I want to draw an icon from fontawesome to a notification view in android. To do so I tried to draw this icon to a Bitmap, to set the typeface, and then set the Bitmap in the notification view.
I use this code:
Bitmap myBitmap = Bitmap.createBitmap(100, 50, Bitmap.Config.ARGB_8888);
Canvas myCanvas = new Canvas(myBitmap);
Paint paint = new Paint();
Typeface typeface = Typeface.createFromAsset(getApplicationContext().getAssets(),"fonts/fontawesome-webfont.ttf");
paint.setAntiAlias(true);
paint.setSubpixelText(true);
paint.setTypeface(typeface);
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.WHITE);
paint.setTextSize(15);
myCanvas.drawText("", 0, 20, paint);
notificationView.setImageViewBitmap(R.id.activity, myBitmap);
But all it shows is "" and no icon. In other contexts the fontawesome works just fine.
is an HTML-style entity reference. Most places in Android will just treat that as a sequence of characters with no particular meaning.
In your case, the simplest solution is to use Java Unicode string literal syntax, replacing the &#x with \u and removing the ;, giving you "\uf29d".
In Android, you should use "\uf29d" format.
Example,
uniCode = "\uf29d"
canvas.drawText(uniCode, x, y, paint);
or
canvas.drawText("\uf29d", x, y, paint);
Related
I am drawing text on a canvas. I would like to draw a solid circle of color over the text, and only have the circle be painted where it intersects the text. Example:
and what I want to do:
I'm not sure if this is possible, my draw code is simply:
public void onDraw(Canvas canvas) {
canvas.drawText("Hello", x, y, paint);
paint.setColor(orange);
canvas.drawOval(...);
}
I suppose I would need to apply some masking, but not sure how to get started.
follow this tutorial from a googler...
android-shaders-filters
BitmapShader may help you
You can use PorterDuffXfermode in Android to achieve this.
If you use below code it will work fine:
Bitmap original = Bitmap.createBitmap(canvas.getWidth(), canvas.getHeight(),
Bitmap.Config.ARGB_8888); // Created from Canvas
Bitmap mask =
Bitmap.createBitmap(getContext().getResources(),R.drawable.mask_image);
Bitmap result = Bitmap.createBitmap(mask.getWidth(), mask.getHeight(),
Config.ARGB_8888);
Canvas tempCanvas = new Canvas(result);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
tempCanvas.drawBitmap(original, 0, 0, null);
paint.setXfermode(new PorterDuffXfermode(Mode.DST_IN));
tempCanvas.drawBitmap(mask, 0, 0, paint);
paint.setXfermode(null);
canvas.drawBitmap(result, 0, 0, new Paint());
What does PorterDuff.Mode mean in android graphics.What does it do?
I can not understand why it does not work the DrawText method. I have to write a text on a photo that was previously cropped. This is the code:
mImageView.buildDrawingCache();
Bitmap bmap = mImageView.getDrawingCache();
Canvas c = new Canvas (bmap);
Paint paint = new Paint();
paint.setColor(Color.WHITE);
paint.setStyle(Style.FILL);
c.drawPaint(paint);
paint.setTextSize(20);
c.drawText("Some Text", 0, 0, paint);
the picture is cropped correctly, but I see no text on it. How so?
The text is drawn above the y-coordinate. In your case, the text is drawn above the canvas.
Try changing your draw line to:
c.drawText("Some Text", 0, 25, paint);
You might need to do some calculations to get the coordinates right.
I'm using the mask a bitmap with another. The operation succeeds well, unfortunately the result of masking seen a slight black border, as you can see in the image:
How do I remove this border? in the source image is not there.
I'll post the code I'm using:
public Bitmap mask(Bitmap source) {
Bitmap targetBitmap = Bitmap.createBitmap(getWidth(),getHeight(),
Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(targetBitmap);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
paint.setAntiAlias(true);
paint.setDither(true);
canvas.drawBitmap(source, 0, 0, null);
canvas.drawBitmap(getMask(), 0, 0, paint);
paint.setXfermode(null);
return targetBitmap;
}
where getMask () returns the Bitmap that represents the figure of the Puzzle.
I hope to receive your help, thank you all
Sorry for my english :-)
UPDATE:
the black border is what I point out in this picture:
UPDATE:
place the sequence of transformation. The third image would be identical to the first but without color. The problem is the black edge of the puzzle.
I hope to be more clear:
The way I draw images with mask is kind of the other way around from what you do.
public Bitmap mask(Bitmap source) {
Bitmap targetBitmap = Bitmap.createBitmap(getWidth(),getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(targetBitmap);
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
// paint.setAntiAlias(true); // you've already set this in the constructor
paint.setDither(true);
canvas.drawBitmap(getMask(), 0, 0, null);
canvas.drawBitmap(source, 0, 0, paint);
// paint.setXfermode(null); // no need for this
return targetBitmap;
}
Note that PorterDuff.Mode is set to SRC_IN (not DST_in) and that the mask is drawn first and then the image on top of that mask. With this approach you can also draw the previous source as the base mask, add the new (puzzle) mask and then draw the final source/image on top of that with SRC_IN paint to add new puzzle pieces each time.
If that doesn't solve the black border, check that your mask doesn't have feathered (transparent) edges that might be causing these problems.
Also, ANTI_ALIAS_FLAG doesn't do anything on textures. If you want smoothly scaled textures use paint.setFilterBitmap(true);
I need to overlay two images in live wallpaper. The overlay images is the jpg which needs to be set to "additive" overlay. it adds the pixel value rather than calculating the transparency. how can i achieve this in android ?
You can make use of Android's Bitmap and Drawable classes mixed with Canvas, and try something like in this snippet:
public static Drawable mergeImage(Drawable orig, Drawable over, int left, int top) {
Bitmap original = ((BitmapDrawable)orig).getBitmap();
Bitmap overlay = ((BitmapDrawable)over).getBitmap();
Bitmap result = Bitmap.createBitmap(original.getWidth(), original.getHeight(), Config.ARGB_8888);
Canvas canvas = new Canvas(result);
Paint paint = new Paint();
paint.setAntiAlias(true);
canvas.drawBitmap(original, 0, 0, paint);
canvas.drawBitmap(overlay, left, top, paint);
return new BitmapDrawable(result);
}
I've coded a photo image gridview overlayered with "online status" using the above lines. Hope that it works for you too.
A more general approach may be to create a PorterDuffXfermode with your wanted PorterDuffMode and then set it on the Paint object that you use with your canvas, as referenced in mthama's answer but substituting some lines. This allows you to use other Porter-Duff modes as wanted/needed.
Paint paint = new Paint();
paint.setAntiAlias(true);
canvas.drawBitmap(original, 0, 0, paint);
paint.setXferMode(new PorterDuffXferMode(PorterDuff.Mode.OVERLAY));
canvas.drawBitmap(overlay, left, top, paint);
Mind you, I haven't tried this, so go with mthama's answer. :)
I'm using a view and drawing over a bitmap some text,it does not have a fixed size, so I want the text to fit the rectangle I define and if it's needed split the string in some lines.
I don't know how to do it in android.
I found one solution using StaticLayout, but doesn't work.
Here is my code:
Bitmap arBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.ar_bitmap);
canvas.drawBitmap(arBitmap ,bitmapPos,20, null);ll);
Paint paint = new Paint();
paint.setStyle(Paint.Style.FILL);
paint.setColor(Color.WHITE);
canvas.drawText(textToDisplay,textPos , 35, paint);
Thanks