I'm writing a custom View
, but I can't really figure out how to use clipRect
on a Canvas
. I need this because I'm calling draw(Canvas)
on another object and I'd like to give it my own (clipped) Canvas
. My current solution is:
StaticLayout sl = new StaticLayout(text, tp, (int) (rect.right - rect.left), Alignment.ALIGN_NORMAL, 1f, 0f, true);
Bitmap layoutBitmap = Bitmap.createBitmap((int) (rect.right - rect.left), (int) (rect.bottom - rect.top), Config.ARGB_8888);
Canvas layoutCanvas = new Canvas(layoutBitmap);
sl.draw(layoutCanvas);
canvas.drawBitmap(layoutBitmap, null, rect, null);
However, this feels dirty, creating a new bitmap and a new canvas every time (I'm using this method to draw tex开发者_如何学Pythont in a box, see my previous question).
What I'd like to do is something like this:
StaticLayout sl = new StaticLayout(text, tp, (int) (rect.right - rect.left), Alignment.ALIGN_NORMAL, 1f, 0f, true);
canvas.save();
canvas.clipRect(rect, Region.Op.REPLACE);
sl.draw(canvas);
canvas.restore();
That "feels" much better, except that it doesn't work. Am I using clipRect
wrong? Do I not understand what it's actually for or how to use it? Please advise.
P.S. My understanding of clipRect
is that after that clipRect
call, 0, 0
should actually translate to rect.left, rect.top
.
After a bit of experimenting, it seems that clipRect
only restricts drawing to the given rect
, so that any draw calls outside that rect
will be clipped to that rect
. Thus, my understanding of clipRect
was wrong.
This means that, in order to use StaticLayout
I'd have to first draw it to a Bitmap
that is the size of my rect
and then draw that Bitmap
to my Canvas
at the coordinates I need.
However, I have resorted to using Canvas.drawText
and TextPaint.breakText
instead (so I don't have to create a Bitmap
everytime).
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