Draw multi-line text to Canvas
AndroidAndroid CanvasAndroid Problem Overview
A hopefully quick question, but I can't seem to find any examples... I'd like to write multi-line text to a custom View
via a Canvas
, and in onDraw()
I have:
...
String text = "This is\nmulti-line\ntext";
canvas.drawText(text, 100, 100, mTextPaint);
...
I was hoping this would result in line breaks, but instead I am seeing cryptic characters where the \n
would be.
Any pointers appreciated.
Paul
Android Solutions
Solution 1 - Android
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();
Solution 2 - Android
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();
}
Solution 3 - Android
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);
Solution 4 - Android
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;
}
}
Solution 5 - Android
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!
Solution 6 - Android
I have to add here my version which considers STROKE WIDTH as well.
void drawMultiLineText(String str, float x, float y, Paint paint, Canvas canvas) {
String[] lines = str.split("\n");
float txtSize = -paint.ascent() + paint.descent();
if (paint.getStyle() == Style.FILL_AND_STROKE || paint.getStyle() == Style.STROKE){
txtSize += paint.getStrokeWidth(); //add stroke width to the text size
}
float lineSpace = txtSize * 0.2f; //default line spacing
for (int i = 0; i < lines.length; ++i) {
canvas.drawText(lines[i], x, y + (txtSize + lineSpace) * i, paint);
}
}
Solution 7 - Android
it will work. i tested
public Bitmap drawMultilineTextToBitmap(Context gContext,
int gResId,
String gText) {
// prepare canvas
Resources resources = gContext.getResources();
float scale = resources.getDisplayMetrics().density;
Bitmap bitmap = BitmapFactory.decodeResource(resources, gResId);
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 antialiased Paint
TextPaint paint=new TextPaint(Paint.ANTI_ALIAS_FLAG);
// text color - #3D3D3D
paint.setColor(Color.rgb(61, 61, 61));
// text size in pixels
paint.setTextSize((int) (14 * scale));
// text shadow
paint.setShadowLayer(1f, 0f, 1f, Color.WHITE);
// set text width to canvas width minus 16dp padding
int textWidth = canvas.getWidth() - (int) (16 * scale);
// init StaticLayout for text
StaticLayout textLayout = new StaticLayout(
gText, paint, textWidth, Layout.Alignment.ALIGN_CENTER, 1.0f, 0.0f, false);
// get height of multiline text
int textHeight = textLayout.getHeight();
// get position of text's top left corner
float x = (bitmap.getWidth() - textWidth)/2;
float y = (bitmap.getHeight() - textHeight)/2;
// draw text to the Canvas center
canvas.save();
canvas.translate(x, y);
textLayout.draw(canvas);
canvas.restore();
return bitmap;
}
Source : http://www.skoumal.net/en/android-drawing-multiline-text-on-bitmap/
Solution 8 - Android
Yes. Use canvas.getFontSpacing()
as the increment. I've tried it myself out of curiosity and it works for any font-size.
Solution 9 - Android
try this
Paint paint1 = new Paint();
paint1.setStyle(Paint.Style.FILL);
paint1.setAntiAlias(true);
paint1.setColor(Color.BLACK);
paint1.setTextSize(15);
TextView tv = new TextView(context);
tv.setTextColor(Color.BLACK);
LinearLayout.LayoutParams llp = new LinearLayout.LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT);
llp.setMargins(5, 2, 0, 0); // llp.setMargins(left, top, right, bottom);
tv.setLayoutParams(llp);
tv.setTextSize(10);
String text="this is good to see you , i am the king of the team";
tv.setText(text);
tv.setDrawingCacheEnabled(true);
tv.measure(MeasureSpec.makeMeasureSpec(canvas.getWidth(), MeasureSpec.EXACTLY), MeasureSpec.makeMeasureSpec(canvas.getHeight(), MeasureSpec.EXACTLY));
tv.layout(0, 0, tv.getMeasuredWidth(), tv.getMeasuredHeight());
canvas.drawBitmap(tv.getDrawingCache(), 5, 10, paint1);
tv.setDrawingCacheEnabled(false);
Solution 10 - Android
I re-used the solution proposed by GreenBee and made a function to draw some multi line text into specified bounds with the "..." at the end if a truncate happened:
public static void drawMultiLineEllipsizedText(final Canvas _canvas, final TextPaint _textPaint, final float _left,
final float _top, final float _right, final float _bottom, final String _text) {
final float height = _bottom - _top;
final StaticLayout measuringTextLayout = new StaticLayout(_text, _textPaint, (int) Math.abs(_right - _left),
Alignment.ALIGN_NORMAL, 1.0f, 0.0f, false);
int line = 0;
final int totalLineCount = measuringTextLayout.getLineCount();
for (line = 0; line < totalLineCount; line++) {
final int lineBottom = measuringTextLayout.getLineBottom(line);
if (lineBottom > height) {
break;
}
}
line--;
if (line < 0) {
return;
}
int lineEnd;
try {
lineEnd = measuringTextLayout.getLineEnd(line);
} catch (Throwable t) {
lineEnd = _text.length();
}
String truncatedText = _text.substring(0, Math.max(0, lineEnd));
if (truncatedText.length() < 3) {
return;
}
if (truncatedText.length() < _text.length()) {
truncatedText = truncatedText.substring(0, Math.max(0, truncatedText.length() - 3));
truncatedText += "...";
}
final StaticLayout drawingTextLayout = new StaticLayout(truncatedText, _textPaint, (int) Math.abs(_right
- _left), Alignment.ALIGN_NORMAL, 1.0f, 0.0f, false);
_canvas.save();
_canvas.translate(_left, _top);
drawingTextLayout.draw(_canvas);
_canvas.restore();
}
Solution 11 - Android
Solution without StaticLayout
//Get post text
String text = post.getText();
//Get weight of space character in px
float spaceWeight = paint.measureText(" ");
//Start main algorithm of drawing words on canvas
//Split text to words
for (String line : text.split(" ")) {
//If we had empty space just continue
if (line.equals("")) continue;
//Get weight of the line
float lineWeight = paint.measureText(line);
//If our word(line) doesn't have any '\n' we do next
if (line.indexOf('\n') == -1) {
//If word can fit into current line
if (cnv.getWidth() - pxx - defaultMargin >= lineWeight) {
//Draw text
cnv.drawText(line, pxx, pxy, paint);
//Move start x point to word weight + space weight
pxx += lineWeight + spaceWeight;
} else {
//If word can't fit into current line
//Move x point to start
//Move y point to the next line
pxx = defaultMargin;
pxy += paint.descent() - paint.ascent();
//Draw
cnv.drawText(line, pxx, pxy, paint);
//Move x point to word weight + space weight
pxx += lineWeight + spaceWeight;
}
//If line contains '\n'
} else {
//If '\n' is on the start of the line
if (line.indexOf('\n') == 0) {
pxx = defaultMargin;
pxy += paint.descent() - paint.ascent();
cnv.drawText(line.replaceAll("\n", ""), pxx, pxy, paint);
pxx += lineWeight + spaceWeight;
} else {
//If '\n' is somewhere in the middle
//and it also can contain few '\n'
//Split line to sublines
String[] subline = line.split("\n");
for (int i = 0; i < subline.length; i++) {
//Get weight of new word
lineWeight = paint.measureText(subline[i]);
//If it's empty subline that's mean that we have '\n'
if (subline[i].equals("")) {
pxx = defaultMargin;
pxy += paint.descent() - paint.ascent();
cnv.drawText(subline[i], pxx, pxy, paint);
continue;
}
//If we have only one word
if (subline.length == 1 && i == 0) {
if (cnv.getWidth() - pxx >= lineWeight) {
cnv.drawText(subline[0], pxx, pxy, paint);
pxx = defaultMargin;
pxy += paint.descent() - paint.ascent();
} else {
pxx = defaultMargin;
pxy += paint.descent() - paint.ascent();
cnv.drawText(subline[0], pxx, pxy, paint);
pxx = defaultMargin;
pxy += paint.descent() - paint.ascent();
}
continue;
}
//If we have set of words separated with '\n'
//it is the first word
//Make sure we can put it into current line
if (i == 0) {
if (cnv.getWidth() - pxx >= lineWeight) {
cnv.drawText(subline[0], pxx, pxy, paint);
pxx = defaultMargin;
} else {
pxx = defaultMargin;
pxy += paint.descent() - paint.ascent();
cnv.drawText(subline[0], pxx, pxy, paint);
pxx = defaultMargin;
}
} else {
pxx = defaultMargin;
pxy += paint.descent() - paint.ascent();
cnv.drawText(subline[i], pxx, pxy, paint);
pxx += lineWeight + spaceWeight;
}
}
}
}
}
Solution 12 - Android
I worked with what I had, which already converted single lines to canvases, and I worked off Lumis's answer, and I ended up with this. The 1.3 and 1.3f are meant as padding between lines, relative to the size of the font.
public static Bitmap getBitmapFromString(final String text, final String font, int textSize, final int textColor)
{
String lines[] = text.split("\n");
textSize = getRelX(textSize); //a method in my app that adjusts the font size relative to the screen size
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setTextSize(textSize);
paint.setColor(textColor);
paint.setTextAlign(Paint.Align.LEFT);
Typeface face = Typeface.createFromAsset(GameActivity.getContext().getAssets(),GameActivity.getContext().getString(R.string.font) + font + GameActivity.getContext().getString(R.string.font_ttf));
paint.setTypeface(face);
float baseline = -paint.ascent(); // ascent() is negative
int width = (int) (paint.measureText(text) + 0.5f); // round
int height = (int) (baseline + paint.descent() + 0.5f);
Bitmap image = Bitmap.createBitmap(width, (int)(height * 1.3 * lines.length), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(image);
for (int i = 0; i < lines.length; ++i)
{
canvas.drawText(lines[i], 0, baseline + textSize * 1.3f * i, paint);
}
return image;
}
Solution 13 - Android
I faced similar problem. but I should returned the path of text. you can draw this path on Canvas. this is my code. I use Break Text. and path.op
public Path createClipPath(int width, int height) {
final Path path = new Path();
if (textView != null) {
mText = textView.getText().toString();
mTextPaint = textView.getPaint();
float text_position_x = 0;
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.JELLY_BEAN_MR1) {
text_position_x = findTextBounds(textView).left;
}
boolean flag = true;
int line = 0;
int startPointer = 0;
int endPointer = mText.length();
while (flag) {
Path p = new Path();
int breakText = mTextPaint.breakText(mText.substring(startPointer), true, width, null);
mTextPaint.getTextPath(mText, startPointer, startPointer + breakText, text_position_x,
textView.getBaseline() + mTextPaint.getFontSpacing() * line, p);
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.KITKAT) {
path.op(p, Path.Op.UNION);
}
endPointer -= breakText;
startPointer += breakText;
line++;
if (endPointer == 0) {
flag = false;
}
}
}
return path;
}
and for finding text bound I used this function
@RequiresApi(api = Build.VERSION_CODES.JELLY_BEAN_MR1)
private Rect findTextBounds(TextView textView) {
// Force measure of text pre-layout.
textView.measure(0, 0);
String s = (String) textView.getText();
// bounds will store the rectangle that will circumscribe the text.
Rect bounds = new Rect();
Paint textPaint = textView.getPaint();
// Get the bounds for the text. Top and bottom are measured from the baseline. Left
// and right are measured from 0.
textPaint.getTextBounds(s, 0, s.length(), bounds);
int baseline = textView.getBaseline();
bounds.top = baseline + bounds.top;
bounds.bottom = baseline + bounds.bottom;
int startPadding = textView.getPaddingStart();
bounds.left += startPadding;
// textPaint.getTextBounds() has already computed a value for the width of the text,
// however, Paint#measureText() gives a more accurate value.
bounds.right = (int) textPaint.measureText(s, 0, s.length()) + startPadding;
return bounds;
}
Solution 14 - Android
For Kotlin Users. Multiline text can be created using StaticLayout. Found a great explanation and how to use it as an extension function here. https://medium.com/over-engineering/drawing-multiline-text-to-canvas-on-android-9b98f0bfa16a
Solution 15 - Android
In addition to drawing multiline text, one may struggle with getting the multiline text bounds (for instance in order to align it on canvas).
Default paint.getTextBounds()
will not work in this case as it will measure the only line.
For convenience, I created these 2 extension functions: one for drawing multiline text and the other is for getting text bounds.
private val textBoundsRect = Rect()
/**
* Draws multi line text on the Canvas with origin at (x,y), using the specified paint. The origin is interpreted
* based on the Align setting in the paint.
*
* @param text The text to be drawn
* @param x The x-coordinate of the origin of the text being drawn
* @param y The y-coordinate of the baseline of the text being drawn
* @param paint The paint used for the text (e.g. color, size, style)
*/
fun Canvas.drawTextMultiLine(text: String, x: Float, y: Float, paint: Paint) {
var lineY = y
for (line in text.split("\n")) {
drawText(line, x, lineY, paint)
lineY += paint.descent().toInt() - paint.ascent().toInt()
}
}
/**
* Retrieve the text boundary box, taking into account line breaks [\n] and store to [boundsRect].
*
* Return in bounds (allocated by the caller [boundsRect] or default mutable [textBoundsRect]) the smallest rectangle that
* encloses all of the characters, with an implied origin at (0,0).
*
* @param text string to measure and return its bounds
* @param start index of the first char in the string to measure. By default is 0.
* @param end 1 past the last char in the string to measure. By default is test length.
* @param boundsRect rect to save bounds. Note, you may not supply it. By default, it will apply values to the mutable [textBoundsRect] and return it.
* In this case it will be changed by each new this function call.
*/
fun Paint.getTextBoundsMultiLine(
text: String,
start: Int = 0,
end: Int = text.length,
boundsRect: Rect = textBoundsRect
): Rect {
getTextBounds(text, start, end, boundsRect)
val linesCount = text.split("\n").size
val allLinesHeight = (descent().toInt() - ascent().toInt()) * linesCount
boundsRect.bottom = boundsRect.top + allLinesHeight
return boundsRect
}
Now using it is as easy as that: For drawing multiline text:
canvas.drawTextMultiLine(text, x, y, yourPaint)
For measuring text:
val bounds = yourPaint.getTextBoundsMultiLine(text)
In this case, it will measure all text from the start to the end and with using of default once allocated (mutable) Rect. You may play around with passing extra parameters for extra flexibility.
Solution 16 - Android
This is my solution. It is not perfect, but worked for me.
public static Bitmap textAsBitmap(String text, float textSize, int textColor) {
int lines = 1;
String lineString1 = "", lineString2 = "";
String[] texts = text.split(" ");
if (texts.length > 2) {
for (int i = 0; i < 2; i++) {
lineString1 = lineString1.concat(texts[i] + " ");
}
for (int i = 2; i < texts.length; i++) {
lineString2 = lineString2.concat(texts[i] + "");
}
} else {
lineString1 = text;
}
lineString1 = lineString1.trim();
lineString2 = lineString2.trim();
String[] lastText = new String[2];
lastText[0] = lineString1;
if (!lineString2.equals("")) {
lines = 2;
lastText[1] = lineString2;
}
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setTextSize(textSize);
paint.setColor(textColor);
paint.setTextAlign(Paint.Align.LEFT);
float baseline = -paint.ascent(); // ascent() is negative
String maxLengthText = "";
if (lines == 2) {
if (lineString1.length() > lineString2.length()) {
maxLengthText = maxLengthText.concat(lineString1);
} else {
maxLengthText = maxLengthText.concat(lineString2);
}
} else {
maxLengthText = maxLengthText.concat(text);
}
int width = (int) (paint.measureText(maxLengthText) + 0.5f); // round
int height = (int) ((baseline + paint.descent() + 0.5f) * lines);
Bitmap image = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(image);
for (int i = 0; i < lines; i++) {
canvas.drawText(lastText[i], 0, baseline, paint);
baseline *= lines;
}
return image;
}
Solution 17 - Android
I designed a better way (I can't really say if it's better or not, but this method should be easy) for multi-line text in a canvas, like in a SurfaceView.
Here would be the code:
public class MultiLineText implements ObjectListener {
private String[] lines;
private float x, y, textSize;
private int textColor;
private float currentY;
public MultiLineText(String[] lines, float x, float y, float textSize, int textColor) {
this.lines = lines;
this.x = x;
this.y = y;
this.textSize = textSize;
this.textColor = textColor;
}
@Override
public void draw(Canvas canvas) {
Paint paint = new Paint();
paint.setColor(textColor);
paint.setTextSize(textSize);
currentY = y;
for (int i = 0; i < lines.length; i++) {
if (i == 0)
canvas.drawText(lines[i], x, y, paint);
else {
currentY = currentY + textSize;
canvas.drawText(lines[i], x, currentY, paint);
}
}
}
@Override
public void update() {
}
}
Import the 2 classes with import android.graphics.Canvas;
and import android.graphics.Paint;
to make sure no errors can occur.
On the easy hand, create an Interface Class named "ObjectListener" (or whatever you want to call it, just change the name then), and add two following lines of code:
void draw(Canvas canvas);
void update();
To implement this, use this code in the View or your Renderer on draw(Canvas canvas)
method:
new MultiLineText(new String[]{
"This is a multi-line text.",
"It's setup is basic. Just do the following code,",
"and you would be done."
}, 150, 150, 32, Color.WHITE).draw(canvas);
Sorry, I just wanted to implement this text, so yeah... You can change the X and Y coordinates from 150 to your liking. A text Size of 26 is readable, and it is not too big because Canvas renders in a small text by default.
Solution 18 - Android
My example with Dynamic Text Sizing and spacing, Works great for me...
public Bitmap fontTexture(String string, final Context context) {
float text_x = 512;
float text_y = 512;
final float scale = context.getResources().getDisplayMetrics().density;
int mThreshold = (int) (THRESHOLD_DIP * scale + 0.5f);
String[] splited = string.split("\\s+");
double longest = 0;
for(String s:splited){
if (s.length() > longest) {
longest = s.length();
}
}
if(longest > MAX_STRING_LENGTH) {
double ratio = (double) MAX_STRING_LENGTH / longest;
mThreshold = (int) ((THRESHOLD_DIP * ((float) ratio)) * scale + 0.5f);
}
Bitmap bitmap = Bitmap.createBitmap(1024, 1024, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(bitmap);
Typeface font = Typeface.createFromAsset(context.getAssets(),
"fonts/dotted_font.ttf");
TextPaint mTextPaint=new TextPaint();
mTextPaint.setColor(Color.YELLOW);
mTextPaint.setTextAlign(Paint.Align.CENTER);
mTextPaint.setTextSize(mThreshold);
mTextPaint.setTypeface(font);
StaticLayout mTextLayout = new StaticLayout(string, mTextPaint, canvas.getWidth(), Layout.Alignment.ALIGN_NORMAL, 1.0f, 0.0f, false);
canvas.save();
canvas.translate(text_x, text_y);
mTextLayout.draw(canvas);
canvas.restore();
return bitmap;
}