentdca95469c23583f8dc824859480cb21eb8fc9e8e (diff)
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Get width and height early for non-bitmap drawables
Diffstat (limited to 'src')
-rw-r--r--src/net/hoopajoo/android/SoftKeys/Generator.java55
1 files changed, 35 insertions, 20 deletions
diff --git a/src/net/hoopajoo/android/SoftKeys/Generator.java b/src/net/hoopajoo/android/SoftKeys/Generator.java
index 1c0d5fc..274dc00 100644
--- a/src/net/hoopajoo/android/SoftKeys/Generator.java
+++ b/src/net/hoopajoo/android/SoftKeys/Generator.java
@@ -216,32 +216,47 @@ public class Generator {
// this will return a new drawable scaled to the new size, so you don't have to mutable the source
public static Drawable resizeImage( Drawable d, int w, int h) {
- Bitmap b;
- if( d instanceof BitmapDrawable ) {
- // I found that the resources are already bitmapdrawables so we can do this,
- // I assume it it's not created from a bitmap like it's a shape or something
- // then this won't work?
- b = ((BitmapDrawable)d).getBitmap();
- }else{
- // this was the way more people said to do it, just render the drawable to a canvas
- // backed by your dest bitmap. I assume if you're using a bitmapdrawable
- // then this is slower than just pulling in the drawable backed bitmap
- d.mutate(); // we change the setbounds() so lets not mess with the original
- b = Bitmap.createBitmap( w, h, Config.ARGB_8888 );
- Canvas c = new Canvas( b );
- d.setBounds( 0, 0, w, h );
- d.draw( c );
+ int width = d.getIntrinsicWidth();
+ int height = d.getIntrinsicHeight();
+
+ // catch colors/etc
+ if( width < 1 ) {
+ width = 1;
+ }
+
+ if( height < 1 ) {
+ height = 1;
}
-
- int width = b.getWidth();
- int height = b.getHeight();
// if w/h is zero them it means to scale based on the non-zero one and
// maintain aspect
if( w == 0 ) {
- w = (int)((float)h * width / height);
+ w = (int)( (float)h * width / height );
}else if( h == 0 ) {
- h = (int)((float)w * height / width);
+ h = (int)( (float)w * height / width );
+ }
+
+ Bitmap b;
+ if( d instanceof BitmapDrawable ) {
+ // I found that the resources are already bitmapdrawables so we can
+ // do this,
+ // I assume it it's not created from a bitmap like it's a shape or
+ // something
+ // then this won't work?
+ b = ( (BitmapDrawable)d ).getBitmap();
+ }else {
+ // this was the way more people said to do it, just render the
+ // drawable to a canvas
+ // backed by your dest bitmap. I assume if you're using a
+ // bitmapdrawable
+ // then this is slower than just pulling in the drawable backed
+ // bitmap
+ d.mutate(); // we change the setbounds() so lets not mess with the
+ // original
+ b = Bitmap.createBitmap( width, height, Config.ARGB_8888 );
+ Canvas c = new Canvas( b );
+ d.setBounds( 0, 0, width, height );
+ d.draw( c );
}
float scaleWidth = ((float) w) / width;