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Generally speaking, I wouldn't use TextDrawable for this purpose. You are building a completely custom view, and in those cases I generally use StaticLayout or DynamicLayout to render my text. You can set it's size to the same bounds as your shape drawable and draw them together since you are controlling all the commands sent to the Canvas.
However, if you prefer the TextDrawable approach, you would use a container drawable class like LayerDrawabie that could contain the ShapeDrawable you want and the TextDrawable to render on top of it. Then one call to draw() on the container would render both elements.
from textdrawable.
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from textdrawable.