Reputation: 15734
I am using this very common class to round corners:
public static Bitmap getRoundedCornerBitmap(Bitmap bitmap, int pixels) {
Bitmap output = Bitmap.createBitmap(bitmap.getWidth(), bitmap
.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
final RectF rectF = new RectF(rect);
final float roundPx = pixels;
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawRoundRect(rectF, roundPx, roundPx, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return output;
}
I'd like to modify it so that only Top Left corner is rounded. I can't find the parameter in the code that does this? Can someone assist?
Upvotes: 6
Views: 5573
Reputation: 193
Path clipPath = new Path();
RectF rect = new RectF(0, 0, this.getWidth(), this.getHeight());
clipPath.addRoundRect(rect, new float[]{radius, radius, 0, 0, 0, 0, 0, 0},
Path.Direction.CW);
canvas.clipPath(clipPath);
This code produces image with rounded top left corner - each pair of float parameters describe angle for each corner
Key function is:
public void addRoundRect(RectF rect, float[] radii, Direction dir)
in Path class
Description from doc:
Add a closed round-rectangle contour to the path. Each corner receives two radius values [X, Y]. The corners are ordered top-left, top-right, bottom-right, bottom-left
@param rect The bounds of a round-rectangle to add to the path
@param radii Array of 8 values, 4 pairs of [X,Y] radii
@param dir The direction to wind the round-rectangle's contour
Upvotes: 0
Reputation: 31438
In case you needed to draw (on canvas) a round rect with different radii for different corners, you can use this:
private void drawAsymmetricRoundRect(Canvas canvas, RectF rectF, float[] radii, Paint paint) {
float topLeftX = rectF.left + radii[0];
float topLeftY = rectF.top + radii[0];
float topRightX = rectF.right - radii[1];
float topRightY = rectF.top + radii[1];
float bottomRightX = rectF.right - radii[2];
float bottomRightY = rectF.bottom - radii[2];
float bottomLeftY = rectF.bottom - radii[3];
float bottomLeftX = rectF.left + radii[3];
RectF topLeftCorner = new RectF(rectF.left, rectF.top, topLeftX + radii[0], topLeftY + radii[0]);
RectF topRightCorner = new RectF(topRightX - radii[1], rectF.top, rectF.right, topRightY + radii[1]);
RectF bottomRightCorner = new RectF(bottomRightX - radii[2], bottomRightY - radii[2], rectF.right, rectF.bottom);
RectF bottomLeftCorner = new RectF(rectF.left, bottomLeftY - radii[3], bottomLeftX + radii[3], rectF.bottom);
canvas.drawArc(topLeftCorner, 180, 90, true, paint);
canvas.drawArc(topRightCorner, 270, 90, true, paint);
canvas.drawArc(bottomRightCorner, 0, 90, true, paint);
canvas.drawArc(bottomLeftCorner, 90, 90, true, paint);
canvas.drawRect(topLeftX, rectF.top, topRightX, bottomLeftY < bottomRightY ? bottomLeftY : bottomRightY, paint); //top rect
canvas.drawRect(topLeftX > bottomLeftX ? topLeftX : bottomLeftX, topRightY, rectF.right, bottomRightY, paint); //right rect
canvas.drawRect(bottomLeftX, topLeftY > topRightY ? topLeftY : topRightY, bottomRightX, rectF.bottom, paint); //bottom rect
canvas.drawRect(rectF.left, topLeftY, bottomRightX < topRightX ? bottomRightX : topRightX, bottomLeftY, paint); //left rect
}
float[] radii
is a float array (length = 4), that stores sizes of radii of your corners (clockwise, starting from top-left corner => {topLeft, topRight, bottomRight, bottomLeft}
).
Basically this approach draws 4 arcs (corners) and fills everything in between those corners with 4 rects.
IMPORTANT NOTE: I placed the initialization of corners RectFs
within this method to reduce the complexity of posted code. Due to the fact that you will problably call this method from your onDraw()
method, you should extract this part of the code, and place it where you init other Rects
(as long as you're not initializing them in onDraw()
as well :P).
Upvotes: 0
Reputation: 31
this is for select corners:
public static Bitmap getRoundedCornerBitmap(Context context, Bitmap bitmap, float roundDip, boolean roundTL, boolean roundTR, boolean roundBL, boolean roundBR)
{
try
{
Bitmap output = Bitmap.createBitmap(bitmap.getWidth(), bitmap.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
final RectF rectF = new RectF(rect);
final float roundPx = convertDipToPixel(roundDip, context);
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawRoundRect(rectF, roundPx, roundPx, paint);// draw round
// 4Corner
if (!roundTL)
{
Rect rectTL = new Rect(0, 0, bitmap.getWidth() / 2, bitmap.getHeight() / 2);
canvas.drawRect(rectTL, paint);
}
if (!roundTR)
{
Rect rectTR = new Rect(bitmap.getWidth() / 2, 0, bitmap.getWidth(), bitmap.getHeight() / 2);
canvas.drawRect(rectTR, paint);
}
if (!roundBR)
{
Rect rectBR = new Rect(bitmap.getWidth() / 2, bitmap.getHeight() / 2, bitmap.getWidth(), bitmap.getHeight());
canvas.drawRect(rectBR, paint);
}
if (!roundBL)
{
Rect rectBL = new Rect(0, bitmap.getHeight() / 2, bitmap.getWidth() / 2, bitmap.getHeight());
canvas.drawRect(rectBL, paint);
}
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return output;
} catch (Exception e)
{
}
return bitmap;
}
Upvotes: 3
Reputation: 137
public static Bitmap getRoundedCornerBitmap(Bitmap bitmap, int topLeftX, int topLeftY, int topRightX, int topRightY, int bottomRightX, int bottomRightY, int bottomLeftX, int bottomLeftY) {
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
Bitmap output = Bitmap.createBitmap(bitmap.getWidth(), bitmap.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(output);
// the float array passed to this function defines the x/y values of the corners
// it starts top-left and works clockwise
// so top-left-x, top-left-y, top-right-x etc
RoundRectShape rrs = new RoundRectShape(new float[]{topLeftX, topLeftY, topRightX, topRightY, bottomRightX, bottomRightY, bottomLeftX, bottomLeftY}, null, null);
canvas.drawARGB(0, 0, 0, 0);
paint.setAntiAlias(true);
paint.setColor(0xFF000000);
rrs.resize(bitmap.getWidth(), bitmap.getHeight());
rrs.draw(canvas, paint);
paint.setXfermode(new PorterDuffXfermode(android.graphics.PorterDuff.Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return output;
}
Or you can see RoundRects.java source code - example that show how to produce round corners, available in SDK samples: http://grepcode.com/file/repository.grepcode.com/java/ext/com.google.android/android-apps/4.3_r2.1/com/example/android/apis/graphics/RoundRects.java/
Upvotes: 4
Reputation: 304
This is more of a conceptual answer, but could you draw a rounded rectangle then layer two normal rectangles on top of the corner that you would like to be rounded?
Upvotes: 1
Reputation: 36302
It's probably not the most efficient way to do this, but you could fill in the rounded off corners by painting on top of your current mask. You could start with the current code then use canvas.drawRect
(right after the call to canvas.drawRoundRect
) on the appropriate regions (the corners). I imagine something like this would round only the top left corner:
public static Bitmap getRoundedTopLeftCornerBitmap(Bitmap bitmap, int pixels) {
Bitmap output = Bitmap.createBitmap(bitmap.getWidth(), bitmap
.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final int color = 0xff424242;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, bitmap.getWidth(), bitmap.getHeight());
final RectF rectF = new RectF(rect);
final float roundPx = pixels;
final Rect topRightRect = new Rect(bitmap.getWidth()/2, 0, bitmap.getWidth(), bitmap.getHeight()/2);
final Rect bottomRect = new Rect(0, bitmap.getHeight()/2, bitmap.getWidth(), bitmap.getHeight());
paint.setAntiAlias(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(color);
canvas.drawRoundRect(rectF, roundPx, roundPx, paint);
// Fill in upper right corner
canvas.drawRect(topRightRect, paint);
// Fill in bottom corners
canvas.drawRect(bottomRect, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(bitmap, rect, rect, paint);
return output;
}
There's a bit of optimization you could do here if you feel like it, but I think it should work. The general idea definitely should. I haven't tried or tested this code though and it won't look right if pixels > bitmap.getWidth()/2
or pixels > bitmap.getHeight()/2
. Then again, that was probably true before too.
Upvotes: 6