content: package com.termux.app.terminal.utils;
  
  import android.annotation.SuppressLint;
  import android.content.Context;
  import android.graphics.Bitmap;
  import android.graphics.BlurMaskFilter;
  import android.graphics.Canvas;
  import android.graphics.Paint;
  import android.os.Build.VERSION;
  import android.renderscript.Allocation;
  import android.renderscript.Element;
  import android.renderscript.RenderScript;
  import android.renderscript.ScriptIntrinsicBlur;
  import android.util.Log;
  
  public class Blur
  {
  
  	@SuppressLint("NewApi")
  	public static Bitmap fastblur(Context context, Bitmap sentBitmap, int radius)
  	{
  
  		if (VERSION.SDK_INT > 16)
  		{
  			Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
  
  			final RenderScript rs = RenderScript.create(context);
  			final Allocation input = Allocation.createFromBitmap(rs,
  					sentBitmap, Allocation.MipmapControl.MIPMAP_NONE,
  					Allocation.USAGE_SCRIPT);
  			final Allocation output = Allocation.createTyped(rs,
  					input.getType());
  			final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs,
  					Element.U8_4(rs));
  			script.setRadius(radius /* e.g. 3.f */);
  			script.setInput(input);
  			script.forEach(output);
  			output.copyTo(bitmap);
  			return bitmap;
  		}
  
  		// Stack Blur v1.0 from
  		// http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html
  		//
  		// Java Author: Mario Klingemann <mario at quasimondo.com>
  		// http://incubator.quasimondo.com
  		// created Feburary 29, 2004
  		// Android port : Yahel Bouaziz <yahel at kayenko.com>
  		// http://www.kayenko.com
  		// ported april 5th, 2012
  
  		// This is a compromise between Gaussian Blur and Box blur
  		// It creates much better looking blurs than Box Blur, but is
  		// 7x faster than my Gaussian Blur implementation.
  		//
  		// I called it Stack Blur because this describes best how this
  		// filter works internally: it creates a kind of moving stack
  		// of colors whilst scanning through the image. Thereby it
  		// just has to add one new block of color to the right side
  		// of the stack and remove the leftmost color. The remaining
  		// colors on the topmost layer of the stack are either added on
  		// or reduced by one, depending on if they are on the right or
  		// on the left side of the stack.
  		//
  		// If you are using this algorithm in your code please add
  		// the following line:
  		//
  		// Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>
  
  		Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
  
  		if (radius < 1)
  		{
  			return (null);
  		}
  
  		int w = bitmap.getWidth();
  		int h = bitmap.getHeight();
  
  		int[] pix = new int[w * h];
  		Log.e("pix", w + " " + h + " " + pix.length);
  		bitmap.getPixels(pix, 0, w, 0, 0, w, h);
  
  		int wm = w - 1;
  		int hm = h - 1;
  		int wh = w * h;
  		int div = radius + radius + 1;
  
  		int r[] = new int[wh];
  		int g[] = new int[wh];
  		int b[] = new int[wh];
  		int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;
  		int vmin[] = new int[Math.max(w, h)];
  
  		int divsum = (div + 1) >> 1;
  		divsum *= divsum;
  		int dv[] = new int[256 * divsum];
  		for (i = 0; i < 256 * divsum; i++)
  		{
  			dv[i] = (i / divsum);
  		}
  
  		yw = yi = 0;
  
  		int[][] stack = new int[div][3];
  		int stackpointer;
  		int stackstart;
  		int[] sir;
  		int rbs;
  		int r1 = radius + 1;
  		int routsum, goutsum, boutsum;
  		int rinsum, ginsum, binsum;
  
  		for (y = 0; y < h; y++)
  		{
  			rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
  			for (i = -radius; i <= radius; i++)
  			{
  				p = pix[yi + Math.min(wm, Math.max(i, 0))];
  				sir = stack[i + radius];
  				sir[0] = (p & 0xff0000) >> 16;
  				sir[1] = (p & 0x00ff00) >> 8;
  				sir[2] = (p & 0x0000ff);
  				rbs = r1 - Math.abs(i);
  				rsum += sir[0] * rbs;
  				gsum += sir[1] * rbs;
  				bsum += sir[2] * rbs;
  				if (i > 0)
  				{
  					rinsum += sir[0];
  					ginsum += sir[1];
  					binsum += sir[2];
  				} else
  				{
  					routsum += sir[0];
  					goutsum += sir[1];
  					boutsum += sir[2];
  				}
  			}
  			stackpointer = radius;
  
  			for (x = 0; x < w; x++)
  			{
  
  				r[yi] = dv[rsum];
  				g[yi] = dv[gsum];
  				b[yi] = dv[bsum];
  
  				rsum -= routsum;
  				gsum -= goutsum;
  				bsum -= boutsum;
  
  				stackstart = stackpointer - radius + div;
  				sir = stack[stackstart % div];
  
  				routsum -= sir[0];
  				goutsum -= sir[1];
  				boutsum -= sir[2];
  
  				if (y == 0)
  				{
  					vmin[x] = Math.min(x + radius + 1, wm);
  				}
  				p = pix[yw + vmin[x]];
  
  				sir[0] = (p & 0xff0000) >> 16;
  				sir[1] = (p & 0x00ff00) >> 8;
  				sir[2] = (p & 0x0000ff);
  
  				rinsum += sir[0];
  				ginsum += sir[1];
  				binsum += sir[2];
  
  				rsum += rinsum;
  				gsum += ginsum;
  				bsum += binsum;
  
  				stackpointer = (stackpointer + 1) % div;
  				sir = stack[(stackpointer) % div];
  
  				routsum += sir[0];
  				goutsum += sir[1];
  				boutsum += sir[2];
  
  				rinsum -= sir[0];
  				ginsum -= sir[1];
  				binsum -= sir[2];
  
  				yi++;
  			}
  			yw += w;
  		}
  		for (x = 0; x < w; x++)
  		{
  			rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
  			yp = -radius * w;
  			for (i = -radius; i <= radius; i++)
  			{
  				yi = Math.max(0, yp) + x;
  
  				sir = stack[i + radius];
  
  				sir[0] = r[yi];
  				sir[1] = g[yi];
  				sir[2] = b[yi];
  
  				rbs = r1 - Math.abs(i);
  
  				rsum += r[yi] * rbs;
  				gsum += g[yi] * rbs;
  				bsum += b[yi] * rbs;
  
  				if (i > 0)
  				{
  					rinsum += sir[0];
  					ginsum += sir[1];
  					binsum += sir[2];
  				} else
  				{
  					routsum += sir[0];
  					goutsum += sir[1];
  					boutsum += sir[2];
  				}
  
  				if (i < hm)
  				{
  					yp += w;
  				}
  			}
  			yi = x;
  			stackpointer = radius;
  			for (y = 0; y < h; y++)
  			{
  				// Preserve alpha channel: ( 0xff000000 & pix[yi] )
  				pix[yi] = (0xff000000 & pix[yi]) | (dv[rsum] << 16)
  						| (dv[gsum] << 8) | dv[bsum];
  
  				rsum -= routsum;
  				gsum -= goutsum;
  				bsum -= boutsum;
  
  				stackstart = stackpointer - radius + div;
  				sir = stack[stackstart % div];
  
  				routsum -= sir[0];
  				goutsum -= sir[1];
  				boutsum -= sir[2];
  
  				if (x == 0)
  				{
  					vmin[y] = Math.min(y + r1, hm) * w;
  				}
  				p = x + vmin[y];
  
  				sir[0] = r[p];
  				sir[1] = g[p];
  				sir[2] = b[p];
  
  				rinsum += sir[0];
  				ginsum += sir[1];
  				binsum += sir[2];
  
  				rsum += rinsum;
  				gsum += ginsum;
  				bsum += binsum;
  
  				stackpointer = (stackpointer + 1) % div;
  				sir = stack[stackpointer];
  
  				routsum += sir[0];
  				goutsum += sir[1];
  				boutsum += sir[2];
  
  				rinsum -= sir[0];
  				ginsum -= sir[1];
  				binsum -= sir[2];
  
  				yi += w;
  			}
  		}
  
  		Log.e("pix", w + " " + h + " " + pix.length);
  		bitmap.setPixels(pix, 0, w, 0, 0, w, h);
  		return (bitmap);
  	}
  
  	/**
  	 * 
  	 * add shadow to bitmap
  	 * 
  	 * @param originalBitmap
  	 * @return
  	 */
  	public static Bitmap drawImageDropShadow(Bitmap originalBitmap)
  	{
  
  		BlurMaskFilter blurFilter = new BlurMaskFilter(3,
  				BlurMaskFilter.Blur.OUTER);
  		Paint shadowPaint = new Paint();
  		shadowPaint.setMaskFilter(blurFilter);
  		int[] offsetXY = new int[2];
  		Bitmap shadowBitmap = originalBitmap
  				.extractAlpha(shadowPaint, offsetXY);
  
  		Bitmap shadowImage32 = shadowBitmap.copy(Bitmap.Config.ARGB_8888, true);
  		Canvas c = new Canvas(shadowImage32);
  		c.drawBitmap(originalBitmap, 0, 0, null);
  		return shadowImage32;
  	}
  
  }
  