How can I get an image to the canvas in order to draw on that image?


Solution 1:

The good way to draw a Drawable on a canvas is not decoding it yourself but leaving it to the system to do so:

Drawable d = getResources().getDrawable(R.drawable.foobar, null);
d.setBounds(left, top, right, bottom);
d.draw(canvas);

This will work with all kinds of drawables, not only bitmaps. And it also means that you can re-use that same drawable again if only the size changes.

Solution 2:

You need to load your image as bitmap:

 Resources res = getResources();
 Bitmap bitmap = BitmapFactory.decodeResource(res, R.drawable.your_image);

Then make the bitmap mutable and create a canvas over it:

Canvas canvas = new Canvas(bitmap.copy(Bitmap.Config.ARGB_8888, true));

You then can draw on the canvas.

Solution 3:

also you can use this way. it will change your big drawble fit to your canvas:

Resources res = getResources();
Bitmap bitmap = BitmapFactory.decodeResource(res, yourDrawable);
yourCanvas.drawBitmap(bitmap, 0, 0, yourPaint);

Solution 4:

Drawable d = ContextCompat.getDrawable(context, R.drawable.***)
d.setBounds(left, top, right, bottom);
d.draw(canvas);