前言
前面介绍了比较重要的Picasso
对象的使用,以及他的一些重要方法,其实还有一个对象也很重要 ---- RequestCreator
,在第一篇文章中其实我已经介绍了,RequestCreator
的最终是为了生成一个Request
对象。
public方法
image.png太多了,但是这些方法其实实现都非常的简单,举一个例子。
public RequestCreator centerCrop() {
data.centerCrop(Gravity.CENTER);
return this;
}
//--------Request.java--------
public Builder centerCrop(int alignGravity) {
if (centerInside) {
throw new IllegalStateException("Center crop can not be used after calling centerInside");
}
centerCrop = true;
centerCropGravity = alignGravity;
return this;
}
其实RequestCreator
的方法每个都很简单就是用来给Request.Builder
对象设置参数的。Request.Builder
是用来生成Request
的,所以还是Request
这个对象,然后来看里面的一些配置参数,以及参数的作用。
一个个来介绍下,public方法和属性
- buildUpon
public Builder buildUpon() {
return new Builder(this);
}
根据request重新构建出一个新的Request.Builder
对象,可以在原来的基础之上再调用链式方法创建新的一个Request.Builder
对象。
- hasSize
public boolean hasSize() {
return targetWidth != 0 || targetHeight != 0;
}
很简单,就是看你有没有resize 宽高
上面是2个方法,下面说属性。
- centerCrop
public Request build() {
if (centerInside && centerCrop) {
throw new IllegalStateException("Center crop and center inside can not be used together.");
}
if (centerCrop && (targetWidth == 0 && targetHeight == 0)) {
throw new IllegalStateException(
"Center crop requires calling resize with positive width and height.");
}
if (centerInside && (targetWidth == 0 && targetHeight == 0)) {
throw new IllegalStateException(
"Center inside requires calling resize with positive width and height.");
}
if (priority == null) {
priority = Priority.NORMAL;
}
...
在添加centerCrop
的时候必须设置targetWidth
和targetHeight
Picasso.get().load("http://i.imgur.com/DvpvklR.png")
.centerCrop()
.into(ivTest)
这样会报错,
应该这样
Picasso.get().load("http://i.imgur.com/DvpvklR.png")
.centerCrop()
.resize(100,100)
.into(ivTest)
真正实现centerCrop
是在图片加载后进行处理。
if (data.centerCrop) {
//获取图片要缩放的宽和图片真正的宽的比例
float widthRatio =
targetWidth != 0 ? targetWidth / (float) inWidth : targetHeight / (float) inHeight;
//获取图片要缩放的高和图片真正的高的比例
float heightRatio =
targetHeight != 0 ? targetHeight / (float) inHeight : targetWidth / (float) inWidth;
float scaleX, scaleY;
//如果宽的比例大于高的比例,就说明图片在y方向上需要被裁减
if (widthRatio > heightRatio) {
int newSize = (int) Math.ceil(inHeight * (heightRatio / widthRatio));
//裁剪后有个对齐的方向,是上对齐,还是下对齐,默认是中对齐
if ((data.centerCropGravity & Gravity.TOP) == Gravity.TOP) {
drawY = 0;
} else if ((data.centerCropGravity & Gravity.BOTTOM) == Gravity.BOTTOM) {
drawY = inHeight - newSize;
} else {
drawY = (inHeight - newSize) / 2;
}
drawHeight = newSize;
scaleX = widthRatio;
scaleY = targetHeight / (float) drawHeight;
} else if (widthRatio < heightRatio) {
//这里跟前面是一样的逻辑,只不过是x轴方向上需要被裁减,以及左对齐,还是右对齐
int newSize = (int) Math.ceil(inWidth * (widthRatio / heightRatio));
if ((data.centerCropGravity & Gravity.LEFT) == Gravity.LEFT) {
drawX = 0;
} else if ((data.centerCropGravity & Gravity.RIGHT) == Gravity.RIGHT) {
drawX = inWidth - newSize;
} else {
drawX = (inWidth - newSize) / 2;
}
drawWidth = newSize;
scaleX = targetWidth / (float) drawWidth;
scaleY = heightRatio;
} else {
drawX = 0;
drawWidth = inWidth;
scaleX = scaleY = heightRatio;
}
if (shouldResize(onlyScaleDown, inWidth, inHeight, targetWidth, targetHeight)) {
matrix.preScale(scaleX, scaleY);
}
}
其实这里的代码很多,但是我们可以从效果上去看,就是对图片进行了 裁剪和缩放,然后以及对齐。这样就很清楚了,上面代码只是为了获取到。
- scaleX 图片宽的缩放
- scaleY 图片高的缩放
- drawX 根据对齐操作,判断从图片的哪个点开始绘制
- drawY 根据对齐操作,判断从图片的哪个点开始绘制
-
centerCropGravity
上面已经介绍了,就是centerCrop的对齐的属性 -
centerInside
其实跟centerCrop差不多,就是对图片的一个适配。
else if (data.centerInside) {
// Keep aspect ratio if one dimension is set to 0
float widthRatio =
targetWidth != 0 ? targetWidth / (float) inWidth : targetHeight / (float) inHeight;
float heightRatio =
targetHeight != 0 ? targetHeight / (float) inHeight : targetWidth / (float) inWidth;
float scale = widthRatio < heightRatio ? widthRatio : heightRatio;
if (shouldResize(onlyScaleDown, inWidth, inHeight, targetWidth, targetHeight)) {
matrix.preScale(scale, scale);
}
}
代码其实就非常的简单,分别获取到宽高的缩放比例,然后取最小的,这样保证图片在imageview里面都看得到,并且不变形。
- config
配置图片的格式,可以是ARGB_8888,RGB_565等
//---------RequestCreator.java---------
//调用链式方法,可配置,最终其实是传到`Request`对象中
public RequestCreator config(@NonNull Bitmap.Config config) {
data.config(config);
return this;
}
//-------RequestHandler.java--------
static BitmapFactory.Options createBitmapOptions(Request data) {
final boolean justBounds = data.hasSize();
final boolean hasConfig = data.config != null;
BitmapFactory.Options options = null;
if (justBounds || hasConfig || data.purgeable) {
options = new BitmapFactory.Options();
options.inJustDecodeBounds = justBounds;
options.inInputShareable = data.purgeable;
options.inPurgeable = data.purgeable;
if (hasConfig) {
//最终其实是在创建 BitmapFactory.Options的时候当作参数传入,这样子生成的图片就会按照配置,如果不对图片质量有很高要求的话可以选择RGB_565,节省了一半的内存
options.inPreferredConfig = data.config;
}
}
return options;
}
//---------BitmapFactory.java----------
/**
* If this is non-null, the decoder will try to decode into this
* internal configuration. If it is null, or the request cannot be met,
* the decoder will try to pick the best matching config based on the
* system's screen depth, and characteristics of the original image such
* as if it has per-pixel alpha (requiring a config that also does).
*
* Image are loaded with the {@link Bitmap.Config#ARGB_8888} config by
* default.
*/
public Bitmap.Config inPreferredConfig = Bitmap.Config.ARGB_8888;
其实呢这里已经说的很清楚了,如果配置config,那么就按你配置的来,如果没有配置,默认是Bitmap.Config.ARGB_8888
- hasRotationPivot,rotationDegrees,rotationPivotX,rotationPivotY
//----------Request.java------------
public Builder rotate(float degrees, float pivotX, float pivotY) {
rotationDegrees = degrees;
rotationPivotX = pivotX;
rotationPivotY = pivotY;
hasRotationPivot = true;
return this;
}
其实这里就可以看出4个参数的作用
hasRotationPivot:是否设置了旋转参数
rotationDegrees:旋转角度
rotationPivotX,rotationPivotY:旋转中心点x,y
6.onlyScaleDown
if (shouldResize(onlyScaleDown, inWidth, inHeight, targetWidth, targetHeight)) {
matrix.preScale(scaleX, scaleY);
}
....
private static boolean shouldResize(boolean onlyScaleDown, int inWidth, int inHeight,
int targetWidth, int targetHeight) {
return !onlyScaleDown || (targetWidth != 0 && inWidth > targetWidth)
|| (targetHeight != 0 && inHeight > targetHeight);
}
onlyScaleDown,顾名思义,只允许缩小,所以每次在缩放的时候,先判断下。
- priority
这个其实就是优先级的意思
//-------Picasso.java--------
public enum Priority {
LOW,
NORMAL,
HIGH
}
从定义上看是3种优先级,从高到低。在构建Request
对象的时候会给默认值
//--------Request.java--------
public Request build() {
...
if (priority == null) {
priority = Priority.NORMAL;
}
...
那么设置这个优先级到底有什么用呢,其实还要看PicassoExecutorService
这个关键类
PicassoExecutorService() {
super(DEFAULT_THREAD_COUNT, DEFAULT_THREAD_COUNT, 0, TimeUnit.MILLISECONDS,
new PriorityBlockingQueue<Runnable>(), new Utils.PicassoThreadFactory());
}
这里非常有意思,在构建一个线程池的时候,创建了一个PriorityBlockingQueue
有优先级的一个阻塞队列。
@Override
public Future<?> submit(Runnable task) {
//每次执行的是一个PicassoFutureTask任务
PicassoFutureTask ftask = new PicassoFutureTask((BitmapHunter) task);
execute(ftask);
return ftask;
}
private static final class PicassoFutureTask extends FutureTask<BitmapHunter>
implements Comparable<PicassoFutureTask> {
private final BitmapHunter hunter;
PicassoFutureTask(BitmapHunter hunter) {
super(hunter, null);
this.hunter = hunter;
}
//任务提交之后,线程池会一个个进行处理,会对加入的对象做下对比,看哪个优先级高,就先执行哪个
@Override
public int compareTo(PicassoFutureTask other) {
Picasso.Priority p1 = hunter.getPriority();
Picasso.Priority p2 = other.hunter.getPriority();
return (p1 == p2 ? hunter.sequence - other.hunter.sequence : p2.ordinal() - p1.ordinal());
}
}
}
- purgeable
//----------Request.java---------
public Builder purgeable() {
purgeable = true;
return this;
}
其实在第5点的config
里面是有涉及到purgeable
这个的,其实也是BitmapFactory.Options
的一个参数。
这里我把另外一个参数合起来一起说,就是inInputShareable
,这里我把源码的注释贴出,然后解释下。
/**
* @deprecated As of {@link android.os.Build.VERSION_CODES#LOLLIPOP}, this is
* ignored.
*
* In {@link android.os.Build.VERSION_CODES#KITKAT} and below, if this
* is set to true, then the resulting bitmap will allocate its
* pixels such that they can be purged if the system needs to reclaim
* memory. In that instance, when the pixels need to be accessed again
* (e.g. the bitmap is drawn, getPixels() is called), they will be
* automatically re-decoded.
*
* <p>For the re-decode to happen, the bitmap must have access to the
* encoded data, either by sharing a reference to the input
* or by making a copy of it. This distinction is controlled by
* inInputShareable. If this is true, then the bitmap may keep a shallow
* reference to the input. If this is false, then the bitmap will
* explicitly make a copy of the input data, and keep that. Even if
* sharing is allowed, the implementation may still decide to make a
* deep copy of the input data.</p>
*
* <p>While inPurgeable can help avoid big Dalvik heap allocations (from
* API level 11 onward), it sacrifices performance predictability since any
* image that the view system tries to draw may incur a decode delay which
* can lead to dropped frames. Therefore, most apps should avoid using
* inPurgeable to allow for a fast and fluid UI. To minimize Dalvik heap
* allocations use the {@link #inBitmap} flag instead.</p>
*
* <p class="note"><strong>Note:</strong> This flag is ignored when used
* with {@link #decodeResource(Resources, int,
* android.graphics.BitmapFactory.Options)} or {@link #decodeFile(String,
* android.graphics.BitmapFactory.Options)}.</p>
*/
@Deprecated
public boolean inPurgeable;
首先这是弃用的一个属性,注释里也说的很清楚,LOLLIPOP
及以上版本就无效了,在KITKAT
及以下版本,有效。
翻译下:
如果设置为true,那么生成bitmap而去申请的一块内存,会在系统需要内存的时候,被回收。如果说这个bitmap又被调用拿去使用了,那么就跟inInputShareable
这个属性有关,如果这个属性设置了false,那么,就会对inputdata做一个深拷贝,如果是true的话,一开始就会先使用input的一个引用,但是最后真正要使用到bitmap的时候,还是会对inputdata做一次深拷贝。
当然,后面还有最后一句比较关键的话Therefore, most apps should avoid using inPurgeable to allow for a fast and fluid UI.
意思就是说,如果你想你的app比较流畅,比较快,那么你就不要去使用,因为重新去解码一张图片是要时间的,这样很可能就会造成你加载图片的时候白了几秒。
当然,在内存紧张的时候是可以使用的。
static BitmapFactory.Options createBitmapOptions(Request data) {
...
options.inInputShareable = data.purgeable;
options.inPurgeable = data.purgeable;
...
return options;
}
很显然Picasso
把inInputShareable
,inPurgeable
绑在了一起,要么都true,要么都false
-
resourceId
如果要直接加载R.mipmap.,R.drawable.这种资源的话,这个参数就!=0 -
stableKey
//key-value存入LruCache中,这里就是key的生成规则
static String createKey(Request data, StringBuilder builder) {
//先看有没有设置stableKey,有设置的话,就直接生成跟stableKey有关的一段字符串,后面可以直接使用stableKey,获取到需要的value。
if (data.stableKey != null) {
builder.ensureCapacity(data.stableKey.length() + KEY_PADDING);
builder.append(data.stableKey);
} else if (data.uri != null) {
//如果有说没有上面的stableKey,但是有uri,那么就直接根据uri生成对应的key
String path = data.uri.toString();
builder.ensureCapacity(path.length() + KEY_PADDING);
builder.append(path);
} else {
builder.ensureCapacity(KEY_PADDING);
builder.append(data.resourceId);
}
builder.append(KEY_SEPARATOR);
正常情况下,其实你的图片的uri不变的话,直接就uri就够用了,但是如果你图片的uri可能会发生改变,然后本身其实是一张图片的话,其实是可以使用stableKey。
比如说,你图片存放了三方服务器,然后可以使用http://****/x100/y100
这种裁减的方式的话,那么就可以使用stableKey
,因为你本身原图是一张,然后呢正常情况下你可能会下载了很多不通尺寸的图片,然后根据uri保存在LruCache中。
但是这里有一个优化的方式了,设置一个stableKey
,只保存一份图片,然后再对图片进行缩放或者裁减,这样就防止存放了很多份不同尺寸的图片。
- targetHeight,targetWidth
当调用了resize方法,重新定义宽高的话,targetHeight,targetWidth!=0
如:
Picasso.get().load("http://i.imgur.com/DvpvklR.png")
.resize(100,100)
.into(ivTest)
- transformations
用来进行图片的一个变换的列表。
比如我要切成一个圆图
Picasso.get().load("http://i.imgur.com/DvpvklR.png")
.transform(object : Transformation {
override fun transform(source: Bitmap?): Bitmap {
//重新创建一个新的bitmap
val bitmap = Bitmap.createBitmap(source?.width!!, source?.height!!, Bitmap.Config.ARGB_8888)
val canvas = Canvas(bitmap)
val p = Paint(Paint.ANTI_ALIAS_FLAG)
canvas.drawCircle(100f, 100f, 100f, p)
p.xfermode = PorterDuffXfermode(PorterDuff.Mode.SRC_IN)
canvas.drawBitmap(source, 0f, 0f, p)
//这里必须要对原来的bitmap做recycle,不然会报错,后面
source?.recycle()
return bitmap
}
override fun key() = "test111"
})
.resize(200, 200)
.into(ivTest)
//-------BitmapHunter.java---------
static Bitmap applyCustomTransformations(List<Transformation> transformations, Bitmap result) {
for (int i = 0, count = transformations.size(); i < count; i++) {
final Transformation transformation = transformations.get(i);
Bitmap newResult;
try {
newResult = transformation.transform(result);
} catch (final RuntimeException e) {
Picasso.HANDLER.post(new Runnable() {
@Override public void run() {
throw new RuntimeException(
"Transformation " + transformation.key() + " crashed with exception.", e);
}
});
return null;
}
if (newResult == null) {
final StringBuilder builder = new StringBuilder() //
.append("Transformation ")
.append(transformation.key())
.append(" returned null after ")
.append(i)
.append(" previous transformation(s).\n\nTransformation list:\n");
for (Transformation t : transformations) {
builder.append(t.key()).append('\n');
}
Picasso.HANDLER.post(new Runnable() {
@Override public void run() {
throw new NullPointerException(builder.toString());
}
});
return null;
}
//如果有转换,必须要对原来的bitmap做recycle
if (newResult == result && result.isRecycled()) {
Picasso.HANDLER.post(new Runnable() {
@Override public void run() {
throw new IllegalStateException("Transformation "
+ transformation.key()
+ " returned input Bitmap but recycled it.");
}
});
return null;
}
...
- uri
加载图片的uri,没有什么好介绍的。
总结
相对来说图片框架中,Picasso
是比较简单,比较容易看得懂的,所以,如果想看图片框架源码的话,建议可以从Picasso
源码入手,先看到一些图片框架的基本的一些功能,然后可以尝试Glide
,Fresco
,那一定会受益匪浅的。最终可以自己上手写一份,我就是朝着这个目标前进的。fighting!!!
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