FingerPaintView | Android library to paint over bitmaps | Android library
kandi X-RAY | FingerPaintView Summary
kandi X-RAY | FingerPaintView Summary
A simple view to allow drawing on top of any bitmap, which generates a final bitmap with the correct scaling and transformations applied to it, ensuring the output respects what is shown on the screen.
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QUESTION
I'm playing with a drawing activity in Java converted/decompiled from this Kotlin sample.
I'm simplifying its functionalities and, as it is now, it allows me to click on "Save" button and a preview pops up with a text saying "Saved!", but I'd like to know what needs to be done to simply throw the resulting image to the Android photo gallery anytime the button is clicked (let's say, after saved, the image must become a standalone picture inside the camera gallery).
It seems it has to do with FileOutputStream
/Bitmap.CompressFormat
/MediaStore.Images
and I can foresee some difficulties in terms of naming files in a way they don't overwrite and I'm reading a lot of answers around here, but I still didn't get the logic so any idea is appreciated.
It's the first time I'm trying to do something similar so I'm sort of lost and I come here to ask for some directions.
Here is the single activity:
...ANSWER
Answered 2018-Dec-14 at 04:41I was able to overcome this issue by taking another paint-like sample (a simpler one and in Java) called Android Drawable View.
This different sample and tips from previous answers available here on StackOverflow like this one and this other one were enough to put the project together so I'll try to explain how to.
First, you need to add permission to WRITE_EXTERNAL_STORAGE
in your Manifest.xml:
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