How to set different background of keys for Android Custom Keyboard

user picture user · Aug 14, 2013 · Viewed 19.6k times · Source

I am Working on Custom Keyboard Application

This is background color of key when user select blue

If user select green this should be background color

This is code for background color of input.xml in softkeyboard :-

     @Override
    public View onCreateInputView() {


      Log.e("onStartInputView ","On StartInput View Called--");

      SharedPreferences preferences = PreferenceManager.getDefaultSharedPreferences(this);
      String Backgroundcolour = preferences.getString("BackgroundColour","");

     Log.e("Brithnesss- -","----"+Backgroundcolour);

    if(Backgroundcolour.equalsIgnoreCase("black"))
    {

    this.mInputView = (KeyboardView) getLayoutInflater().inflate(
            R.layout.input, null);


    }else
    {
        this.mInputView = (KeyboardView) getLayoutInflater().inflate(
            R.layout.input1, null);
        //this.mInputView.setB
    }

    this.mInputView.setOnKeyboardActionListener(this);
    this.mInputView.setKeyboard(this.mQwertyKeyboard);
    return this.mInputView;
}

 @Override public void onStartInputView(EditorInfo attribute, boolean restarting) {
    super.onStartInputView(attribute, restarting);
    // Apply the selected keyboard to the input view.

    setInputView(onCreateInputView());

}

I am not getting how to set background image for specific key.

Answer

scottt picture scottt · Mar 17, 2014

As an example, there's a small downloadable project that creates a custom numeric keyboard. To the CustomKeyboardView class there or to your own custom keyboard class, add a method like the following. It overrides the onDraw() method and draws the background of the key defined with code 7 (in this case the "0") red and all the other keys blue.

@Override
public void onDraw(Canvas canvas) {
    super.onDraw(canvas);

    List<Key> keys = getKeyboard().getKeys();
    for (Key key : keys) {            
        if (key.codes[0] == 7) {
            Log.e("KEY", "Drawing key with code " + key.codes[0]);
            Drawable dr = (Drawable) context.getResources().getDrawable(R.drawable.red_tint);
            dr.setBounds(key.x, key.y, key.x + key.width, key.y + key.height);
            dr.draw(canvas);

        } else {
            Drawable dr = (Drawable) context.getResources().getDrawable(R.drawable.blue_tint);
            dr.setBounds(key.x, key.y, key.x + key.width, key.y + key.height);
            dr.draw(canvas);
        }            
    }
}

tinted keys

In this case, I didn't use 9-patch images, but just some simple 50% transparent square images and achieved an effect where the existing buttons are merely tinted with the colors I wanted. To get a more custom result, I could make my background drawables 9-patch images and do the following. Note that the two keys with icons don't render correctly because the icons aren't defined as 9-patch images and I didn't make any special effort to allow them to scale well for this example. I also didn't address the use of different images/effects for the various states for the keys; others have shown how to do that.

@Override
public void onDraw(Canvas canvas) {
    // super.onDraw(canvas);

    List<Key> keys = getKeyboard().getKeys();
    for (Key key : keys) {
        if (key.codes[0] == 7) {
            NinePatchDrawable npd
                = (NinePatchDrawable) context.getResources().getDrawable(R.drawable.red_key);
            npd.setBounds(key.x, key.y, key.x + key.width, key.y + key.height);
            npd.draw(canvas);

        } else {
            NinePatchDrawable npd
                = (NinePatchDrawable) context.getResources().getDrawable(R.drawable.blue_key);
            npd.setBounds(key.x, key.y, key.x + key.width, key.y + key.height);
            npd.draw(canvas);
        }

        Paint paint = new Paint();
        paint.setTextAlign(Paint.Align.CENTER);
        paint.setTextSize(48);
        paint.setColor(Color.GRAY);

        if (key.label != null) {
            canvas.drawText(key.label.toString(), key.x + (key.width / 2),
                            key.y + (key.height / 2), paint);
        } else {
            key.icon.setBounds(key.x, key.y, key.x + key.width, key.y + key.height);
            key.icon.draw(canvas);
        }
    }
}    

replaced keys