How to display .svg Image URL in JetPack Compose? [duplicate] - android-studio

This question already has answers here:
How to load remote SVG image using Coil in Jetpack Compose
(3 answers)
Closed 9 months ago.
I have svg image Url, I want to display the image in Jetpack Compose.

You can use the Coil SVG extension.
Add the dependencies in your build.gradle
implementation("io.coil-kt:coil-compose:2.0.0")
implementation("io.coil-kt:coil-svg:2.0.0")
Then, add it to your call..
#Composable
fun SvgImageSample() {
val painter = rememberAsyncImagePainter(
model = ImageRequest.Builder(LocalContext.current)
.decoderFactory(SvgDecoder.Factory())
.data("https://upload.wikimedia.org/wikipedia/commons/d/d7/Android_robot.svg")
.size(Size.ORIGINAL) // Set the target size to load the image at.
.build()
)
Image(
painter = painter,
contentDescription = null
)
}

Related

How to use icon font with Jetpack Compose?

in before xml in TextView we have
holder.binding.iconInfo.text = "&#x${iconValue}"
and set out icon font to it with typeface dose anyone can help same thing but with jetpack compose
The specific syntax you mention that can be used with TextViews is due to the fact that XML is used when defining layouts. That is an XML numeric character entity that specifies a character with its unicode value in hexadecimal notation.
So it is not related to TextViews, layouts, fonts or icons.
If you want to do the same with a String in Kotlin and the character value is dynamic, you can do something like this
val text = "${Char(iconValue)}"
In Compose a custom font can be defined either as part of your Theme -> Typography and then used as text style or you can define it directly like this
val fontFamily = FontFamily(
// If you have the font in resources
Font(R.font.my_font_normal, weight = FontWeight.Normal),
Font(R.font.my_font_bold, weight = FontWeight.Bold),
Font(R.font.my_font_italic, weight = FontWeight.Normal, style = FontStyle.Italic),
// If you are loading the font at runtime from a file
Font(File(...), weight = FontWeight.Normal),
// ...
)
// Use with Text composable
Text(text = text, fontFamily = fontFamily)

(npm package) gm only edits the last frame of GIF

I'm trying to overlay text on top of a GIF using the gm package. It does overlay the text on top of regular images, however on GIFs it just overlays the last 2 frames. I don't have much experience using this package and Imagemagick.
Here's the code that edits the image.
gm(request(image)) //any image url
.command('convert')
.coalesce()
.font("./impact.ttf")
.dither(false)
.fontSize(Math.round(width/11)) //Width is defined earlier in the code
.stroke("#000000")
.strokeWidth(width/450)
.out('-gravity', 'north')
.out('-size',width+'x','-fill','white','-background', 'transparent', '0')
.out('caption:' + meme[0].toUpperCase().substr(meme[0].indexOf(" ")+1))
.out('-layers','optimize')
.out('-gravity', 'south')
.out('-size',width+'x','caption:' + meme[1].toUpperCase())
.out('-layers','optimize')
.strip()
// If i use these two, it does append all the layers but the text does not wrap like it does using caption
// .drawText(0,1, meme[0].toUpperCase().substr(meme[0].indexOf(" ") + 1), 'North')
// .drawText(0,0, meme[1].toUpperCase(), 'South')
.stream((error, stdout) => {...}
Result of the code
Any help would be appreciated!

How to do svg scaling with Pixi

I've been trying to do SVG scaling with PIXI but the results are not really what I expected them to be. As you can see in the image, the debian logo, which is a SVG file, seems to be blurry and edgy. Am I writing my code wrong:
Refined from https://github.com/kevguy/D3-Svg-Comparison/blob/master/src/components/SvgCompare.vue:
// initialization
this.renderer = new PIXI.Application(800, 600, {backgroundColor: 0x1099bb})
document.getElementById('svg-canvas').appendChild(this.renderer.view)
this.container = new PIXI.Container()
this.stage = this.renderer.stage
this.stage.addChild(this.container)
// appending the svg file
const texture = PIXI.Texture.fromImage(this.chosenImage)
this.svg = new PIXI.Sprite(texture)
this.svg.anchor.x = 0.8
this.svg.anchor.y = 0.8
this.svg.position.x = 400
this.svg.position.y = 300
this.svg.scale.x = this.selectedScale
this.svg.scale.y = this.selectedScale
this.container.addChild(this.svg)
chosenImage is the svg file retrieved by using import * as choesnImage from 'the-file-path'
selectedScale is the selected scaling value which can be changed dynamically thanks to VueJS
You can check out my work here and its corresponding GitHub repo
The bunny logo is to verify when the scaling happens, it only applies to the SVG not the whole canvas.
According to this issue you need to load svg like this to generate scaled svg texture.
PIXI.Texture.fromImage(this.chosenImage, undefined, undefined, newVal)
And need to clean texture cache then create new texture for every new scale change.
PIXI.utils.clearTextureCache()
Modified SvgCompare.vue on gist

fix a splash screen image to display in j2me

In my j2me App I have tried canvas which works great on Nokia phone but doesn't run on samsung. For that I have to switch to some FORM which in both cases works but only issue is of size, if I create smaller image to fit for both phone screens, one (samsung) shows that ok but other (nokia) leaves a lot more space and vice versa.
I need to have code that could stretch my image and just fix if to the screen size which I basically get by form.getHeight() and form.getWidth() property. I wonder if there is property of Image.createImage(width, height) then why doesn't it stretch it to the value I provide?
my code for that is below
try {
System.out.println("Height: " + displayForm.getHeight());
System.out.println("Width: " + displayForm.getWidth());
Image img1 = Image.createImage("/bur/splashScreen1.PNG");
img1.createImage(displayForm.getHeight(), displayForm.getWidth());
displayForm.append(new ImageItem(null, img1, Item.LAYOUT_CENTER, null));
} catch (Exception ex) {
}
Image
A single image will not fit all screens. But more will do.
The smaller logo image should be less than 96x54, as this is the smallest screen resolution. This image can be used up to the resolution of 128x128 without problems. With bigger resolutions it will look tiny, though.
The bigger logo image should be a bit bigger than 128x128 and can be used up to 240x320.
The code bellow gives as example of how to implement this.
import javax.microedition.lcdui.Image;
import javax.microedition.lcdui.Graphics;
class Splash extends javax.microedition.lcdui.Canvas {
Image logo;
Splash () {
if (getWidth() <= 128) {
// sl stands for Small Logo and does not need to have a file extension
// this will use less space on the jar file
logo = Image.createImage("/sl");
} else {
// bl stands for Big Logo
logo = Image.createImage("/bl");
}
}
protected void paint (Graphics g) {
// With these anchors your logo image will be drawn on the center of the screen.
g.drawImage(logo, getWidth()/2, getHeight()/2, Graphics.HCENTER | Graphics.VCENTER);
}
}
As seen in http://smallandadaptive.blogspot.com.br/2008/10/showing-splash.html
wonder if there is property of Image.createImage(width, height) then why doesn't it stretch it to the value I provide?
Parameters in this method have nothing to do with stretching, see API javadocs:
public static Image createImage(int width, int height)
Creates a new, mutable image for off-screen drawing.
Every pixel within the newly created image is white.
The width and height of the image must both be greater than zero.
Parameters:
width - the width of the new image, in pixels
height - the height of the new image, in pixels
Image class (API javadocs) has two more createImage methods that use parameters called "width" and "height" - one with six, another with four arguments but none of these has anything to do with stretching.
In createImage with six arguments, width and height specify size of the region to be copied (without stretching) from source image.
In method with four arguments, width and height specify how to interpret source ARGB array, without these it would be impossible to find out if, say, array of 12 values represents 3x4 image or 4x3. Again, this has nothing to do with stretching.

setIcon in j2me to set icons for buttons

I am trying to put in an icon (a scaled image) as part of a button that also contains some text. I am programming in J2ME for the Nokia SDK (S60 device) and using Eclipse.
The code is as follows:
but = new Button("Some text");
Image img = null;
try {
img = Image.createImage("/flower.png");
} catch(IOException e) {
e1.printStackTrace();
}
but.setIcon(img);
The above lines are the code that works properly. I am facing problems in scaling the image to the size of the button. Whenever I try to do that, I get a divide by zero error. The function I am using to scale the image and the way it is being scaled is:
Image img2 = null;
img2 = img.scaled(but.getWidth()/2, but.getHeight());
but.setIcon(img2);
I am unable to figure out why I get a divide by zero error every time I try to run the above code. Is there some other function that I should use? Or is there something I am missing ?
which UI Framework are using, is it LWUIT? if yes, you can't get the width/height of any component before showing the form, you should use getPreferredWidth instead

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