My solution is close to @over_optimistic's solution, less one saveLayer() call. I use a Drawable mask instead of a path, in my case it was a disc.
I declared these variables as fields (it's good practice to allocate memory outside of onDraw method):
private Paint maskingPaint = new Paint();
private Drawable mask = <insert your drawable here>
Then, somewhere outside of onDraw(), setup the objects:
// Xfermode won't work if hardware accelerated
setLayerType(View.LAYER_TYPE_SOFTWARE, null);
// Using destination shape as a mask
// For a good explanation of PorterDuff transfer modes : http://ssp.impulsetrain.com/porterduff.html
maskingPaint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN));
maskingPaint.setAntiAlias(true);
// Position the mask
mask.setBounds(<insert your mask bounds here>);
Then finally, the onDraw() method applies the mask:
@Override
protected synchronized void onDraw(Canvas canvas)
{
// Draw the mask first, making it the PorterDuff destination
mask.draw(canvas);
// Save the layer with the masking paint, that will be applied on restore()
// Using CLIP_TO_LAYER_SAVE_FLAG to avoid any overflow of the masked image outside the mask bounds.
Rect bounds = mask.getBounds();
canvas.saveLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, maskingPaint,
Canvas.CLIP_TO_LAYER_SAVE_FLAG);
// Draw the shape offscreen, making it the PorterDuff source
super.onDraw(canvas);
// Apply the source to the destination, using SRC_IN transfer mode
canvas.restore();
}
For a better understanding of the transfer modes, I referred to http://ssp.impulsetrain.com/porterduff.html.
That page is pretty interesting to read. After that, with the same kind of code you'll be able to acheive much more than a simple mask!