I'm trying to mimic something from the iPhone version of my app. I have a square image and I want to show it in a circle with a white border around it. like this
Is there a way I can do this?
I'm trying to mimic something from the iPhone version of my app. I have a square image and I want to show it in a circle with a white border around it. like this
Is there a way I can do this?
You can achieve this effect, or something very close to it, using a custom Drawable class, containing a Paint object with a BitmapShader that renders the image as a texture. This is the code I'm using (slightly adapted from Romain's Guy post, which uses the same technique to draw images with rounded corners).
class CircularDrawable extends Drawable
{
private float mCircleRadius;
private final RectF mBackgroundRect = new RectF();
private final Paint mBackgroundPaint;
private final BitmapShader mBitmapShader;
private final Paint mPaint;
private final int mMargin;
CircularDrawable(Bitmap bitmap, int margin, int backgroundColor)
{
mBitmapShader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setShader(mBitmapShader);
mMargin = margin;
mBackgroundPaint = new Paint();
mBackgroundPaint.setColor(backgroundColor);
}
@Override
protected void onBoundsChange(Rect bounds)
{
super.onBoundsChange(bounds);
mBackgroundRect.set(bounds);
mCircleRadius = Math.min(bounds.width() / 2 - mMargin, bounds.height() / 2 - mMargin);
}
@Override
public void draw(Canvas canvas)
{
canvas.drawRect(mBackgroundRect, mBackgroundPaint);
canvas.drawCircle(mBackgroundRect.width() / 2, mBackgroundRect.height() / 2, mCircleRadius, mPaint);
}
@Override
public int getOpacity()
{
return PixelFormat.TRANSLUCENT;
}
@Override
public void setAlpha(int alpha)
{
mPaint.setAlpha(alpha);
mBackgroundPaint.setAlpha(alpha);
}
@Override
public void setColorFilter(ColorFilter cf)
{
mPaint.setColorFilter(cf);
mBackgroundPaint.setColorFilter(cf);
}
}
Having the bitmap you want to draw, just build a CircularDrawable from it with
new CircularDrawable(bitmap, margin, Color.WHITE);
Try this.
public class CircularImageView extends ImageView {
private int borderWidth;
private int viewWidth;
private int viewHeight;
private Bitmap image;
private Paint paint;
private Paint paintBorder;
private BitmapShader shader;
public CircularImageView(final Context context) {
this(context, null);
}
public CircularImageView(Context context, AttributeSet attrs) {
this(context, attrs, R.attr.circularImageViewStyle);
}
public CircularImageView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
// init paint
paint = new Paint();
paint.setAntiAlias(true);
paintBorder = new Paint();
paintBorder.setAntiAlias(true);
// load the styled attributes and set their properties
TypedArray attributes = context.obtainStyledAttributes(attrs,
R.styleable.CircularImageView, defStyle, 0);
if (attributes.getBoolean(R.styleable.CircularImageView_border, true)) {
setBorderWidth(attributes.getColor(
R.styleable.CircularImageView_border_width, 4));
setBorderColor(attributes.getInt(
R.styleable.CircularImageView_border_color, Color.WHITE));
}
if (attributes.getBoolean(R.styleable.CircularImageView_shadow, false))
addShadow();
}
public void setBorderWidth(int borderWidth) {
this.borderWidth = borderWidth;
this.invalidate();
}
public void setBorderColor(int borderColor) {
if (paintBorder != null)
paintBorder.setColor(borderColor);
this.invalidate();
}
public void addShadow() {
setLayerType(LAYER_TYPE_SOFTWARE, paintBorder);
paintBorder.setShadowLayer(4.0f, 0.0f, 2.0f, Color.BLACK);
}
@SuppressLint("DrawAllocation")
@Override
public void onDraw(Canvas canvas) {
// load the bitmap
BitmapDrawable bitmapDrawable = (BitmapDrawable) this.getDrawable();
if (bitmapDrawable != null)
image = bitmapDrawable.getBitmap();
// init shader
if (image != null) {
shader = new BitmapShader(Bitmap.createScaledBitmap(image,
canvas.getWidth(), canvas.getHeight(), false),
Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
paint.setShader(shader);
int circleCenter = viewWidth / 2;
// circleCenter is the x or y of the view's center
// radius is the radius in pixels of the cirle to be drawn
// paint contains the shader that will texture the shape
canvas.drawCircle(circleCenter + borderWidth, circleCenter
+ borderWidth, circleCenter + borderWidth - 4.0f,
paintBorder);
canvas.drawCircle(circleCenter + borderWidth, circleCenter
+ borderWidth, circleCenter - 4.0f, paint);
}
}
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
int width = measureWidth(widthMeasureSpec);
int height = measureHeight(heightMeasureSpec, widthMeasureSpec);
viewWidth = width - (borderWidth * 2);
viewHeight = height - (borderWidth * 2);
setMeasuredDimension(width, height);
}
private int measureWidth(int measureSpec) {
int result = 0;
int specMode = MeasureSpec.getMode(measureSpec);
int specSize = MeasureSpec.getSize(measureSpec);
if (specMode == MeasureSpec.EXACTLY) {
// We were told how big to be
result = specSize;
} else {
// Measure the text
result = viewWidth;
}
return result;
}
private int measureHeight(int measureSpecHeight, int measureSpecWidth) {
int result = 0;
int specMode = MeasureSpec.getMode(measureSpecHeight);
int specSize = MeasureSpec.getSize(measureSpecHeight);
if (specMode == MeasureSpec.EXACTLY) {
// We were told how big to be
result = specSize;
} else {
// Measure the text (beware: ascent is a negative number)
result = viewHeight;
}
return (result + 2);
}
}
I'd make a custom view and just draw what you want to the canvas- draw the border, then the white circle, then the image.It's a couple of easy canvas calls. If you need to clip the image to a circular area, just set a clipping Region before doing the image draw.