I need to draw a text using
canvas.drawText("1",x,y, paint);
But the problem is that the "text's center" doesn't match with the position I have given,Is there any way I can do the latter.I have done quite a lot of search on the topic,culdn't find any answer.Please help.
Thank You in advance
You'll want to set the alignment on your paint instance:
paint.setTextAlign(Paint.Align.CENTER);
prior to drawing.
See: http://developer.android.com/reference/android/graphics/Paint.html#setTextAlign(android.graphics.Paint.Align)
Edit:
Per your indication that you'd also like it centered vertically, I'd go with an approach similar to this:
paint.setColor(Color.WHITE);
paint.setTextAlign(Align.LEFT);
String text = "Hello";
Rect bounds = new Rect();
float x = 100, y = 100;
paint.getTextBounds(text, 0, text.length(), bounds); // Measure the text
canvas.drawLine(0, y, canvas.getWidth(), y, paint); // Included to show vertical alignment
canvas.drawLine(x, 0, x, canvas.getHeight(), paint); // Included to show horizsontal alignment
canvas.drawText(text, x - bounds.width() * 0.5f, y + bounds.height() * 0.5f, paint); // Draw the text
or, using the center align on the paint:
paint.setColor(Color.WHITE);
paint.setTextAlign(Align.CENTER);
String text = "Hello";
Rect bounds = new Rect();
float x = 100, y = 100;
paint.getTextBounds(text, 0, text.length(), bounds); // Measure the text
canvas.drawLine(0, y, canvas.getWidth(), y, paint); // Included to show vertical alignment
canvas.drawLine(x, 0, x, canvas.getHeight(), paint); // Included to show horizsontal alignment
canvas.drawText(text, x, y + bounds.height() * 0.5f, paint); // Draw the text
Related
I want to draw a rounded rectangle with drawRoundRect method in Android.
void drawRoundRect (RectF rect, float rx, float ry, Paint paint)
I'm using Android Studio, and my testing device use Android 6.0.1, API 23
This is part of my code. It works find when I put zeros in rx and ry.
public void draw(Canvas canvas){
canvas.drawColor(Color.WHITE);
canvas.drawRoundRect(rect, 0, 0, pnt);
}
This draws a black rectangle in my screen.
But when I try to make it rounded,
public void draw(Canvas canvas){
canvas.drawColor(Color.WHITE);
canvas.drawRoundRect(rect, 10, 10, pnt);
}
It draws nothing. This only draws white background....
I tried different numbers like 100, 3, 5, 0.03f etc in rx and ry,
but any numbers bigger than 0 make drawRoundRect() not working.
Is there anything wrong with my code...?
Make sure that coordinates in RectF that is used to draw rounded rectangle are correct. That means: rect.left < rect.right and rect.top < rect.bottom.
It seems that Android 7 corrects wrong coordinates itself and draws desired rounded rectangle, but Android 6 is drawing nothing if there is problem with coordinates.
you can try this we have a little calculation but it works awesomely
private void drawRoundedRect(Canvas canvas, float left, float top, float right, float bottom) {
float radius = getHeight() / 2;
canvas.drawCircle(radius, radius, radius, mainPaint);
canvas.drawCircle(right - radius, radius, radius, mainPaint);
canvas.drawRect(left + radius, top, right - radius, bottom, mainPaint);
}
or you can check this
RectF rect = new RectF(10,10,20,20);
canvas.drawRoundRect(rect , 0, 0, mPaint);
Try this,
Bitmap bitmap = Bitmap.createBitmap(
600, // Width
300, // Height
Bitmap.Config.ARGB_8888 // Config
);
Canvas canvas = new Canvas(bitmap);
canvas.drawColor(Color.WHITE);
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.RED);
paint.setAntiAlias(true);
int offset = 50;
RectF rectF = new RectF(
offset, // left
offset, // top
canvas.getWidth() - offset, // right
canvas.getHeight() - offset // bottom
);
int cornersRadius = 25;
canvas.drawRoundRect(
rectF, // rect
cornersRadius, // rx
cornersRadius, // ry
paint // Paint
);
mImageView.setImageBitmap(bitmap);
You could do this,
RectF rect = new RectF(0f, 0f, width, height);
canvas.drawRoundRect(rect , 0, 0, mPaint);
I have created semi-circle using addArc() but there is strange gap between arc & rectangle as shown in image below. How to remove that gap around arc.
Here is my output image link.
int saveCount = canvas.saveLayer(0, 0, getWidth(), getHeight(), null, Canvas.ALL_SAVE_FLAG);
super.dispatchDraw(canvas);
paint.setXfermode(pdMode);
paint.setStrokeWidth(0);
path.reset();
path.setFillType(Path.FillType.INVERSE_WINDING);
//path.moveTo(0, getHeight() - 100);
int h = (getMeasuredHeight() / 2) - (getMeasuredHeight() /2) - 100;
path.addArc(new RectF(50, h, getMeasuredWidth()-50, getMeasuredHeight()-50), 0, 180);
path.close();
canvas.drawPath(path, paint);
canvas.restoreToCount(saveCount);
paint.setXfermode(null);
I have this function that animate the image canvas from resource drawable with text on the front.
I want to rotate the a green "star" only so the text stay intact
The idea is to rotate only the image canvas but no the text.
How do I do that?
This code is for Android Java
private Bitmap writeTextOnDrawable(int drawableId, String text, ImageView imv_promo,boolean isAnim) {
Bitmap bm = BitmapFactory.decodeResource(ctx.getResources(), drawableId).copy(Bitmap.Config.ARGB_8888, true);
Typeface tf = Typeface.createFromAsset(ctx.getAssets(), "RobotoCondensed-Italic.ttf");
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(ctx.getResources().getColor(R.color.white));
paint.setTypeface(tf);
paint.setTextAlign(Paint.Align.CENTER);
paint.setTextSize(convertToPixels(mContext, 17));
Rect textRect = new Rect();
paint.getTextBounds(text, 0, text.length(), textRect);
Canvas canvas = new Canvas(bm);
//If the text is bigger than the canvas , reduce the font size
if (textRect.width() >= (canvas.getWidth() - 4)) //the padding on either sides is considered as 4, so as to appropriately fit in the text
paint.setTextSize(convertToPixels(mContext, 7)); //Scaling needs to be used for different dpi's
//Calculate the positions
int xPos = (canvas.getWidth() / 2) - 6; //-2 is for regulating the x position offset
int yPos = (int) ((canvas.getHeight() / 2) - ((paint.descent() + paint.ascent()) / 2));
canvas.save();
canvas.rotate((float) 25, xPos, yPos);
canvas.drawText(text, xPos, yPos, paint);
canvas.restore();
Animation animation;
if(isAnim) {
animation = new RotateAnimation(0, 360, canvas.getWidth() / 2, canvas.getHeight() / 2);
animation.setRepeatMode(Animation.RESTART);
animation.setRepeatCount(Animation.INFINITE);
animation.setDuration(20000L);
imv_promo.startAnimation(animation);
}
return bm;
}
I am trying to paint a ball that will be divided in 4 colours: green, red, yellow and blue.
Some balls use just one colour, so I paint them like this:
paint.setColor(color);
canvas.drawCircle(x, y, ballRadius, paint);
And they show up on the screen, no problems here.
But when I try to color the other ones, with the same paint and canvas object with this code i get no result on the screen:
RectF rect = new RectF(x - ballRadius, y + ballRadius, x + ballRadius, y - ballRadius);
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.GREEN);
canvas.drawArc(rect, 0, 90, true, paint);
paint.setColor(Color.RED);
canvas.drawArc(rect, 90, 180, true, paint);
paint.setColor(Color.YELLOW);
canvas.drawArc(rect, 180, 270, true, paint);
paint.setColor(Color.BLUE);
canvas.drawArc(rect, 270, 360, true, paint);
RectF rect = new RectF(x - ballRadius, y + ballRadius, x + ballRadius, y - ballRadius);
Is incorrect, because the arguments for RectF must be in the correct order, left, top, right, bottom:
Create a new rectangle with the specified coordinates. Note: no range checking is performed, so the caller must ensure that left <= right and top <= bottom.
The correct definition of the rectangle (assuming ballRadius > 0!) would be:
RectF rect = new RectF(x - ballRadius, y - ballRadius, x + ballRadius, y + ballRadius);
I'm making a circle canvas and I want to add a border to it .
final int color = 0xffa19774;
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, sbmp.getWidth(), sbmp.getHeight());
paint.setAntiAlias(true);
paint.setFilterBitmap(true);
paint.setDither(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(Color.parseColor("#BAB399"));
canvas.drawCircle(sbmp.getWidth() / 2+0.7f, sbmp.getHeight() / 2+0.7f,
sbmp.getWidth() / 2+0.1f, paint);
paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
canvas.drawBitmap(sbmp, rect, rect, paint);
How can I add a border around this canvas ?
You can draw a border using Paint.STYLE.STROKE. You need to do two separate calls to drawCircle():
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.parseColor("#BAB399")); // set fill color
canvas.drawCircle(sbmp.getWidth() / 2+0.7f, sbmp.getHeight() / 2+0.7f,
sbmp.getWidth() / 2+0.1f, paint);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(10); // set stroke width
paint.setColor(Color.parseColor("#ffffff")); // set stroke color
canvas.drawCircle(sbmp.getWidth() / 2+0.7f, sbmp.getHeight() / 2+0.7f,
sbmp.getWidth() / 2+0.1f, paint);
To draw a border around a circle, you only need to draw two circles on to your canvas. Both circles have the same dimension however the circle below should have a stroke.
Also, to draw an image border, the circle below should be given a bigger radius than the one above.
public static Bitmap getRoundedCroppedBitmap(Bitmap bitmap, int radius) {
Bitmap finalBitmap;
if (bitmap.getWidth() != radius || bitmap.getHeight() != radius)
finalBitmap = Bitmap.createScaledBitmap(bitmap, radius, radius,
false);
else
finalBitmap = bitmap;
Bitmap output = Bitmap.createBitmap(finalBitmap.getWidth(),
finalBitmap.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(output);
final Paint paint = new Paint();
final Rect rect = new Rect(0, 0, finalBitmap.getWidth(),
finalBitmap.getHeight());
paint.setAntiAlias(true);
paint.setFilterBitmap(true);
paint.setDither(true);
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(Color.parseColor("#BAB399"));
canvas.drawCircle(finalBitmap.getWidth() / 2 + 0.7f, finalBitmap.getHeight() / 2 + 0.7f, finalBitmap.getWidth() / 2 + 0.1f, paint);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
canvas.drawBitmap(finalBitmap, rect, rect, paint);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(20); // set stroke width
paint.setColor(Color.parseColor("#00ff00")); // set stroke color
canvas.drawCircle(finalBitmap.getWidth() / 2 + 0.7f, finalBitmap.getHeight() / 2 + 0.7f, finalBitmap.getWidth() / 2 + 0.1f, paint);
return output;
}
The example above returns a bitmap circle image with a border.
This is the code to draw the stroke
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(20); // set stroke width
paint.setColor(Color.parseColor("#00ff00")); // set stroke color
canvas.drawCircle(finalBitmap.getWidth() / 2 + 0.7f, finalBitmap.getHeight() / 2 + 0.7f, finalBitmap.getWidth() / 2 + 0.1f, paint);