I have a scrollView
in my Activity
,the background of scrollView
is of multiple colours.
<ScrollView ---------->
<RelativeLayout -------------/>
</ScrollView>
To my RelativeLayout
I have added Views dynamically.
inflated xml:
<RelativeLayout --------------android:background="some transparent image">
<TextView --------- ---------/>
</RelativeLayout>
I want my Text coloured to be same as Background colour. I have tried for the solution in many ways but could not succeed.
In iOS for achieving this they have used RSMaskedLabel
(third party class), but I didn’t find anything similar to this in Android.
Still I didnt find any solution,can anyone help me please. I tried by using Bitmaps and Canvas but didnt worked for me.
Some guidelines how to achieve this with custom TextView
:
TextView
componentBitmap
and Canvas
where you draw background and textCanvas
(e.g. Color.argb(80, 255, 255, 255)
)Paint
having mode PorterDuffXfermode(Mode.CLEAR)
(Remember: Only allocate Bitmap
and Canvas
once) since you draw it into Bitmap
Bitmap
into TextViews
canvasHere is some sample code to get started with:
public class TransparentTextView extends TextView {
private Paint mTextPaint;
private Bitmap mBitmapToDraw;
public TransparentTextView(Context context) {
super(context);
setup();
}
public TransparentTextView(Context context, AttributeSet attrs) {
super(context, attrs);
setup();
}
public TransparentTextView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
setup();
}
private void setup() {
mTextPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
mTextPaint.setTextSize(getTextSize());
mTextPaint.setStyle(Paint.Style.FILL);
mTextPaint.setXfermode(new PorterDuffXfermode(Mode.CLEAR));
}
@Override
protected void onDraw(Canvas canvas) {
if (mBitmapToDraw == null) {
mBitmapToDraw = Bitmap.createBitmap(getWidth(), getHeight(),
Bitmap.Config.ARGB_8888);
if (mBitmapToDraw != null) {
Canvas c = new Canvas(mBitmapToDraw);
c.drawColor(Color.argb(80, 255, 255, 255));
c.drawText(getText().toString(), getPaddingLeft(),
getPaddingTop(), mTextPaint);
}
}
if (mBitmapToDraw != null) {
canvas.drawBitmap(mBitmapToDraw, 0, 0, null);
} else {
super.onDraw(canvas);
}
}
}
If you are setting text dynamically, you will need to reset mBitmapToDraw
in order to get it refreshed.