BitmapFactory.decodeByteArray ?

http://code.google.com/android/reference/android/graphics/BitmapFactory.html

On Dec 1, 5:58 pm, Koush <[EMAIL PROTECTED]> wrote:
> I inspected Bitmap.cpp and found this function:
>
> static jboolean Bitmap_writeToParcel(JNIEnv* env, jobject,
>                                      const SkBitmap* bitmap,
>                                      jboolean isMutable, jobject
> parcel) {
>     if (parcel == NULL) {
>         SkDebugf("------- writeToParcel null parcel\n");
>         return false;
>     }
>
>     android::Parcel* p = android::parcelForJavaObject(env, parcel);
>
>     p->writeInt32(isMutable);
>     p->writeInt32(bitmap->config());
>     p->writeInt32(bitmap->width());
>     p->writeInt32(bitmap->height());
>     p->writeInt32(bitmap->rowBytes());
>
>     if (bitmap->getConfig() == SkBitmap::kIndex8_Config) {
>         SkColorTable* ctable = bitmap->getColorTable();
>         if (ctable != NULL) {
>             int count = ctable->count();
>             p->writeInt32(count);
>             memcpy(p->writeInplace(count * sizeof(SkPMColor)),
>                    ctable->lockColors(), count * sizeof(SkPMColor));
>             ctable->unlockColors(false);
>         } else {
>             p->writeInt32(0);   // indicate no ctable
>         }
>     }
>
>     size_t size = bitmap->getSize();
>     bitmap->lockPixels();
>     memcpy(p->writeInplace(size), bitmap->getPixels(), size);
>     bitmap->unlockPixels();
>     return true;
>
> }
>
> I can manually marshal a Bitmap parcel in the proper format, and then
> append the custom byte buffer, and then use createFromParcel to create
> a bitmap. That gets me indirect access to creating a bitmap directly
> from a byte buffer. It's a bit of a hack obviously, and not ideal. Is
> there a better way to do this?
>
> On Dec 1, 2:41 pm, Koush <[EMAIL PROTECTED]> wrote:
>
> > I'm trying to populate a create a bitmap from something other than an
> > RGBA int array.
> > However, the Bitmap creation overloads only take int arrays as inputs.
>
> > In particular, I have a byte buffer that is in the R5G6B5 format that
> > I want to load directly into a bitmap. The format is supposedly
> > supported internally, but I can't figure out how to create the bitmap
> > without doing the R5G6B5 to A8R8G8B8 conversion first.
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