美文网首页
绘制基础(四)- 绘制字体

绘制基础(四)- 绘制字体

作者: Hoker_ | 来源:发表于2018-12-03 21:04 被阅读0次
    平时项目里会涉及到一些文字绘制,这里记录下自己学的的。

    先来一张网上找的图,简单介绍下android是按啥规则绘制字体的:


    FontMetrics

    这个需要结合Paint.FontMetrics这个类来看:

        /**
         * Class that describes the various metrics for a font at a given text size.
         * Remember, Y values increase going down, so those values will be positive,
         * and values that measure distances going up will be negative. This class
         * is returned by getFontMetrics().
         */
        public static class FontMetrics {
            /**
             * The maximum distance above the baseline for the tallest glyph in
             * the font at a given text size.
             */
            public float   top;
            /**
             * The recommended distance above the baseline for singled spaced text.
             */
            public float   ascent;
            /**
             * The recommended distance below the baseline for singled spaced text.
             */
            public float   descent;
            /**
             * The maximum distance below the baseline for the lowest glyph in
             * the font at a given text size.
             */
            public float   bottom;
            /**
             * The recommended additional space to add between lines of text.
             */
            public float   leading;
        }
    

    需要特别关注的就是BaseLine,像canvas.drawText()里头的y,就是baseLine的位置,所以,有时候虽然我们绘制时参数y在居中位置,但是实际体现的效果确不居中,这就是因为文字时基于baseLine来绘制的。这个时候的y,就需要根据文字来特地计算:

    public class SportsView extends View {
    
        private final static float RING_WIDTH = UiUtils.dpToPixel(20);
        private final static float RADIUS = UiUtils.dpToPixel(150);
        private Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
        private Rect rect = new Rect();
        private Paint.FontMetrics fontMetrics = new Paint.FontMetrics();
    
        public SportsView(Context context, @Nullable AttributeSet attrs) {
            super(context, attrs);
        }
    
        {
            paint.setTextSize(UiUtils.dpToPixel(100));
            paint.setTextAlign(Paint.Align.CENTER);
        }
    
        @Override
        protected void onDraw(Canvas canvas) {
            super.onDraw(canvas);
    
            // 绘制环
            paint.setStyle(Paint.Style.STROKE);
            paint.setColor(Color.GREEN);
            paint.setStrokeWidth(RING_WIDTH);
            canvas.drawCircle(getWidth() / 2, getHeight() / 2, RADIUS, paint);
    
            // 绘制进度条
            paint.setColor(Color.RED);
            paint.setStrokeCap(Paint.Cap.ROUND);
            canvas.drawArc(getWidth() / 2 - RADIUS, getHeight() / 2 - RADIUS,
                    getWidth() / 2 + RADIUS, getHeight() / 2 + RADIUS,
                    -90, 225, false, paint);
    
            paint.setStyle(Paint.Style.FILL);
    //        // 读取文字的实时绘制范围,以用于后面如何对baseline进行偏移
    //        paint.getTextBounds("123", 0, "123".length(), rect);
    //        int offset = (rect.top + rect.bottom) / 2;
    //        // 会在baseLine上画,baseline是一个稳定线,因为文字的y轴难以确定
    //        // 文字横向居中很容易,使用Center即可,但是纵向居中就比较麻烦了
    //        // 虽然该方法会让文字非常居中,但是,当文字变化是,可能会跳动,因为绘制范围是根据文字内容来计算的
    //        canvas.drawText("123", getWidth() / 2, getHeight() / 2 - offset, paint);
    
              // 左对齐情况,如果希望文字完全贴边,即去除文字访问的左边部分
    //        canvas.drawText("123", - rect.left, 200, paint);
    
            paint.getFontMetrics(fontMetrics);
            // 这样标准比较统一,不会让文字跳动,适用于变动场景
            float offset = (fontMetrics.ascent + fontMetrics.descent) / 2;
            canvas.drawText("123", getWidth() / 2, getHeight() / 2 - offset, paint);
        }
    }
    
    效果图
    总结:文字绘制主要是BaseLine的应用。

    相关文章

      网友评论

          本文标题:绘制基础(四)- 绘制字体

          本文链接:https://www.haomeiwen.com/subject/fdvucqtx.html