I am trying to implement a simple Facebook profile picture request functionality into a game that is being developed with Libgdx engine. I would like to get the requested picture and eventually display it on the screen. Preferably, I want this to work both on my desktop and Android implementation.
The problem occurs when I try to create a Pixmap object using the profile picture, as the profile picture is a progressive jpeg, which libgdx cannot load. Sample code:
inStream = new URL(url).openStream();
byte[] buffer = new byte[1024 * 200];
int readBytes = 0;
while (true) {
int length = inStream.read(buffer, readBytes, buffer.length - readBytes);
if (length == -1)
break;
readBytes += length;
}
Pixmap pixmap = new Pixmap(buffer, 0, readBytes);
Since the image is a downloaded one, I don't have the option to convert the image to a regular jpeg or png format using a software. I've tried using ImageIO package(among some others) to decode the image, but it is not able to handle the progressive jpeg either. I wasn't able to find a solution that would work for both platforms.
Any suggestions to overcome this problem? At least, If I could handle it for Android, maybe I could think of something else for the desktop implementation.
It is not the exact solution to the problem, but what I did is;
I've decided to put a static image in Desktop implementation, and download the profile pictures for Android implementation.
First, I get the picture and decode it as Bitmap. Sample code:
URL url = new URL(src);
HttpURLConnection connection = (HttpURLConnection) url.openConnection();
connection.setDoInput(true);
connection.connect();
InputStream input = connection.getInputStream();
Bitmap myBitmap = BitmapFactory.decodeStream(input);
Then I create a byte array from the Bitmap object as follows:
ByteArrayOutputStream outStream;
int size = myBitmap.getWidth() * myBitmap.getHeight() * 2;
while (true) {
outStream = new ByteArrayOutputStream(size);
if (myBitmap.compress(Bitmap.CompressFormat.PNG, 0, outStream))
break;
size = size * 3 / 2;
}
byte[] buffer = outStream.toByteArray();
Now one can use the byte array to create a Pixmap object and load the image.
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