Android RatingBar change star colors [closed] - android

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How can I change the star colors and size of the stars?

It's a little complicated at the mentioned blog, I've used a similar but simplier way.
You do need 3 star images (red_star_full.png, red_star_half.png and red_star_empty.png) and one xml, that's all.
Put these 3 images at res/drawable.
Put there the following ratingbar_red.xml:
<?xml version="1.0" encoding="UTF-8"?>
<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
<item android:id="#android:id/background" android:drawable="#drawable/red_star_empty" />
<item android:id="#android:id/secondaryProgress" android:drawable="#drawable/red_star_half" />
<item android:id="#android:id/progress" android:drawable="#drawable/red_star_full" />
</layer-list>
and, finally, tell your ratingbar definition to use this, i.e.
<RatingBar android:progressDrawable="#drawable/ratingbar_red"/>
That's it.

Try this, if you only want to change color:
RatingBar ratingBar = (RatingBar) findViewById(R.id.ratingBar);
LayerDrawable stars = (LayerDrawable) ratingBar.getProgressDrawable();
stars.getDrawable(2).setColorFilter(Color.YELLOW, PorterDuff.Mode.SRC_ATOP);

The easiest way that worked for me...if you are extending AppCompat Activity
In your build.gradle add latest appcompat library.
dependencies {
compile 'com.android.support:appcompat-v7:X.X.X' // where X.X.X version
}
Make your activity extend android.support.v7.app.AppCompatActivity
public class MainActivity extends AppCompatActivity {
...
}
Declare custom style in your styles.xml file.
<style name="RatingBar" parent="Theme.AppCompat">
<item name="colorControlNormal">#color/indigo</item>
<item name="colorControlActivated">#color/pink</item>
</style>
Apply this style to your RatingBar via android:theme attribute.
<RatingBar
android:theme="#style/RatingBar"
android:rating="3"
android:stepSize="0.5"
android:numStars="5"
android:layout_width="wrap_content"
android:layout_height="wrap_content"/>

From the API 21 on it's very easy to change the color of the stars with this three lines of code:
android:progressTint="#android:color/holo_red_dark"
android:progressBackgroundTint="#android:color/holo_red_dark"
android:secondaryProgressTint="#android:color/holo_red_dark"
Doing it like this, you'll change:
the filled stars color (progressTint)
the unfilled stars color (progressBackgroundTint)
and the border color (secondaryProgressTint) of the stars

2015 Update
Now you can use DrawableCompat to tint all kind of drawables. For example:
Drawable progress = ratingBar.getProgressDrawable();
DrawableCompat.setTint(progress, Color.WHITE);
This is backwards compatible up to API 4

If you want to change color for all stars states you my use:
LayerDrawable stars = (LayerDrawable) ratingBar.getProgressDrawable();
stars.getDrawable(2).setColorFilter(getResources().getColor(R.color.starFullySelected), PorterDuff.Mode.SRC_ATOP);
stars.getDrawable(1).setColorFilter(getResources().getColor(R.color.starPartiallySelected), PorterDuff.Mode.SRC_ATOP);
stars.getDrawable(0).setColorFilter(getResources().getColor(R.color.starNotSelected), PorterDuff.Mode.SRC_ATOP);

Step #1: Create your own style, by cloning one of the existing styles (from $ANDROID_HOME/platforms/$SDK/data/res/values/styles.xml), putting it in your own project's styles.xml, and referencing it when you add the widget to a layout.
Step #2: Create your own LayerDrawable XML resources for the RatingBar, pointing to appropriate images to use for the bar. The original styles will point you to the existing resources that you can compare with. Then, adjust your style to use your own LayerDrawable resources, rather than built-in ones.

The solutions that Alex and CommonsWares have posted are correct. One thing that the Android never talks about though is proper pixel sizes for different densities. Here are the required dimensions for each density based on halo light.
Small Star
mdpi: 16px
hdpi: 24px
xhdpi: 32px
xxhdpi: 48px
Medium Star
mdpi: 24px
hdpi: 36px
xhdpi: 48px
xxhdpi: 72px
Large Star
mdpi: 35px
hdpi: 52px
xhdpi: 69px
xxhdpi: 105px

So I have been struggling with this issue for two hours and I have come up with a working solution for all API versions, where half stars ratings are also shown.
private void setRatingStarColor(Drawable drawable, #ColorInt int color)
{
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP)
{
DrawableCompat.setTint(drawable, color);
}
else
{
drawable.setColorFilter(color, PorterDuff.Mode.SRC_IN);
}
}
You call the method with this order of drawables:
LayerDrawable stars = (LayerDrawable) ratingBar.getProgressDrawable();
// Filled stars
setRatingStarColor(stars.getDrawable(2), ContextCompat.getColor(getContext(), R.color.foreground));
// Half filled stars
setRatingStarColor(stars.getDrawable(1), ContextCompat.getColor(getContext(), R.color.background));
// Empty stars
setRatingStarColor(stars.getDrawable(0), ContextCompat.getColor(getContext(), R.color.background));
NOTE: Also you must specify attributes "max" and "numStars" in XML, otherwise half stars aren't shown.

Now you can use DrawableCompat from AppCompat v22.1.0 onwards to dynamically tint all kind of drawables, useful when you're supporting multiple themes with a single set of drawables. For example:
LayerDrawable layerDrawable = (LayerDrawable) ratingBar.getProgressDrawable();
DrawableCompat.setTint(DrawableCompat.wrap(layerDrawable.getDrawable(0)), Color.RED); // Empty star
DrawableCompat.setTint(DrawableCompat.wrap(layerDrawable.getDrawable(1)), Color.GREEN); // Partial star
DrawableCompat.setTint(DrawableCompat.wrap(layerDrawable.getDrawable(2)), Color.BLUE); // Full star
This is backwards compatible down to API 4. Also see Chris Banes' blog post on Support Libraries v22.1.0
For the actual size and shape you will need to define a new style and layer-list drawables for the appropriate size, as others have already answered above.

For just changing the color of Rating bar from xml:-
android:progressTint="#color/your_color"
android:backgroundTint="#color/your_color"
android:secondaryProgressTint="#color/your_color"

Use android:theme attribute:
styles.xml
<style name="Theme.Rating" parent="Theme.AppCompat.Light">
<item name="colorAccent">#color/rating</item>
</style>
layout.xml
<android.support.v7.widget.AppCompatRatingBar
android:theme="#style/Theme.Rating"
android:numStars="5"
android:layout_width="wrap_content"
android:layout_height="wrap_content" />

To change the color you just have to put set the parameter android:progressTint
<RatingBar
android:layout_width="wrap_content"
android:layout_height="match_parent"
android:layout_marginTop="15dp"
android:numStars="5"
android:rating="1"
android:progressTint="#android:/color/black"
android:layout_gravity="center"
/>
For the size the style property.

The simpliest way:
android:progressTint="#color/color"

Withou adding a new style you can use the tint color within the RatingBar
<RatingBar
android:id="#+id/ratingBar"
style="#android:style/Widget.Holo.RatingBar.Small"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:numStars="5"
android:rating="4.5"
android:stepSize="0.5"
android:progressTint="#color/colorPrimary"/>

Building #lgvalle's answer.
2015 Update
Now you can use DrawableCompat to tint all kind of drawables. For example:
Drawable progress = ratingBar.getProgressDrawable();
DrawableCompat.setTint(progress, Color.WHITE);
This is backwards compatible up to API 4
LayerDrawable drawable = (LayerDrawable) getProgressDrawable();
Drawable progress = drawable.getDrawable(2);
DrawableCompat.setTint(progress, getResources().getColor(COLOR1));
progress = drawable.getDrawable(1);
DrawableCompat.setTintMode(progress, PorterDuff.Mode.DST_ATOP);
DrawableCompat.setTint(progress, getResources().getColor(COLOR1));
DrawableCompat.setTintMode(progress, PorterDuff.Mode.SRC_ATOP);
DrawableCompat.setTint(progress, getResources().getColor(COLOR2));
progress = drawable.getDrawable(0);
DrawableCompat.setTint(progress, getResources().getColor(COLOR2));
This will keep the fraction steps colors.

<!--For rating bar -->
<style name="RatingBarfeed" parent="Theme.AppCompat">
<item name="colorControlNormal">#color/colorPrimary</item>
<item name="colorControlActivated">#color/colorPrimary</item>
</style>
use your own color

Works for Android below and above version 21
After some research I've come up with this method to set the background tint, the gap tint (ex: half star) and the star tint color.
LayerDrawable layers = (LayerDrawable) ratingBar.getProgressDrawable();
DrawableCompat.setTint(layers.getDrawable(0), 0x33000000); // The background tint
DrawableCompat.setTint(layers.getDrawable(1), 0x00000000); // The gap tint (Transparent in this case so the gap doesnt seem darker than the background)
DrawableCompat.setTint(layers.getDrawable(2), 0xffFED80A); // The star tint

Simple solution, use AppCompatRatingBar and its setProgressTintList method to achieve this, see this answer for reference.

I solve this issue this following:
LayerDrawable layerDrawable = (LayerDrawable) ratingBar.getProgressDrawable();
DrawableCompat.setTint(DrawableCompat.wrap(layerDrawable.getDrawable(0)),
Color.WHITE); // Empty star
DrawableCompat.setTint(DrawableCompat.wrap(layerDrawable.getDrawable(1)),
Color.YELLOW); // Partial star
DrawableCompat.setTint(DrawableCompat.wrap(layerDrawable.getDrawable(2)),
Color.YELLOW);

RatingBar mRating=(RatingBar)findViewById(R.id.rating);
LayerDrawable layerDrawable=(LayerDrawable)mRating.getProgressDrawable();
layerDrawable.getDrawable(2).setColorFilter(Color.parseColor
("#32CD32"), PorterDuff.Mode.SRC_ATOP);
for me its working....

I found a simple solution for changing the color of the star according to your theme.
Goto this site : http://android-holo-colors.com/
Choose your theme color and get your star images created.

Using the answers above, I created a quick static method that can easily be re-used. It only aims at tinting the progress color for the activated stars. The stars that are not activated remain grey.
public static RatingBar tintRatingBar (RatingBar ratingBar, int progressColor)if (ratingBar.getProgressDrawable() instanceof LayerDrawable) {
LayerDrawable progressDrawable = (LayerDrawable) ratingBar.getProgressDrawable();
Drawable drawable = progressDrawable.getDrawable(2);
Drawable compat = DrawableCompat.wrap(drawable);
DrawableCompat.setTint(compat, progressColor);
Drawable[] drawables = new Drawable[3];
drawables[2] = compat;
drawables[0] = progressDrawable.getDrawable(0);
drawables[1] = progressDrawable.getDrawable(1);
LayerDrawable layerDrawable = new LayerDrawable(drawables);
ratingBar.setProgressDrawable(layerDrawable);
return ratingBar;
}
else {
Drawable progressDrawable = ratingBar.getProgressDrawable();
Drawable compat = DrawableCompat.wrap(progressDrawable);
DrawableCompat.setTint(compat, progressColor);
ratingBar.setProgressDrawable(compat);
return ratingBar;
}
}
Just pass your rating bar and a Color using getResources().getColor(R.color.my_rating_color)
As you can see, I use DrawableCompat so it's backward compatible.
EDIT : This method does not work on API21 (go figure why). You end up with a NullPointerException when calling setProgressBar. I ended up disabling the whole method on API >= 21.
For API >= 21, I use SupperPuccio solution.

The rating bar is used automatically at run time for change color on touch star.
First add style in app\src\main\res\values\styles.xml file:
<style name="RatingBar" parent="Theme.AppCompat">
<item name="colorControlNormal">#android:color/darker_gray</item>
<item name="colorControlActivated">#color/com_facebook_blue</item>
</style>
Then your rating bar add theme like this:
<RatingBar
android:id="#+id/rating"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:numStars="5"
android:stepSize="1"
android:theme="#style/RatingBar"/>

1) declare this xml
<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_alignParentBottom="true"
android:orientation="horizontal"
android:paddingLeft="20dp"
android:paddingRight="20dp"
android:layout_marginBottom="20dp"
android:background="#323232"
android:gravity="center_horizontal">
<com.example.android.custom_ratingbar.CustomRatingBar
android:id="#+id/coloredRatingBar5"
style="#style/coloredRatingBarStyleSmall"
android:layout_width="wrap_content"
android:layout_height="match_parent"
/>
</LinearLayout>
2) in style.xml
<style name="coloredRatingBarStyleSmall">
<item name="indicator">false</item>
<item name="type">small</item>
</style>
3)
import android.content.Context;
import android.content.res.Resources;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
public class CustomRatingBar extends View{
private static final String TAG="ColoredRatingBar";
private static final int NORMAL = 0;
private static final int SMALL = 1;
Bitmap[] drawables;
Bitmap progressBackground;
Context mContext;
private int mNumStars =9;
private float mRating =0;
private boolean mIndicator;
private float slidePosition;
private int mType;
/**
* A callback that notifies clients when the rating has been changed. This
* includes changes that were initiated by the user through a touch gesture
* or arrow key/trackball as well as changes that were initiated
* programmatically.
*/
public interface OnRatingBarChangeListener {
/**
* Notification that the rating has changed. Clients can use the
* fromUser parameter to distinguish user-initiated changes from those
* that occurred programmatically. This will not be called continuously
* while the user is dragging, only when the user finalizes a rating by
* lifting the touch.
*
* #param ratingBar The RatingBar whose rating has changed.
* #param rating The current rating. This will be in the range
* 0..numStars.
* #param fromUser True if the rating change was initiated by a user's
* touch gesture or arrow key/horizontal trackbell movement.
*/
void onRatingChanged(CustomRatingBar ratingBar, float rating, boolean fromUser);
}
private OnRatingBarChangeListener mOnRatingBarChangeListener;
public CustomRatingBar(Context context) {
this(context, null);
}
public CustomRatingBar(Context context, AttributeSet attrs) {
this(context, attrs,0);//R.attr.coloredRatingBarStyle
}
public CustomRatingBar(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.CustomRatingBar,defStyle, 0);
final boolean indicator = a.getBoolean(R.styleable.CustomRatingBar_indicator, false);
final float rating = a.getFloat(R.styleable.CustomRatingBar_setrating, -1);
final int type = a.getInt(R.styleable.CustomRatingBar_type, 0);
a.recycle();
setIndicator(indicator);
setRating(rating);
setType(type);
init(context);
}
public int getType() {
return mType;
}
public void setType(int type) {
this.mType = type;
}
private void init(Context context) {
mContext = context;
Resources res = getResources();
if(mType==SMALL){
drawables = new Bitmap[]{BitmapFactory.decodeResource(res, R.drawable.rating_inactive),BitmapFactory.decodeResource(res, R.drawable.rating_active)};
progressBackground = BitmapFactory.decodeResource(res, R.drawable.rating_inactive);
}else{
drawables = new Bitmap[]{BitmapFactory.decodeResource(res, R.drawable.rating_inactive),BitmapFactory.decodeResource(res, R.drawable.rating_active)};
progressBackground = BitmapFactory.decodeResource(res, R.drawable.rating_inactive);
}
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//draw empty stars bg
for(int i=0;i< mNumStars;i++){
drawStar(canvas,i);
}
}
private void drawStar(Canvas canvas, int position) {
float fraction = mRating -(position);
Bitmap ratedStar1 = getRatedStar();
Paint paint=getPaint(position);
int division=getSize();
Bitmap ratedStar=null;
Bitmap emptyStar=null;
if(!isInEditMode()){
ratedStar=Bitmap.createScaledBitmap(ratedStar1, division, division, false);
emptyStar=Bitmap.createScaledBitmap(progressBackground, division, division, false);
}
if((position)< mRating){
if(!isInEditMode()){
canvas.drawBitmap(ratedStar,(position* division),0,paint);
}
} else{
if(!isInEditMode()){
canvas.drawBitmap(emptyStar,(position*division),0,null);
}
}
}
private int getSize(){
return (getWidth()/mNumStars);
}
private Bitmap getRatedStar() {
if(mRating==0){
return drawables[0];
}
else{
return drawables[1];
}
}
private Paint getPaint(int position){
int value=(255*(position+1))/mNumStars;
String hexString=Integer.toHexString(value).equals("0")?"00":Integer.toHexString(value);
String hexvalue="#"+hexString+"000000";//FEE98E
//Log.e("TAG", position+"/"+value+"/"+hexvalue);
Paint paint=new Paint();
paint.setColor(Color.parseColor(hexvalue));
return paint;
}
public int getNumStars() {
return mNumStars;
}
public void setNumStars(int numStars) {
this.mNumStars = numStars;
}
public float getRating() {
return mRating;
}
public void setRating(float rating) {
setRating(rating,false);
}
void setRating(float rating,boolean fromUser) {
if(rating>mNumStars){
this.mRating = mNumStars;
}
this.mRating = rating;
invalidate();
dispatchRatingChange(fromUser);
}
public boolean isIndicator() {
return mIndicator;
}
public void setIndicator(boolean indicator) {
this.mIndicator = indicator;
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
if (progressBackground != null) {
final int width = progressBackground.getWidth() * mNumStars;
final int height = progressBackground.getHeight();
int widthSize = MeasureSpec.getSize(widthMeasureSpec);
Bitmap emptyStar=Bitmap.createScaledBitmap(progressBackground, widthSize/mNumStars, widthSize/mNumStars, false);
int heightSize = emptyStar.getHeight();
setMeasuredDimension(resolveSizeAndState(widthSize, widthMeasureSpec, 0),
resolveSizeAndState(heightSize, heightMeasureSpec, 0));
}
else{
int desiredWidth = 100;
int desiredHeight = 50;
int widthMode = MeasureSpec.getMode(widthMeasureSpec);
int widthSize = MeasureSpec.getSize(widthMeasureSpec);
int heightMode = MeasureSpec.getMode(heightMeasureSpec);
int heightSize = MeasureSpec.getSize(heightMeasureSpec);
int width;
int height;
//Measure Width
if (widthMode == MeasureSpec.EXACTLY) {
//Must be this size
width = widthSize;
} else if (widthMode == MeasureSpec.AT_MOST) {
//Can't be bigger than...
width = Math.min(desiredWidth, widthSize);
} else {
//Be whatever you want
width = desiredWidth;
}
//Measure Height
if (heightMode == MeasureSpec.EXACTLY) {
//Must be this size
height = heightSize;
} else if (heightMode == MeasureSpec.AT_MOST) {
//Can't be bigger than...
height = Math.min(desiredHeight, heightSize);
} else {
//Be whatever you want
height = desiredHeight;
}
//MUST CALL THIS
setMeasuredDimension(resolveSizeAndState(width, widthMeasureSpec, 0),resolveSizeAndState(height, heightMeasureSpec, 0));
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if(mIndicator){
return false;
}
int action = event.getAction();
switch (action) {
case MotionEvent.ACTION_DOWN:
break;
case MotionEvent.ACTION_MOVE:
case MotionEvent.ACTION_UP:
slidePosition = getRelativePosition(event.getX());
int newRating = (int)(slidePosition>0?slidePosition+1:0) ;
if(newRating>mNumStars){
newRating=mNumStars;
}
// Log.e("TAG", ""+newRating);
if (newRating != mRating) {
setRating(newRating,true);
}
break;
case MotionEvent.ACTION_CANCEL:
break;
default:
break;
}
return true;
}
private float getRelativePosition(float x) {
Bitmap emptyStar=Bitmap.createScaledBitmap(progressBackground, getWidth()/mNumStars, getWidth()/mNumStars, false);
int widthSize = emptyStar.getWidth();
// Log.e("TAG", widthSize+"/"+x);
float position = x / widthSize;
position = Math.max(position, 0);
return Math.min(position, mNumStars);
}
/**
* Sets the listener to be called when the rating changes.
*
* #param listener The listener.
*/
public void setOnRatingBarChangeListener(OnRatingBarChangeListener listener) {
mOnRatingBarChangeListener = listener;
}
/**
* #return The listener (may be null) that is listening for rating change
* events.
*/
public OnRatingBarChangeListener getOnRatingBarChangeListener() {
return mOnRatingBarChangeListener;
}
void dispatchRatingChange(boolean fromUser) {
if (mOnRatingBarChangeListener != null) {
mOnRatingBarChangeListener.onRatingChanged(this, getRating(),
fromUser);
}
}
}
5) then in calling activity---
CustomRatingBar coloredRatingBar5=(CustomRatingBar)findViewById(R.id.coloredRatingBar5);
coloredRatingBar5.setOnRatingBarChangeListener(new OnRatingBarChangeListener() {
#Override
public void onRatingChanged(CustomRatingBar ratingBar, float rating,boolean fromUser) {
// TODO Auto-generated method stub
Log.e("RATING", ""+rating);
}
});
6) rating active---take any image with dark color coz it will be used as color transparency for different rating
rating_inactive--take any image of same size of above image with light background..it will used when no rating is selected

A very easy way to change the border colour of the stars is using the xml parameter:
android:progressBackgroundTint=""
in the ratingBar view. The value should be a hexadecimal code for a color.

I was looking for a reliable method to do this all the way down to API 9 at least.
The "casting to LayerDrawble" solution seemed like a risky solution to me, and when I tested it out on an Android phone on 2.3, it casted successfully but the call to DrawableCompat.setTint(...) did not have any effect.
The need to load drawable assets did not seem like a good solution to me either.
I decided to code my own solution which is a class extending AppCompatRatingBar, using a custom Drawable taking care of drawing the stars programmatically. It works perfectly for my needs, I'll post it in case it helps anyone:
https://gist.github.com/androidseb/2b8044c90a07c7a52b4bbff3453c8460
The link is easier because you can get the full file directly, but here is the full code just in case:
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.ColorFilter;
import android.graphics.Paint;
import android.graphics.Paint.Style;
import android.graphics.Path;
import android.graphics.PointF;
import android.graphics.drawable.Drawable;
import android.support.v7.widget.AppCompatRatingBar;
import android.util.AttributeSet;
/**
* #author androidseb
* <p/>
* Extends AppCompatRatingBar with the ability to tint the drawn stars when selected, pressed and un-selected.
* Limitation: Only draws full stars.
*/
public class TintableRatingBar extends AppCompatRatingBar {
private TintableRatingBarProgressDrawable progressDrawable;
public TintableRatingBar(final Context context) {
super(context);
init();
}
public TintableRatingBar(final Context context, final AttributeSet attrs) {
super(context, attrs);
init();
}
public TintableRatingBar(final Context context, final AttributeSet attrs, final int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
private void init() {
progressDrawable = new TintableRatingBarProgressDrawable();
setProgressDrawable(progressDrawable);
}
public void setCustomTintColors(final int _uncheckedColor, final int _pressedColor, final int _checkedColor) {
progressDrawable.setRatingMaxLevelValue(getMax() * 1000);
progressDrawable.setUnCheckedColor(_uncheckedColor);
progressDrawable.setPressedColor(_pressedColor);
progressDrawable.setCheckedColor(_checkedColor);
invalidate();
}
public class TintableRatingBarProgressDrawable extends Drawable {
private static final int STAR_COUNT = 5;
private static final int STAR_BRANCHES_COUNT = 5;
/** Sets the max level value: if the level is at the max, then all stars are selected. */
private int ratingMaxLevelValue = 10000;
/** Color to be painted for unselected stars */
private int uncheckedColor = Color.GRAY;
/** Color to be painted for unselected stars when the ratingbar is pressed */
private int pressedColor = Color.CYAN;
/** Color to be painted for selected stars */
private int checkedColor = Color.BLUE;
#Override
public void setAlpha(final int _i) {
}
#Override
public void setColorFilter(final ColorFilter _colorFilter) {
}
#Override
public boolean isStateful() {
return true;
}
#Override
public boolean setState(final int[] stateSet) {
final boolean res = super.setState(stateSet);
invalidateSelf();
return res;
}
#Override
public int getOpacity() {
return 255;
}
public void setRatingMaxLevelValue(final int _ratingMaxLevelValue) {
ratingMaxLevelValue = _ratingMaxLevelValue;
}
public void setUnCheckedColor(final int _uncheckedColor) {
uncheckedColor = _uncheckedColor;
}
public void setPressedColor(final int _pressedColor) {
pressedColor = _pressedColor;
}
public void setCheckedColor(final int _checkedColor) {
checkedColor = _checkedColor;
}
#Override
public void draw(final Canvas _canvas) {
boolean pressed = false;
for (int i : getState()) {
if (i == android.R.attr.state_pressed) {
pressed = true;
}
}
final int level = (int) Math.ceil(getLevel() / (double) ratingMaxLevelValue * STAR_COUNT);
final int starRadius = Math.min(getBounds().bottom / 2, getBounds().right / STAR_COUNT / 2);
for (int i = 0; i < STAR_COUNT; i++) {
final int usedColor;
if (level >= i + 1) {
usedColor = checkedColor;
} else if (pressed) {
usedColor = pressedColor;
} else {
usedColor = uncheckedColor;
}
drawStar(_canvas, usedColor, (i * 2 + 1) * starRadius, getBounds().bottom / 2, starRadius,
STAR_BRANCHES_COUNT);
}
}
private void drawStar(final Canvas _canvas, final int _color, final float _centerX, final float _centerY,
final float _radius, final int _branchesCount) {
final double rotationAngle = Math.PI * 2 / _branchesCount;
final double rotationAngleComplement = Math.PI / 2 - rotationAngle;
//Calculating how much space is left between the bottom of the star and the bottom of the circle
//In order to be able to center the star visually relatively to the square when drawn
final float bottomOffset = (float) (_radius - _radius * Math.sin(rotationAngle / 2) / Math.tan(
rotationAngle / 2));
final float actualCenterY = _centerY + (bottomOffset / 2);
final Paint paint = new Paint();
paint.setColor(_color);
paint.setStyle(Style.FILL);
final Path path = new Path();
final float relativeY = (float) (_radius - _radius * (1 - Math.sin(rotationAngleComplement)));
final float relativeX = (float) (Math.tan(rotationAngle / 2) * relativeY);
final PointF a = new PointF(-relativeX, -relativeY);
final PointF b = new PointF(0, -_radius);
final PointF c = new PointF(relativeX, -relativeY);
path.moveTo(_centerX + a.x, actualCenterY + a.y);
_canvas.save();
for (int i = 0; i < _branchesCount; i++) {
path.lineTo(_centerX + b.x, actualCenterY + b.y);
path.lineTo(_centerX + c.x, actualCenterY + c.y);
rotationToCenter(b, rotationAngle);
rotationToCenter(c, rotationAngle);
}
_canvas.drawPath(path, paint);
_canvas.restore();
}
private void rotationToCenter(final PointF _point, final double _angleRadian) {
final float x = (float) (_point.x * Math.cos(_angleRadian) - _point.y * Math.sin(_angleRadian));
final float y = (float) (_point.x * Math.sin(_angleRadian) + _point.y * Math.cos(_angleRadian));
_point.x = x;
_point.y = y;
}
}
}

A bit late answer but i hope it will help some folks.
<RatingBar
android:id="#+id/rating"
style="#style/Base.Widget.AppCompat.RatingBar.Small"
android:theme="#style/WhiteRatingStar"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_below="#+id/profil_name"
android:layout_centerHorizontal="true"
android:layout_marginLeft="#dimen/dimen_4"
android:rating="3" />
And here is what the WhiteRatingStar looks like
<style name="WhiteRatingStar" parent="Base.Widget.AppCompat.RatingBar.Small">
<item name="colorAccent">#android:color/white</item>
</style>
With this the stars will be coloured in white for example.

Use this link
Android RatingBar change star colors
set your style inside value/style(v-21);

As the previous answer implies, it is not easy to change the color of the ratingbar. The stars are not programmatically drawn, they are images with fixed size and specific color gradients. To change the color you have to create your own star images with different colors then proceed to create your own drawable XML resource and pass it to the ratingsBar class using setProgressDrawable(Drawable d) or XML attribute android:progressDrawable.

Related

Android: Black outline around text [duplicate]

Is there a simple way to have text be able to have a black outline? I have textviews that will be different colors, but some of the colors don't show up on my background so well, so I was wondering if there's an easy way to get a black outline or something else that will do the job? I'd prefer not to have to create a custom view and make a canvas and such.
outline effect can be achieved using shadow in TextView:
android:shadowColor="#000000"
android:shadowDx="1.5"
android:shadowDy="1.3"
android:shadowRadius="1.6"
android:text="CCC"
android:textAllCaps="true"
android:textColor="#android:color/white"
So, little late, but MagicTextView will do text outlines, amongst other things.
<com.qwerjk.better_text.MagicTextView
xmlns:qwerjk="http://schemas.android.com/apk/res/com.qwerjk.better_text"
android:textSize="78dp"
android:textColor="#ff333333"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
qwerjk:strokeColor="#FFff0000"
qwerjk:strokeJoinStyle="miter"
qwerjk:strokeWidth="5"
android:text="Magic" />
Note: I made this, and am posting more for the sake of future travelers than the OP.
It's borderline spam, but being on-topic, perhaps acceptable?
You can put a shadow behind the text, which can often help readability. Try experimenting with 50% translucent black shadows on your green text. Details on how to do this are over here: Android - shadow on text?
To really add a stroke around the text, you need to do something a bit more involved, like this:
How do you draw text with a border on a MapView in Android?
It is quite an old question but still I don't see any complete answers. So I am posting this solution, hoping that someone struggling with this problem might find it useful. The simplest and most effective solution is to override TextView class' onDraw method. Most implementations I have seen use drawText method to draw the stroke but that approach doesn't account for all the formatting alignment and text wrapping that goes in. And as a result often the stroke and text end up at different places. Following approach uses super.onDraw to draw both the stroke and fill parts of the text so you don't have to bother about rest of the stuff. Here are the steps
Extend TextView class
Override onDraw method
Set paint style to FILL
call parent class on Draw to render text in fill
mode.
save current text color.
Set current text color to your stroke color
Set paint style to Stroke
Set stroke width
And call parent class onDraw again to draw the stroke over the
previously rendered text.
package com.example.widgets;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Typeface;
import android.util.AttributeSet;
import android.widget.Button;
public class StrokedTextView extends Button {
private static final int DEFAULT_STROKE_WIDTH = 0;
// fields
private int _strokeColor;
private float _strokeWidth;
// constructors
public StrokedTextView(Context context) {
this(context, null, 0);
}
public StrokedTextView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public StrokedTextView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
if(attrs != null) {
TypedArray a = context.obtainStyledAttributes(attrs,R.styleable.StrokedTextAttrs);
_strokeColor = a.getColor(R.styleable.StrokedTextAttrs_textStrokeColor,
getCurrentTextColor());
_strokeWidth = a.getFloat(R.styleable.StrokedTextAttrs_textStrokeWidth,
DEFAULT_STROKE_WIDTH);
a.recycle();
}
else {
_strokeColor = getCurrentTextColor();
_strokeWidth = DEFAULT_STROKE_WIDTH;
}
//convert values specified in dp in XML layout to
//px, otherwise stroke width would appear different
//on different screens
_strokeWidth = dpToPx(context, _strokeWidth);
}
// getters + setters
public void setStrokeColor(int color) {
_strokeColor = color;
}
public void setStrokeWidth(int width) {
_strokeWidth = width;
}
// overridden methods
#Override
protected void onDraw(Canvas canvas) {
if(_strokeWidth > 0) {
//set paint to fill mode
Paint p = getPaint();
p.setStyle(Paint.Style.FILL);
//draw the fill part of text
super.onDraw(canvas);
//save the text color
int currentTextColor = getCurrentTextColor();
//set paint to stroke mode and specify
//stroke color and width
p.setStyle(Paint.Style.STROKE);
p.setStrokeWidth(_strokeWidth);
setTextColor(_strokeColor);
//draw text stroke
super.onDraw(canvas);
//revert the color back to the one
//initially specified
setTextColor(currentTextColor);
} else {
super.onDraw(canvas);
}
}
/**
* Convenience method to convert density independent pixel(dp) value
* into device display specific pixel value.
* #param context Context to access device specific display metrics
* #param dp density independent pixel value
* #return device specific pixel value.
*/
public static int dpToPx(Context context, float dp)
{
final float scale= context.getResources().getDisplayMetrics().density;
return (int) (dp * scale + 0.5f);
}
}
That is all. This class uses custom XML attributes to enable specifying stroke color and width from the XML layout files. Therefore, you need to add these attributes in your attr.xml file in subfolder 'values' under folder 'res'. Copy and paste the following in your attr.xml file.
<?xml version="1.0" encoding="utf-8"?>
<resources>
<declare-styleable name="StrokedTextAttrs">
<attr name="textStrokeColor" format="color"/>
<attr name="textStrokeWidth" format="float"/>
</declare-styleable>
</resources>
Once you are done with that, you can use the custom StrokedTextView class in your XML layout files and specify stroke color and width as well. Here is an example
<com.example.widgets.StrokedTextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Stroked text sample"
android:textColor="#android:color/white"
android:textSize="25sp"
strokeAttrs:textStrokeColor="#android:color/black"
strokeAttrs:textStrokeWidth="1.7" />
Remember to replace package name with your project's package name. Also add the xmlns namespace in the layout file in order to use custom XML attributes. You can add the following line in your layout file's root node.
xmlns:strokeAttrs="http://schemas.android.com/apk/res-auto"
The framework supports text-shadow but does not support text-outline. But there is a trick: shadow is something that is translucent and fades. Redraw the shadow a couple of times and all the alpha gets summed up and the result is an outline.
A very simple implementation extends TextView and overrides the draw(..) method. Every time a draw is requested our subclass does 5-10 drawings.
public class OutlineTextView extends TextView {
// Constructors
#Override
public void draw(Canvas canvas) {
for (int i = 0; i < 5; i++) {
super.draw(canvas);
}
}
}
<OutlineTextView
android:shadowColor="#000"
android:shadowRadius="3.0" />
I've just been trying to figure out how to do this and couldn't find a good guide online but eventually figured it out. As Steve Pomeroy suggested, you do have to do something more involved. In order to get the outlined text effect, you draw the text twice: once with a thick outline and then the second time we draw the main text over the outline. But, the task is made easier because you can very easily adapt one of the code samples provided with the SDK, namely the one under this name in your SDK directory: "/samples/android-/ApiDemos/src/com/example/android/apis/view/LabelView.java". Which can also found on the Android developer website here.
Depending on what you're doing, it's very easy to see you will only need to make minor modifications to that code, such as changing it to extend from TextView, etc. Before I discovered this sample I forgot to override onMeasure() (which you must do in addition to overriding onDraw() as is mentioned in the "Building Custom Components" guide on the Android Developer website), which is part of why I was having trouble.
Once you've done that, you can do what I did:
public class TextViewOutline extends TextView {
private Paint mTextPaint;
private Paint mTextPaintOutline; //add another paint attribute for your outline
...
//modify initTextViewOutline to setup the outline style
private void initTextViewOutline() {
mTextPaint = new Paint();
mTextPaint.setAntiAlias(true);
mTextPaint.setTextSize(16);
mTextPaint.setColor(0xFF000000);
mTextPaint.setStyle(Paint.Style.FILL);
mTextPaintOutline = new Paint();
mTextPaintOutline.setAntiAlias(true);
mTextPaintOutline.setTextSize(16);
mTextPaintOutline.setColor(0xFF000000);
mTextPaintOutline.setStyle(Paint.Style.STROKE);
mTextPaintOutline.setStrokeWidth(4);
setPadding(3, 3, 3, 3);
}
...
//make sure to update other methods you've overridden to handle your new paint object
...
//and finally draw the text, mAscent refers to a member attribute which had
//a value assigned to it in the measureHeight and Width methods
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawText(mText, getPaddingLeft(), getPaddingTop() - mAscent,
mTextPaintOutline);
canvas.drawText(mText, getPaddingLeft(), getPaddingTop() - mAscent, mTextPaint);
}
So, in order to get the outlined text effect, you draw the text twice: once with a thick outline and then the second time we draw the main text over the outline.
credit to #YGHM add shadow support
package com.megvii.demo;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.util.AttributeSet;
public class TextViewOutline extends android.support.v7.widget.AppCompatTextView {
// constants
private static final int DEFAULT_OUTLINE_SIZE = 0;
private static final int DEFAULT_OUTLINE_COLOR = Color.TRANSPARENT;
// data
private int mOutlineSize;
private int mOutlineColor;
private int mTextColor;
private float mShadowRadius;
private float mShadowDx;
private float mShadowDy;
private int mShadowColor;
public TextViewOutline(Context context) {
this(context, null);
}
public TextViewOutline(Context context, AttributeSet attrs) {
super(context, attrs);
setAttributes(attrs);
}
private void setAttributes(AttributeSet attrs) {
// set defaults
mOutlineSize = DEFAULT_OUTLINE_SIZE;
mOutlineColor = DEFAULT_OUTLINE_COLOR;
// text color
mTextColor = getCurrentTextColor();
if (attrs != null) {
TypedArray a = getContext().obtainStyledAttributes(attrs, R.styleable.TextViewOutline);
// outline size
if (a.hasValue(R.styleable.TextViewOutline_outlineSize)) {
mOutlineSize = (int) a.getDimension(R.styleable.TextViewOutline_outlineSize, DEFAULT_OUTLINE_SIZE);
}
// outline color
if (a.hasValue(R.styleable.TextViewOutline_outlineColor)) {
mOutlineColor = a.getColor(R.styleable.TextViewOutline_outlineColor, DEFAULT_OUTLINE_COLOR);
}
// shadow (the reason we take shadow from attributes is because we use API level 15 and only from 16 we have the get methods for the shadow attributes)
if (a.hasValue(R.styleable.TextViewOutline_android_shadowRadius)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowDx)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowDy)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowColor)) {
mShadowRadius = a.getFloat(R.styleable.TextViewOutline_android_shadowRadius, 0);
mShadowDx = a.getFloat(R.styleable.TextViewOutline_android_shadowDx, 0);
mShadowDy = a.getFloat(R.styleable.TextViewOutline_android_shadowDy, 0);
mShadowColor = a.getColor(R.styleable.TextViewOutline_android_shadowColor, Color.TRANSPARENT);
}
a.recycle();
}
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
setPaintToOutline();
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
private void setPaintToOutline() {
Paint paint = getPaint();
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(mOutlineSize);
super.setTextColor(mOutlineColor);
super.setShadowLayer(0, 0, 0, Color.TRANSPARENT);
}
private void setPaintToRegular() {
Paint paint = getPaint();
paint.setStyle(Paint.Style.FILL);
paint.setStrokeWidth(0);
super.setTextColor(mTextColor);
super.setShadowLayer(mShadowRadius, mShadowDx, mShadowDy, mShadowColor);
}
#Override
public void setTextColor(int color) {
super.setTextColor(color);
mTextColor = color;
}
public void setOutlineSize(int size) {
mOutlineSize = size;
}
public void setOutlineColor(int color) {
mOutlineColor = color;
}
#Override
protected void onDraw(Canvas canvas) {
setPaintToOutline();
super.onDraw(canvas);
setPaintToRegular();
super.onDraw(canvas);
}
}
attr define
<declare-styleable name="TextViewOutline">
<attr name="outlineSize" format="dimension"/>
<attr name="outlineColor" format="color|reference"/>
<attr name="android:shadowRadius"/>
<attr name="android:shadowDx"/>
<attr name="android:shadowDy"/>
<attr name="android:shadowColor"/>
</declare-styleable>
xml code below
<com.megvii.demo.TextViewOutline
android:id="#+id/product_name"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="center_horizontal"
android:layout_marginTop="110dp"
android:background="#f4b222"
android:fontFamily="#font/kidsmagazine"
android:padding="10dp"
android:shadowColor="#d7713200"
android:shadowDx="0"
android:shadowDy="8"
android:shadowRadius="1"
android:text="LIPSTICK SET"
android:textColor="#android:color/white"
android:textSize="30sp"
app:outlineColor="#cb7800"
app:outlineSize="3dp" />
You can do this programmatically with the below snippet.
That provides white letters with black background:
textView.setTextColor(Color.WHITE);
textView.setShadowLayer(1.6f,1.5f,1.3f,Color.BLACK);
The parameters of the method are radius,dx,dy,color. You can change them for you specific needs.
I hope I will help someone that creates TextView programmatically and not having it inside xml.
Cheers to the stackOverflow community!
I want to add a solution in order to solve the performance issue. For example, the answer of #YGHM and a few others does the job, but it causes infinite call of onDraw because setTextColor calls invalidate(). So in order to solve it, you also need to override invalidate() and add a variable isDrawing that you will set to true, when onDraw() is in progress and drawing with a stroke. invalidate will return if the variable is true.
override fun invalidate() {
if (isDrawing) return
super.invalidate()
}
Your onDraw will look like this:
override fun onDraw(canvas: Canvas) {
if (strokeWidth > 0) {
isDrawing = true
val textColor = textColors.defaultColor
setTextColor(strokeColor)
paint.strokeWidth = strokeWidth
paint.style = Paint.Style.STROKE
super.onDraw(canvas)
setTextColor(textColor)
paint.strokeWidth = 0f
paint.style = Paint.Style.FILL
isDrawing = false
super.onDraw(canvas)
} else {
super.onDraw(canvas)
}
}
Here's the trick I found that works better than MagicTextView's stroke IMO
#Override
protected void onDraw(Canvas pCanvas) {
int textColor = getTextColors().getDefaultColor();
setTextColor(mOutlineColor); // your stroke's color
getPaint().setStrokeWidth(10);
getPaint().setStyle(Paint.Style.STROKE);
super.onDraw(pCanvas);
setTextColor(textColor);
getPaint().setStrokeWidth(0);
getPaint().setStyle(Paint.Style.FILL);
super.onDraw(pCanvas);
}
I've written a class to perform text with outline and still support all the other attributes and drawing of a normal text view.
it basically uses the super.onDraw(Canves canvas) on the TextView but draws twice with different styles.
hope this helps.
public class TextViewOutline extends TextView {
// constants
private static final int DEFAULT_OUTLINE_SIZE = 0;
private static final int DEFAULT_OUTLINE_COLOR = Color.TRANSPARENT;
// data
private int mOutlineSize;
private int mOutlineColor;
private int mTextColor;
private float mShadowRadius;
private float mShadowDx;
private float mShadowDy;
private int mShadowColor;
public TextViewOutline(Context context) {
this(context, null);
}
public TextViewOutline(Context context, AttributeSet attrs) {
super(context, attrs);
setAttributes(attrs);
}
private void setAttributes(AttributeSet attrs){
// set defaults
mOutlineSize = DEFAULT_OUTLINE_SIZE;
mOutlineColor = DEFAULT_OUTLINE_COLOR;
// text color
mTextColor = getCurrentTextColor();
if(attrs != null) {
TypedArray a = getContext().obtainStyledAttributes(attrs,R.styleable.TextViewOutline);
// outline size
if (a.hasValue(R.styleable.TextViewOutline_outlineSize)) {
mOutlineSize = (int) a.getDimension(R.styleable.TextViewOutline_outlineSize, DEFAULT_OUTLINE_SIZE);
}
// outline color
if (a.hasValue(R.styleable.TextViewOutline_outlineColor)) {
mOutlineColor = a.getColor(R.styleable.TextViewOutline_outlineColor, DEFAULT_OUTLINE_COLOR);
}
// shadow (the reason we take shadow from attributes is because we use API level 15 and only from 16 we have the get methods for the shadow attributes)
if (a.hasValue(R.styleable.TextViewOutline_android_shadowRadius)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowDx)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowDy)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowColor)) {
mShadowRadius = a.getFloat(R.styleable.TextViewOutline_android_shadowRadius, 0);
mShadowDx = a.getFloat(R.styleable.TextViewOutline_android_shadowDx, 0);
mShadowDy = a.getFloat(R.styleable.TextViewOutline_android_shadowDy, 0);
mShadowColor = a.getColor(R.styleable.TextViewOutline_android_shadowColor, Color.TRANSPARENT);
}
a.recycle();
}
PFLog.d("mOutlineSize = " + mOutlineSize);
PFLog.d("mOutlineColor = " + mOutlineColor);
}
private void setPaintToOutline(){
Paint paint = getPaint();
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(mOutlineSize);
super.setTextColor(mOutlineColor);
super.setShadowLayer(mShadowRadius, mShadowDx, mShadowDy, mShadowColor);
}
private void setPaintToRegular() {
Paint paint = getPaint();
paint.setStyle(Paint.Style.FILL);
paint.setStrokeWidth(0);
super.setTextColor(mTextColor);
super.setShadowLayer(0, 0, 0, Color.TRANSPARENT);
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
setPaintToOutline();
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
#Override
public void setTextColor(int color) {
super.setTextColor(color);
mTextColor = color;
}
#Override
public void setShadowLayer(float radius, float dx, float dy, int color) {
super.setShadowLayer(radius, dx, dy, color);
mShadowRadius = radius;
mShadowDx = dx;
mShadowDy = dy;
mShadowColor = color;
}
public void setOutlineSize(int size){
mOutlineSize = size;
}
public void setOutlineColor(int color){
mOutlineColor = color;
}
#Override
protected void onDraw(Canvas canvas) {
setPaintToOutline();
super.onDraw(canvas);
setPaintToRegular();
super.onDraw(canvas);
}
}
attr.xml
<declare-styleable name="TextViewOutline">
<attr name="outlineSize" format="dimension"/>
<attr name="outlineColor" format="color|reference"/>
<attr name="android:shadowRadius"/>
<attr name="android:shadowDx"/>
<attr name="android:shadowDy"/>
<attr name="android:shadowColor"/>
</declare-styleable>
I have created a library based on Nouman Hanif's answer with some additions. For example, fixing a bug that caused an indirect infinite loop on View.invalidate() calls.
OTOH, the library also supports outlined text in EditText widgets, as it was my real goal and it needed a bit more work than TextView.
Here is the link to my library: https://github.com/biomorgoth/android-outline-textview
Thanks to Nouman Hanif for the initial idea on the solution!
I found simple way to outline view without inheritance from TextView.
I had wrote simple library that use Android's Spannable for outlining text.
This solution gives possibility to outline only part of text.
I already had answered on same question (answer)
Class:
class OutlineSpan(
#ColorInt private val strokeColor: Int,
#Dimension private val strokeWidth: Float
): ReplacementSpan() {
override fun getSize(
paint: Paint,
text: CharSequence,
start: Int,
end: Int,
fm: Paint.FontMetricsInt?
): Int {
return paint.measureText(text.toString().substring(start until end)).toInt()
}
override fun draw(
canvas: Canvas,
text: CharSequence,
start: Int,
end: Int,
x: Float,
top: Int,
y: Int,
bottom: Int,
paint: Paint
) {
val originTextColor = paint.color
paint.apply {
color = strokeColor
style = Paint.Style.STROKE
this.strokeWidth = this#OutlineSpan.strokeWidth
}
canvas.drawText(text, start, end, x, y.toFloat(), paint)
paint.apply {
color = originTextColor
style = Paint.Style.FILL
}
canvas.drawText(text, start, end, x, y.toFloat(), paint)
}
}
Library: OutlineSpan
MagicTextView is very useful to make stroke font, but in my case, it cause error like
this
this error caused by duplication background attributes which set by MagicTextView
so you need to edit attrs.xml and MagicTextView.java
attrs.xml
<attr name="background" format="reference|color" />
↓
<attr name="mBackground" format="reference|color" />
MagicTextView.java 88:95
if (a.hasValue(R.styleable.MagicTextView_mBackground)) {
Drawable background = a.getDrawable(R.styleable.MagicTextView_mBackground);
if (background != null) {
this.setBackgroundDrawable(background);
} else {
this.setBackgroundColor(a.getColor(R.styleable.MagicTextView_mBackground, 0xff000000));
}
}
So you want a stroke around the textview? Unfortunately there is no simple way to do it with the styling. You'll have to create another view and place your textview over-top, making the parent view (the one it's on top of) just a few pixels bigger - this should create an outline.
Here is the simplest way I could find by extending TextView
public class CustomTextView extends androidx.appcompat.widget.AppCompatTextView {
float mStroke;
public CustomTextView(Context context, #Nullable AttributeSet attrs) {
super(context, attrs);
TypedArray a = context.obtainStyledAttributes(attrs,
R.styleable.CustomTextView);
mStroke=a.getFloat(R.styleable.CustomTextView_stroke,1.0f);
a.recycle();
}
#Override
protected void onDraw(Canvas canvas) {
TextPaint paint = this.getPaint();
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(mStroke);
super.onDraw(canvas);
}
}
then you only need to add the following to the attrs.xml file
<declare-styleable name="CustomTextView">
<attr name="stroke" format="float"/>
</declare-styleable>
and now you will be able to set the stroke widht by app:stroke while retaining all other desirable properties of TextView. my solution only draws the stroke w/o a fill. this makes it a bit simpler than the others. bellow a screencapture with the result while setting a custom font to my customtextview.

Why don't set CircleImageView of android support v4 library public?

I have noticed android.support.v4.widget.CircleImageView for long. Every time I want to use an ImageView in a round shape, CircleImageView would appear in my mind. I have tried to use it for many times, but every time, I failed. Because the access permission of android.support.v4.widget.CircleImageView is default which means only classes in the same package with CircleImageView, namely, android.support.v4.widget, are able to access it.
I can't understand now that round ImageView is used in common, why don't set CircleImageView to public so that developers don't have to override an ImageView into a Round ImageView? Isn't it that Google Android team force us to reinvent wheels?
Or, don't I know this CircleImageView well?
Any tips will be appreciated. Thanks in advance.
I tried to copy and paste source codes of android.support.v4.widget.CircleImageView to make it public just like this:
package me.danielpan.youtubelike.view;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.RadialGradient;
import android.graphics.Shader;
import android.graphics.drawable.ShapeDrawable;
import android.graphics.drawable.shapes.OvalShape;
import android.support.v4.view.ViewCompat;
import android.view.animation.Animation;
import android.widget.ImageView;
/**
* Private class created to work around issues with AnimationListeners being
* called before the animation is actually complete and support shadows on older
* platforms.
*
* #hide
*/
public class CircleImageView extends ImageView {
private static final int KEY_SHADOW_COLOR = 0x1E000000;
private static final int FILL_SHADOW_COLOR = 0x3D000000;
// PX
private static final float X_OFFSET = 0f;
private static final float Y_OFFSET = 1.75f;
private static final float SHADOW_RADIUS = 3.5f;
private static final int SHADOW_ELEVATION = 4;
private Animation.AnimationListener mListener;
private int mShadowRadius;
public CircleImageView(Context context, int color, final float radius) {
super(context);
final float density = getContext().getResources().getDisplayMetrics().density;
final int diameter = (int) (radius * density * 2);
final int shadowYOffset = (int) (density * Y_OFFSET);
final int shadowXOffset = (int) (density * X_OFFSET);
mShadowRadius = (int) (density * SHADOW_RADIUS);
ShapeDrawable circle;
if (elevationSupported()) {
circle = new ShapeDrawable(new OvalShape());
ViewCompat.setElevation(this, SHADOW_ELEVATION * density);
} else {
OvalShape oval = new OvalShadow(mShadowRadius, diameter);
circle = new ShapeDrawable(oval);
ViewCompat.setLayerType(this, ViewCompat.LAYER_TYPE_SOFTWARE, circle.getPaint());
circle.getPaint().setShadowLayer(mShadowRadius, shadowXOffset, shadowYOffset,
KEY_SHADOW_COLOR);
final int padding = mShadowRadius;
// set padding so the inner image sits correctly within the shadow.
setPadding(padding, padding, padding, padding);
}
circle.getPaint().setColor(color);
setBackgroundDrawable(circle);
}
private boolean elevationSupported() {
return android.os.Build.VERSION.SDK_INT >= 21;
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
if (!elevationSupported()) {
setMeasuredDimension(getMeasuredWidth() + mShadowRadius*2, getMeasuredHeight()
+ mShadowRadius*2);
}
}
public void setAnimationListener(Animation.AnimationListener listener) {
mListener = listener;
}
#Override
public void onAnimationStart() {
super.onAnimationStart();
if (mListener != null) {
mListener.onAnimationStart(getAnimation());
}
}
#Override
public void onAnimationEnd() {
super.onAnimationEnd();
if (mListener != null) {
mListener.onAnimationEnd(getAnimation());
}
}
/**
* Update the background color of the circle image view.
*
* #param colorRes Id of a color resource.
*/
public void setBackgroundColorRes(int colorRes) {
setBackgroundColor(getContext().getResources().getColor(colorRes));
}
#Override
public void setBackgroundColor(int color) {
if (getBackground() instanceof ShapeDrawable) {
((ShapeDrawable) getBackground()).getPaint().setColor(color);
}
}
private class OvalShadow extends OvalShape {
private RadialGradient mRadialGradient;
private Paint mShadowPaint;
private int mCircleDiameter;
public OvalShadow(int shadowRadius, int circleDiameter) {
super();
mShadowPaint = new Paint();
mShadowRadius = shadowRadius;
mCircleDiameter = circleDiameter;
mRadialGradient = new RadialGradient(mCircleDiameter / 2, mCircleDiameter / 2,
mShadowRadius, new int[] {
FILL_SHADOW_COLOR, Color.TRANSPARENT
}, null, Shader.TileMode.CLAMP);
mShadowPaint.setShader(mRadialGradient);
}
#Override
public void draw(Canvas canvas, Paint paint) {
final int viewWidth = CircleImageView.this.getWidth();
final int viewHeight = CircleImageView.this.getHeight();
canvas.drawCircle(viewWidth / 2, viewHeight / 2, (mCircleDiameter / 2 + mShadowRadius),
mShadowPaint);
canvas.drawCircle(viewWidth / 2, viewHeight / 2, (mCircleDiameter / 2), paint);
}
}
}
It looks well, right? It has no customized attributes and seems able to be used as a normal ImageView.
But if you have tried it, you will find out that NoSuchMethodException is thrown. This exception implies that necessary constructors are not overridden. So that you can't even instantiate it as a normal View.
After reading these source codes, I realize that CircleImageView only adds shadow behind ImageView, whose result is not a RoundCornerImageView or RoundImageView. So if I want a RoundImageView, I have to forget this class and implement this effect by overriding an ImageView.
At last, there is the file comment, which points out the use of android.support.v4.widget.CircleImageView:
Private class created to work around issues with AnimationListeners
being called before the animation is actually complete and support
shadows on older platforms.
And I hope no one will ask such a stupid question again and let it end here, ^_^, Haha~
As per the documentation this class is private class used for work around and we cannot instantiate it. May be that class will be removed sooner I suspect.
There are ways to create the circular background for a view.
file : drawable/contact_badge_round.xml
<?xml version="1.0" encoding="utf-8"?>
<shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="oval">
<size android:width="32dp" android:height="32dp"/>
<gradient android:centerColor="#123456" <!--Put your custom color for bg -->
android:startColor="#123456"
android:endColor="#123456"
/>
</shape>
then in your layout create a Button and set the background as contact_badge_round
<ImageView
android:id="#+id/roundContact"
android:layout_width="32dp"
android:layout_height="32dp"
android:src="#drawalbe/your_image"
android:gravity="center"
android:background="#drawable/background_new_entity_symbol"
/>

Android : Semi Circle Progress Bar

I want semi circle progress bar in background of image. just like below image.
i have tried to draw using canvas but can't get success. i have also tired some custom progress bar library but result is same.
any suggestions.
looking for one time development and used in every screen size.
This can be implemented by clipping a canvas containing an image at an angle (By drawing an arc).
You can use an image something like this
And clip that image by drawing an arc.
Here is how you can do it.
//Convert the progress in range of 0 to 100 to angle in range of 0 180. Easy math.
float angle = (progress * 180) / 100;
mClippingPath.reset();
//Define a rectangle containing the image
RectF oval = new RectF(mPivotX, mPivotY, mPivotX + mBitmap.getWidth(), mPivotY + mBitmap.getHeight());
//Move the current position to center of rect
mClippingPath.moveTo(oval.centerX(), oval.centerY());
//Draw an arc from center to given angle
mClippingPath.addArc(oval, 180, angle);
//Draw a line from end of arc to center
mClippingPath.lineTo(oval.centerX(), oval.centerY());
And once you get the path, you can use clipPath function to clip the canvas in that path.
canvas.clipPath(mClippingPath);
Here is the Complete code
SemiCircleProgressBarView.java
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Path;
import android.graphics.RectF;
import android.util.AttributeSet;
import android.util.DisplayMetrics;
import android.view.View;
public class SemiCircleProgressBarView extends View {
private Path mClippingPath;
private Context mContext;
private Bitmap mBitmap;
private float mPivotX;
private float mPivotY;
public SemiCircleProgressBarView(Context context) {
super(context);
mContext = context;
initilizeImage();
}
public SemiCircleProgressBarView(Context context, AttributeSet attrs) {
super(context, attrs);
mContext = context;
initilizeImage();
}
private void initilizeImage() {
mClippingPath = new Path();
//Top left coordinates of image. Give appropriate values depending on the position you wnat image to be placed
mPivotX = getScreenGridUnit();
mPivotY = 0;
//Adjust the image size to support different screen sizes
Bitmap bitmap = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.circle);
int imageWidth = (int) (getScreenGridUnit() * 30);
int imageHeight = (int) (getScreenGridUnit() * 30);
mBitmap = Bitmap.createScaledBitmap(bitmap, imageWidth, imageHeight, false);
}
public void setClipping(float progress) {
//Convert the progress in range of 0 to 100 to angle in range of 0 180. Easy math.
float angle = (progress * 180) / 100;
mClippingPath.reset();
//Define a rectangle containing the image
RectF oval = new RectF(mPivotX, mPivotY, mPivotX + mBitmap.getWidth(), mPivotY + mBitmap.getHeight());
//Move the current position to center of rect
mClippingPath.moveTo(oval.centerX(), oval.centerY());
//Draw an arc from center to given angle
mClippingPath.addArc(oval, 180, angle);
//Draw a line from end of arc to center
mClippingPath.lineTo(oval.centerX(), oval.centerY());
//Redraw the canvas
invalidate();
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
//Clip the canvas
canvas.clipPath(mClippingPath);
canvas.drawBitmap(mBitmap, mPivotX, mPivotY, null);
}
private float getScreenGridUnit() {
DisplayMetrics metrics = new DisplayMetrics();
((Activity)mContext).getWindowManager().getDefaultDisplay().getMetrics(metrics);
return metrics.widthPixels / 32;
}
}
And using it in any activity is very easy.
activity_main.xml
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context=".MainActivity" >
<com.example.progressbardemo.SemiCircleProgressBarView
android:id="#+id/progress"
android:layout_width="match_parent"
android:layout_height="match_parent" />
</RelativeLayout>
Note that clipPath function doesn't work if the hardware acceleration is turned on. You can turn off the hardware acceleration only for that view.
//Turn off hardware accleration
semiCircleProgressBarView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
MainActivity.java
public class MainActivity extends Activity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
SemiCircleProgressBarView semiCircleProgressBarView = (SemiCircleProgressBarView) findViewById(R.id.progress);
semiCircleProgressBarView.setLayerType(View.LAYER_TYPE_SOFTWARE, null);
semiCircleProgressBarView.setClipping(70);
}
}
As and when the progress changes you can set the progressbar by calling function,
semiCircleProgressBarView.setClipping(progress);
Ex: semiCircleProgressBarView.setClipping(50); //50% progress
semiCircleProgressBarView.setClipping(70); //70% progress
You can use your own Image to match the requirements. Hope it helps!!
Edit : To move the semi circle to bottom of the screen, change mPivotY value. Something like this
//In `SemiCircleProgressBarView.java`
//We don't get the canvas width and height initially, set `mPivoyY` inside `onWindowFocusChanged` since `getHeight` returns proper results by that time
public void onWindowFocusChanged(boolean hasWindowFocus) {
super.onWindowFocusChanged(hasWindowFocus);
mPivotX = getScreenGridUnit();
mPivotY = getHeight() - (mBitmap.getHeight() / 2);
}
You can try SeekArc Library. I know its a different kind of seekbar, but with some minor customization, you can use it for your app as a progressbar. I've done the same. You just need to change some properties like seekarc:touchInside="false".
Its fairly simple.
Now the custom implementation on my app looks somewhat like this:
img src: CleanMaster at Google Play
You can also use native ProgressBar to achieve semi circle.
Define ProgressBar like this:
<ProgressBar
android:id="#+id/progressBar"
style="?android:attr/progressBarStyleHorizontal"
android:layout_width="100dp"
android:layout_height="100dp"
android:layout_alignParentBottom="true"
android:layout_centerHorizontal="true"
android:max="200"
android:progress="0"
android:progressDrawable="#drawable/circular" />
Create drawable:
circular (API Level < 21):
<shape
android:innerRadiusRatio="2.3"
android:shape="ring"
android:thickness="5sp" >
<solid android:color="#color/someColor" />
</shape>
circular (API Level >= 21):
<shape
android:useLevel="true"
android:innerRadiusRatio="2.3"
android:shape="ring"
android:thickness="5sp" >
<solid android:color="#color/someColor" />
</shape>
useLevel is false by default in API Level 21.
Now since we have set max = 200, to achieve semi circle, range of the progress should be 0 to 100. You can play around with these values to achieve desired shape.
Thus use it like this:
ProgressBar progressBar = (Progressbar) view.findViewById(R.id.progressBar);
progressBar.setProgress(value); // 0 <= value <= 100
This is a view which has height equal to half its width.
Use the setters to adjust the behaviour as desired.
By default the progress is 0 and the width of the arc is 20.
Calling setProgress() will invalidate the view with the progress given.
Adding a background drawable is possible and the progress bar will be draw on top.
public class SemicircularProgressBar extends View {
private int mProgress;
private RectF mOval;
private RectF mOvalInner;
private Paint mPaintProgress;
private Paint mPaintClip;
private float ovalsDiff;
private Path clipPath;
public SemicircularProgressBar(Context context) {
super(context);
init();
}
public SemicircularProgressBar(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public SemicircularProgressBar(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
private void init() {
mProgress = 0;
ovalsDiff = 20;
mOval = new RectF();
mOvalInner = new RectF();
clipPath = new Path();
mPaintProgress = new Paint();
mPaintProgress.setColor(Color.GREEN);
mPaintProgress.setAntiAlias(true);
mPaintClip = new Paint();
mPaintClip.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
mPaintClip.setAlpha(0);
mPaintClip.setAntiAlias(true);
}
// call this from the code to change the progress displayed
public void setProgress(int progress) {
this.mProgress = progress;
invalidate();
}
// sets the width of the progress arc
public void setProgressBarWidth(float width) {
this.ovalsDiff = width;
invalidate();
}
// sets the color of the bar (#FF00FF00 - Green by default)
public void setProgressBarColor(int color){
this.mPaintProgress.setColor(color);
}
#Override
public void onDraw(Canvas c) {
super.onDraw(c);
mOval.set(0, 0, this.getWidth(), this.getHeight()*2);
mOvalInner.set(0+ovalsDiff, 0+ovalsDiff, this.getWidth()-ovalsDiff, this.getHeight()*2);
clipPath.addArc(mOvalInner, 180, 180);
c.clipPath(clipPath, Op.DIFFERENCE);
c.drawArc(mOval, 180, 180f * ((float) mProgress / 100), true, mPaintProgress);
}
// Setting the view to be always a rectangle with height equal to half of its width
#Override
public void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
int parentWidth = MeasureSpec.getSize(widthMeasureSpec);
int parentHeight = MeasureSpec.getSize(heightMeasureSpec);
this.setMeasuredDimension(parentWidth/2, parentHeight);
ViewGroup.LayoutParams params = this.getLayoutParams();
params.width = parentWidth;
params.height = parentWidth/2;
this.setLayoutParams(params);
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
}
You can use this library :
compile 'com.github.lzyzsd:circleprogress:1.1.1'
for example :
<com.github.lzyzsd.circleprogress.DonutProgress
android:layout_marginLeft="50dp"
android:id="#+id/donut_progress"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
custom:donut_progress="30"/>
<com.github.lzyzsd.circleprogress.ArcProgress
android:id="#+id/arc_progress"
android:background="#214193"
android:layout_marginLeft="50dp"
android:layout_width="100dp"
android:layout_height="100dp"
custom:arc_progress="55"
custom:arc_bottom_text="MEMORY"/>
For more information see the following website :
https://github.com/lzyzsd/CircleProgress
You may be able to use this github library - circularseekbar. To achieve the half circle, you will need to manipulate the following attributes: "app:start_angle" & "app:end_angle"
More Options:
The Holo Seekbar library
Tutorial showing semi-circular seekbar link to tutorial

Getting square images like gmail app

I want to show images with alphabets like gmail app as shown in the below figure.
Are all those images are images to be kept in drawable folder or they are drawn as square shapes and then letters are drawn to them? Below is what I tried so far to do dynamically. I got just a square shape. Can someone suggest the way to achieve like in gmail app?
GradientDrawable gd = new GradientDrawable();
gd.mutate();
gd.setColor(getResources().getColor(gColors[i]));
button.setBackgroundDrawable(gd);
Update 2:
I have fixed some of the bugs and released the code as an open source library at: https://github.com/amulyakhare/TextDrawable. It also include some other features that you might want to check out.
Old Answer:
I recommend you to use the following class CharacterDrawable (just copy-paste this):
public class CharacterDrawable extends ColorDrawable {
private final char character;
private final Paint textPaint;
private final Paint borderPaint;
private static final int STROKE_WIDTH = 10;
private static final float SHADE_FACTOR = 0.9f;
public CharacterDrawable(char character, int color) {
super(color);
this.character = character;
this.textPaint = new Paint();
this.borderPaint = new Paint();
// text paint settings
textPaint.setColor(Color.WHITE);
textPaint.setAntiAlias(true);
textPaint.setFakeBoldText(true);
textPaint.setStyle(Paint.Style.FILL);
textPaint.setTextAlign(Paint.Align.CENTER);
// border paint settings
borderPaint.setColor(getDarkerShade(color));
borderPaint.setStyle(Paint.Style.STROKE);
borderPaint.setStrokeWidth(STROKE_WIDTH);
}
private int getDarkerShade(int color) {
return Color.rgb((int)(SHADE_FACTOR * Color.red(color)),
(int)(SHADE_FACTOR * Color.green(color)),
(int)(SHADE_FACTOR * Color.blue(color)));
}
#Override
public void draw(Canvas canvas) {
super.draw(canvas);
// draw border
canvas.drawRect(getBounds(), borderPaint);
// draw text
int width = canvas.getWidth();
int height = canvas.getHeight();
textPaint.setTextSize(height / 2);
canvas.drawText(String.valueOf(character), width/2, height/2 - ((textPaint.descent() + textPaint.ascent()) / 2) , textPaint);
}
#Override
public void setAlpha(int alpha) {
textPaint.setAlpha(alpha);
}
#Override
public void setColorFilter(ColorFilter cf) {
textPaint.setColorFilter(cf);
}
#Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
}
Then using this is simple: new CharacterDrawable('A', 0xFF805781); by passing the character and the color value (example Color.RED or some other color in hex 0xFF805781):
ImageView imageView = (ImageView) findViewById(R.id.imageView);
CharacterDrawable drawable = new CharacterDrawable('A', 0xFF805781);
imageView.setImageDrawable(drawable);
or based on your question:
CharacterDrawable drawable = new CharacterDrawable('A', 0xFF805781);
button.setBackgroundDrawable(drawable);
The drawable will scale to fit the size of the ImageView. Result will be:
Update: Updated code for adding a border which is of darker shade (automatically picks a dark shade based on the fill color).
1) Change the value of STROKE_WIDTH based on your needs for the border thikness.
2) Change the value of SHADE_FACTOR for border darkness. If SHADE_FACTOR is small (eg. 0.2f), the border will be darker and vice versa.
Note: You can easily vary the size and font of the character
Simple thing is that you have use Linear Layout and set that background color and set TectView inside that root layout. Its Over.
You should use ColorCode Intesed of images that will good thing compare to use images in terms of loading on UI thread.
<LinearLayout
android:id="#+id/get_more"
android:layout_width="70dp" // this root layout will set your square
android:layout_height="70dp"
android:background="#654321" // set background color of square
android:orientation="horizontal" >
<TextView
android:id="#+id/textView1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="center"
android:textSize="24sp"
android:text="C"
android:background="#ffffff" // Text Color , set as White
android:textAppearance="?android:attr/textAppearanceLarge" />
</LinearLayout>
I tweak the code a little bit..., and it works everytime even with different screen sizes. The trick is to obtain the ImageView canvas size in pixels (which sometimes is density dependent on various devices)
package net.mypapit.android.ui;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.ColorFilter;
import android.graphics.Paint;
import android.graphics.PixelFormat;
import android.graphics.drawable.ColorDrawable;
public class CharacterDrawable extends ColorDrawable {
private final char character;
private final Paint textPaint;
private final Paint borderPaint;
private static final int STROKE_WIDTH = 10;
private static final float SHADE_FACTOR = 0.9f;
private int mwidth, mheight;
public CharacterDrawable(char character, int color, int width, int height) {
super(color);
this.character = character;
this.textPaint = new Paint();
this.borderPaint = new Paint();
this.mwidth = width;
this.mheight = height;
// text paint settings
textPaint.setColor(Color.WHITE);
textPaint.setAntiAlias(true);
textPaint.setFakeBoldText(true);
textPaint.setStyle(Paint.Style.FILL);
textPaint.setTextAlign(Paint.Align.CENTER);
// border paint settings
borderPaint.setColor(getDarkerShade(color));
borderPaint.setStyle(Paint.Style.STROKE);
borderPaint.setStrokeWidth(STROKE_WIDTH);
}
private int getDarkerShade(int color) {
return Color.rgb((int)(SHADE_FACTOR * Color.red(color)),
(int)(SHADE_FACTOR * Color.green(color)),
(int)(SHADE_FACTOR * Color.blue(color)));
}
public void draw(Canvas canvas) {
super.draw(canvas);
// draw border
canvas.drawRect(getBounds(), borderPaint);
// draw text
int width = this.mwidth;
int height = this.mheight;
textPaint.setTextSize(height / 2);
canvas.drawText(String.valueOf(character), width/2, height/2 - ((textPaint.descent() + textPaint.ascent()) / 2) , textPaint);
}
public void setAlpha(int alpha) {
textPaint.setAlpha(alpha);
}
public void setColorFilter(ColorFilter cf) {
textPaint.setColorFilter(cf);
}
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
}
Then, refer back to the original Amulya Khare answer:
ImageView imageView = (ImageView) findViewById(R.id.imageView);
CharacterDrawable drawable = new CharacterDrawable('A', 0xFF805781,imageView.getWidth(),imageView.getHeight());
imageView.setImageDrawable(drawable);
It should work on different screen density by now =)

Android textview outline text

Is there a simple way to have text be able to have a black outline? I have textviews that will be different colors, but some of the colors don't show up on my background so well, so I was wondering if there's an easy way to get a black outline or something else that will do the job? I'd prefer not to have to create a custom view and make a canvas and such.
outline effect can be achieved using shadow in TextView:
android:shadowColor="#000000"
android:shadowDx="1.5"
android:shadowDy="1.3"
android:shadowRadius="1.6"
android:text="CCC"
android:textAllCaps="true"
android:textColor="#android:color/white"
So, little late, but MagicTextView will do text outlines, amongst other things.
<com.qwerjk.better_text.MagicTextView
xmlns:qwerjk="http://schemas.android.com/apk/res/com.qwerjk.better_text"
android:textSize="78dp"
android:textColor="#ff333333"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
qwerjk:strokeColor="#FFff0000"
qwerjk:strokeJoinStyle="miter"
qwerjk:strokeWidth="5"
android:text="Magic" />
Note: I made this, and am posting more for the sake of future travelers than the OP.
It's borderline spam, but being on-topic, perhaps acceptable?
You can put a shadow behind the text, which can often help readability. Try experimenting with 50% translucent black shadows on your green text. Details on how to do this are over here: Android - shadow on text?
To really add a stroke around the text, you need to do something a bit more involved, like this:
How do you draw text with a border on a MapView in Android?
It is quite an old question but still I don't see any complete answers. So I am posting this solution, hoping that someone struggling with this problem might find it useful. The simplest and most effective solution is to override TextView class' onDraw method. Most implementations I have seen use drawText method to draw the stroke but that approach doesn't account for all the formatting alignment and text wrapping that goes in. And as a result often the stroke and text end up at different places. Following approach uses super.onDraw to draw both the stroke and fill parts of the text so you don't have to bother about rest of the stuff. Here are the steps
Extend TextView class
Override onDraw method
Set paint style to FILL
call parent class on Draw to render text in fill
mode.
save current text color.
Set current text color to your stroke color
Set paint style to Stroke
Set stroke width
And call parent class onDraw again to draw the stroke over the
previously rendered text.
package com.example.widgets;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Typeface;
import android.util.AttributeSet;
import android.widget.Button;
public class StrokedTextView extends Button {
private static final int DEFAULT_STROKE_WIDTH = 0;
// fields
private int _strokeColor;
private float _strokeWidth;
// constructors
public StrokedTextView(Context context) {
this(context, null, 0);
}
public StrokedTextView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public StrokedTextView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
if(attrs != null) {
TypedArray a = context.obtainStyledAttributes(attrs,R.styleable.StrokedTextAttrs);
_strokeColor = a.getColor(R.styleable.StrokedTextAttrs_textStrokeColor,
getCurrentTextColor());
_strokeWidth = a.getFloat(R.styleable.StrokedTextAttrs_textStrokeWidth,
DEFAULT_STROKE_WIDTH);
a.recycle();
}
else {
_strokeColor = getCurrentTextColor();
_strokeWidth = DEFAULT_STROKE_WIDTH;
}
//convert values specified in dp in XML layout to
//px, otherwise stroke width would appear different
//on different screens
_strokeWidth = dpToPx(context, _strokeWidth);
}
// getters + setters
public void setStrokeColor(int color) {
_strokeColor = color;
}
public void setStrokeWidth(int width) {
_strokeWidth = width;
}
// overridden methods
#Override
protected void onDraw(Canvas canvas) {
if(_strokeWidth > 0) {
//set paint to fill mode
Paint p = getPaint();
p.setStyle(Paint.Style.FILL);
//draw the fill part of text
super.onDraw(canvas);
//save the text color
int currentTextColor = getCurrentTextColor();
//set paint to stroke mode and specify
//stroke color and width
p.setStyle(Paint.Style.STROKE);
p.setStrokeWidth(_strokeWidth);
setTextColor(_strokeColor);
//draw text stroke
super.onDraw(canvas);
//revert the color back to the one
//initially specified
setTextColor(currentTextColor);
} else {
super.onDraw(canvas);
}
}
/**
* Convenience method to convert density independent pixel(dp) value
* into device display specific pixel value.
* #param context Context to access device specific display metrics
* #param dp density independent pixel value
* #return device specific pixel value.
*/
public static int dpToPx(Context context, float dp)
{
final float scale= context.getResources().getDisplayMetrics().density;
return (int) (dp * scale + 0.5f);
}
}
That is all. This class uses custom XML attributes to enable specifying stroke color and width from the XML layout files. Therefore, you need to add these attributes in your attr.xml file in subfolder 'values' under folder 'res'. Copy and paste the following in your attr.xml file.
<?xml version="1.0" encoding="utf-8"?>
<resources>
<declare-styleable name="StrokedTextAttrs">
<attr name="textStrokeColor" format="color"/>
<attr name="textStrokeWidth" format="float"/>
</declare-styleable>
</resources>
Once you are done with that, you can use the custom StrokedTextView class in your XML layout files and specify stroke color and width as well. Here is an example
<com.example.widgets.StrokedTextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Stroked text sample"
android:textColor="#android:color/white"
android:textSize="25sp"
strokeAttrs:textStrokeColor="#android:color/black"
strokeAttrs:textStrokeWidth="1.7" />
Remember to replace package name with your project's package name. Also add the xmlns namespace in the layout file in order to use custom XML attributes. You can add the following line in your layout file's root node.
xmlns:strokeAttrs="http://schemas.android.com/apk/res-auto"
The framework supports text-shadow but does not support text-outline. But there is a trick: shadow is something that is translucent and fades. Redraw the shadow a couple of times and all the alpha gets summed up and the result is an outline.
A very simple implementation extends TextView and overrides the draw(..) method. Every time a draw is requested our subclass does 5-10 drawings.
public class OutlineTextView extends TextView {
// Constructors
#Override
public void draw(Canvas canvas) {
for (int i = 0; i < 5; i++) {
super.draw(canvas);
}
}
}
<OutlineTextView
android:shadowColor="#000"
android:shadowRadius="3.0" />
I've just been trying to figure out how to do this and couldn't find a good guide online but eventually figured it out. As Steve Pomeroy suggested, you do have to do something more involved. In order to get the outlined text effect, you draw the text twice: once with a thick outline and then the second time we draw the main text over the outline. But, the task is made easier because you can very easily adapt one of the code samples provided with the SDK, namely the one under this name in your SDK directory: "/samples/android-/ApiDemos/src/com/example/android/apis/view/LabelView.java". Which can also found on the Android developer website here.
Depending on what you're doing, it's very easy to see you will only need to make minor modifications to that code, such as changing it to extend from TextView, etc. Before I discovered this sample I forgot to override onMeasure() (which you must do in addition to overriding onDraw() as is mentioned in the "Building Custom Components" guide on the Android Developer website), which is part of why I was having trouble.
Once you've done that, you can do what I did:
public class TextViewOutline extends TextView {
private Paint mTextPaint;
private Paint mTextPaintOutline; //add another paint attribute for your outline
...
//modify initTextViewOutline to setup the outline style
private void initTextViewOutline() {
mTextPaint = new Paint();
mTextPaint.setAntiAlias(true);
mTextPaint.setTextSize(16);
mTextPaint.setColor(0xFF000000);
mTextPaint.setStyle(Paint.Style.FILL);
mTextPaintOutline = new Paint();
mTextPaintOutline.setAntiAlias(true);
mTextPaintOutline.setTextSize(16);
mTextPaintOutline.setColor(0xFF000000);
mTextPaintOutline.setStyle(Paint.Style.STROKE);
mTextPaintOutline.setStrokeWidth(4);
setPadding(3, 3, 3, 3);
}
...
//make sure to update other methods you've overridden to handle your new paint object
...
//and finally draw the text, mAscent refers to a member attribute which had
//a value assigned to it in the measureHeight and Width methods
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawText(mText, getPaddingLeft(), getPaddingTop() - mAscent,
mTextPaintOutline);
canvas.drawText(mText, getPaddingLeft(), getPaddingTop() - mAscent, mTextPaint);
}
So, in order to get the outlined text effect, you draw the text twice: once with a thick outline and then the second time we draw the main text over the outline.
credit to #YGHM add shadow support
package com.megvii.demo;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.util.AttributeSet;
public class TextViewOutline extends android.support.v7.widget.AppCompatTextView {
// constants
private static final int DEFAULT_OUTLINE_SIZE = 0;
private static final int DEFAULT_OUTLINE_COLOR = Color.TRANSPARENT;
// data
private int mOutlineSize;
private int mOutlineColor;
private int mTextColor;
private float mShadowRadius;
private float mShadowDx;
private float mShadowDy;
private int mShadowColor;
public TextViewOutline(Context context) {
this(context, null);
}
public TextViewOutline(Context context, AttributeSet attrs) {
super(context, attrs);
setAttributes(attrs);
}
private void setAttributes(AttributeSet attrs) {
// set defaults
mOutlineSize = DEFAULT_OUTLINE_SIZE;
mOutlineColor = DEFAULT_OUTLINE_COLOR;
// text color
mTextColor = getCurrentTextColor();
if (attrs != null) {
TypedArray a = getContext().obtainStyledAttributes(attrs, R.styleable.TextViewOutline);
// outline size
if (a.hasValue(R.styleable.TextViewOutline_outlineSize)) {
mOutlineSize = (int) a.getDimension(R.styleable.TextViewOutline_outlineSize, DEFAULT_OUTLINE_SIZE);
}
// outline color
if (a.hasValue(R.styleable.TextViewOutline_outlineColor)) {
mOutlineColor = a.getColor(R.styleable.TextViewOutline_outlineColor, DEFAULT_OUTLINE_COLOR);
}
// shadow (the reason we take shadow from attributes is because we use API level 15 and only from 16 we have the get methods for the shadow attributes)
if (a.hasValue(R.styleable.TextViewOutline_android_shadowRadius)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowDx)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowDy)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowColor)) {
mShadowRadius = a.getFloat(R.styleable.TextViewOutline_android_shadowRadius, 0);
mShadowDx = a.getFloat(R.styleable.TextViewOutline_android_shadowDx, 0);
mShadowDy = a.getFloat(R.styleable.TextViewOutline_android_shadowDy, 0);
mShadowColor = a.getColor(R.styleable.TextViewOutline_android_shadowColor, Color.TRANSPARENT);
}
a.recycle();
}
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
setPaintToOutline();
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
private void setPaintToOutline() {
Paint paint = getPaint();
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(mOutlineSize);
super.setTextColor(mOutlineColor);
super.setShadowLayer(0, 0, 0, Color.TRANSPARENT);
}
private void setPaintToRegular() {
Paint paint = getPaint();
paint.setStyle(Paint.Style.FILL);
paint.setStrokeWidth(0);
super.setTextColor(mTextColor);
super.setShadowLayer(mShadowRadius, mShadowDx, mShadowDy, mShadowColor);
}
#Override
public void setTextColor(int color) {
super.setTextColor(color);
mTextColor = color;
}
public void setOutlineSize(int size) {
mOutlineSize = size;
}
public void setOutlineColor(int color) {
mOutlineColor = color;
}
#Override
protected void onDraw(Canvas canvas) {
setPaintToOutline();
super.onDraw(canvas);
setPaintToRegular();
super.onDraw(canvas);
}
}
attr define
<declare-styleable name="TextViewOutline">
<attr name="outlineSize" format="dimension"/>
<attr name="outlineColor" format="color|reference"/>
<attr name="android:shadowRadius"/>
<attr name="android:shadowDx"/>
<attr name="android:shadowDy"/>
<attr name="android:shadowColor"/>
</declare-styleable>
xml code below
<com.megvii.demo.TextViewOutline
android:id="#+id/product_name"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_gravity="center_horizontal"
android:layout_marginTop="110dp"
android:background="#f4b222"
android:fontFamily="#font/kidsmagazine"
android:padding="10dp"
android:shadowColor="#d7713200"
android:shadowDx="0"
android:shadowDy="8"
android:shadowRadius="1"
android:text="LIPSTICK SET"
android:textColor="#android:color/white"
android:textSize="30sp"
app:outlineColor="#cb7800"
app:outlineSize="3dp" />
You can do this programmatically with the below snippet.
That provides white letters with black background:
textView.setTextColor(Color.WHITE);
textView.setShadowLayer(1.6f,1.5f,1.3f,Color.BLACK);
The parameters of the method are radius,dx,dy,color. You can change them for you specific needs.
I hope I will help someone that creates TextView programmatically and not having it inside xml.
Cheers to the stackOverflow community!
I want to add a solution in order to solve the performance issue. For example, the answer of #YGHM and a few others does the job, but it causes infinite call of onDraw because setTextColor calls invalidate(). So in order to solve it, you also need to override invalidate() and add a variable isDrawing that you will set to true, when onDraw() is in progress and drawing with a stroke. invalidate will return if the variable is true.
override fun invalidate() {
if (isDrawing) return
super.invalidate()
}
Your onDraw will look like this:
override fun onDraw(canvas: Canvas) {
if (strokeWidth > 0) {
isDrawing = true
val textColor = textColors.defaultColor
setTextColor(strokeColor)
paint.strokeWidth = strokeWidth
paint.style = Paint.Style.STROKE
super.onDraw(canvas)
setTextColor(textColor)
paint.strokeWidth = 0f
paint.style = Paint.Style.FILL
isDrawing = false
super.onDraw(canvas)
} else {
super.onDraw(canvas)
}
}
Here's the trick I found that works better than MagicTextView's stroke IMO
#Override
protected void onDraw(Canvas pCanvas) {
int textColor = getTextColors().getDefaultColor();
setTextColor(mOutlineColor); // your stroke's color
getPaint().setStrokeWidth(10);
getPaint().setStyle(Paint.Style.STROKE);
super.onDraw(pCanvas);
setTextColor(textColor);
getPaint().setStrokeWidth(0);
getPaint().setStyle(Paint.Style.FILL);
super.onDraw(pCanvas);
}
I've written a class to perform text with outline and still support all the other attributes and drawing of a normal text view.
it basically uses the super.onDraw(Canves canvas) on the TextView but draws twice with different styles.
hope this helps.
public class TextViewOutline extends TextView {
// constants
private static final int DEFAULT_OUTLINE_SIZE = 0;
private static final int DEFAULT_OUTLINE_COLOR = Color.TRANSPARENT;
// data
private int mOutlineSize;
private int mOutlineColor;
private int mTextColor;
private float mShadowRadius;
private float mShadowDx;
private float mShadowDy;
private int mShadowColor;
public TextViewOutline(Context context) {
this(context, null);
}
public TextViewOutline(Context context, AttributeSet attrs) {
super(context, attrs);
setAttributes(attrs);
}
private void setAttributes(AttributeSet attrs){
// set defaults
mOutlineSize = DEFAULT_OUTLINE_SIZE;
mOutlineColor = DEFAULT_OUTLINE_COLOR;
// text color
mTextColor = getCurrentTextColor();
if(attrs != null) {
TypedArray a = getContext().obtainStyledAttributes(attrs,R.styleable.TextViewOutline);
// outline size
if (a.hasValue(R.styleable.TextViewOutline_outlineSize)) {
mOutlineSize = (int) a.getDimension(R.styleable.TextViewOutline_outlineSize, DEFAULT_OUTLINE_SIZE);
}
// outline color
if (a.hasValue(R.styleable.TextViewOutline_outlineColor)) {
mOutlineColor = a.getColor(R.styleable.TextViewOutline_outlineColor, DEFAULT_OUTLINE_COLOR);
}
// shadow (the reason we take shadow from attributes is because we use API level 15 and only from 16 we have the get methods for the shadow attributes)
if (a.hasValue(R.styleable.TextViewOutline_android_shadowRadius)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowDx)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowDy)
|| a.hasValue(R.styleable.TextViewOutline_android_shadowColor)) {
mShadowRadius = a.getFloat(R.styleable.TextViewOutline_android_shadowRadius, 0);
mShadowDx = a.getFloat(R.styleable.TextViewOutline_android_shadowDx, 0);
mShadowDy = a.getFloat(R.styleable.TextViewOutline_android_shadowDy, 0);
mShadowColor = a.getColor(R.styleable.TextViewOutline_android_shadowColor, Color.TRANSPARENT);
}
a.recycle();
}
PFLog.d("mOutlineSize = " + mOutlineSize);
PFLog.d("mOutlineColor = " + mOutlineColor);
}
private void setPaintToOutline(){
Paint paint = getPaint();
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(mOutlineSize);
super.setTextColor(mOutlineColor);
super.setShadowLayer(mShadowRadius, mShadowDx, mShadowDy, mShadowColor);
}
private void setPaintToRegular() {
Paint paint = getPaint();
paint.setStyle(Paint.Style.FILL);
paint.setStrokeWidth(0);
super.setTextColor(mTextColor);
super.setShadowLayer(0, 0, 0, Color.TRANSPARENT);
}
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
setPaintToOutline();
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
#Override
public void setTextColor(int color) {
super.setTextColor(color);
mTextColor = color;
}
#Override
public void setShadowLayer(float radius, float dx, float dy, int color) {
super.setShadowLayer(radius, dx, dy, color);
mShadowRadius = radius;
mShadowDx = dx;
mShadowDy = dy;
mShadowColor = color;
}
public void setOutlineSize(int size){
mOutlineSize = size;
}
public void setOutlineColor(int color){
mOutlineColor = color;
}
#Override
protected void onDraw(Canvas canvas) {
setPaintToOutline();
super.onDraw(canvas);
setPaintToRegular();
super.onDraw(canvas);
}
}
attr.xml
<declare-styleable name="TextViewOutline">
<attr name="outlineSize" format="dimension"/>
<attr name="outlineColor" format="color|reference"/>
<attr name="android:shadowRadius"/>
<attr name="android:shadowDx"/>
<attr name="android:shadowDy"/>
<attr name="android:shadowColor"/>
</declare-styleable>
I have created a library based on Nouman Hanif's answer with some additions. For example, fixing a bug that caused an indirect infinite loop on View.invalidate() calls.
OTOH, the library also supports outlined text in EditText widgets, as it was my real goal and it needed a bit more work than TextView.
Here is the link to my library: https://github.com/biomorgoth/android-outline-textview
Thanks to Nouman Hanif for the initial idea on the solution!
I found simple way to outline view without inheritance from TextView.
I had wrote simple library that use Android's Spannable for outlining text.
This solution gives possibility to outline only part of text.
I already had answered on same question (answer)
Class:
class OutlineSpan(
#ColorInt private val strokeColor: Int,
#Dimension private val strokeWidth: Float
): ReplacementSpan() {
override fun getSize(
paint: Paint,
text: CharSequence,
start: Int,
end: Int,
fm: Paint.FontMetricsInt?
): Int {
return paint.measureText(text.toString().substring(start until end)).toInt()
}
override fun draw(
canvas: Canvas,
text: CharSequence,
start: Int,
end: Int,
x: Float,
top: Int,
y: Int,
bottom: Int,
paint: Paint
) {
val originTextColor = paint.color
paint.apply {
color = strokeColor
style = Paint.Style.STROKE
this.strokeWidth = this#OutlineSpan.strokeWidth
}
canvas.drawText(text, start, end, x, y.toFloat(), paint)
paint.apply {
color = originTextColor
style = Paint.Style.FILL
}
canvas.drawText(text, start, end, x, y.toFloat(), paint)
}
}
Library: OutlineSpan
MagicTextView is very useful to make stroke font, but in my case, it cause error like
this
this error caused by duplication background attributes which set by MagicTextView
so you need to edit attrs.xml and MagicTextView.java
attrs.xml
<attr name="background" format="reference|color" />
↓
<attr name="mBackground" format="reference|color" />
MagicTextView.java 88:95
if (a.hasValue(R.styleable.MagicTextView_mBackground)) {
Drawable background = a.getDrawable(R.styleable.MagicTextView_mBackground);
if (background != null) {
this.setBackgroundDrawable(background);
} else {
this.setBackgroundColor(a.getColor(R.styleable.MagicTextView_mBackground, 0xff000000));
}
}
So you want a stroke around the textview? Unfortunately there is no simple way to do it with the styling. You'll have to create another view and place your textview over-top, making the parent view (the one it's on top of) just a few pixels bigger - this should create an outline.
Here is the simplest way I could find by extending TextView
public class CustomTextView extends androidx.appcompat.widget.AppCompatTextView {
float mStroke;
public CustomTextView(Context context, #Nullable AttributeSet attrs) {
super(context, attrs);
TypedArray a = context.obtainStyledAttributes(attrs,
R.styleable.CustomTextView);
mStroke=a.getFloat(R.styleable.CustomTextView_stroke,1.0f);
a.recycle();
}
#Override
protected void onDraw(Canvas canvas) {
TextPaint paint = this.getPaint();
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(mStroke);
super.onDraw(canvas);
}
}
then you only need to add the following to the attrs.xml file
<declare-styleable name="CustomTextView">
<attr name="stroke" format="float"/>
</declare-styleable>
and now you will be able to set the stroke widht by app:stroke while retaining all other desirable properties of TextView. my solution only draws the stroke w/o a fill. this makes it a bit simpler than the others. bellow a screencapture with the result while setting a custom font to my customtextview.

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