I would like to scale a Bitmap
to a runtime dependant width and height, where the aspect ratio is maintained and the Bitmap
fills the entire width
None of the above answers were worked for me and I just created a method which sets all of the dimensions into the desired ones with painting the empty area to black. Here is my method:
/**
* Scale the image preserving the ratio
* @param imageToScale Image to be scaled
* @param destinationWidth Destination width after scaling
* @param destinationHeight Destination height after scaling
* @return New scaled bitmap preserving the ratio
*/
public static Bitmap scalePreserveRatio(Bitmap imageToScale, int destinationWidth,
int destinationHeight) {
if (destinationHeight > 0 && destinationWidth > 0 && imageToScale != null) {
int width = imageToScale.getWidth();
int height = imageToScale.getHeight();
//Calculate the max changing amount and decide which dimension to use
float widthRatio = (float) destinationWidth / (float) width;
float heightRatio = (float) destinationHeight / (float) height;
//Use the ratio that will fit the image into the desired sizes
int finalWidth = (int)Math.floor(width * widthRatio);
int finalHeight = (int)Math.floor(height * widthRatio);
if (finalWidth > destinationWidth || finalHeight > destinationHeight) {
finalWidth = (int)Math.floor(width * heightRatio);
finalHeight = (int)Math.floor(height * heightRatio);
}
//Scale given bitmap to fit into the desired area
imageToScale = Bitmap.createScaledBitmap(imageToScale, finalWidth, finalHeight, true);
//Created a bitmap with desired sizes
Bitmap scaledImage = Bitmap.createBitmap(destinationWidth, destinationHeight, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(scaledImage);
//Draw background color
Paint paint = new Paint();
paint.setColor(Color.BLACK);
paint.setStyle(Paint.Style.FILL);
canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(), paint);
//Calculate the ratios and decide which part will have empty areas (width or height)
float ratioBitmap = (float)finalWidth / (float)finalHeight;
float destinationRatio = (float) destinationWidth / (float) destinationHeight;
float left = ratioBitmap >= destinationRatio ? 0 : (float)(destinationWidth - finalWidth) / 2;
float top = ratioBitmap < destinationRatio ? 0: (float)(destinationHeight - finalHeight) / 2;
canvas.drawBitmap(imageToScale, left, top, null);
return scaledImage;
} else {
return imageToScale;
}
}
For example;
Let's say you have an image as 100 x 100 but the desired size is 300x50, then this method will convert your image to 50 x 50 and paint it into a new image which has dimensions as 300 x 50 (and empty fileds will be black).
Another example: let's say you have an image as 600 x 1000 and the desired sizes are 300 x 50 again, then your image will be converted into 30 x 50 and painted into a newly created image which has sizes as 300 x 50.
I think this is what it must be, Rs.