I'm struggling to draw a rotating bitmap around its center and do the rotating without resizing the bitmap. I'm drawing all my sprites to the screen via a game thread, so I'm looking for a solution that incorporates the original bitmap and not the canvas.
Thanks in advance.
This is my code so far, it turns a bitmap around its center, yet resizes it.
i = i + 2;
transform.postRotate(i, Assets.scoresScreen_LevelStar.getWidth()/2, Assets.scoresScreen_LevelStar.getHeight()/2);
Bitmap resizedBitmap = Bitmap.createBitmap(Assets.scoresScreen_LevelStar, 0, 0, Assets.scoresScreen_LevelStar.getWidth(), Assets.scoresScreen_LevelStar.getHeight(), transform, true);
game.getGraphics().getCanvasGameScreen().drawBitmap(resizedBitmap, null, this.levelStar.getHolderPolygons().get(0), null);
Update:
I've noticed this isn't as easy as it sounds. My rotating code is not the problem. The bitmap rotates, yet the dst rect will also have to increase/decrease depending on the angle of rotation, or else the bimap will appear smaller, since it's drawn into a fixed dst rect.
So I'm guessing I'll have to develop some method that will return a dst rect.
So the methods needed to rotate a bitmap without appeared resizing:
public static Bitmap rotateBitmap(Bitmap bitmap, int rotation) // I've got this method working
and
public static Rect rotateRect(Rect currentDst, int rotation) // Don't got this
I understand this will require some math (trig), anyone up for the challenge? :P
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