Creating bitmaps
Let's do a little bit of theory before we dive into the code and consider exactly how we are going to bring images to life on the screen. To draw a bitmap, we will use the drawBitmap
method of the Canvas
class.
First, we would need to add a bitmap to the project in the res/drawable
folder; we will do this for real in the Bitmap
demo app coming up shortly. For now, assume the graphics file/bitmap has the name myImage.png
.
Next, we declare an object of the Bitmap
type, just the same as we did for the Bitmap
object we used for our background in the previous demo:
Bitmap mBitmap;
Next, we need to initialize the mBitmap
object using our preferred image that we previously added to the project's drawable
folder:
mBitmap = BitmapFactory.decodeResource (getResources(), R.drawable.myImage);
The static decodeResource
method of the BitmapFactory
method is...