android - 在Drawable图像上添加一个字符串?

时间:2011-05-19 23:39:42

标签: android string image draw drawable

我正在尝试将String添加到Drawable图片中。我目前没有使用Panel来绘制,我想保持这种方式。我需要调用onDraw()方法的任何想法吗?

我的图片显示此代码:

Drawable image = getResources().getDrawable(tile_types[tileType]);      
setImageDrawable(image);

我想在此图片上添加String

感谢。

4 个答案:

答案 0 :(得分:17)

Sam的答案是我的出发点,但图片没有显示,只有文字(我在谷歌地图上使用它)。最后我使用了LayerDrawable。这是我的解决方案:

private Drawable createMarkerIcon(Drawable backgroundImage, String text,
                                  int width, int height) {

  Bitmap canvasBitmap = Bitmap.createBitmap(width, height, 
                                            Bitmap.Config.ARGB_8888);
  // Create a canvas, that will draw on to canvasBitmap.
  Canvas imageCanvas = new Canvas(canvasBitmap);

  // Set up the paint for use with our Canvas
  Paint imagePaint = new Paint();
  imagePaint.setTextAlign(Align.CENTER);
  imagePaint.setTextSize(16f);

  // Draw the image to our canvas
  backgroundImage.draw(imageCanvas);

  // Draw the text on top of our image
  imageCanvas.drawText(text, width / 2, height / 2, imagePaint);

  // Combine background and text to a LayerDrawable
  LayerDrawable layerDrawable = new LayerDrawable(
             new Drawable[]{backgroundImage, new BitmapDrawable(canvasBitmap)});
  return layerDrawable;
}

答案 1 :(得分:6)

Drawable image = getResources().getDrawable(tile_types[tileType]);
// Store our image size as a constant
final int IMAGE_WIDTH = image.getIntrinsicWidth();
final int IMAGE_HEIGHT = image.getIntrinsicHeight();

// You can also use Config.ARGB_4444 to conserve memory or ARGB_565 if 
// you don't have any transparency.
Bitmap canvasBitmap = Bitmap.createBitmap(IMAGE_WIDTH, 
                                          IMAGE_HEIGHT, 
                                          Bitmap.Config.ARGB_8888);
// Create a canvas, that will draw on to canvasBitmap. canvasBitmap is
// currently blank.
Canvas imageCanvas = new Canvas(canvasBitmap);
// Set up the paint for use with our Canvas
Paint imagePaint = new Paint();
imagePaint.setTextAlign(Align.CENTER);
imagePaint.setTextSize(16f);

// Draw the image to our canvas
image.draw(imageCanvas);
// Draw the text on top of our image
imageCanvas.drawText("Sample Text", 
                         IMAGE_WIDTH / 2, 
                         IMAGE_HEIGHT / 2, 
                         imagePaint);
// This is the final image that you can use 
BitmapDrawable finalImage = new BitmapDrawable(canvasBitmap);

答案 2 :(得分:1)

如果您生成的文字看起来像是" angular"由于调整大小,使用TextPaint代替普通Paint这些参数会更好:

TextPaint textPaint = new TextPaint(TextPaint.ANTI_ALIAS_FLAG | TextPaint.LINEAR_TEXT_FLAG);

答案 3 :(得分:-3)

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