You can get a pattern of repeating tiles based upon shape drawables by creating a custom View and overriding onDraw().
Let's start by creating the tile as a layer list made of shape drawables, in this case alternating squares of black and white:
my_background.xml
<selector xmlns:android="http://schemas.android.com/apk/res/android">
<item>
<layer-list>
<item >
<shape >
<solid android:color="#ffffff"/>
<size
android:height="8dp"
android:width="8dp"
/>
</shape>
</item>
<item android:left="4dp" android:top="4dp" android:bottom="0dp" android:right="0dp" >
<shape >
<solid android:color="#ff000000"/>
<size
android:height="4dp"
android:width="4dp"
/>
</shape>
</item>
<item android:left="0dp" android:top="0dp" android:bottom="4dp" android:right="4dp">
<shape>
<solid android:color="#ff000000"/>
<size
android:height="4dp"
android:width="4dp"
/>
</shape>
</item>
</layer-list>
</item>
You need a method drawableToBitmap() to transform the tile into a Bitmap like here.
Override onDraw():
@Override
protected void onDraw(Canvas canvas)
{
super.onDraw(canvas);
Drawable d = getResources().getDrawable(R.drawable.my_background);
if (d != null)
{
Bitmap b = drawableToBitmap(d);
BitmapDrawable bm = new BitmapDrawable(getResources(), b);
bm.setTileModeXY(Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
bm.setBounds(canvas.getClipBounds());
bm.draw(canvas);
}
}
Depending on the type of View, you may have to take additional steps.
- For a custom
View extending some kind of Layout, set the android:background attribute to any color in order to trigger the call to onDraw()
- For many
Views it may be easier to implement and at the same time better for performance to position your custom View below the other View (e.g. as two children in a RelativeLayout) and make the sizes match.
- If you want to extend from
ImageView you will need to draw the foreground drawable on top of the background pattern. In this case, you can modify onDraw() as follows:
onDraw() preserving foreground drawable:
@Override
protected void onDraw(Canvas canvas)
{
super.onDraw(canvas);
// preserve foreground drawable if there is one:
Drawable fd = getDrawable();
Drawable d = getResources().getDrawable(R.drawable.my_background);
if (d != null)
{
Bitmap b = drawableToBitmap(d);
BitmapDrawable bm = new BitmapDrawable(getResources(), b);
bm.setTileModeXY(Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
bm.setBounds(canvas.getClipBounds());
bm.draw(canvas);
}
if (fd == null)
return;
// set bounds as needed
fd.setBounds(0, 0, 100, 100);
fd.draw(canvas);
}
EDIT
As mentioned above, in some cases (e.g. TextView, ProgressBar) you may want to use a workaround:
- Make your
View background transparent.
- Create a custom layout using the pattern as background.
- Wrap the
View in the custom layout (set the layout width and height to wrap_content).