I'm new to Android development, and trying to render a button to a Canvas object in an onDraw method, basically text over a backfield. It's a good way to get my feet wet with some of the rendering commands.
I am able to fill a solid rectangle and then draw centered text over it, but when I try to fill a gradient rectangle, and then draw text over it, the text doesn't draw.
Code is below, cobbled together from various examples. Basically:
DO_PAINT=0, DO_GRADIENT=0 -> text renders
DO_PAINT=1, DO_GRADIENT=0 -> solid rectangle with text on top
DO_PAINT=0, DO_GRADIENT=1 -> gradient rectangle (no text) !!!
So something about my gradient drawing interferes with my text rendering. I'm guessing that I'm leaving something in a bad state in the Paint object, but I'm not sure what property that would be...
Any insight or thoughts are greatly appreciated...
import android.graphics.LinearGradient;
import android.graphics.Paint;
import android.graphics.Rect;
import android.graphics.Shader;
import android.graphics.Typeface;
import android.view.View;
import android.graphics.Paint;
import android.content.Context;
import android.graphics.Color;
import android.graphics.Canvas;
import android.util.Log;
import android.view.MotionEvent;
import android.app.Activity;
public class cMyView extends View
{
public cMyView(Context context, Activity owner_activity)
{
super(context);
}
final Paint m_paint = new Paint();
public String m_Text = "Button";
private final Rect textBounds = new Rect();
public Typeface m_TypeFace = Typeface.create("Arial",Typeface.NORMAL);
public int m_TextColor = Color.argb(255,0,0,0);
public int m_TextSize = 32;
#Override
protected void onDraw(Canvas canvas) {
Rect m_Bounds = new Rect(100,100,500,200);
boolean DO_PAINT = false;
boolean DO_GRADIENT = true;
if ( DO_PAINT) {
m_paint.setStyle(Paint.Style.FILL);
m_paint.setColor(Color.GREEN);
canvas.drawRect(m_Bounds, m_paint);
}
if (DO_GRADIENT) {
m_paint.setShader(new LinearGradient(0, m_Bounds.top, 0, m_Bounds.bottom, Color.BLACK, Color.WHITE, Shader.TileMode.MIRROR));
canvas.drawRect(m_Bounds.left, m_Bounds.top, m_Bounds.right, m_Bounds.bottom, m_paint);
}
m_paint.setColor(m_TextColor);
m_paint.setTextSize(m_TextSize);
m_paint.setTypeface(m_TypeFace);
m_paint.getTextBounds(m_Text, 0, m_Text.length(), textBounds);
double x = m_Bounds.left + m_Bounds.width()/2 - textBounds.exactCenterX();
double y = m_Bounds.top + m_Bounds.height()/2 - textBounds.exactCenterY();
canvas.drawText(m_Text, (float) x, (float) y, m_paint);
}
}
Just add an another Paint for text, this is worked for me, and I found the reason, if you comment 2-nd row in DO_GRADIENT case (in your code), then will see that text is gradient, it mean that it draw, but have same gradient as background have, and becomes invisible.
public class CustomView extends View {
public CustomView(Context context) {
super(context);
}
public CustomView(Context context, AttributeSet attrs) {
super(context, attrs);
}
public CustomView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
}
final Paint m_paint = new Paint();
public String m_Text = "Button";
private final Rect textBounds = new Rect();
public Typeface m_TypeFace = Typeface.create("Arial",Typeface.NORMAL);
public int m_TextColor = Color.argb(255, 0, 0, 0);
public int m_TextSize = 32;
private final Paint textPaint = new Paint();
#Override
protected void onDraw(Canvas canvas) {
Rect m_Bounds = new Rect(100,100,500,200);
boolean DO_PAINT = true;
boolean DO_GRADIENT = true;
if ( DO_PAINT) {
m_paint.setStyle(Paint.Style.FILL);
m_paint.setColor(Color.GREEN);
canvas.drawRect(m_Bounds, m_paint);
}
if (DO_GRADIENT) {
m_paint.setShader(new LinearGradient(0, m_Bounds.top, 0, m_Bounds.bottom, Color.BLACK, Color.WHITE, Shader.TileMode.MIRROR));
canvas.drawRect(m_Bounds.left, m_Bounds.top, m_Bounds.right, m_Bounds.bottom, m_paint);
}
m_paint.setColor(m_TextColor);
m_paint.setTextSize(m_TextSize);
m_paint.setTypeface(m_TypeFace);
m_paint.getTextBounds(m_Text, 0, m_Text.length(), textBounds);
double x = m_Bounds.left + m_Bounds.width()/2 - textBounds.exactCenterX();
double y = m_Bounds.top + m_Bounds.height()/2 - textBounds.exactCenterY();
textPaint.setColor(m_TextColor);
textPaint.setTextSize(m_TextSize);
textPaint.setTypeface(m_TypeFace);
canvas.drawText(m_Text, (float) x, (float) y, textPaint);
}
Related
I'm using the below Java class (Found on the web) as a countdown timer circle animation, The issue is that on some devices like Huawei Mate 10 Pro & Huawei G8 the animation finishes sooner than it is supposed to while on the other couple of devices that I've tested its working perfectly.
For example on Mate 10 pro, when I call the class to start the timer with '10' as the parameter (circle animation supposed to be completed in 10 seconds but it goes faster and finishes in exactly half the time-5 seconds!-) while in another device with same Android version (Android 10) it's working perfectly (Completes in 10 seconds).
So I figured the android version is not the problem here, Any idea what may be the issue ??
package com.maxwellforest.blogtimer;
import android.animation.ValueAnimator;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.PorterDuff;
import android.graphics.PorterDuffXfermode;
import android.graphics.RectF;
import android.util.AttributeSet;
import android.view.View;
import android.view.animation.LinearInterpolator;
import com.borsam.bleexample.R;
import java.util.concurrent.TimeUnit;
/**
* Countdown timer view.
*
* #author Mike Gouline
*/
public class TimerView extends View {
private static final int ARC_START_ANGLE = 270; // 12 o'clock
private static final float THICKNESS_SCALE = 0.03f;
private Bitmap mBitmap;
private Canvas mCanvas;
private RectF mCircleOuterBounds;
private RectF mCircleInnerBounds;
private Paint mCirclePaint;
private Paint mEraserPaint;
private float mCircleSweepAngle;
private ValueAnimator mTimerAnimator;
public TimerView(Context context) {
this(context, null);
}
public TimerView(Context context, AttributeSet attrs) {
this(context, attrs, 0);
}
public TimerView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
int circleColor = R.color.colorPrimary;
if (attrs != null) {
TypedArray ta = context.obtainStyledAttributes(attrs, R.styleable.TimerView);
if (ta != null) {
circleColor = ta.getColor(R.styleable.TimerView_circleColor, circleColor);
ta.recycle();
}
}
mCirclePaint = new Paint();
mCirclePaint.setAntiAlias(true);
mCirclePaint.setColor(circleColor);
mEraserPaint = new Paint();
mEraserPaint.setAntiAlias(true);
mEraserPaint.setColor(Color.TRANSPARENT);
mEraserPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.CLEAR));
}
#SuppressWarnings("SuspiciousNameCombination")
#Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, widthMeasureSpec); // Trick to make the view square
}
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
if (w != oldw || h != oldh) {
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mBitmap.eraseColor(Color.TRANSPARENT);
mCanvas = new Canvas(mBitmap);
}
super.onSizeChanged(w, h, oldw, oldh);
updateBounds();
}
#Override
protected void onDraw(Canvas canvas) {
mCanvas.drawColor(0, PorterDuff.Mode.CLEAR);
if (mCircleSweepAngle > 0f) {
mCanvas.drawArc(mCircleOuterBounds, ARC_START_ANGLE, mCircleSweepAngle, true, mCirclePaint);
mCanvas.drawOval(mCircleInnerBounds, mEraserPaint);
}
canvas.drawBitmap(mBitmap, 0, 0, null);
}
public void start(int secs) {
stop();
mTimerAnimator = ValueAnimator.ofFloat(0f, 1f);
mTimerAnimator.setDuration(TimeUnit.SECONDS.toMillis(secs));//(secs*1000);
mTimerAnimator.setInterpolator(new LinearInterpolator());
mTimerAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
#Override
public void onAnimationUpdate(ValueAnimator animation) {
drawProgress((float) animation.getAnimatedValue());
}
});
mTimerAnimator.start();
}
public void stop() {
if (mTimerAnimator != null && mTimerAnimator.isRunning()) {
mTimerAnimator.cancel();
mTimerAnimator = null;
drawProgress(0f);
}
}
private void drawProgress(float progress) {
mCircleSweepAngle = 360 * progress;
invalidate();
}
private void updateBounds() {
final float thickness = getWidth() * THICKNESS_SCALE;
mCircleOuterBounds = new RectF(0, 0, getWidth(), getHeight());
mCircleInnerBounds = new RectF(
mCircleOuterBounds.left + thickness,
mCircleOuterBounds.top + thickness,
mCircleOuterBounds.right - thickness,
mCircleOuterBounds.bottom - thickness);
invalidate();
}
}
There is an option in Developer options "Animator duration scale", by default this value is 1x if they are different for devices then you may experience slower or faster animations based on the value set.
The intention is that the rubber/eraser interacted by user touch take two or more passes over to completely erase the image.
The current code is erasing the bitmap with only touch and I'm working on this direction with no success, any recommendations is also welcome to help
MainActivity.class
import android.os.Bundle;
public class MainActivity extends androidx.appcompat.app.AppCompatActivity {
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new Rachet(MainActivity.this));
}
}
Rachet.class
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.PorterDuff;
import android.graphics.PorterDuffXfermode;
import android.graphics.Rect;
import android.graphics.drawable.BitmapDrawable;
import android.util.AttributeSet;
import android.view.MotionEvent;
public class Rachet extends androidx.appcompat.widget.AppCompatImageView {
private float mX, mY;
private Canvas canvas;
private Bitmap bitmap;
private Paint bitmapPaint = new Paint(Paint.DITHER_FLAG);
private Path rubberPath = new Path();
private Paint rubberPaint;
public Rachet(Context context) {
super(context);
init();
}
public Rachet(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public Rachet(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
public void init() {
rubberPaint = new Paint();
rubberPaint.setAntiAlias(true);
rubberPaint.setDither(true);
rubberPaint.setColor(0x0000000);
rubberPaint.setStyle(Paint.Style.STROKE);
rubberPaint.setStrokeJoin(Paint.Join.BEVEL);
rubberPaint.setStrokeCap(Paint.Cap.ROUND);
rubberPaint.setStrokeWidth(100);
rubberPaint.setXfermode(new PorterDuffXfermode(
PorterDuff.Mode.CLEAR
));
}
#Override
protected void onSizeChanged(int width, int height, int oldw, int oldh) {
super.onSizeChanged(width, height, oldw, oldh);
bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
BitmapDrawable bitmapDrawable = new BitmapDrawable(getResources(), Bitmap.createScaledBitmap(BitmapFactory.decodeResource(getResources(), R.drawable.foreground), width, height, true));
bitmapDrawable.setBounds(new Rect(0, 0, width, height));
bitmapDrawable.draw(canvas);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
canvas.drawBitmap(bitmap, 0, 0, bitmapPaint);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
Float x = event.getX();
Float y = event.getY();
if (event.getAction() == MotionEvent.ACTION_DOWN) {
rubberPath.reset();
rubberPath.moveTo(x, y);
mX = x;
mY = y;
}
if (event.getAction() == MotionEvent.ACTION_MOVE) {
rubberPath.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
mX = x;
mY = y;
}
if (event.getAction() == MotionEvent.ACTION_MOVE || event.getAction() == MotionEvent.ACTION_UP) {
rubberPath.lineTo(mX, mY);
canvas.drawPath(rubberPath, rubberPaint);
rubberPath.reset();
rubberPath.moveTo(mX, mY);
}
invalidate();
return true;
}
}
This is an example of a expected result
This is my first time using Canvas in Android.
I am creating an app that would display circles at certain positions on the screen one at a time (positions are selected randomly). New circle should be drawn after the previous one was selected/touched, and the previous one should disappear.
I have some ideas about it: to keep an arraylist of Point objects(each object contains x,y coordinate of the centre of the circle) and randomly select one each time the circle is drawn on the screen. So first I am populating an array of points. I also know how to randomly select the element from arraylist.
My biggest confustion is how to connect onDraw and onTouchEvent methods with each other? I know I should check if the circle was selected and only then draw a new circle at the randomly selected position, but I m not sure how to make a call for onDraw() method from the onTouchEvent...
Could you please help with this issue?
My code is below:
package com.example.researcher.heatmap;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Point;
import android.graphics.PorterDuff;
import android.graphics.drawable.Drawable;
import android.text.TextPaint;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import java.util.ArrayList;
import java.util.List;
/**
* TODO: document your custom view class.
*/
public class MyView extends View {
Paint paint;
ArrayList<Point> points = new ArrayList<>();
public MyView(Context context) {
super(context);
init();
}
public MyView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
public MyView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
init();
}
private void init() {
// Load attributes
paint = new Paint();
paint.setColor(Color.BLUE);
paint.setStrokeWidth(5);
paint.setStyle(Paint.Style.STROKE);
populateArrayList();
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
paint.setStyle(Paint.Style.STROKE);
canvas.drawColor(Color.WHITE);
int i=1; // should be random, will randomize later
for(Point p: points) {
p.x = points.get(i).x;
p.y = points.get(i).y;
canvas.drawCircle(p.x, p.y, 50, paint);
}
}
#Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
int i=1;
for(Point p: points) {
Canvas canvas = new Canvas();
p.x = points.get(i).x;
p.y = points.get(i).y;
canvas.drawCircle(p.x, p.y, 50, paint);
}
postInvalidate();
case MotionEvent.ACTION_MOVE:
case MotionEvent.ACTION_UP:
case MotionEvent.ACTION_CANCEL: {
break;
}
}
postInvalidate();
return true;
}
public void populateArrayList(){
points.clear();
points.add(new Point(120, 120));
points.add(new Point(150, 320));
points.add(new Point(280, 200));
}
}
Thank you Chris for your help! I really appreciate it.
Here is my solution if someone will need it for reference
package com.example.researcher.heatmap;
import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Point;
import android.graphics.PorterDuff;
import android.graphics.drawable.Drawable;
import android.text.TextPaint;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
/**
* TODO: document your custom view class.
*/
public class MyView extends View {
Paint paint;
ArrayList<Point> points = new ArrayList<>();
private int pointsPos = 0; //Which point we will be drawing
public float x;
public float y;
public int radius = 150;
public MyView(Context context) {
super(context);
x = this.getX();
y = this.getY();
init();
}
public MyView(Context context, AttributeSet attrs) {
super(context, attrs);
x = this.getX();
y = this.getY();
init();
}
public MyView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
x = this.getX();
y = this.getY();
init();
}
private void init() {
// Load attributes
paint = new Paint();
paint.setColor(Color.BLUE);
paint.setStrokeWidth(5);
paint.setStyle(Paint.Style.STROKE);
populateArrayList();
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
paint.setStyle(Paint.Style.STROKE);
canvas.drawColor(Color.WHITE);
canvas.drawCircle(points.get(pointsPos).x, points.get(pointsPos).y, radius, paint);
}
#Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_MOVE:
case MotionEvent.ACTION_UP:
//Check if the point press is within the circle
if(contains(event, points.get(pointsPos))){
Random r = new Random(System.nanoTime());
pointsPos = r.nextInt(points.size());; //between 0 and points.length
postInvalidate();
}
case MotionEvent.ACTION_CANCEL: {
break;
}
}
postInvalidate();
return true;
}
private boolean contains(MotionEvent event, Point point) {
float xTouch = event.getX();
float yTouch = event.getY();
if ((xTouch - point.x) * (xTouch - point.x) + (yTouch - point.y) * (yTouch - point.y) <= radius * radius) {
return true;
}
else {
return false;
}
}
public void populateArrayList(){
points.clear();
points.add(new Point(220, 1020));
points.add(new Point(550, 320));
points.add(new Point(780, 500));
}
}
Class var
private int state = 0 //0 normal, 1 new circle
private int pointPos = 0; //Which point we will be drawing
onDraw was overwriting the x/y of all your other points
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
paint.setStyle(Paint.Style.STROKE);
canvas.drawColor(Color.WHITE);
if(state == 1){
pointPos = random(); //between 0 and points.length
state = 0;
}
canvas.drawCircle(points.get(pointsPos).x, points.get(pointsPos).y, 50, paint);
}
onTouchEvent: Drawing should only be done on the ondraw, use flags/states to keep track of what you should be doing on the next draw call
#Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
//Though these days this is usually done on the up event
//Check if the point press is within the circle
if(contains(event, points.get(pointPos))){
state = 1;
postInvalidate();
}
case MotionEvent.ACTION_MOVE:
case MotionEvent.ACTION_UP:
case MotionEvent.ACTION_CANCEL: {
break;
}
}
postInvalidate();
return true;
}
I am making a custom view application. And I want to animate the single part of paint(Tap to start)in the onDraw canvas, Here is my code, I adjusted the source code from the internet and put it in my application.
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Paint.Align;
import android.graphics.Typeface;
import android.util.AttributeSet;
import android.view.animation.AccelerateDecelerateInterpolator;
import android.view.animation.Animation;
import android.view.animation.ScaleAnimation;
import android.widget.ImageView;
public class CustomView extends ImageView{
private static Paint paint;
private int w;
private int h;
private Animation scaleAnim;
public CustomView(Context context, AttributeSet attrs) {
super(context, attrs);
//To customize the brown border
paint = new Paint();
paint.setStrokeWidth(20);
paint.setColor(Color.rgb(123, 92, 13));
paint.setStyle(Paint.Style.STROKE);
}
//To fit with the situation of vertical and horizontal orientation
#Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
this.w = w;
this.h = h;
super.onSizeChanged(w, h, oldw, oldh);
}
private void createAnim(Canvas canvas) {
scaleAnim = new ScaleAnimation(0f,1f,0f,1f,Animation.RELATIVE_TO_SELF,0.5f,Animation.RELATIVE_TO_SELF,0.5f);
scaleAnim.setRepeatMode(Animation.REVERSE);
scaleAnim.setRepeatCount(Animation.INFINITE);
scaleAnim.setDuration(10000L);
scaleAnim.setInterpolator(new AccelerateDecelerateInterpolator());
startAnimation(scaleAnim);
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// creates the animation the first time
if (scaleAnim == null) {
createAnim(canvas);
}
//To obtain the height and width
int height = this.getMeasuredHeight();
int width = this.getMeasuredWidth();
//To draw the dark green background
canvas.drawColor(Color.rgb(15, 37, 7));
//To paint the brown border
canvas.drawRect(10, 10, width - 10, height - 10, paint);
//To obtain the image
Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.main_icon);
//To place the image on the right bottom corner
canvas.drawBitmap(bmp, canvas.getWidth()-bmp.getWidth(), canvas.getHeight()-bmp.getHeight() , paint);
//To obtain the custom font and make it available to use
Typeface typeface = Typeface.createFromAsset(getContext().getAssets(),
"fonts/KG.ttf");
//To create a new paint style for text
Paint textStyle = new Paint();
//Set the font style
textStyle.setTypeface(typeface);
//To set text color to white
textStyle.setColor(Color.rgb(255, 255, 255));
//To set text size
textStyle.setTextSize(100);
//To make text centered
textStyle.setTextAlign(Align.CENTER);
//To print the text as main title with style specified
canvas.drawText("L E A R N E R !", w/2, h/2, textStyle);
//To create a new paint and customize them
Paint jpStyle = new Paint();
jpStyle.setColor(Color.rgb(252,71,71));
jpStyle.setTextSize(50);
jpStyle.setTextAlign(Align.CENTER);
jpStyle.setTypeface(typeface);
canvas.drawText("# J A P A N", w/2, h/2+50, jpStyle);
//To create a new paint and customize them
Paint startStyle = new Paint();
startStyle.setColor(Color.WHITE);
startStyle.setTextSize(40);
startStyle.setTextAlign(Align.CENTER);
startStyle.setTypeface(typeface);
canvas.drawText("> Tap to Start <", w/2, h/2+170, startStyle);
}
}
I created a custom EditText view in onDraw that is meant to have a red margin line. The problem is that when you scroll down, the line disappears. This code simply draws a margin whos width is pre-defined in the values folder and then colors it with a pre-defined color from colors.xml. Here's my code:
package com.lioncode.notepad;
import android.content.Context;
import android.content.res.Resources;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Paint.Style;
import android.graphics.Rect;
import android.util.AttributeSet;
import android.widget.EditText;
Public class LinedEditText extends EditText {
private static Paint linePaint;
static {
linePaint = new Paint();
linePaint.setColor(Color.DKGRAY);
linePaint.setStyle(Style.STROKE);
}
public LinedEditText(Context context, AttributeSet attributes) {
super(context, attributes);
init();
}
private Paint marginPaint;
private float margin;
private int paperColor;
private void init() {
Resources myResources = getResources();
marginPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
marginPaint.setColor(myResources.getColor(R.color.notepad_margin));
paperColor = myResources.getColor(R.color.notepad_paper);
margin = myResources.getDimension(R.dimen.notepaper_margin);
}
#Override
protected void onDraw(Canvas canvas) {
Rect bounds = new Rect();
int firstLineY = getLineBounds(0, bounds);
int lineHeight = getLineHeight();
int totalLines = Math.max(getLineCount(), getHeight() / lineHeight);
for (int i = 0; i < totalLines; i++) {
int lineY = firstLineY + i * lineHeight;
canvas.drawLine(bounds.left, lineY, bounds.right, lineY, linePaint);
}
// draw margin
canvas.drawLine(margin, 0, margin, getMeasuredHeight(), marginPaint);
// move the text from along the margin
canvas.save();
canvas.translate(margin, 0);
super.onDraw(canvas);
}
}
Replace total lines with a high number the user will probably never reach.