Positioning multiline text 📍draw(canvas) will draw the entire block of text (from its top left corner) at position (0, 0) on the Canvas . This is fine for simple use cases, but we may want to position the text elsewhere (as we are able to do with the default Canvas text drawing methods).
Use the Canvas method public void drawBitmap (Bitmap bitmap, Rect src, RectF dst, Paint paint) . Set dst to the size of the rectangle you want the entire image to be scaled into. EDIT: Here's a possible implementation for drawing the bitmaps in squares across on the canvas.
I found another way using static layouts. The code is here for anyone to refer to:
TextPaint mTextPaint=new TextPaint();
StaticLayout mTextLayout = new StaticLayout(mText, mTextPaint, canvas.getWidth(), Alignment.ALIGN_NORMAL, 1.0f, 0.0f, false);
canvas.save();
// calculate x and y position where your text will be placed
textX = ...
textY = ...
canvas.translate(textX, textY);
mTextLayout.draw(canvas);
canvas.restore();
Just iterate through each line:
int x = 100, y = 100;
for (String line: text.split("\n")) {
canvas.drawText(line, x, y, mTextPaint);
y += mTextPaint.descent() - mTextPaint.ascent();
}
Unfortunately Android doesn't know what \n
is. What you have to do is strip the \n
and then offset the Y to get your text on the next line. So something like this:
canvas.drawText("This is", 100, 100, mTextPaint);
canvas.drawText("multi-line", 100, 150, mTextPaint);
canvas.drawText("text", 100, 200, mTextPaint);
I have written complete example
colors.xml
<color name="transparentBlack">#64000000</color>
java class
public class MainActivity extends AppCompatActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Bitmap bm = BitmapFactory.decodeResource(getResources(), R.drawable.amit);
ImageView imageView = (ImageView)findViewById(R.id.imageView);
imageView.setImageBitmap(drawTextToBitmap(this, bm, "Name: Kolala\nDate: Dec 23 2016 12:47 PM, \nLocation: 440 Banquets & Restaurents"));
}
public Bitmap drawTextToBitmap(Context gContext,
Bitmap bitmap,
String gText) {
Resources resources = gContext.getResources();
float scale = resources.getDisplayMetrics().density;
android.graphics.Bitmap.Config bitmapConfig =
bitmap.getConfig();
// set default bitmap config if none
if(bitmapConfig == null) {
bitmapConfig = android.graphics.Bitmap.Config.ARGB_8888;
}
// resource bitmaps are imutable,
// so we need to convert it to mutable one
bitmap = bitmap.copy(bitmapConfig, true);
Canvas canvas = new Canvas(bitmap);
// new antialised Paint
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
// text color - #3D3D3D
paint.setColor(Color.WHITE);
// text size in pixels
paint.setTextSize((int) (25 * scale));
// text shadow
paint.setShadowLayer(1f, 0f, 1f, Color.WHITE);
// draw text to the Canvas center
Rect bounds = new Rect();
int noOfLines = 0;
for (String line: gText.split("\n")) {
noOfLines++;
}
paint.getTextBounds(gText, 0, gText.length(), bounds);
int x = 20;
int y = (bitmap.getHeight() - bounds.height()*noOfLines);
Paint mPaint = new Paint();
mPaint.setColor(getResources().getColor(R.color.transparentBlack));
int left = 0;
int top = (bitmap.getHeight() - bounds.height()*(noOfLines+1));
int right = bitmap.getWidth();
int bottom = bitmap.getHeight();
canvas.drawRect(left, top, right, bottom, mPaint);
for (String line: gText.split("\n")) {
canvas.drawText(line, x, y, paint);
y += paint.descent() - paint.ascent();
}
return bitmap;
}
}
This is my solution that is based on @Dave's answer (thanks btw ;-) )
import android.graphics.Canvas;
import android.graphics.Paint;
public class mdCanvas
{
private Canvas m_canvas;
public mdCanvas(Canvas canvas)
{
m_canvas = canvas;
}
public void drawMultiline(String str, int x, int y, Paint paint)
{
for (String line: str.split("\n"))
{
m_canvas.drawText(line, x, y, paint);
y += -paint.ascent() + paint.descent();
}
}
}
I tried to inherit Canvas, but it doesn't really let you. So this is an in-between class!
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