Creating bitmap graphics with the Bitmap class
Let's examine a bit of theory before we dive into the code and consider exactly how we are going to draw images to the screen. To draw a bitmap graphic, we will use the drawBitmap
function of the Canvas
class.
First, we will need to add a bitmap graphic to the project in the res/drawable
folder – we will do this in reality in the Bitmap demo app later. For now, assume that the graphics file/bitmap has a name of myImage.png
.
Next, we will declare an object of the Bitmap
type in the same way that we did for the Bitmap
object that we used for our background in the previous demo.
Next, we will need to initialize the myBitmap
instance using our preferred image file, which we previously added to the project's drawable
folder:
myBitmap = BitmapFactory.decodeResource (resources, R.drawable.myImage)
The decodeResource
function of the BitmapFactory
class is used to initialize myBitmap
. It takes two parameters; the first is...