I need an advise on optimizing a custom indicator, that shows progress of downloading file in multiple chunks, in concurrent threads. I couldn't find a correct name for that type - pieces, fragments, chunks? But it should look like bittorrent progress bar or defrag progress from Win XP. And it looks like this:
My custom ProgressBar class as following:
public class FragmentedProgressBar extends ProgressBar {
private int height;
private float fragWidth;
private final ArrayList<Integer> stateColors = new ArrayList<>();
private final Paint progressPaint = new Paint();
private ConcurrentHashMap<Integer, Integer> barData;
public FragmentedProgressBar(Context context) {
super(context);
this.init(context);
}
public FragmentedProgressBar(Context context, AttributeSet attrs) {
super(context, attrs);
this.init(context);
}
public FragmentedProgressBar(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
this.init(context);
}
#SuppressWarnings("deprecation")
private void init(Context context) {
barData = new ConcurrentHashMap<>();
stateColors.addAll(
Arrays.asList(
context.getResources().getColor(android.R.color.holo_blue_dark),
context.getResources().getColor(android.R.color.holo_green_light),
context.getResources().getColor(android.R.color.holo_orange_light),
context.getResources().getColor(android.R.color.holo_red_light)
)
);
}
public synchronized void setProgress(int progress, int state) {
/* state serves to indicate "started", "ready", "retry", "error" by color */
if(barData != null ) {
barData.put(progress, state);
}
super.setProgress(progress);
}
#Override
protected synchronized void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
int width = getMeasuredWidth();
height = getMeasuredHeight();
setMeasuredDimension(width, height);
fragWidth = (float) width / getMax();
}
#Override
protected synchronized void onDraw(Canvas canvas) {
for (Map.Entry<Integer, Integer> ent : barData.entrySet()) {
int id = ent.getKey();
int state = ent.getValue();
float xleft = fragWidth * ( id - 1 );
progressPaint.setColor(stateColors.get(state));
canvas.drawRect(xleft, 0.0f, xleft + fragWidth, 0.0f + height, progressPaint);
}
}
}
However, in this approach, it redraws whole bar on every progress tick, and, I think, it's quite inefficient.
I've done formerly same bar in javafx, extending Canvas and drawing each chunk separately on it.
What will be a better solution for android, desirably extending and reusing the ProgressBar class?
Thanks
Related
I am trying to build a circle containing numerous dots that eventually will be clickable (as much as 108 dots to fill out the border of a circle).
What i have done so far is to create 108 imageviews like this:
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:id="#+id/circle_1"
android:src="#drawable/dot_complete"
android:layout_marginLeft="383dp"
android:layout_marginTop="214dp"
/>
<ImageView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:id="#+id/circle_2"
android:src="#drawable/dot_complete"
android:layout_marginLeft="382dp"
android:layout_marginTop="214dp"
/>
<!-- And so on all the way up to 108 -->
The result looks like this
However i suspect this is a very bad method, so my question is what would be the better way to do this, considering i need to have onclickListener on each dot in order to show its info.
Thank you
I had a similar class laying around, with a small modification it can display three different types of drawables as "dots". The only thing you would have to do is to write the touch management.
Drawing 108 dots (three different types):
public class DotsView extends View {
private static final int dots = 108;
private static final int dotRadius = 20;
private Bitmap testBitmap1;
private Bitmap testBitmap2;
private Bitmap testBitmap3;
private RectF dotRect;
private Paint paint;
private int[] dotsStates = new int[dots];
public DotsView(Context context) {
super(context);
setupView(context);
}
public DotsView(Context context, AttributeSet attrs) {
super(context, attrs);
setupView(context);
}
public DotsView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
setupView(context);
}
private void setupView(Context context) {
setWillNotDraw(false);
paint = new Paint();
paint.setAntiAlias(true);
test();
}
private void test() {
//THIS METHOD IS JUST A TEST THAT CHANGES THE DRAWABLES USED FOR SOME DOTS
for (int i = 2; i < 20; ++i) {
dotsStates[i] = 1;
}
for (int i = 50; i < 55; ++i) {
dotsStates[i] = 2;
}
}
#Override
protected void onAttachedToWindow() {
super.onAttachedToWindow();
initBitmaps();
invalidate();
}
#Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
destroyBitmaps();
}
private void initBitmaps() {
testBitmap1 = BitmapFactory.decodeResource(getResources(), R.drawable.test_1);
testBitmap2 = BitmapFactory.decodeResource(getResources(), R.drawable.test_2);
testBitmap3 = BitmapFactory.decodeResource(getResources(), R.drawable.test_3);
dotRect = new RectF(0, 0, dotRadius, dotRadius);
}
private boolean isBitmapValid(Bitmap bitmap) {
return bitmap != null && !bitmap.isRecycled();
}
private void destroyBitmaps() {
if (isBitmapValid(testBitmap1)) {
testBitmap1.recycle();
testBitmap1 = null;
}
if (isBitmapValid(testBitmap2)) {
testBitmap2.recycle();
testBitmap2 = null;
}
if (isBitmapValid(testBitmap3)) {
testBitmap3.recycle();
testBitmap3 = null;
}
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (isBitmapValid(testBitmap1) && isBitmapValid(testBitmap2) && isBitmapValid(testBitmap3)) {
// apply padding to canvas:
final int width = canvas.getWidth();
final int height = canvas.getHeight();
final int squareSide = Math.min(width, height);
canvas.translate(width / 2f, height / 2f); // moving to the center of the View
final float outerRadius = squareSide / 2f;
final float innerRadius = outerRadius - dotRadius;
final float angleFactor = 360f / dots;
for (int i = 0; i < dots; ++i) {
canvas.save(); // creating a "checkpoint"
canvas.rotate(angleFactor * i);
canvas.translate(innerRadius, 0); //moving to the edge of the big circle
canvas.drawBitmap(dotsStates[i] == 0 ?
testBitmap1 :
dotsStates[i] == 1 ?
testBitmap2 : testBitmap3,
null, dotRect, paint);
canvas.restore(); //restoring a "checkpoint"
}
}
}
}
Your approach is super heavyweight. I'd instead recommend making a custom View class, within which you do these things:
Override the onDraw method to draw your circles directly onto the view's Canvas
Implement an onTouchEvent listener, checking the coordinates of the touch against the positions/radii of the circles you created - thus finding the circle (if any) which was tapped
Trigger a custom event like onCircleTapped(View v, int circleId) so that the containing view/activity/fragment can handle the event properly.
You can try this librarytire view
import the barlibrary
create ChartTireView
I hope this will help you.
Custom progress bar with dots applied animation and given the traversing visual effect. Posting this code here because it can help you to understand and implement new designs too keeping this as reference. Hope this helps you people.
MainActivity.java :
public class MainActivity extends AppCompatActivity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
}
}
activity_main.xml :
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:id="#+id/rect"
android:gravity="center"
>
<com.example.horizontal.canvaslearn.HorizontalDottedProgress
android:layout_width="wrap_content"
android:layout_height="wrap_content"
></com.example.horizontal.canvaslearn.HorizontalDottedProgress>
</LinearLayout>
HorizontalDottedProgress.java :
This is a custom class to create dots with animation applied.
public class HorizontalDottedProgress extends View{
//actual dot radius
private int mDotRadius = 5;
//Bounced Dot Radius
private int mBounceDotRadius = 8;
//to get identified in which position dot has to bounce
private int mDotPosition;
//specify how many dots you need in a progressbar
private int mDotAmount = 10;
public HorizontalDottedProgress(Context context) {
super(context);
}
public HorizontalDottedProgress(Context context, AttributeSet attrs) {
super(context, attrs);
}
public HorizontalDottedProgress(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
}
//Method to draw your customized dot on the canvas
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Paint paint = new Paint();
//set the color for the dot that you want to draw
paint.setColor(Color.parseColor("#fd583f"));
//function to create dot
createDot(canvas,paint);
}
#Override
protected void onAttachedToWindow() {
super.onAttachedToWindow();
//Animation called when attaching to the window, i.e to your screen
startAnimation();
}
private void createDot(Canvas canvas, Paint paint) {
//here i have setted progress bar with 10 dots , so repeat and wnen i = mDotPosition then increase the radius of dot i.e mBounceDotRadius
for(int i = 0; i < mDotAmount; i++ ){
if(i == mDotPosition){
canvas.drawCircle(10+(i*20), mBounceDotRadius, mBounceDotRadius, paint);
}else {
canvas.drawCircle(10+(i*20), mBounceDotRadius, mDotRadius, paint);
}
}
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
int width;
int height;
//calculate the view width
int calculatedWidth = (20*9);
width = calculatedWidth;
height = (mBounceDotRadius*2);
//MUST CALL THIS
setMeasuredDimension(width, height);
}
private void startAnimation() {
BounceAnimation bounceAnimation = new BounceAnimation();
bounceAnimation.setDuration(100);
bounceAnimation.setRepeatCount(Animation.INFINITE);
bounceAnimation.setInterpolator(new LinearInterpolator());
bounceAnimation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
mDotPosition++;
//when mDotPosition == mDotAmount , then start again applying animation from 0th positon , i.e mDotPosition = 0;
if (mDotPosition == mDotAmount) {
mDotPosition = 0;
}
Log.d("INFOMETHOD","----On Animation Repeat----");
}
});
startAnimation(bounceAnimation);
}
private class BounceAnimation extends Animation {
#Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
super.applyTransformation(interpolatedTime, t);
//call invalidate to redraw your view againg.
invalidate();
}
}
}
snap shot:
I have used the class HorizontalDottedProgress - this is a real solution, but it sometimes draws very small dots. Also this widget doesn't react on setVisibility(Visibility.GONE) and can't be hidden after showing.
That's why I slightly modified (and renamed for myself) this class. Dot sizes and distances are calculated using screen density now. Function onDraw() checks isShown() before drawing.
Then, I've added a possibility to specify some properties (such as color, count and timeout) in layout. In my project I use them in the following manner:
<my.domain.tools.ToolDotProgress
android:id="#+id/dots_progress"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_margin="16dp"
app:color="#color/colorAccent"
app:count="5"
app:timeout="300" />
To declare these properties I've added to file res/values/attrs.xml the following code:
<declare-styleable name="ToolDotProgress">
<attr name="color" format="color" />
<attr name="count" format="integer" />
<attr name="timeout" format="integer" />
</declare-styleable>
For more information read the manual: https://developer.android.com/training/custom-views/create-view.html
Here is my variant of this class:
public class ToolDotProgress extends View {
// distance between neighbour dot centres
private int mDotStep = 20;
// actual dot radius
private int mDotRadius = 5;
// Bounced Dot Radius
private int mBigDotRadius = 8;
// to get identified in which position dot has to bounce
private int mDotPosition;
// specify how many dots you need in a progressbar
private static final int MIN_COUNT = 1;
private static final int DEF_COUNT = 10;
private static final int MAX_COUNT = 100;
private int mDotCount = DEF_COUNT;
private static final int MIN_TIMEOUT = 100;
private static final int DEF_TIMEOUT = 500;
private static final int MAX_TIMEOUT = 3000;
private int mTimeout = DEF_TIMEOUT;
private int mDotColor = Color.parseColor("#fd583f");
public ToolDotProgress(Context context) {
super(context);
initDotSize();
}
public ToolDotProgress(Context context, AttributeSet attrs) {
super(context, attrs);
initDotSize();
applyAttrs(context, attrs);
}
public ToolDotProgress(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
initDotSize();
applyAttrs(context, attrs);
}
private void initDotSize() {
final float scale = getResources().getDisplayMetrics().density;
mDotStep = (int)(mDotStep * scale);
mDotRadius = (int)(mDotRadius * scale);
mBigDotRadius = (int)(mBigDotRadius * scale);
}
private void applyAttrs(Context context, AttributeSet attrs) {
TypedArray a = context.getTheme().obtainStyledAttributes(
attrs, R.styleable.ToolDotProgress, 0, 0);
try {
mDotColor = a.getColor(R.styleable.ToolDotProgress_color, mDotColor);
mDotCount = a.getInteger(R.styleable.ToolDotProgress_count, mDotCount);
mDotCount = Math.min(Math.max(mDotCount, MIN_COUNT), MAX_COUNT);
mTimeout = a.getInteger(R.styleable.ToolDotProgress_timeout, mTimeout);
mTimeout = Math.min(Math.max(mTimeout, MIN_TIMEOUT), MAX_TIMEOUT);
} finally {
a.recycle();
}
}
//Method to draw your customized dot on the canvas
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (isShown()) {
Paint paint = new Paint();
paint.setColor(mDotColor);
createDots(canvas, paint);
}
}
#Override
protected void onAttachedToWindow() {
super.onAttachedToWindow();
startAnimation();
}
private void createDots(Canvas canvas, Paint paint) {
for (int i = 0; i < mDotCount; i++ ) {
int radius = (i == mDotPosition) ? mBigDotRadius : mDotRadius;
canvas.drawCircle(mDotStep / 2 + (i * mDotStep), mBigDotRadius, radius, paint);
}
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
// MUST CALL THIS
setMeasuredDimension(mDotStep * mDotCount, mBigDotRadius * 2);
}
private void startAnimation() {
BounceAnimation bounceAnimation = new BounceAnimation();
bounceAnimation.setDuration(mTimeout);
bounceAnimation.setRepeatCount(Animation.INFINITE);
bounceAnimation.setInterpolator(new LinearInterpolator());
bounceAnimation.setAnimationListener(new Animation.AnimationListener() {
#Override
public void onAnimationStart(Animation animation) {
}
#Override
public void onAnimationEnd(Animation animation) {
}
#Override
public void onAnimationRepeat(Animation animation) {
if (++mDotPosition >= mDotCount) {
mDotPosition = 0;
}
}
});
startAnimation(bounceAnimation);
}
private class BounceAnimation extends Animation {
#Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
super.applyTransformation(interpolatedTime, t);
// call invalidate to redraw your view again
invalidate();
}
}
}
Change onDraw() method to:
#Override
protected void onDraw(Canvas canvas){
super.onDraw(canvas);
if(isShown){
Paint paint = new Paint();
//set the color for the dot that you want to draw
paint.setColor(Color.parseColor("#fd583f"));
//function to create dot
createDot(canvas,paint);
}
}
I have added a seekbar to one of my activities.
Its max value is 5. Now, I want to display the divider values (with increment 1, like 0, 1, 2, 3, 4 and 5) below my seekbar. How can I do that?
Is there any system method to achieve this which I am not able to put my hands on? Any inputs are welcomed.
NOTE : I want to apply any changes programatically, not from xml. The numbers should be separated at equal intervals. I could not edit it that precisely though.
I am supposing you want to display view like below in picture.
if that is the case you have to create your own customSeekbar like give code.
CustomSeekBar.java
public class CustomSeekBar extends SeekBar {
private Paint textPaint;
private Rect textBounds = new Rect();
private String text = "";
public CustomSeekBar(Context context) {
super(context);
textPaint = new Paint();
textPaint.setColor(Color.WHITE);
}
public CustomSeekBar(Context context, AttributeSet attrs) {
super(context, attrs);
textPaint = new Paint();
textPaint.setTypeface(Typeface.SANS_SERIF);
textPaint.setColor(Color.BLACK);
}
public CustomSeekBar(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
textPaint = new Paint();
textPaint.setColor(Color.BLACK);
}
#Override
protected synchronized void onDraw(Canvas canvas) {
// First draw the regular progress bar, then custom draw our text
super.onDraw(canvas);
int progress = getProgress();
text = progress + "";
// Now get size of seek bar.
float width = getWidth();
float height = getHeight();
// Set text size.
textPaint.setTypeface(Typeface.create(Typeface.DEFAULT, Typeface.BOLD));
textPaint.setTextSize(40);
// Get size of text.
textPaint.getTextBounds(text, 0, text.length(), textBounds);
// Calculate where to start printing text.
float position = (width / getMax()) * getProgress();
// Get start and end points of where text will be printed.
float textXStart = position - textBounds.centerX();
float textXEnd = position + textBounds.centerX();
// Check does not start drawing outside seek bar.
if (textXStart <= 1) textXStart = 20;
if (textXEnd > width) {
textXStart -= (textXEnd - width + 30);
}
// Calculate y text print position.
float yPosition = height;
canvas.drawText(text, textXStart, yPosition, textPaint);
}
public synchronized void setTextColor(int color) {
super.drawableStateChanged();
textPaint.setColor(color);
drawableStateChanged();
}
}
In your Xml file use your custom file like below
<com.waleedsarwar.customseekbar.CustomSeekBar
android:id="#+id/seekbar"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:max="5"
android:paddingBottom="16dp" />
This is another approach. I am extending a linearlayout. I put seekbar and another linearlayout(layout_5) which contains 6 textviews with 0-1-2-3-4-5. Better option would be creating a dynamic image(get width from seekBar) which has these numbers according to segment count.
I force seekbar's indicator to stop at specific points(6 points in your case). Instead of doing this, it is possible to set seekBar's maximum progress value to 5. It will work, but it will not give a good user experience.
public class SegmentedSeekBar extends LinearLayout {
private int[] preDefinedValues;
private int currentProgressIndex;
private SeekBar seekBar;
private int segmentCount = 5:
public SegmentedSeekBar(Context context) {
this(context, null, 0);
}
public SegmentedSeekBar(Context context, AttributeSet attrs) {
this(context, attrs, android.R.attr.seekBarStyle);
}
public SegmentedSeekBar(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
TypedArray a = context.getTheme().obtainStyledAttributes(
attrs,
R.styleable.SegmentedSeekBar,
0, 0);
try {
segmentCount =
a.getInt(R.styleable.SegmentedSeekBar_segmentCount, -1);
} finally {
a.recycle();
}
init();
}
public void init() {
//this values will be used when you need to set progress
preDefinedValues = new int[segmentCount];
for(int i = 0; i < preDefinedValues.length; i++) {
preDefinedValues[i] = (100/(segmentCount-1)) * i;
}
//Get layout_5
//which is linearlayout with 6 textviews
LayoutInflater inflater = (LayoutInflater) getContext()
.getSystemService(Context.LAYOUT_INFLATER_SERVICE);
View sliderView = inflater.inflate(
getSliderId(segmentCount), null);
//seekbar already inside the linearlayout
seekBar = (SeekBar)sliderView.findViewById(R.id.seek_bar);
//linear layout is vertically align
//so add your 6 textview linearlayout
addView(sliderView);
seekBar.setOnTouchListener(seekBarTouchListener);
}
private int getSliderId(int size) {
return R.layout.layout_5;
}
//this method sets progress which is seen in UI not actual progress
//It uses the conversion that we did in beginning
public synchronized void setProgress(int progress) {
if(preDefinedValues != null && progress < preDefinedValues.length && progress >= 0) {
seekBar.setProgress(preDefinedValues[progress]);
currentProgressIndex = progress;
}
}
//this listener make sure the right progress is seen in ui
//take action when user finish with changing progress
SeekBar.OnSeekBarChangeListener onSeekBarChangeListener = new SeekBar.OnSeekBarChangeListener() {
#Override
public void onProgressChanged(SeekBar seekBar, int progress, boolean fromUser) {
}
#Override
public void onStartTrackingTouch(SeekBar seekBar) {
}
#Override
public void onStopTrackingTouch(SeekBar seekBar) {
int index = 0;
for(int i = 0; i < preDefinedValues.length; i++) {
//try to find closest preDefinedvalues by comparing with latest value
if(Math.abs(seekBar.getProgress() - preDefinedValues[i]) < Math.abs(seekBar.getProgress() - preDefinedValues[index])) {
index = i;
}
}
setProgress(index);
}
};
}
I mean this one:
(doesn't look as nice in the single screenshot, but it's much better than the default indeterminate progress -- in fact its shape and animation is pretty similar to the new "Material" indeterminate progress included in Android L, plus it changes colors).
There are no differences in styles.xml between the 19 and 20 platforms, and while there is a new styles_micro.xml, it doesn't seem to include this.
Needed the same thing as you. Not sure if you found a solution that is part of android wear. Since I did not find a solution I did build my own. It is not perfect but as long as you do not study it frame by frame it should look correct.
I created it as it's own view. The code is not perfect and if someone like to improve it go ahead.
public class ProgressView extends ProgressBar {
RectF rectF;
Paint p;
int start = 0;
int maxvalue = 320;
int value = 320;
int[] currentColor = {0,0,0};
boolean reverse = false;
int nextcolor = 1;
final int[][] colors = {
{224,187,63},
{224,46,25},
{39,105,227},
{51,130,49}
};
public ProgressView(Context context) {
super(context);
init();
}
public ProgressView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public ProgressView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init();
}
private void init(){
p = new Paint();
p.setStrokeWidth(6);
p.setStrokeCap(Paint.Cap.ROUND);
p.setAntiAlias(true);
p.setStyle(Paint.Style.STROKE);
p.setColor(Color.argb(255,colors[0][0], colors[0][1], colors[0][2]));
currentColor = Arrays.copyOf(colors[0], colors[0].length);
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
rectF = new RectF(0+5, 0+5, w-5, h-5);
}
#Override
protected void onDraw(Canvas c){
if(reverse)
start += 15;
else
start += 5;
if(start == 360){
start = 1;
}
if(!reverse)
value -= 10;
else
value += 10;
if(value == 0 || value == maxvalue){
reverse = !reverse;
}
transformColor();
p.setColor(Color.argb(255,currentColor[0], currentColor[1], currentColor[2]));
c.drawArc(rectF, start, maxvalue - value, false, p);
invalidate();
}
private void transformColor(){
changeColors(0);
changeColors(1);
changeColors(2);
if(currentColor[0] == colors[nextcolor][0] && currentColor[1] == colors[nextcolor][1] && currentColor[2] == colors[nextcolor][2]){
if(nextcolor == 3)
nextcolor = 0;
else
nextcolor++;
}
}
private void changeColors(int i){
if(currentColor[i] > colors[nextcolor][i]){
currentColor[i] -= 1;
}
if(currentColor[i] < colors[nextcolor][i]){
currentColor[i] += 1;
}
}
}
I hope this can help someone. You could add more properties to it if you like but this is kind of the minimum solution that I found was working.
I want to have something where half of the text in a textView or any other kind of text display is highlighted while the other half is not. For example
in "textView". the "text" would be in a red font and "view" would be in black.
I was thinking about doing this by putting 2 textViews directly on top of each other but I am not exactly sure how to do this. (What kind of parameters, etc?) Any ideas?
Thank you
You can stack multiple textViews by using a Layout that supports this, such as a FrameLayout or RelativeLayout. That said, I think the better approach (which would provide better control over the appearance) would be to create a custom view, and draw the text to the canvas yourself. You can do this with something like this (I have not tested this, but it should work - might need a few tweaks though):
public class TwoPartTextView extends View
{
private CharSequence part1 = "", part2 = "";
private Paint mPaint;
private int color1 = Color.BLACK, color2 = Color.BLACK;
private Context context;
private float part1Size = 12f, part2Size = 12f;
private int strokeWidth = 2;
public TwoPartTextView(Context context) {
super(context);
init(context);
}
public TwoPartTextView(Context context, AttributeSet attrs) {
super(context, attrs);
init(context);
}
public TwoPartTextView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init(context);
}
private void init(context) {
this.context = context;
mPaint = new Paint();
}
public void setText(CharSequence part1, int color1, part1Size, CharSequence part2, int color2, part2Size, strokeWidth) {
this.part1 = part1;
this.color1 = color1;
this.part1Size = part1Size;
this.part2 = part2;
this.color2 = color2;
this.part2Size = part2Size;
this.strokeWidth = strokeWidth;
mPaint.setStrokeWidth(strokeWidth);
}
#Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
mPaint.setColor(color1);
mPaint.setTextSize(part1Size);
canvas.drawText(part1.toString(), 0, paint.getTextSize(), paint);
mPaint.setColor(color2);
mPaint.setTextSize(part2Size);
canvas.drawText(part2.toString(), getWidth()/2 /* tweak as needed*/, paint.getTextSize(), paint);
}
}
Then to use it, add it to XML or create it in code, then call:
myTwoPartTextView.setText("text", Color.RED, 12f, "View", Color.BLACK, 14f, 2);
myTwoPartTextView.setText.invalidate();