android textured text

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说谎
说谎 2021-01-06 03:08

How can I make a text with texture instead of text color or gradient(for example png file)? Something like this. I understand the logic, that I should make text color transp

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  • 2021-01-06 03:52

    this is a snippet from http://teamyoda.wordpress.com/2012/07/23/drawing-text-in-opengl-for-android/ - Answer from JVitela

     // Create an empty, mutable bitmap
    Bitmap bitmap = Bitmap.createBitmap(256, 256, Bitmap.Config.ARGB_4444);
    
    // get a canvas to paint over the bitmap
    Canvas canvas = new Canvas(bitmap);
    bitmap.eraseColor(0);
    
    // get a background image from resources
    // note the image format must match the bitmap format
    Drawable background = context.getResources().getDrawable(R.drawable.background);
    background.setBounds(0, 0, 256, 256);
    background.draw(canvas); // draw the background to our bitmap
    
    // Draw the text
    Paint textPaint = new Paint();
    textPaint.setTextSize(32);
    textPaint.setAntiAlias(true);
    textPaint.setARGB(0xff, 0×00, 0×00, 0×00);
    
    // draw the text centered
    canvas.drawText(“Hello World”, 16,112, textPaint);
    
    //Generate one texture pointer…
    gl.glGenTextures(1, textures, 0);
    
    //…and bind it to our array
    gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
    
    //Create Nearest Filtered Texture
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
    
    //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
    
    //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap
    GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
    
    //Clean up
    bitmap.recycle();
    
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  • 2021-01-06 03:59

    Here's a way of doing it using PorterDuffXfermode.

    public class MainActivity extends Activity {
        private EditText mEditText;
        private ImageView mImageView;
        private Bitmap mTexture;
    
        @Override
        protected void onCreate(Bundle savedInstanceState) {
            super.onCreate(savedInstanceState);
            setContentView(R.layout.activity_main);
            mEditText = (EditText) findViewById(R.id.activity_main_edittext);
            mImageView = (ImageView) findViewById(R.id.activity_main_image);
    
            mTexture = BitmapFactory.decodeResource(getResources(),
                    R.drawable.texture);
        }
    
        public void onTextCreate(View v) {
            final String text = mEditText.getEditableText().toString();
    
            Bitmap result = Bitmap.createBitmap(mTexture.getWidth(),
                    mTexture.getHeight(), Bitmap.Config.ARGB_8888);
            Canvas canvas = new Canvas(result);
            Paint paint = new Paint();
            paint.setAntiAlias(true);
            paint.setTextSize(200);
            paint.setARGB(255, 0, 0, 0);
    
            canvas.drawText(text, 200, 200, paint);
            paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
            canvas.drawBitmap(mTexture, 0, 0, paint);
            paint.setXfermode(null);
    
            mImageView.setImageBitmap(result);
        }
    }
    

    The layout is pretty simple:

    <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">
    
        <EditText
            android:id="@+id/activity_main_edittext"
            android:layout_width="fill_parent"
            android:layout_height="wrap_content"
            android:layout_alignParentTop="true"
            android:hint="Write a sample text" />
    
        <ImageView
            android:id="@+id/activity_main_image"
            android:layout_width="wrap_content"
            android:layout_height="wrap_content"
            android:layout_centerInParent="true" />
    
        <Button
            android:layout_width="fill_parent"
            android:layout_height="wrap_content"
            android:layout_alignParentBottom="true"
            android:onClick="onTextCreate"
            android:text="Do it!" />
    
    </RelativeLayout>
    

    This code with write text using canvas.drawText(). If you want to use a regular TextView, you can:

    • create the TextView
    • Set the text
    • drawing the TextView into a canvas using textView.draw(canvas);
    • Instead of doing canvas.drawText() use canvas.drawBitmap()
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  • 2021-01-06 04:00

    Sorry for posting this late but I think I will be helpful. So to make a textured text, say for example you have a file named my_layout.xml in your layout/ folder that is defined like this :

    <?xml version="1.0" encoding="utf-8"?>
    <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">
    
        <TextView
        android:id="@+id/some_text_id"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_centerInParent="true"
        android:text="@string/some_text"/>
    
    </RelativeLayout>
    

    and in your drawable/ folder you have a picture named texture.png, you just reference in your java code (say in the class MainActivity for instance) this way :

    public class MainActivity extends Activity
    {
        @Override
        protected void onCreate(Bundle savedInstanceState)
        {
            super.onCreate(savedInstanceState);
            setContentView(R.layout.my_layout);
            TextView welcome = (TextView) findViewById(R.id.some_text_id);
            Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.texture);
            Shader shader = new BitmapShader(bitmap,Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
            welcome.getPaint().setShader(shader);
    
        }
    }
    
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