UI基础回顾-paint画笔

温故而知新,可以为师矣

paint画笔常用API
		mPaint = new Paint(); //初始化
        mPaint.setColor(Color.RED);// 设置颜色
        mPaint.setARGB(255, 255, 255, 0); // 设置 Paint对象颜色,范围为0~255
        mPaint.setAlpha(200); // 设置alpha不透明度,范围为0~255
        mPaint.setAntiAlias(true); // 抗锯齿
        mPaint.setStyle(Paint.Style.FILL); //描边效果
        mPaint.setStrokeWidth(4);//描边宽度
        mPaint.setStrokeCap(Paint.Cap.ROUND); //圆角效果
        mPaint.setStrokeJoin(Paint.Join.MITER);//拐角风格
        mPaint.setShader(new SweepGradient(200, 200, Color.BLUE, Color.RED)); //设置环形渲染器
        mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DARKEN)); //设置图层混合模式
        mPaint.setColorFilter(new LightingColorFilter(0x00ffff, 0x000000)); //设置颜色过滤器
        mPaint.setFilterBitmap(true); //设置双线性过滤
        mPaint.setMaskFilter(new BlurMaskFilter(10, BlurMaskFilter.Blur.NORMAL));//设置画笔遮罩滤镜 ,传入度数和样式
        mPaint.setTextScaleX(2);// 设置文本缩放倍数
        mPaint.setTextSize(38);// 设置字体大小
        mPaint.setTextAlign(Paint.Align.LEFT);//对其方式
        mPaint.setUnderlineText(true);// 设置下划线

        String str = "Android高级工程师";
        Rect rect = new Rect();
        mPaint.getTextBounds(str, 0, str.length(), rect); //测量文本大小,将文本大小信息存放在rect中
        mPaint.measureText(str); //获取文本的宽
        mPaint.getFontMetrics(); //获取字体度量对象
Shader渲染器
		 /**
         * 1.线性渲染,LinearGradient(float x0, float y0, float x1, float y1, @NonNull @ColorInt int colors[], @Nullable float positions[], @NonNull TileMode tile)
         * (x0,y0):渐变起始点坐标
         * (x1,y1):渐变结束点坐标
         * color0:渐变开始点颜色,16进制的颜色表示,必须要带有透明度
         * color1:渐变结束颜色
         * colors:渐变数组
         * positions:位置数组,position的取值范围[0,1],作用是指定某个位置的颜色值,如果传null,渐变就线性变化。
         * tile:用于指定控件区域大于指定的渐变区域时,空白区域的颜色填充方法
         */
        mShader = new LinearGradient(0, 0, 500, 500, new int[]{Color.RED, Color.BLUE, Color.GREEN}, new float[]{0.f,0.7f,1}, Shader.TileMode.REPEAT);
        /**
         * 环形渲染,RadialGradient(float centerX, float centerY, float radius, @ColorInt int colors[], @Nullable float stops[], TileMode tileMode)
         * centerX ,centerY:shader的中心坐标,开始渐变的坐标
         * radius:渐变的半径
         * centerColor,edgeColor:中心点渐变颜色,边界的渐变颜色
         * colors:渐变颜色数组
         * stoops:渐变位置数组,类似扫描渐变的positions数组,取值[0,1],中心点为0,半径到达位置为1.0f
         * tileMode:shader未覆盖以外的填充模式。
         */
        mShader = new RadialGradient(250, 250, 250, new int[]{Color.GREEN, Color.YELLOW, Color.RED}, null, Shader.TileMode.CLAMP);
        /**
         * 扫描渲染,SweepGradient(float cx, float cy, @ColorInt int color0,int color1)
         * cx,cy 渐变中心坐标
         * color0,color1:渐变开始结束颜色
         * colors,positions:类似LinearGradient,用于多颜色渐变,positions为null时,根据颜色线性渐变
         */
        mShader = new SweepGradient(250, 250, Color.RED, Color.GREEN);
        /**
         * 位图渲染,BitmapShader(@NonNull Bitmap bitmap, @NonNull TileMode tileX, @NonNull TileMode tileY)
         * Bitmap:构造shader使用的bitmap
         * tileX:X轴方向的TileMode
         * tileY:Y轴方向的TileMode
         * REPEAT, 绘制区域超过渲染区域的部分,重复排版
         * CLAMP, 绘制区域超过渲染区域的部分,会以最后一个像素拉伸排版
         * MIRROR, 绘制区域超过渲染区域的部分,镜像翻转排版
         */
        mShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT, Shader.TileMode.MIRROR);
        /**
         * 组合渲染,
         * ComposeShader(@NonNull Shader shaderA, @NonNull Shader shaderB, Xfermode mode)
         * ComposeShader(@NonNull Shader shaderA, @NonNull Shader shaderB, PorterDuff.Mode mode)
         * shaderA,shaderB:要混合的两种shader
         * Xfermode mode: 组合两种shader颜色的模式
         * PorterDuff.Mode mode: 组合两种shader颜色的模式
         */
        BitmapShader bitmapShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
        LinearGradient linearGradient = new LinearGradient(0, 0, 1000, 1600, new int[]{Color.RED, Color.GREEN, Color.BLUE}, null, Shader.TileMode.CLAMP);
        mShader = new ComposeShader(bitmapShader, linearGradient, PorterDuff.Mode.MULTIPLY);
图层混合模式Xfermode
		//1.ComposeShader
        //2.画笔Paint.setXfermode()
        //3.PorterDuffColorFilter

        //禁止硬件加速(在api14以上不关闭可能会报错)
        setLayerType(View.LAYER_TYPE_SOFTWARE, null);

        setBackgroundColor(Color.GRAY);

//        //离屏绘制(其实就是保存saveLayer一下当前canvas在一波操作时候再恢复restoreToCount回来)
//        int layerId = canvas.saveLayer(0,0, getWidth(), getHeight(), mPaint, Canvas.ALL_SAVE_FLAG);

//        //目标图
        canvas.drawBitmap(createRectBitmap(mWidth, mHeight), 0, 0, mPaint);
//        //设置混合模式
        mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DST_IN));
//        //源图,重叠区域右下角部分
        canvas.drawBitmap(createCircleBitmap(mWidth, mHeight), 0, 0, mPaint);
//        //清除混合模式
        mPaint.setXfermode(null);
//
//        canvas.restoreToCount(layerId);
		//效果作用于src源图像区域
        private static final Xfermode[] sModes = {
                //所绘制不会提交到画布上
                new PorterDuffXfermode(PorterDuff.Mode.CLEAR),
                //显示上层绘制的图像
                new PorterDuffXfermode(PorterDuff.Mode.SRC),
                //显示下层绘制图像
                new PorterDuffXfermode(PorterDuff.Mode.DST),
                //正常绘制显示,上下层绘制叠盖
                new PorterDuffXfermode(PorterDuff.Mode.SRC_OVER),

                //上下层都显示,下层居上显示
                new PorterDuffXfermode(PorterDuff.Mode.DST_OVER),
                //取两层绘制交集,显示上层
                new PorterDuffXfermode(PorterDuff.Mode.SRC_IN),
                //取两层绘制交集,显示下层
                new PorterDuffXfermode(PorterDuff.Mode.DST_IN),
                //取上层绘制非交集部分,交集部分变成透明
                new PorterDuffXfermode(PorterDuff.Mode.SRC_OUT),

                //取下层绘制非交集部分,交集部分变成透明
                new PorterDuffXfermode(PorterDuff.Mode.DST_OUT),
                //取上层交集部分与下层非交集部分
                new PorterDuffXfermode(PorterDuff.Mode.SRC_ATOP),
                //取下层交集部分与上层非交集部分
                new PorterDuffXfermode(PorterDuff.Mode.DST_ATOP),
                //去除两图层交集部分
                new PorterDuffXfermode(PorterDuff.Mode.XOR),

                //取两图层全部区域,交集部分颜色加深
                new PorterDuffXfermode(PorterDuff.Mode.DARKEN),
                //取两图层全部区域,交集部分颜色点亮
                new PorterDuffXfermode(PorterDuff.Mode.LIGHTEN),
                //取两图层交集部分,颜色叠加
                new PorterDuffXfermode(PorterDuff.Mode.MULTIPLY),
                //取两图层全部区域,交集部分滤色
                new PorterDuffXfermode(PorterDuff.Mode.SCREEN),

                //取两图层全部区域,交集部分饱和度相加
                new PorterDuffXfermode(PorterDuff.Mode.ADD),
                //取两图层全部区域,交集部分叠加
                new PorterDuffXfermode(PorterDuff.Mode.OVERLAY)
        };
颜色过滤器setColorFilter
		/**
         * R' = R * mul.R / 0xff + add.R
         * G' = G * mul.G / 0xff + add.G
         * B' = B * mul.B / 0xff + add.B
         */
        //红色去除掉
        LightingColorFilter lighting = new LightingColorFilter(0x00ffff, 0x000000);
        mPaint.setColorFilter(lighting);
        canvas.drawBitmap(mBitmap, 0, 0, mPaint);


        PorterDuffColorFilter porterDuffColorFilter = new PorterDuffColorFilter(Color.RED, PorterDuff.Mode.DARKEN);
        mPaint.setColorFilter(porterDuffColorFilter);
        canvas.drawBitmap(mBitmap, 100, 0, mPaint);

		mColorMatrixColorFilter = new ColorMatrixColorFilter(cm);
        mPaint.setColorFilter(mColorMatrixColorFilter);
        canvas.drawBitmap(mBitmap, 100, 0, mPaint);
常用颜色滤镜
/**
 * 收集的颜色滤镜
 */
public class ColorFilter {

    /**
     * 为imageView设置颜色滤镜
     *
     * @param imageView
     * @param colormatrix
     */
    public static void imageViewColorFilter(ImageView imageView, float[] colormatrix) {
        setColorMatrixColorFilter(imageView, new ColorMatrixColorFilter(new ColorMatrix(colormatrix)));
    }

    /**
     * 为imageView设置颜色偏向滤镜
     *
     * @param imageView
     * @param color
     */
    public static void imageViewColorFilter(ImageView imageView, int color) {
        ColorMatrix colorMatrix = new ColorMatrix();
        colorMatrix.setScale(Color.alpha(color), Color.red(color), Color.green(color), Color.blue(color));
        setColorMatrixColorFilter(imageView, new ColorMatrixColorFilter(colorMatrix));
    }


    /**
     * 生成对应颜色偏向滤镜的图片,并回收原图
     *
     * @param bitmap
     * @param color
     * @return
     */
    public static Bitmap bitmapColorFilter(Bitmap bitmap, int color) {
        ColorMatrix colorMatrix = new ColorMatrix();
        colorMatrix.setScale(Color.alpha(color), Color.red(color), Color.green(color), Color.blue(color));
        return setColorMatrixColorFilter(bitmap, new ColorMatrixColorFilter(colorMatrix), true);
    }

    /**
     * 生成对应颜色滤镜的图片,并回收原图
     *
     * @param bitmap
     * @param colormatrix
     * @return
     */
    public static Bitmap bitmapColorFilter(Bitmap bitmap, float[] colormatrix) {
        return setColorMatrix(bitmap, colormatrix, true);
    }

    /**
     * 生成对应颜色滤镜的图片
     *
     * @param bitmap
     * @param colormatrix
     * @param isRecycle
     * @return
     */
    public static Bitmap setColorMatrix(Bitmap bitmap, float[] colormatrix, boolean isRecycle) {
        return setColorMatrixColorFilter(bitmap, new ColorMatrixColorFilter(new ColorMatrix(colormatrix)), isRecycle);
    }


    public static void setColorMatrixColorFilter(ImageView imageView, ColorMatrixColorFilter matrixColorFilter) {
        imageView.setColorFilter(matrixColorFilter);
    }

    public static Bitmap setColorMatrixColorFilter(Bitmap bitmap, ColorMatrixColorFilter matrixColorFilter, boolean isRecycle) {
        Bitmap resource = Bitmap.createBitmap(bitmap.getWidth(), bitmap.getHeight(), Bitmap.Config.ARGB_8888);
        Paint paint = new Paint();
        paint.setAntiAlias(true);
        paint.setColorFilter(matrixColorFilter);
        Canvas canvas = new Canvas(resource);
        canvas.drawBitmap(bitmap, 0, 0, paint);
        return resource;
    }


    // 黑白
    public static final float colormatrix_heibai[] = {
            0.8f, 1.6f, 0.2f, 0, -163.9f,
            0.8f, 1.6f, 0.2f, 0, -163.9f,
            0.8f, 1.6f, 0.2f, 0, -163.9f,
            0, 0, 0, 1.0f, 0};
    // 怀旧
    public static final float colormatrix_huajiu[] = {
            0.2f, 0.5f, 0.1f, 0, 40.8f,
            0.2f, 0.5f, 0.1f, 0, 40.8f,
            0.2f, 0.5f, 0.1f, 0, 40.8f,
            0, 0, 0, 1, 0};
    // 哥特
    public static final float colormatrix_gete[] = {
            1.9f, -0.3f, -0.2f, 0, -87.0f,
            -0.2f, 1.7f, -0.1f, 0, -87.0f,
            -0.1f, -0.6f, 2.0f, 0, -87.0f,
            0, 0, 0, 1.0f, 0};
    // 淡雅
    public static final float colormatrix_danya[] = {
            0.6f, 0.3f, 0.1f, 0, 73.3f,
            0.2f, 0.7f, 0.1f, 0, 73.3f,
            0.2f, 0.3f, 0.4f, 0, 73.3f,
            0, 0, 0, 1.0f, 0};
    // 蓝调
    public static final float colormatrix_landiao[] = {
            2.1f, -1.4f, 0.6f, 0.0f, -71.0f,
            -0.3f, 2.0f, -0.3f, 0.0f, -71.0f,
            -1.1f, -0.2f, 2.6f, 0.0f, -71.0f,
            0.0f, 0.0f, 0.0f, 1.0f, 0.0f};
    // 光晕
    public static final float colormatrix_guangyun[] = {
            0.9f, 0, 0, 0, 64.9f,
            0, 0.9f, 0, 0, 64.9f,
            0, 0, 0.9f, 0, 64.9f,
            0, 0, 0, 1.0f, 0};
    // 梦幻
    public static final float colormatrix_menghuan[] = {
            0.8f, 0.3f, 0.1f, 0.0f, 46.5f,
            0.1f, 0.9f, 0.0f, 0.0f, 46.5f,
            0.1f, 0.3f, 0.7f, 0.0f, 46.5f,
            0.0f, 0.0f, 0.0f, 1.0f, 0.0f};
    // 酒红
    public static final float colormatrix_jiuhong[] = {
            1.2f, 0.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.9f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 0.8f, 0.0f, 0.0f,
            0, 0, 0, 1.0f, 0};
    // 胶片
    public static final float colormatrix_fanse[] = {
            -1.0f, 0.0f, 0.0f, 0.0f, 255.0f,
            0.0f, -1.0f, 0.0f, 0.0f, 255.0f,
            0.0f, 0.0f, -1.0f, 0.0f, 255.0f,
            0.0f, 0.0f, 0.0f, 1.0f, 0.0f};
    // 湖光掠影
    public static final float colormatrix_huguang[] = {
            0.8f, 0.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 0.9f, 0.0f, 0.0f,
            0, 0, 0, 1.0f, 0};
    // 褐片
    public static final float colormatrix_hepian[] = {
            1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.8f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 0.8f, 0.0f, 0.0f,
            0, 0, 0, 1.0f, 0};
    // 复古
    public static final float colormatrix_fugu[] = {
            0.9f, 0.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.8f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 0.5f, 0.0f, 0.0f,
            0, 0, 0, 1.0f, 0};
    // 泛黄
    public static final float colormatrix_huan_huang[] = {
            1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 0.5f, 0.0f, 0.0f,
            0, 0, 0, 1.0f, 0};
    // 传统
    public static final float colormatrix_chuan_tong[] = {
            1.0f, 0.0f, 0.0f, 0, -10f,
            0.0f, 1.0f, 0.0f, 0, -10f,
            0.0f, 0.0f, 1.0f, 0, -10f,
            0, 0, 0, 1, 0};
    // 胶片2
    public static final float colormatrix_jiao_pian[] = {
            0.71f, 0.2f, 0.0f, 0.0f, 60.0f,
            0.0f, 0.94f, 0.0f, 0.0f, 60.0f,
            0.0f, 0.0f, 0.62f, 0.0f, 60.0f,
            0, 0, 0, 1.0f, 0};

    // 锐色
    public static final float colormatrix_ruise[] = {
            4.8f, -1.0f, -0.1f, 0, -388.4f,
            -0.5f, 4.4f, -0.1f, 0, -388.4f,
            -0.5f, -1.0f, 5.2f, 0, -388.4f,
            0, 0, 0, 1.0f, 0};
    // 清宁
    public static final float colormatrix_qingning[] = {
            0.9f, 0, 0, 0, 0,
            0, 1.1f, 0, 0, 0,
            0, 0, 0.9f, 0, 0,
            0, 0, 0, 1.0f, 0};
    // 浪漫
    public static final float colormatrix_langman[] = {
            0.9f, 0, 0, 0, 63.0f,
            0, 0.9f, 0, 0, 63.0f,
            0, 0, 0.9f, 0, 63.0f,
            0, 0, 0, 1.0f, 0};
    // 夜色
    public static final float colormatrix_yese[] = {
            1.0f, 0.0f, 0.0f, 0.0f, -66.6f,
            0.0f, 1.1f, 0.0f, 0.0f, -66.6f,
            0.0f, 0.0f, 1.0f, 0.0f, -66.6f,
            0.0f, 0.0f, 0.0f, 1.0f, 0.0f};


}
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