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Android绘图理解与使用

Android绘图理解与使用

作者: 特大碗牛肉面 | 来源:发表于2018-06-28 18:40 被阅读0次

    1.Android canvas基本API:

    矩形的点: drawPoint()
    线: drawLine()
    矩形:drawRect()
    多边形:drawVertices()
    弧:drawArc
    oval :指定圆弧的外轮廓矩形区域。
    startAngle: 圆弧起始角度,单位为度。
    sweepAngle: 圆弧扫过的角度,顺时针方向,单位为度,从右中间开始为零度。
    useCenter: 如果为True时,在绘制圆弧时将圆心包括在内,通常用来绘制扇形
    椭圆:drawOval
    绘制文本:drawText
    指定位置绘制文本: drawPosText
    绘制路径:drawPath() //其实位置默认是控件左上角(0,0) ,如果想让起始位置改变只需要调用mPath.moveTo(x,y);
    圆形:drawCircle()//也能绘制圆角矩形
    设置抗锯齿:setAntiAlias()
    设置颜色:setColor();
    设置ARGB:setARGB()
    设置字体大小:setTextSize()
    设置画笔风格:setStyle()//空心:STROKE 实心:FILL
    设置空心边框的宽度: setStrokeWidth();
    Canvas.save() 保存画布,后续操作可以理解为在一个新的图层上操作一样
    Canvas.restore() 将save()后绘制的图像与save()之前的图像进行合并
    Canvas.translate(x, y);移动至(x,y)坐标点
    Canvas.rotate(X);画布旋转X度
    canvas.scale(scale, scale,Width/2,Height/2);//以中心点缩放
    canvas.scale(scale, scale);//以(0,0)位中心进行缩放

    public class ScaleView extends View {
    
        private Paint paintBot = null;
        private Bitmap mRobotBitmap = null;
    
        private float dx = 0;
        private float dy = 0;
        private float scale = 1f;
        private PointF pointF = new PointF();
        private final int ACTION_DOWN = 1;
        private final int ACTION_POINTER_DOWN = 2;
        private final int ACTION_POINTER_UP = 0;
        private int mode = ACTION_POINTER_UP;
    
        private float old_x_down = 0;
        private float old_y_down = 0;
        private float old_translate_x = 0;
        private float old_translate_y = 0;
    
        private float oldScale = 1;
        private float oldDist = 1f;
    
        private int Height = 0;
        private int Width = 0;
    
        public ScaleView(Context context) {
            super(context);
            init();
        }
    
        public ScaleView(Context context, AttributeSet attrs) {
            super(context, attrs);
            init();
        }
    
        public ScaleView(Context context, AttributeSet attrs, int defStyleAttr) {
            super(context, attrs, defStyleAttr);
            init();
        }
    
    
        public void init() {
            mRobotBitmap = BitmapFactory.decodeResource(getResources(), R.mipmap.ic_launcher);
            Matrix matrix = new Matrix();
            matrix.setScale(0.7f, 0.7f);
            mRobotBitmap = Bitmap.createBitmap(mRobotBitmap, 0, 0, mRobotBitmap.getWidth(), mRobotBitmap.getHeight(), matrix, true);
            //图标
            paintBot = new Paint();
            paintBot.setAntiAlias(true);
            paintBot.setDither(true);
            paintBot.setFilterBitmap(true);
        }
    
     @Override
        protected void onSizeChanged(int w, int h, int oldw, int oldh) {
            super.onSizeChanged(w, h, oldw, oldh);
            Width = w; // 获取宽度
            Height = h; // 获取高度
    }
        @Override
        protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
            super.onMeasure(widthMeasureSpec, heightMeasureSpec);
        }
    
        @Override
        protected void onDraw(Canvas canvas) {
            canvas.scale(scale, scale, Width / 2, Height / 2);
            canvas.translate(dx, dy);
            canvas.drawBitmap(mRobotBitmap, Width / 2, Height / 2, paintBot);
        }
    
    
        @Override
        public boolean onTouchEvent(MotionEvent event) {
            switch (event.getAction() & MotionEvent.ACTION_MASK) {
                case MotionEvent.ACTION_DOWN:
                    mode = ACTION_DOWN;
                    old_x_down = event.getX();
                    old_y_down = event.getY();
                    break;
                case MotionEvent.ACTION_POINTER_DOWN:
                    mode = ACTION_POINTER_DOWN;
                    oldDist = spacing(event);
                    float x = event.getX(0) + event.getX(1);
                    float y = event.getY(0) + event.getY(1);
                    pointF.set(x / 2, y / 2);
                    break;
                case MotionEvent.ACTION_MOVE:
                    if (mode == ACTION_POINTER_DOWN) {
                        float newDist = spacing(event);
                        float newScale = (newDist) / oldDist * oldScale;
                        if (newScale > 2) {
                            newScale = 2;
                        }
                        if (newScale < 1) {
                            newScale = 1;
                        }
                        scale = newScale;
                        oldDist = newDist;
                        oldScale = newScale;
                    } else if (mode == ACTION_DOWN) {
                        float new_d_x = event.getX() - old_x_down + old_translate_x;
                        float new_d_y = event.getY() - old_y_down + old_translate_y;
                        dx = new_d_x;
                        dy = new_d_y;
                        old_x_down = event.getX();
                        old_y_down = event.getY();
                        old_translate_x = dx;
                        old_translate_y = dy;
                    }
                    break;
                case MotionEvent.ACTION_UP:
                case MotionEvent.ACTION_POINTER_UP:
                    mode = ACTION_POINTER_UP;
                    break;
            }
            invalidate();
            return true;
        }
    
        private float spacing(MotionEvent event) {
            float x = event.getX(0) - event.getX(1);
            float y = event.getY(0) - event.getY(1);
            return (float) Math.sqrt(x * x + y * y);
        }
    
    
        public void release() {
            if (mRobotBitmap != null && !mRobotBitmap.isRecycled()) {
                mRobotBitmap.recycle();
                mRobotBitmap = null;
            }
        }
    }
    

    2.SurfaceView和View的区别:

    • View主动使用于主动更新的情况,SurfaceView主动使用于被动更新(频繁刷新);
    • 一般情况下,SurfaceView需要在子线程中进行页面刷新;
    • View在绘图时没有使用双缓存机制,而SurfaceView在底层使用机制中就已经实现了双缓存机制;

    总结一句话就是:

    如果你自定义View需要频繁刷新,或者刷新时数据处理量比较大,那么你可以考虑使用SurfaceView来代替View;

    public class SurfaceViewTemplate extends SurfaceView implements SurfaceHolder.Callback, Runnable {
    
        private SurfaceHolder mHolder;
        private Canvas mCanvas;
        private boolean mIsDrawing;
        private Path mPath;
        private Paint mPaint;
    
        public SurfaceViewTemplate(Context context) {
            super(context);
            initView();
        }
    
        public SurfaceViewTemplate(Context context, AttributeSet attrs) {
            super(context, attrs);
            initView();
        }
    
        public SurfaceViewTemplate(Context context, AttributeSet attrs, int defStyleAttr) {
            super(context, attrs, defStyleAttr);
            initView();
        }
    
        private void initView() {
            mHolder = getHolder();
            mHolder.addCallback(this);
            setFocusable(true);
            setFocusableInTouchMode(true);
            this.setKeepScreenOn(true);
            mPaint= new Paint(Paint.ANTI_ALIAS_FLAG | Paint.DITHER_FLAG | Paint.FILTER_BITMAP_FLAG);
            mPaint.setStrokeWidth(10f);
            mPaint.setStyle(Paint.Style.STROKE);
            mPaint.setStrokeJoin(Paint.Join.ROUND);
            mPaint.setStrokeCap(Paint.Cap.ROUND);
            mPaint.setAntiAlias(true);
            mPaint.setColor(Color.RED);
            mPath = new Path();
        }
    
        @Override
        public void surfaceCreated(SurfaceHolder surfaceHolder) {
            mIsDrawing = true;
            new Thread(this).start();
        }
    
        @Override
        public void surfaceChanged(SurfaceHolder surfaceHolder, int format, int width, int height) {
    
        }
    
        @Override
        public void surfaceDestroyed(SurfaceHolder surfaceHolder) {
            mIsDrawing = false;
        }
    
        @Override
        public void run() {
            while (mIsDrawing) {
                draw();
            }
        }
    
        private void draw() {
    
            try {
                mCanvas = mHolder.lockCanvas();
                mCanvas.drawColor(Color.WHITE);
                mCanvas.drawPath(mPath, mPaint);
            } catch (Exception e) {
                e.printStackTrace();
            } finally {
                if (mCanvas != null) {
                    mHolder.unlockCanvasAndPost(mCanvas);
                }
            }
        }
    
        @Override
        public boolean onTouchEvent(MotionEvent event) {
            int x = (int) event.getX();
            int y = (int) event.getY();
            switch (event.getAction()) {
                case MotionEvent.ACTION_DOWN:
                    mPath.moveTo(x,y);
                    break;
                case MotionEvent.ACTION_MOVE:
                    mPath.lineTo(x,y);
                    break;
            }
            return true;
        }
    }
    

    3.Later图层:

    saveLater()和saveLayerAlpha()将一个图层入栈,使用restore()、restoreToCount()将图层出栈;
    入栈时候,后面所有操作都会发生在这个图层上,出栈的时候.则会将图层绘制到上层Canvas上;


    4.颜色矩阵(ColorMatrix):

    设置色调:
    setRotate(int axis,float degree);第一个参数分别用:0,1,2代表Red,Green,Blue;

    ColorMatrix matrix = new ColorMatrix();
    matrix.setRotate(0,mHueValue);
    matrix.setRotate(1,mHueValue);
    matrix.setRotate(2,mHueValue);
    

    设置饱和度:
    setSaturation():饱和度为0时,图像会变成灰度图像;

    ColorMatrix matrix = new ColorMatrix();
    matrix.setSaturation(saturation);
    

    设置亮度:
    setScale():亮度为0时,图像会变全黑;

    ColorMatrix lumMatrix = new ColorMatrix();
    lumMatrix.setScale(lum,lum,lum,1);
    

    叠加效果:
    postConcat():将矩阵的作用效果混合,生成叠加处理后的效果

    ColorMatrix matrix = new ColorMatrix();
    matrix.postConcat(hueMatrix);
    matrix.postConcat(saturationMatrix);
    matrix.postConcat(lumMatrix);
    

    注意事项:Paint类需要通过setColorFilter()来将colorMatrix构造的colorMatrixColorFilter对象传进来,并
    使用这个paint来绘制原来的图像,从而将颜色阵列作用到原图上;

    paint.setColorFilter(new ColorMatrixColorFilter(matrix));
    

    像素点分析:

    Bitmap.getPixels(pixels,offset,stride,x,y,width,height);
    

    1.pixels:接收位图颜色值的数组
    2.offset:写入pixels[]中的第一个像素索引值
    3.stride:pixels[]中的行间距
    4.x:第一像素的x坐标值
    5.y:第一像素点的y坐标值
    6.width:从每一行中读取的像素宽度
    7.height:读取的行数
    一般用法:

         int oldPx[] =new int[Width*Height];
            int newPx[] =new int[Width*Height];
            int color;
            int r,g,b,a;
            for (int i=0;i<Width;i++){
                color = oldPx[i];
                r =Color.red(color);
                g =Color.green(color);
                b =Color.blue(color);
                a =Color.alpha(color);
    
                r = 255 - r;
                g = 255 - g;
                b = 255 - b;
    
                if(r>255){
                    r=255;
                } else if(r<0){
                    r=0;
                }
    
                if(g>255){
                    g=255;
                } else if(g<0){
                    g=0;
                }
    
                if(b>255){
                    b=255;
                } else if(b<0){
                    b=0;
                }
                newPx[i] = Color.argb(a,r,g,b);
            }
            bitmap.getPixels(newPx,0,bm.getWidth(),0,0,width,height);
    
    

    老照片算法:

    rl = (int)(0.393*r + 0.769*g + 0.189*b);
    gl = (int)(0.349*r + 0.686*g + 0.168*b);
    bl = (int)(0.272*r + 0.534*g + 0.131*b);
    

    浮雕效果:
    若存在ABC三个像素点,要求对B点对应的浮雕效果算法:

    B.r = C.R - B.r + 127;
    B.g = C.g - B.g + 127;
    B.b = C.b - B.b + 127;
    

    底片效果:

    B.r = 255 - B.r;
    B.g = 255 - B.g;
    B.b = 255 - B.b;
    

    矩阵变化:
    初始化的矩阵为:

    ⎡ 1  0  0  0  0 ⎤  0
    ⎢ 0  1  0  0  0 ⎥  6
    ⎢ 0  0  1  0  0 ⎥ 12
    ⎣ 0  0  0  1  0 ⎦ 18
    
    规则是: 横*竖

    图片中的符号含义:
    a, b, c, d, e 表示三原色中的红色
    f, g, h, i, j 表示三原色中的绿色
    k, l, m, n, o 表示三原色中的蓝色
    p, q, r, s, t 表示颜色的透明度

    PorterDuff.Mode: 原始图片 dst 后绘制 src

    图像合成效果示意图

    5.XML绘图:

    1.Shape属性:
    1)..Corners:定义圆角;

    <corners    //定义圆角   
        android:radius="dimension"      //全部的圆角半径   
        android:topLeftRadius="dimension"   //左上角的圆角半径   
        android:topRightRadius="dimension"  //右上角的圆角半径   
        android:bottomLeftRadius="dimension"    //左下角的圆角半径   
        android:bottomRightRadius="dimension" />    //右下角的圆角半径   
    

    2).solid:填充内部颜色

    <solid android:color="@color/colorAccent"/>
    

    3).gradient:定义渐变色:

    <gradient
            android:angle="integer"
            android:centerX="integer"
            android:centerY="integer"
            android:centerColor="integer"
            android:endColor="color"
            android:gradientRadius="integer"
            android:startColor="color"
            android:type=["linear" | "radial" | "sweep"]
            android:useLevel=["true" | "false"] />
    
    

    4).stoke:指定边框:

        <stroke
            android:width="5dp"
            android:color="@android:color/holo_green_dark"
            android:dashWidth="10dp"
            android:dashGap="10dp"/>
    

    shape示例代码:

    <?xml version="1.0" encoding="utf-8"?>
    <shape xmlns:android="http://schemas.android.com/apk/res/android"
        android:shape="rectangle">
    
        <corners
            android:radius="5dp"
            android:topLeftRadius="5dp"
            android:topRightRadius="5dp"
            android:bottomLeftRadius="5dp"
            android:bottomRightRadius="5dp"/>
    
        <!--angle:渐变角度-->
        <gradient
            android:angle="45"
            android:centerX="0.5"
            android:centerY="0.5"
            android:centerColor="@android:color/black"
            android:endColor="@color/colorAccent"
            android:gradientRadius="5dp"
            android:startColor="@color/colorPrimaryDark"
            android:type="linear"
            android:useLevel="false"/>
    
        <padding
            android:bottom="10dp"
            android:left="10dp"
            android:right="10dp"
            android:top="10dp" />
    
        <!--填充颜色-->
        <!--<solid android:color="@android:color/holo_blue_bright"/>-->
    
        <!--dashGap:虚线间距宽度-->
        <!--dashWidth:虚线宽度-->
        <stroke
            android:width="5dp"
            android:color="@android:color/holo_green_dark"
            android:dashWidth="10dp"
            android:dashGap="10dp"/>
    
    

    2..selector:可以根据事件设置不同图像;
    1).shape的形状,默认为矩形,可以设置为矩形(rectangle)、椭圆形(oval)、线性形状(line)、环形(ring)
    2).下面的属性只有在android:shape="ring时可用:
    a).android:innerRadius 尺寸,内环的半径。
    b).android:innerRadiusRatio 浮点型,以环的宽度比率来表示内环的半径,
    c).android:thickness 尺寸,环的厚度
    d).android:thicknessRatio 浮点型,以环的宽度比率来表示环的厚度,例如,如果android:thicknessRatio="2",
    e).android:useLevel boolean值,如果当做是LevelListDrawable使用时值为true,否则为false.
    selector示例代码:

    <selector xmlns:android="http://schemas.android.com/apk/res/android">
    
        <!--是否按下-->
        <item android:state_pressed="true">
            <!--设置为矩形-->
            <shape android:shape="rectangle">
    
                <!--填充颜色-->
                <solid android:color="@color/colorAccent" />
    
                <!--圆形角-->
                <corners android:radius="5dp" />
    
                <padding android:bottom="10dp" android:left="10dp" android:right="10dp" android:top="10dp" />
            </shape>
        </item>
    
        <item>
            <shape android:shape="rectangle">
                <solid android:color="@color/colorPrimaryDark" />
    
                <corners android:radius="5dp" />
                <padding android:bottom="10dp" android:left="10dp" android:right="10dp" android:top="10dp" />
            </shape>
    
        </item>
    </selector>
    

    6.自定义绘制步骤:

    1.方法: 重写绘制方法(最常用:onDraw());

    2.绘制的关键:Canvas
    a).Canvas的绘制类方法:drawXXX() (关键参数:Paint);
    b).Canvas的辅助类方法:范围裁切(clipxxx())和几何变形(Matrix)
    3.使用不同的绘制方法来控制遮盖关系;
    4.在View中比较重要的回调方法:
    a).onFinishInflate();//在XML加载组件后回调;
    b).onSizeChanged();//组件大小改变时回调;
    c).onMeasure();//回调方法来进行测量;
    b).onLayout();//回调该方法来确定显示的位置;
    d).onTouchEvent();//监听到触摸事件时回调.


    7.Canvas 对绘制的辅助:

    1.范围裁切:
    a).clipRect()和cliPath();
    2.几何变形:
    a).Canvas.translate/rotate/scale/skew();
    b).Matrix.pre/postTranslate/Rotate/Scate/Skew() 及自定义转化;
    c).Camera.rotate()Camera.setLocation:三维变换


    8.属性动画

    1.ViewPropertyAnimator
    a).View,animate();
    b).配合translationX() translationY() alpha() rotation() scaleX() 等方法

    2.ObjectAnimator
    a).ObjectAnimator.ofXXX() 创建Animator对象
    b).start()执行动画;

    3.功能:
    a).setDuration;设置时长;
    b).setInterpolator():设置速度模型;
    c).设置监听器;


    9.View提供获取坐标的方法:

    1.getTop(): 获取到的是View自身的顶边到其父布局顶边的距离;
    2.getLeft(): 获取到的是View自身的左边到其父布局的左边的距离;
    3.getRight(): 获取到的是View自身的右边到其父布局的左边的距离;
    4.getBottom(): 获取到的是View自身的底边到其父布局顶边的距离;


    10.MotionEvent提供的方法:

    1.getX():获取点击事件距离控件左边的距离,即视图坐标;
    2.getY():获取点击事件距离控件顶边的距离,即视图坐标;
    3.getRawX(): 获取点击事件距离整个屏幕左边的距离,即绝对坐标;
    4.getRawY(): 获取点击事件距离整个屏幕顶边的距离,即绝对坐标;


    关于ColorMatrix: https://www.jianshu.com/p/ebda27f061e3
    参考:
    https://www.cnblogs.com/MianActivity/p/5867776.html
    https://juejin.im/post/5962a3746fb9a06ba2687226
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