Android自定义View【实战教程】4⃣️----BitmapShader详解及圆形、圆角、多边形实现
2017-04-13 14:20
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BitmapShader 的作用
官方定义:Shader used to draw a bitmap as a textureBitmapShader的作用是使用特定的图片来作为纹理来使用。
简单使用
BitmapShader是Shader的子类,可以通过Paint.setShader(Shader shader)进行设置。BitmapShader 的构造函数
public BitmapShader(@NonNull Bitmap bitmap, TileMode tileX, TileMode tileY)
三个参数:bitmap 指的是要作为纹理的图片,tileX 指的是在x方向纹理的绘制模式,tileY 指的是Y方向上的绘制模式。
TileMode 源码:
public enum TileMode { /** * replicate the edge color if the shader draws outside of its * original bounds */ CLAMP (0), /** * repeat the shader's image horizontally and vertically */ REPEAT (1), /** * repeat the shader's image horizontally and vertically, alternating * mirror images so that adjacent images always seam */ MIRROR (2); TileMode(int nativeInt) { this.nativeInt = nativeInt; } final int nativeInt; }
CLAMP 拉伸:横向的最后一个横行像素,不断的重复,纵项的那一列像素,不断的重复;
REPEAT 重复:就是横向、纵向不断重复这个bitmap
MIRROR 镜像:横向不断翻转重复,纵向不断翻转重复;
使用:
//创建 BitmapShader shader=new BitmapShader(bitmap,TileMode.CLAMP,TileMode.CLAMP); Paint paint=new Paint(); //为paint 设置 Shader paint.setShader(shader); //这样就可以使用shader的纹理去覆盖绘制的图形的表面了,其中根据:CLAMP,REPEAT,MIRROR, //来确定纹理的绘制模式 canvas.draw**(***,paint);
案例
以下demo都用这张图片:基本使用
public class ShaderView extends View { private int mWidth; private int mHeight; private BitmapShader bmpShader; private Paint mPaint; private RectF bmpRect; public ShaderView(Context context) { this(context, null); } public ShaderView(Context context, @Nullable AttributeSet attrs) { this(context, attrs, 0); } public ShaderView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); mWidth = w; //屏幕宽 mHeight = h; //屏幕高 //Logger.e("w: " + w + " h:" + h + " oldw: " + oldw + " oldh : " + oldh); bmpRect = new RectF(0, 0, mWidth, mHeight); Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.dlw); //Shader.TileMode里有三种模式:CLAMP(拉伸)、MIRROR(镜像)、REPETA(重复) bmpShader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.REPEAT); mPaint = new Paint((Paint.ANTI_ALIAS_FLAG)); mPaint.setShader(bmpShader); //设置BitmapShader之后相当于绘制了底层的图片背景 } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); //矩形 canvas.drawRect(bmpRect, mPaint); } }
不同TileMode的展示效果
bmpShader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.REPEAT);
bmpShader = new BitmapShader(bitmap, Shader.TileMode.MIRROR, Shader.TileMode.MIRROR);
bmpShader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
bmpShader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
进阶使用
圆形、圆角、多边形实现
先看图:是不很酷,直接代码 拿走你就能用:
自定义样式
<declare-styleable name="RoundImageView"> <attr name="borderRadius" format="dimension" /> <attr name="type"> <enum name="circle" value="0" /> <enum name="round" value="1" /> <enum name="multi" value="3" /> </attr> <attr name="angleCount" format="integer" /> <attr name="currentAngle" format="integer" /> </declare-styleable>
自定义View
public class MultiView extends ImageView { /** * 图片的类型,圆形or圆角or多边形 */ private Context mContext; /** * 传输类型 */ private int type; /** * 圆形 */ public static final int TYPE_CIRCLE = 0; /** * 圆角 */ public static final int TYPE_ROUND = 1; /** * 多边形 */ public static final int TYPE_MULTI = 3; /** *默认多边形角的个数 */ public static final int ANGLECOUNT = 5; /** * 默认开始绘制的角度 */ public static final int CURRENTANGLE = 180; /** * 多边形的半径 */ private int startRadius; /** * 多边形角的个数 */ private int angleCount ; private int[] angles; /** * 开始绘制的角度 */ private int currentAngle; /** * 存储角位置的集合 */ private List<PointF> pointFList = new ArrayList<>(); /** * 圆角大小的默认值 */ private static final int BODER_RADIUS_DEFAULT = 10; /** * 圆角的大小 */ private int mBorderRadius; /** * 绘图的Paint */ private Paint mBitmapPaint; /** * 圆角的半径 */ private int mRadius; /** * 3x3 矩阵,主要用于缩小放大 */ private Matrix mMatrix; /** * 渲染图像,使用图像为绘制图形着色 */ private BitmapShader mBitmapShader; /** * view的宽度 */ private int mWidth; private RectF mRoundRect; public MultiView(Context context) { this(context, null); } public MultiView(Context context, AttributeSet attrs) { this(context, attrs, 0); } public MultiView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); this.mContext = context; init(context, attrs); } public void init(Context context, AttributeSet attrs) { mMatrix = new Matrix(); mBitmapPaint = new Paint(); mBitmapPaint.setAntiAlias(true); TypedArray typedArray = context.obtainStyledAttributes(attrs, R.styleable.RoundImageView); mBorderRadius = typedArray.getDimensionPixelSize( R.styleable.RoundImageView_borderRadius, (int) TypedValue .applyDimension(TypedValue.COMPLEX_UNIT_DIP, BODER_RADIUS_DEFAULT, getResources() .getDisplayMetrics()));// 默认为10dp type = typedArray.getInt(R.styleable.RoundImageView_type, TYPE_CIRCLE);// 默认为Circle angleCount = typedArray.getInt(R.styleable.RoundImageView_angleCount, ANGLECOUNT); currentAngle = typedArray.getInt(R.styleable.RoundImageView_currentAngle, currentAngle); typedArray.recycle(); //回收之后对象可以重用 } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); /** * 如果类型是圆形或多边形,则强制改变view的宽高一致,以小值为准 */ if (type == TYPE_CIRCLE) { mWidth = Math.min(getMeasuredWidth(), getMeasuredHeight()); mRadius = mWidth / 2; setMeasuredDimension(mWidth, mWidth); } if (type == TYPE_MULTI) { mWidth = Math.min(getMeasuredWidth(), getMeasuredHeight()); setMeasuredDimension(mWidth, mWidth); angles = new int[angleCount]; for (int i = 0; i < angleCount; i++) { int partOfAngle = 360 / angleCount; //每个顶点的角度 angles[i] = currentAngle + partOfAngle * i; startRadius = mWidth / 2; float x = (float) (Math.sin(Math.toRadians(angles[i])) * startRadius); float y = (float) (Math.cos(Math.toRadians(angles[i])) * startRadius); pointFList.add(new PointF(x, y)); } } } /** * 初始化BitmapShader */ private void setUpShader() { Drawable drawable = getDrawable(); if (drawable == null) { return; } Bitmap bmp = drawableToBitamp(drawable); // 将bmp作为着色器,就是在指定区域内绘制bmp mBitmapShader = new BitmapShader(bmp, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT); float scale = 1.0f; if (type == TYPE_CIRCLE) { // 拿到bitmap宽或高的小值 int bSize = Math.min(bmp.getWidth(), bmp.getHeight()); scale = mWidth * 1.0f / bSize; } else if (type == TYPE_ROUND) { Logger.e( "b'w = " + bmp.getWidth() + " , " + "b'h = " + bmp.getHeight()); if (!(bmp.getWidth() == getWidth() && bmp.getHeight() == getHeight())) { // 如果图片的宽或者高与view的宽高不匹配,计算出需要缩放的比例;缩放后的图片的宽高,一定要大于我们view的宽高;所以我们这里取大值; scale = Math.max(getWidth() * 1.0f / bmp.getWidth(), getHeight() * 1.0f / bmp.getHeight()); } } else if (type == TYPE_MULTI) { Logger.e( "b'w = " + bmp.getWidth() + " , " + "b'h = " + bmp.getHeight()); // 拿到bitmap宽或高的小值 int bSize = Math.min(bmp.getWidth(), bmp.getHeight()); scale = mWidth * 1.0f / bSize; } // shader的变换矩阵,我们这里主要用于放大或者缩小 mMatrix.setScale(scale, scale); // 设置变换矩阵 mBitmapShader.setLocalMatrix(mMatrix); // 设置shader mBitmapPaint.setShader(mBitmapShader); } @Override protected void onDraw(Canvas canvas) { if (getDrawable() == null) { return; } setUpShader(); if (type == TYPE_ROUND) { canvas.drawRoundRect(mRoundRect, mBorderRadius, mBorderRadius, mBitmapPaint); } else if (type == TYPE_MULTI) { //canvas.translate(startRadius,startRadius); Path mPath = drawPath(); canvas.drawPath(mPath, mBitmapPaint); } else { canvas.drawCircle(mRadius, mRadius, mRadius, mBitmapPaint); } } /** * @return 多边形路径 */ private Path drawPath() { Path mPath = new Path(); mPath.moveTo(pointFList.get(0).x, pointFList.get(0).y); for (int i = 2; i < angleCount; i++) { if (i % 2 == 0) {// 除以二取余数,余数为0则为偶数,否则奇数 mPath.lineTo(pointFList.get(i).x, pointFList.get(i).y); } } if (angleCount % 2 == 0) { //偶数,moveTo mPath.moveTo(pointFList.get(1).x, pointFList.get(1).y); } else { //奇数,lineTo mPath.lineTo(pointFList.get(1).x, pointFList.get(1).y); } for (int i = 3; i < angleCount; i++) { if (i % 2 != 0) { mPath.lineTo(pointFList.get(i).x, pointFList.get(i).y); } } mPath.offset(startRadius, startRadius); return mPath; } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); // 圆角图片的范围 if (type == TYPE_ROUND) mRoundRect = new RectF(0, 0, w, h); } /** * drawable转bitmap * * @param drawable * @return */ private Bitmap drawableToBitamp(Drawable drawable) { if (drawable instanceof BitmapDrawable) { BitmapDrawable bd = (BitmapDrawable) drawable; return bd.getBitmap(); } int w = drawable.getIntrinsicWidth(); int h = drawable.getIntrinsicHeight(); Bitmap bitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(bitmap); drawable.setBounds(0, 0, w, h); drawable.draw(canvas); return bitmap; } private static final String STATE_INSTANCE = "state_instance"; private static final String STATE_TYPE = "state_type"; private static final String STATE_BORDER_RADIUS = "state_border_radius"; @Override protected Parcelable onSaveInstanceState() { Bundle bundle = new Bundle(); bundle.putParcelable(STATE_INSTANCE, super.onSaveInstanceState()); bundle.putInt(STATE_TYPE, type); bundle.putInt(STATE_BORDER_RADIUS, mBorderRadius); return bundle; } @Override protected void onRestoreInstanceState(Parcelable state) { if (state instanceof Bundle) { Bundle bundle = (Bundle) state; super.onRestoreInstanceState(((Bundle) state) .getParcelable(STATE_INSTANCE)); this.type = bundle.getInt(STATE_TYPE); this.mBorderRadius = bundle.getInt(STATE_BORDER_RADIUS); } else { super.onRestoreInstanceState(state); } } public void setType(int type) { if (this.type != type) { this.type = type; if (this.type != TYPE_ROUND && this.type != TYPE_CIRCLE && this.type != TYPE_MULTI) { this.type = TYPE_CIRCLE; } requestLayout(); } } }
使用
<com.libin.factory.widget.BitmapShader.MultiView android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/dlw" lb:angleCount="20" lb:type="multi"
注释虽然很详细了,这里还是要给大家多边形公式
多边形公式详解
简单形状展示
首先画一个三角形@Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); Path path = new Path(); path.moveTo(200, 200); path.lineTo(75, 75); path.lineTo(200, 75); Paint paint = new Paint(); paint.setStrokeWidth(10); paint.setColor(Color.BLACK); paint.setStyle(Paint.Style.STROKE); canvas.drawPath(path, paint); }
接下来替换上面的paint,使用bitmapShader:
@Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); mWidth = w; //屏幕宽 mHeight = h; //屏幕高 //Logger.e("w: " + w + " h:" + h + " oldw: " + oldw + " oldh : " + oldh); bmpRect = new RectF(0, 0, mWidth, mHeight); Bitmap bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.dlw); //Shader.TileMode里有三种模式:CLAMP(拉伸)、MIRROR(镜像)、REPETA(重复) bmpShader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.REPEAT); mPaint = new Paint((Paint.ANTI_ALIAS_FLAG)); mPaint.setShader(bmpShader); //设置BitmapShader之后相当于绘制了底层的图片背景 }
@Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); Path path = new Path(); path.moveTo(200, 200); path.lineTo(75, 75); path.lineTo(200, 75); canvas.drawPath(path, mPaint); }
接下来我们再看一组交叉的对比图:
Path path = new Path(); path.moveTo(200, 200); path.lineTo(75, 75); path.lineTo(200, 75); path.lineTo(75,200);
通过上面的例子,我们可以发现就算我们不绘制闭合的路径,使用BitmapShader,仍然会给我们自动
path.close();形成一个闭合的路径,并将背景填充进去。而且不管怎么较差背景图都会充满所有的闭合路径中。
那么接下来就好理解多边形的公式了。
多边型公式
先看一下代码:for (int i = 0; i < angleCount; i++) { int partOfAngle = 360 / angleCount; //每个顶点的角度 angles[i] = currentAngle + partOfAngle * i; startRadius = mWidth / 2; float x = (float) (Math.sin(Math.toRadians(angles[i])) * startRadius); float y = (float) (Math.cos(Math.toRadians(angles[i])) * startRadius); pointFList.add(new PointF(x, y)); }
private Path drawPath() { Path mPath = new Path(); mPath.moveTo(pointFList.get(0).x, pointFList.get(0).y); for (int i = 2; i < angleCount; i++) { if (i % 2 == 0) {// 除以二取余数,余数为0则为偶数,否则奇数 mPath.lineTo(pointFList.get(i).x, pointFList.get(i).y); } } if (angleCount % 2 == 0) { //偶数,moveTo mPath.moveTo(pointFList.get(1).x, pointFList.get(1).y); } else { //奇数,lineTo mPath.lineTo(pointFList.get(1).x, pointFList.get(1).y); } for (int i = 3; i < angleCount; i++) { if (i % 2 != 0) { mPath.lineTo(pointFList.get(i).x, pointFList.get(i).y); } } mPath.offset(startRadius, startRadius); return mPath; }
首先我们要得到每个角的坐标:
x=Math.sin(2∗PI/360∗angle)∗r y=Math.cos(2∗PI/360∗angle)∗r x=Math.sin(Math.toRadians(angle))∗r y=Math.cos(Math.toRadians(angle))∗r
代码里我们把每个角存储道理集合里面,方便后面使用:
for (int i = 0; i < angleCount; i++) { int partOfAngle = 360 / angleCount; //每个顶点的角度 angles[i] = currentAngle + partOfAngle * i; startRadius = mWidth / 2; float x = (float) (Math.sin(Math.toRadians(angles[i])) * startRadius); float y = (float) (Math.cos(Math.toRadians(angles[i])) * startRadius); pointFList.add(new PointF(x, y)); }
我们存储时是按照顺序存储的每个角的坐标值,那么现在等我们有了多边形的每个角的坐标,那么我们使用lineto和moveto就可以实现绘制多边形了。
如图我们已经得到坐标的点(方便手绘图)
然后我们要做的就是连线了,这时候奇数和偶数角的图形事不一样的,奇数图形一直lineto就可以完成,偶数图形要进行一次moveto才能完成,看一下下面两个图,体会一下。
六角形的时候有两个起点一个是0,一个是1.
现在我们应该对多边形公式有了一定的认识,不明白的可以联系作者。
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