Can you load a drawab开发者_开发问答le from a sub directory in the assets
(not the drawable folder) folder?
Hope this help:
Drawable d = Drawable.createFromStream(getAssets().open("Cloths/btn_no.png"), null);
I recommend to use this
Drawable.createFromResourceStream(resources,new TypedValue(), resources.getAssets().open(filename), null)
which returns properly scaled drawable thanks to resources ...
Here's a class with static method to get the drawable from the assets. It also closes the inputstream.
import android.content.Context;
import android.graphics.drawable.Drawable;
import java.io.IOException;
import java.io.InputStream;
/**
* Created by bartburg on 4-11-2015.
*/
public class AssetsReader {
public static Drawable getDrawableFromAssets(Context context, String url){
Drawable drawable = null;
InputStream inputStream = null;
try {
inputStream = context.getAssets().open(url);
drawable = Drawable.createFromStream(inputStream, null);
} catch (IOException e) {
e.printStackTrace();
} finally {
if(inputStream != null) {
try {
inputStream.close();
} catch (IOException e) {
e.printStackTrace();
}
}
}
return drawable;
}
}
Yes you can create a Drawable
object from an InputStream
using the createFromStream() method.
Here is function that does this for you.
Check the returned Drawable variable for null as null may return if the path is invalid or there is an IOException.
public static Drawable getDrawableFromAssetFolder(String fullPath, Activity ctx) {
Drawable d =null;
try {
d = Drawable.createFromStream(ctx.getAssets().open(fullPath), null);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
return d;
}
This helped getting the right density
private Drawable drawableFromAssetFilename(String filename) {
AssetManager assetManager = mApplicationContext.getAssets();
InputStream inputStream = null;
try {
inputStream = assetManager.open(filename);
} catch (IOException e) {
e.printStackTrace();
}
Bitmap bitmap = BitmapFactory.decodeStream(inputStream);
BitmapDrawable drawable = new BitmapDrawable(mApplicationContext.getResources(), bitmap);
return drawable;
}
I was working in a RecyclerView adapter and found that David's answer was not working for me, (for some reason asset.open
remained Unresolved no matter what I imported )
so I found this to work for me (Kotlin code)
val d = Drawable.createFromStream(context?.assets?.open("imageData/${imageName}.png"), null)
here is my directory, as you can see the assets start from the assets folder and here is a link on how to create that assets folder
At this version you can't, if you make a sub folder within your drawable folder you can't use it in your xml file, it won't be recognized when you use android:src.
Take a look at this thread: Can the Android drawable directory contain subdirectories?
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