Android繪圖技巧使用詳解
阿新 • • 發佈:2020-09-24
本文例項為大家分享了Android九宮格圖片展示的具體程式碼,供大家參考,具體內容如下
XML繪圖
Bitmap
<?xml version="1.0" encoding="utf-8"?> <bitmap xmlns:android="http://schemas.android.com/apk/res/android" android:src="@drawable/giao"/>
Shape
<?xml version="1.0" encoding="utf-8"?> <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle"> <gradient android:startColor="#FF5DA2FF" android:endColor="#805FBBEF" android:angle="45"/> <padding android:bottom="7dp" android:top="7dp" android:left="7dp" android:right="7dp"/> <corners android:radius="8dp"/> </shape>
Layer(實現Photoshop中類似圖層的概念)
<?xml version="1.0" encoding="utf-8"?> <layer-list xmlns:android="http://schemas.android.com/apk/res/android"> <item android:drawable="@drawable/default_head"/> <item android:drawable="@drawable/default_head" android:left="10dip" android:right="10dip" android:top="10dip" android:bottom="10dip"/> <item android:drawable="@drawable/giao" android:left="200dp" android:right="200dp" android:top="200dp" android:bottom="200dp"/> <!-- 圖層效果--> </layer-list>
Selector(幫助開發者實現靜態繪圖中的時間反饋)
<?xml version="1.0" encoding="utf-8"?> <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:state_pressed="true"> <shape android:shape="rectangle"> <solid android:color="#33FD0000"/> <corners android:radius="5dp"/> <padding android:left="10dp" android:right="10dp" android:top="10dp" android:bottom="10dp"/> </shape> </item> <item> <shape android:shape="rectangle"> <solid android:color="#ffffffff"/> <corners android:radius="5dp"/> <padding android:left="10dp" android:right="10dp" android:top="10dp" android:bottom="10dp"/> </shape> </item> <!-- 點選反饋效果--> </selector>
Android繪圖技巧
Canvas(作為繪製圖形的直接物件)
Canvas.save();
可以理解為儲存畫布,作用是將之前的所有已經繪製圖像儲存起來,讓後續的操作就好像在一個新的圖層上操作一樣
Canvas.restore();
可以理解為Photoshop中的合併圖層操作,作用是將save()之後繪製的所有的影象與save()之前的影象進行合併
Canvas.translate();
座標系的平移
Canvas.rotate();
座標系的旋轉
Layer圖層
特別注意的是 saveLayerAlpha()與restore()要同時使用,才能夠在canvas 畫出多個層次,就是花多少層就要有多少對兩個函式!
@Override protected void onDraw(Canvas canvas) { //super.onDraw(canvas); drawLayer(canvas); //圖層同樣是基於棧的結構進行管理的 @SuppressLint("DrawAllocation") Paint paint=new Paint(); canvas.drawColor(Color.WHITE); paint.setColor(Color.BLUE); canvas.drawCircle(150,150,100,paint); canvas.saveLayerAlpha(0,400,127);//入棧(建立新圖層) paint.setColor(Color.RED); canvas.drawCircle(200,200,paint); canvas.restore();//出棧 }
畫素點分析
bitmap.getPixels(pixels,offset,stride,x,y,width,height);
引數含義如下:
- pixels:接受點陣圖顏色值的陣列
- offset:寫入到pixels[]中的第一個索引值
- stride:pixels[]的行間距
- x:從點陣圖中讀取的第一個畫素的x座標值
- y:從點陣圖中讀取的第一個畫素的y座標值
- width:每一行中讀取的畫素寬度
- height:讀取的行數
畫筆特效處理
PorterDuffXfermode
public class FilletView extends View { private Bitmap bitmap,out; private Paint paint; public FilletView(Context context) { super(context); inView(); } public FilletView(Context context,@Nullable AttributeSet attrs) { super(context,attrs); inView(); } public FilletView(Context context,@Nullable AttributeSet attrs,int defStyleAttr) { super(context,attrs,defStyleAttr); inView(); } private void inView(){ bitmap= BitmapFactory.decodeResource(getResources(),R.drawable.ask); out=Bitmap.createBitmap(bitmap.getWidth(),bitmap.getHeight(),Bitmap.Config.ARGB_8888); Canvas canvas=new Canvas(out); paint=new Paint(); paint.setAntiAlias(true); canvas.drawRoundRect(0,bitmap.getWidth(),80,paint); paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN)); canvas.drawBitmap(bitmap,paint); } @Override protected void onDraw(Canvas canvas) { canvas.drawBitmap(out,null); } }
Shader
- BitmapShader:點陣圖Shader
- LinearGradient:線性Shader
- RadialGradient:光束Shader
- SweepGradient:梯度Shader
- ComposeShader:混合Shader
private void useBitmapShader(Canvas canvas){ @SuppressLint("DrawAllocation") Bitmap bitmap= BitmapFactory.decodeResource(getResources(),R.drawable.default_head); @SuppressLint("DrawAllocation") BitmapShader shader=new BitmapShader(bitmap,Shader.TileMode.REPEAT,Shader.TileMode.REPEAT); @SuppressLint("DrawAllocation") Paint paint=new Paint(); paint.setShader(shader); canvas.drawCircle(500,paint); }
- Shader.TileMode.REPEAT:重複——橫向、縱向不斷重複
- Shader.TileMode.CLAMP:拉伸——拉伸的圖片最後的那個畫素,不斷重複
- Shader.TileMode.MIRROR:映象——橫向不斷翻轉重複,橫向不斷翻轉重複
PathEffect(各種筆觸繪製一個路徑)
- CornerPathEffect:拐角處變得圓滑
- DiscretePathEffect:線段上會產生許多雜點
- DashPathEffect:繪製虛線
- PathDashPathEffect:比DashPathEffect的功能更加強大,可以設定如方形點的虛線,圓形點的虛線。
- ComposePathEffect:組合任意兩種PathEffect路徑組合形成新的效果
public class PathEffectView extends View { private Paint paint; private Path mainPath; private PathEffect[] effects; public PathEffectView(Context context,attrs); inView(); } private void inView(){ paint=new Paint(); paint.setStyle(Paint.Style.STROKE); paint.setStrokeWidth(5); paint.setColor(Color.DKGRAY); mainPath=new Path(); mainPath.moveTo(0,0); for (int i = 0; i <= 30; i++) { mainPath.lineTo(i*35,(float) (Math.random()*100)); } effects=new PathEffect[6]; } @SuppressLint("DrawAllocation") @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); effects[0]=null; effects[1]=new CornerPathEffect(30); effects[2]=new DiscretePathEffect(3,5); effects[3]=new DashPathEffect(new float[]{20,10,5,10},0); Path path=new Path(); path.addRect(0,8,Path.Direction.CCW); effects[4]=new PathDashPathEffect(path,12,PathDashPathEffect.Style.ROTATE); effects[5]=new ComposePathEffect(effects[3],effects[1]); for (PathEffect effect : effects) { paint.setPathEffect(effect); canvas.drawPath(mainPath,paint); canvas.translate(0,200); } } }
SurfaceView
SurfaceView與View的區別:
1、View主要適用於主動更新的情況下,而SurfaceView主要適用於被動更新,例如頻繁的更新
2、View在主執行緒中對畫面進行更新,而SurfaceView通常會通過一個子執行緒來進行頁面的重新整理
3、View在繪圖時沒有使用雙緩衝機制,而SurfaceView在底層機制中就已經實現了雙緩衝機制
總結:SurfaceView適合需要頻繁重新整理,或者重新整理時資料處理量比較大
public class SurfaceViewTemplate extends SurfaceView implements SurfaceHolder.Callback,Runnable{ //SurfaceHolder private SurfaceHolder holder; //用於繪畫的Canvas private Canvas canvas; //子執行緒標誌位 private boolean isDrawing; private Paint paint; private Path path; private int x,y; public SurfaceViewTemplate(Context context) { super(context); inView(); } public SurfaceViewTemplate(Context context,AttributeSet attrs) { super(context,attrs); inView(); } public SurfaceViewTemplate(Context context,AttributeSet attrs,defStyleAttr); inView(); } private void inView(){ holder=getHolder(); holder.addCallback(this); setFocusable(false);//焦點 setFocusableInTouchMode(true); this.setKeepScreenOn(true); path=new Path(); paint=new Paint(Paint.ANTI_ALIAS_FLAG); paint.setColor(Color.RED); paint.setStyle(Paint.Style.STROKE); paint.setStrokeWidth(10); paint.setStrokeCap(Paint.Cap.ROUND); paint.setStrokeJoin(Paint.Join.ROUND); } @Override public void surfaceCreated(@NonNull SurfaceHolder surfaceHolder) { isDrawing=true; path.moveTo(0,400); new Thread(this).start(); } @Override public void surfaceChanged(@NonNull SurfaceHolder surfaceHolder,int i,int i1,int i2) { } @Override public void surfaceDestroyed(@NonNull SurfaceHolder surfaceHolder) { isDrawing=false; } @Override public void run() { while (isDrawing){ drawSome(); x+=1; y= (int) (100*Math.sin(x*2*Math.PI/180)+400); path.lineTo(x,y); } } private void drawSome(){ try { canvas=holder.lockCanvas(); //draw something... canvas.drawColor(Color.WHITE); canvas.drawPath(path,paint); } catch (Exception e) { e.printStackTrace(); } finally { if (canvas!=null){ holder.unlockCanvasAndPost(canvas); } } } }
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。