本文实例为大家分享了Android绘图技巧使用的具体代码,供大家参考,具体内容如下
XML绘图
Bitmap
1 2 3 | <? xml version = "1.0" encoding = "utf-8" ?> android:src = "@drawable/giao" /> |
Shape
1 2 3 4 5 6 7 8 9 10 11 12 13 14 | <? xml version = "1.0" encoding = "utf-8" ?> 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(实现Photoshop中类似图层的概念)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | <? xml version = "1.0" encoding = "utf-8" ?> < 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" /> <!-- 图层效果--> </ layer-list > |
Selector(帮助开发者实现静态绘图中的时间反馈)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 | <? xml version = "1.0" encoding = "utf-8" ?> < 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 > <!-- 点击反馈效果--> </ selector > |
Android绘图技巧
Canvas(作为绘制图形的直接对象)
Canvas.save();
可以理解为保存画布,作用是将之前的所有已经绘制图像保存起来,让后续的操作就好像在一个新的图层上操作一样
Canvas.restore();
可以理解为Photoshop中的合并图层操作,作用是将save()之后绘制的所有的图像与save()之前的图像进行合并
Canvas.translate();
坐标系的平移
Canvas.rotate();
坐标系的旋转
Layer图层
特别注意的是 saveLayerAlpha()与restore()要同时使用,才能够在canvas 画出多个层次,就是花多少层就要有多少对两个函数!
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 | @Override protected void onDraw(Canvas canvas) { //super.onDraw(canvas); drawLayer(canvas); //图层同样是基于栈的结构进行管理的 @SuppressLint ( "DrawAllocation" ) Paint paint= new Paint(); canvas.drawColor(Color.WHITE); paint.setColor(Color.BLUE); canvas.drawCircle( 150 , 150 , 100 ,paint); canvas.saveLayerAlpha( 0 , 0 , 400 , 400 , 127 ); //入栈(创建新图层) paint.setColor(Color.RED); canvas.drawCircle( 200 , 200 , 100 ,paint); canvas.restore(); //出栈 } |
像素点分析
1 | bitmap.getPixels(pixels,offset,stride,x,y,width,height); |
参数含义如下:
- pixels:接受位图颜色值的数组
- offset:写入到pixels[]中的第一个索引值
- stride:pixels[]的行间距
- x:从位图中读取的第一个像素的x坐标值
- y:从位图中读取的第一个像素的y坐标值
- width:每一行中读取的像素宽度
- height:读取的行数
画笔特效处理
PorterDuffXfermode
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 | 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 , 0 ,bitmap.getWidth(),bitmap.getHeight(), 80 , 80 ,paint); paint.setXfermode( new PorterDuffXfermode(PorterDuff.Mode.SRC_IN)); canvas.drawBitmap(bitmap, 0 , 0 ,paint); } @Override protected void onDraw(Canvas canvas) { canvas.drawBitmap(out, 0 , 0 , null ); } } |
Shader
- BitmapShader:位图Shader
- LinearGradient:线性Shader
- RadialGradient:光束Shader
- SweepGradient:梯度Shader
- ComposeShader:混合Shader
1 2 3 4 5 6 7 8 9 10 | 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 , 200 , 200 ,paint); } |
- Shader.TileMode.REPEAT:重复——横向、纵向不断重复
- Shader.TileMode.CLAMP:拉伸——拉伸的图片最后的那个像素,不断重复
- Shader.TileMode.MIRROR:镜像——横向不断翻转重复,横向不断翻转重复
PathEffect(各种笔触绘制一个路径)
- CornerPathEffect:拐角处变得圆滑
- DiscretePathEffect:线段上会产生许多杂点
- DashPathEffect:绘制虚线
- PathDashPathEffect:比DashPathEffect的功能更加强大,可以设置如方形点的虚线,圆形点的虚线。
- ComposePathEffect:组合任意两种PathEffect路径组合形成新的效果
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 | public class PathEffectView extends View { private Paint paint; private Path mainPath; private PathEffect[] effects; public PathEffectView(Context context, @Nullable AttributeSet attrs) { super (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 , 0 , 8 , 8 ,Path.Direction.CCW); effects[ 4 ]= new PathDashPathEffect(path, 12 , 0 ,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与View的区别:
1、View主要适用于主动更新的情况下,而SurfaceView主要适用于被动更新,例如频繁的更新
2、View在主线程中对画面进行更新,而SurfaceView通常会通过一个子线程来进行页面的刷新
3、View在绘图时没有使用双缓冲机制,而SurfaceView在底层机制中就已经实现了双缓冲机制
总结:SurfaceView适合需要频繁刷新,或者刷新时数据处理量比较大
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 | public class SurfaceViewTemplate extends SurfaceView implements SurfaceHolder.Callback ,Runnable{ //SurfaceHolder private SurfaceHolder holder; //用于绘画的Canvas private Canvas canvas; //子线程标志位 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, int defStyleAttr) { super (context, attrs, defStyleAttr); inView(); } private void inView(){ holder=getHolder(); holder.addCallback( this ); setFocusable( false ); //焦点 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内容,希望对大家的学习有所帮助,也希望大家多多支持自学编程网。
- 本文固定链接: https://zxbcw.cn/post/196384/
- 转载请注明:必须在正文中标注并保留原文链接
- QQ群: PHP高手阵营官方总群(344148542)
- QQ群: Yii2.0开发(304864863)