Android canvas drawText y-position of text - android

I'm using a Canvas to create a Drawable with some background and some text. The drawable is used as a compound drawable inside an EditText.
The text is drawn via drawText() on the canvas, but I do have an issue with the y-position of the drawn text in some cases. In those cases parts of some characters are cut off (see image links).
Characters without positioning issue:
http://i50.tinypic.com/zkpu1l.jpg
Characters with positioning issue, text contains 'g', 'j', 'q', etc.:
http://i45.tinypic.com/vrqxja.jpg
You can find a code snippet to reproduce the issue below.
Does any expert know how to determine the proper offset for the y position?
public void writeTestBitmap(String text, String fileName) {
// font size
float fontSize = new EditText(this.getContext()).getTextSize();
fontSize+=fontSize*0.2f;
// paint to write text with
Paint paint = new Paint();
paint.setStyle(Style.FILL);
paint.setColor(Color.DKGRAY);
paint.setAntiAlias(true);
paint.setTypeface(Typeface.SERIF);
paint.setTextSize((int)fontSize);
// min. rect of text
Rect textBounds = new Rect();
paint.getTextBounds(text, 0, text.length(), textBounds);
// create bitmap for text
Bitmap bm = Bitmap.createBitmap(textBounds.width(), textBounds.height(), Bitmap.Config.ARGB_8888);
// canvas
Canvas canvas = new Canvas(bm);
canvas.drawARGB(255, 0, 255, 0);// for visualization
// y = ?
canvas.drawText(text, 0, textBounds.height(), paint);
try {
FileOutputStream out = new FileOutputStream(fileName);
bm.compress(Bitmap.CompressFormat.JPEG, 100, out);
} catch (Exception e) {
e.printStackTrace();
}
}

I think it's probably a mistake to assume that textBounds.bottom = 0. For those descending characters, the bottom parts of those characters are probably below 0 (which means textBounds.bottom > 0). You probably want something like:
canvas.drawText(text, 0, textBounds.top, paint); //instead of textBounds.height()
If your textBounds is from +5 to -5, and you draw text at y=height (10), then you'll only see the top half of the text.

I believe that if you want to draw text near the upper left corner you should do this:
canvas.drawText(text, -textBounds.left, -textBounds.top, paint);
And you can move around the text by summing the desired amount of displacement to the two coordinates:
canvas.drawText(text, -textBounds.left + yourX, -textBounds.top + yourY, paint);
The reason why this works (at least for me) is that getTextBounds() tells you where drawText() would draw the text in the event that x=0 and y=0. So you have to counteract this behavior by subtracting the displacement (textBounds.left and textBounds.top) introduced by the way text is handled in Android.
In this answer I elaborate a little more on this topic.

Related

Center text inside it's boundaries (Android)

So I'm trying to center a text within it's boundaries. I'm creating a bitmap the size of which is relative to letter String boundaries.
Rect bounds = new Rect();
paint.getTextBounds(s, 0, s.length(), bounds);
Bitmap bitmap = new Bitmap(bounds.width() + 1, (int)(paint.descent() - paint.ascent()), Config.ARGB_8888); //+1 to prevent width = 0, which throws exception
Then I draw the string to that bitmap.
canvas.drawText(s, 1, (i)*paint.descent() - (i+1)*paint.ascent(), paint);
The problem is that with some Typefaces like https://www.fontsquirrel.com/fonts/alex-brush some letters are partially cut off. The bitmap width seems to be alright but letters aren't drawn to the center.
paint.setTextAlign(Align.CENTER);
makes it even worse.
The image below is result of using the code and typeface above with paint's default textAlignment. Drawn String is "j".

Drawing a rounded hollow thumb over arc

I want to create a rounded graph that will display a range of values from my app. The values can be classified to 3 categories: low, mid, high - that are represented by 3 colors: blue, green and red (respectively).
Above this range, I want to show the actually measured values - in a form of a "thumb" over the relevant range part:
The location of the white thumb over the range arc may change, according to the measured values.
Currently, I'm able to draw the 3-colored range by drawing 3 arcs over the same center, inside the view's onDraw method:
width = (float) getWidth();
height = (float) getHeight();
float radius;
if (width > height) {
radius = height / 3;
} else {
radius = width / 3;
}
paint.setAntiAlias(true);
paint.setStrokeWidth(arcLineWidth);
paint.setStrokeCap(Paint.Cap.ROUND);
paint.setStyle(Paint.Style.STROKE);
center_x = width / 2;
center_y = height / 1.6f;
left = center_x - radius;
float top = center_y - radius;
right = center_x + radius;
float bottom = center_y + radius;
oval.set(left, top, right, bottom);
//blue arc
paint.setColor(colorLow);
canvas.drawArc(oval, 135, 55, false, paint);
//red arc
paint.setColor(colorHigh);
canvas.drawArc(oval, 350, 55, false, paint);
//green arc
paint.setColor(colorNormal);
canvas.drawArc(oval, 190, 160, false, paint);
And this is the result arc:
My question is, how do I:
Create a smooth gradient between those 3 colors (I tried using
SweepGradient but it didn't give me the correct result).
Create the overlay white thumb as shown in the picture, so that I'll be able to control where to display it.
Animate this white thumb over my range arc.
Note: the 3-colored range is static - so another solution can be to just take the drawable and paint the white thumb over it (and animate it), so I'm open to hear such a solution as well :)
I would use masks for your first two problems.
1. Create a smooth gradient
The very first step would be drawing two rectangles with a linear gradient. The first
rectangle contains the colors blue and green while the second rectangle contains green
and red as seen in the following picture. I marked the line where both rectangles touch each other
black to clarify that they are infact two different rectangles.
This can be achieved using the following code (excerpt):
// Both color gradients
private Shader shader1 = new LinearGradient(0, 400, 0, 500, Color.rgb(59, 242, 174), Color.rgb(101, 172, 242), Shader.TileMode.CLAMP);
private Shader shader2 = new LinearGradient(0, 400, 0, 500, Color.rgb(59, 242, 174), Color.rgb(255, 31, 101), Shader.TileMode.CLAMP);
private Paint paint = new Paint();
// ...
#Override
protected void onDraw(Canvas canvas) {
float width = 800;
float height = 800;
float radius = width / 3;
// Arc Image
Bitmap.Config conf = Bitmap.Config.ARGB_8888; // See other config types
Bitmap mImage = Bitmap.createBitmap(800, 800, conf); // This creates a mutable bitmap
Canvas imageCanvas = new Canvas(mImage);
// Draw both rectangles
paint.setShader(shader1);
imageCanvas.drawRect(0, 0, 400, 800, paint);
paint.setShader(shader2);
imageCanvas.drawRect(400, 0, 800, 800, paint);
// /Arc Image
// Draw the rectangle image
canvas.save();
canvas.drawBitmap(mImage, 0, 0, null);
canvas.restore();
}
As your goal is having a colored arc with rounded caps, we next need to define the area of
both rectangles that should be visible to the user. This means that most of both rectangles
will be masked away and thus not visible. Instead the only thing to remain is the arc area.
The result should look like this:
In order to achieve the needed behavior we define a mask that only reveals the arc area within
the rectangles. For this we make heavy use of the setXfermode method of Paint. As argument
we use different instances of a PorterDuffXfermode.
private Paint maskPaint;
private Paint imagePaint;
// ...
// To be called within all constructors
private void init() {
// I encourage you to research what this does in detail for a better understanding
maskPaint = new Paint();
maskPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
imagePaint = new Paint();
imagePaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_OVER));
}
#Override
protected void onDraw(Canvas canvas) {
// #step1
// Mask
Bitmap mMask = Bitmap.createBitmap(800, 800, conf);
Canvas maskCanvas = new Canvas(mMask);
paint.setColor(Color.WHITE);
paint.setShader(null);
paint.setStrokeWidth(70);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeCap(Paint.Cap.ROUND);
paint.setAntiAlias(true);
final RectF oval = new RectF();
center_x = 400;
center_y = 400;
oval.set(center_x - radius,
center_y - radius,
center_x + radius,
center_y + radius);
maskCanvas.drawArc(oval, 135, 270, false, paint);
// /Mask
canvas.save();
// This is new compared to step 1
canvas.drawBitmap(mMask, 0, 0, maskPaint);
canvas.drawBitmap(mImage, 0, 0, imagePaint); // Notice the imagePaint instead of null
canvas.restore();
}
2. Create the overlay white thumb
This solves your first problem. The second one can be achieved using masks again, though this
time we want to achieve something different. Before, we wanted to show only a specific area (the arc)
of the background image (being the two rectangles). This time we want to do the opposite:
We define a background image (the thumb) and mask away its inner content, so that only
the stroke seems to remain. Applied to the arc image the thumb overlays the colored arc with
a transparent content area.
So the first step would be drawing the thumb. We use an arc for this with the same radius as
the background arc but different angles, resulting in a much smaller arc. But becaus the
thumb should "surround" the background arc, its stroke width has to be bigger than the
background arc.
#Override
protected void onDraw(Canvas canvas) {
// #step1
// #step2
// Thumb Image
mImage = Bitmap.createBitmap(800, 800, conf);
imageCanvas = new Canvas(mImage);
paint.setColor(Color.WHITE);
paint.setStrokeWidth(120);
final RectF oval2 = new RectF();
center_x = 400;
center_y = 400;
oval2.set(center_x - radius,
center_y - radius,
center_x + radius,
center_y + radius);
imageCanvas.drawArc(oval2, 270, 45, false, paint);
// /Thumb Image
canvas.save();
canvas.drawBitmap(RotateBitmap(mImage, 90f), 0, 0, null);
canvas.restore();
}
public static Bitmap RotateBitmap(Bitmap source, float angle)
{
Matrix matrix = new Matrix();
matrix.postRotate(angle);
return Bitmap.createBitmap(source, 0, 0, source.getWidth(), source.getHeight(), matrix, true);
}
The result of the code is shown below.
So now that we have a thumb that is overlaying the background arc, we need to define the mask
that removes the inner part of the thumb, so that the background arc becomes visible again.
To achieve this we basically use the same parameters as before to create another arc, but
this time the stroke width has to be identical to the width used for the background arc as
this marks the area we want to remove inside the thumb.
Using the following code, the resulting image is shown in picture 4.
#Override
protected void onDraw(Canvas canvas) {
// #step1
// #step2
// Thumb Image
// ...
// /Thumb Image
// Thumb Mask
mMask = Bitmap.createBitmap(800, 800, conf);
maskCanvas = new Canvas(mMask);
paint.setColor(Color.WHITE);
paint.setStrokeWidth(70);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
final RectF oval3 = new RectF();
center_x = 400;
center_y = 400;
oval3.set(center_x - radius,
center_y - radius,
center_x + radius,
center_y + radius);
maskCanvas.drawBitmap(mImage, 0, 0, null);
maskCanvas.drawArc(oval3, 270, 45, false, paint);
// /Thumb Mask
canvas.save();
canvas.drawBitmap(RotateBitmap(mMask, 90f), 0, 0, null); // Notice mImage changed to mMask
canvas.restore();
}
3. Animate the white thumb
The last part of your question would be animating the movement of the arc. I have no solid
solution for this, but maybe can guide you in a useful direction. I would try the following:
First define the thumb as a ImageView that is part of your whole arc graph. When changing
the selected values of your graph, you rotate the thumb image around the center of the background
arc. Because we want to animate the movement, just setting the rotation of the thumb image would
not be adequate. Instead we use a RotateAnimation kind of like so:
final RotateAnimation animRotate = new RotateAnimation(0.0f, -90.0f, // You have to replace these values with your calculated angles
RotateAnimation.RELATIVE_TO_SELF, // This may be a tricky part. You probably have to change this to RELATIVE_TO_PARENT
0.5f, // x pivot
RotateAnimation.RELATIVE_TO_SELF,
0.5f); // y pivot
animRotate.setDuration(1500);
animRotate.setFillAfter(true);
animSet.addAnimation(animRotate);
thumbView.startAnimation(animSet);
This is far from final I guess, but it very well may aid you in your search for the needed
solution. It is very important that your pivot values have to refer to the center of your
background arc as this is the point your thumb image should rotate around.
I have tested my (full) code with API Level 16 and 22, 23, so I hope that this answer at least
gives you new ideas on how to solve your problems.
Please note that allocation operations within the onDraw method are a bad idea and should
be avoided. For simplicity I failed to follow this advise. Also the code is to be used as
a guide in the right direction and not to be simply copy & pasted, because it makes heavy
use of magic numbers and generally does not follow good coding standards.
I would change a bit of the way you draw your view, by looking on the original design, instead of drawing 3 caps I would draw just 1 line, that way the SweepGradient will work.
This migth be a bit tricky, you have 2 options:
create a Path with 4 arcs
draw 2 arcs- one is the big white (filled with white so you still want to use Paint.Style.STROKE) and another on top of that make it fill transparent, you can achieve it with PorterDuff xfermode, it probably take you couple of tries until you get that without clearing the green circle too.
I imagine you want to animate thumb position, so just use simple Animation that invalidate the view and draw the thumb view position accordingly.
Hopes this helps
Create a gradient than follow a path is not so simple.
So I can suggest you to use some libraries than already did it.
Include the library:
dependencies {
...
compile 'com.github.paroca72:sc-gauges:3.0.7'
}
Create the gauge in XML:
<com.sccomponents.gauges.library.ScArcGauge
android:id="#+id/gauge"
android:layout_width="300dp"
android:layout_height="wrap_content"
android:layout_gravity="center_horizontal" />
Your code:
ScArcGauge gauge = this.findViewById(R.id.gauge);
gauge.setAngleSweep(270);
gauge.setAngleStart(135);
gauge.setHighValue(90);
int lineWidth = 50;
ScCopier baseLine = gauge.getBase();
baseLine.setWidths(lineWidth);
baseLine.setColors(Color.parseColor("#dddddd"));
baseLine.getPainter().setStrokeCap(Paint.Cap.ROUND);
ScCopier progressLine = gauge.getProgress();
progressLine.setWidths(lineWidth);
progressLine.setColors(
Color.parseColor("#65AAF2"),
Color.parseColor("#3EF2AD"),
Color.parseColor("#FF2465")
);
progressLine.getPainter().setStrokeCap(Paint.Cap.ROUND);
Your result:
You can find something more complex on this site:
ScComponents

how to set endpoint for canvas.drawtext?

i am trying to make an app which can write something on image but the problem is that i dont know how to finish the words or hide overflow of text that user type...if you see in image below you can see that some words go hidden because of no endpoint..i need to make an endpoint in white background
image
this is the part of code that i used
//Rasme mahale bargozari rooye aks
Paint paintMahal = new Paint();
paintMahal.setColor(Color.BLACK);
paintMahal.setAntiAlias(true);
paintMahal.setTypeface(tf);
paintMahal.setTextSize(20);
Rect areaRect = new Rect(0, 0, 300, 100);
Paint rec = new Paint();
rec.setColor(Color.BLACK);
RectF bounds = new RectF(areaRect);
// measure text width
bounds.right = rec.measureText(agahi, 0, agahi.length());
// measure text height
bounds.bottom = rec.descent() - rec.ascent();
bounds.left =57;
bounds.top = 374;
canvas.drawText(agahi, bounds.left, bounds.top - rec.ascent(), rec);
//sakhte akse karbar
Set a clipping region to the canvas. The canvas can only be drawn within the clipping region, anything outside becomes a no-op. Then remove the clipping region when done and draw as normal.

Smooth bitmap movement in canvas (android)

I tried to create a Maze with a moving ball and a hole using the Accelerometer Sensor. With the following code, the ball falls into the hole, but the performance is really bad, I set the Accelerometer Frequency to the fastest, but it's everything other than smooth. I made a second canvas, because so I could make a hole.
public RenderView(Context context, int width, int height) {
super(context);
playGround = new Rect(40, 40, width - 40, height - 40);
holes.addElement(new PointF(500f, 500f));
// Set background
this.setBackgroundResource(R.drawable.bottom);
// Set bitmap
woodGround= wood.createBitmap(width, height, Bitmap.Config.ARGB_8888);
bitmapCanvas = new Canvas();
bitmapCanvas.setBitmap(woodGround);
// Set eraser paint properties
eraserPaint.setAlpha(0);
eraserPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
eraserPaint.setAntiAlias(true);
}
protected void onDraw(Canvas canvas) {
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG
| Paint.FILTER_BITMAP_FLAG);
paint.setStyle(Style.FILL_AND_STROKE);
paint.setAntiAlias(true);
if (ballInHole)
canvas.drawBitmap(ball, b.x, b.y, paint);
bitmapCanvas.drawBitmap(wall, 0, 0, paint);
bitmapCanvas.drawBitmap(wood, playGround, playGround, paint);
canvas.drawBitmap(bitmap, 0, 0, paint);
for (PointF h : holes) {
bitmapCanvas.drawCircle(h.x + radius, h.y + radius, radius,
eraserPaint);
}
if (!ballInHole)
canvas.drawBitmap(ball, b.x, b.y, paint);
invalidate();
}
It's solved very ugly, because I just draw the ball bellow the other bitmaps when he falls into a hole. Is there another way to do it?
The performance is also really bad, i set the Accelerometer-Sensor-Delay to the fastest, but the ball doesn't run smooth. When I remove the line canvas.drawBitmap(bitmap, 0, 0, paint);, then the ball is smoother, but then the wooden background is away.
The problem here is that you're doing A LOT of drawings all the time and that's take time to draw and the performance gets very low.
here a few tips on how you should approach it.
You probably better have one view with the static stuff (the background image and the holes) and on your layout have a second view on top of it just drawing the ball.
on the background image, do not call invalidate. That way you will draw the background just once.
and the top image (the ball only) you can invalidate, so it can redraw on the new position.
I'm not sure on this last part: but you may need to call invalidate(rect); passing the area where the ball was on the previous time, to make the background only re-draw that small area (instead of the whole screen)
happy coding.

Draw using canvas on Home screen widget

My Desired Output:
Text on the widget(Home Screen Widget) with custom font
My Problems:
Can not use custom font on textview in widget (As TextView's are not directly accessable in widgets, we have to use them using remoteviews.)
So i thought to use imageview and draw text on bitmap using canvas and then set this bitmap on the imageview. So far everything is working but just two thing.
I dont know,
how to make my text to set vertically and horizontally on centre? (Vertically and horizontally means, to be in centre both vertically and horizontally)
how to make my text to fill the entire space of bitmap?
I am using following code to show some text on the widget.
Bitmap bitmap = Bitmap.createBitmap(200, 200, Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
Paint paint = new Paint();
paint.setColor(Color.YELLOW);
canvas.drawPaint(paint);
paint.setColor(Color.GREEN);
paint.setStyle(Style.FILL);
canvas.drawText("Test", 50, 50, paint);
and following is the output.
1- Setting font runtime on textview in widget
I dont know that either
2- Setting text to be in center and fill the container
Please see the following code:
float size = 1.0f;
Bitmap bitmap = Bitmap.createBitmap(200, 200, Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
Paint paint = new Paint();
paint.setColor(Color.YELLOW);
canvas.drawPaint(paint);
paint.setColor(Color.GREEN);
paint.setStyle(Style.FILL);
Rect rect = new Rect();
paint.getTextBounds("Test", 0, 4, rect);
float width = 1.0f;
while (width<200 && rect.height()<200)
{
size++;
paint.setTextSize(size);
width = paint.measureText("Test");
paint.getTextBounds("Test", 0, 4, rect);
}
size--;
paint.setTextSize(size);
canvas.drawText("Test", 100-width/2, 100+rect.height()/2, paint);
I was trying to attach the screen shot but it wont allow me to add as i am a new user.(rookie :P)
Thanks,
Hello Why you can't use a custom font on TextView: i think you can just subclass TextView and add this the three default text view constructor
if (!isInEditMode()) {
Typeface tf = Typeface.createFromAsset(getContext().getAssets(), "fonts/ds_digib.ttf");
setTypeface(tf);
}
To make your text set vertically and horizontally
see this link
hope this will help you to resolve your problem
Can not use custom font on textview in widget
TextView tv=(TextView)findViewById(R.id.custom);
Typeface face=Typeface.createFromAsset(getAssets(),"fonts/Verdana.ttf");
tv.setTypeface(face);
if you want to use same in canvas then set the face to paint obj which u r using.
how to make my text to set vertically and horizontally on centre?
In canvas as your drawing text by paint obj. then you can set paint obj
mPaint.setTextAlign(Align.CENTER);
or you can place to left or right. You can't set vertically or horizontally because ur drawing the text so you draw as you want vertically or horizontally.
example you need to draw text SAM
horizontally means canvas.drawText("SAM", 50, 50, paint);
veritically means
canvas.drawText("S", 50, 50, paint);
canvas.drawText("A", 50, 51, paint);
canvas.drawText("M", 50, 52, paint);
NOTE : then you might think what is mPaint.setTextAlign(Align.CENTER), right or left. so example if you ve 100 widht and you start writing from 20px to 50px means then its tries to keep in center from 20 to 50 px. NOT in center to widht 100px.
how to make my text to fill the entire space of bitmap?
You will not find any wrap content here because in Canvas we have to our self.
so first check how much space u have and fill the give x and y values and also change the text-size prepositionally .

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