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
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();
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:
TextView
TextView
into a canvas using textView.draw(canvas);
canvas.drawText()
use canvas.drawBitmap()
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);
}
}