仿微博高斯模糊发布菜单

微博往往是各个PM&设计在出需求和设计稿争相模仿的对象,在微博中大家点的最多应该就是中间的小+号。点击加号弹出一个页面,背面是当前页面高斯模糊后的效果,各个按钮在上弹是呈现果冻效果。在实现上我们需要的关注的技术点有:
- 如何取到当前页面的图片
- 如果对图片进行高斯模糊处理
- 如果处理动画让弹出不是很突兀

1. 获取当前页面的截图

获取当前页面的截图我们可以通过以下代码:

/**
     * 得到当前屏幕的bitmap
     *
     * @param rootView
     * @return
     */
    public static Bitmap getScreenBitmap(Activity activity, View rootView) {
        View viewScreen = rootView;
        int windowWidth = activity.getWindow().getWindowManager().getDefaultDisplay().getWidth();
        int windowHeight = activity.getWindow().getWindowManager().getDefaultDisplay().getHeight();
        // 获取状态栏高度
        Rect rect = new Rect();
        viewScreen.getWindowVisibleDisplayFrame(rect);
        int statusBarHeights = rect.top;
        viewScreen.setDrawingCacheEnabled(true);
        viewScreen.buildDrawingCache();
        if (windowHeight > rect.height() + rect.top) {
            windowHeight = rect.height() + rect.top;
        }
        Bitmap bitmap = Bitmap.createBitmap(viewScreen.getDrawingCache(), 0, statusBarHeights, windowWidth, windowHeight - statusBarHeights);
        viewScreen.destroyDrawingCache();
        return bitmap;
    }```
在这里,我们要注意的是如果直接将上面的bitmap去进行高斯模糊是非常耗时的,所以,所以我们一定要经过处理。因为我们之后要将图片进行高斯模糊,所以我们需要的bitmap不需要特别的清楚,进行如下处理:
    Matrix matrix = new Matrix();
    matrix.setScale(0.3f, 0.3f);
    if (windowHeight > rect.height() + rect.top) {
        windowHeight = rect.height() + rect.top;
    }
    Bitmap bitmap = Bitmap.createBitmap(viewScreen.getDrawingCache(), 0, statusBarHeights, windowWidth, windowHeight - statusBarHeights, matrix, false);
    viewScreen.destroyDrawingCache();```

2.高斯模糊

如果api大于Honeycomb的话,我们可以使用api提供的RenderScript来进行高斯模糊处理,效率非常的高。代码如下:

            Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);

            final RenderScript rs = RenderScript.create(context);
            final Allocation input = Allocation.createFromBitmap(rs,
                    sentBitmap, Allocation.MipmapControl.MIPMAP_NONE,
                    Allocation.USAGE_SCRIPT);
            final Allocation output = Allocation.createTyped(rs,
                    input.getType());
            final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs,
                    Element.U8_4(rs));
            script.setRadius(radius /* e.g. 3.f */);
            script.setInput(input);
            script.forEach(output);
            output.copyTo(bitmap);

关于RenderScript的介绍可以看这篇博文

但是对于API版本低于Honeycomb的设备怎么处理呢,我们这里可以通过JAVA来进行高斯模糊处理代码如下:

/**
     * 高斯模糊,当版本低于17时使用java方法来进行模糊
     *
     * @param sentBitmap 需要模糊的bitmap
     * @param radius     模糊半径
     * @return 模糊后的bitmap对象
     */
    private static Bitmap stackblur(Bitmap sentBitmap,
                                    int radius) {

        Bitmap bitmap = null;
        try {
            bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
        } catch (OutOfMemoryError e) {
            e.printStackTrace();
            return sentBitmap;
        }

        if (radius < 1) {
            return (null);
        }

        int w = bitmap.getWidth();
        int h = bitmap.getHeight();

        int[] pix = new int[w * h];
        bitmap.getPixels(pix, 0, w, 0, 0, w, h);

        int wm = w - 1;
        int hm = h - 1;
        int wh = w * h;
        int div = radius + radius + 1;

        int r[] = new int[wh];
        int g[] = new int[wh];
        int b[] = new int[wh];
        int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;
        int vmin[] = new int[Math.max(w, h)];

        int divsum = (div + 1) >> 1;
        divsum *= divsum;
        int dv[] = new int[256 * divsum];
        for (i = 0; i < 256 * divsum; i++) {
            dv[i] = (i / divsum);
        }

        yw = yi = 0;

        int[][] stack = new int[div][3];
        int stackpointer;
        int stackstart;
        int[] sir;
        int rbs;
        int r1 = radius + 1;
        int routsum, goutsum, boutsum;
        int rinsum, ginsum, binsum;

        for (y = 0; y < h; y++) {
            rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
            for (i = -radius; i <= radius; i++) {
                p = pix[yi + Math.min(wm, Math.max(i, 0))];
                sir = stack[i + radius];
                sir[0] = (p & 0xff0000) >> 16;
                sir[1] = (p & 0x00ff00) >> 8;
                sir[2] = (p & 0x0000ff);
                rbs = r1 - Math.abs(i);
                rsum += sir[0] * rbs;
                gsum += sir[1] * rbs;
                bsum += sir[2] * rbs;
                if (i > 0) {
                    rinsum += sir[0];
                    ginsum += sir[1];
                    binsum += sir[2];
                } else {
                    routsum += sir[0];
                    goutsum += sir[1];
                    boutsum += sir[2];
                }
            }
            stackpointer = radius;

            for (x = 0; x < w; x++) {

                r[yi] = dv[rsum];
                g[yi] = dv[gsum];
                b[yi] = dv[bsum];

                rsum -= routsum;
                gsum -= goutsum;
                bsum -= boutsum;

                stackstart = stackpointer - radius + div;
                sir = stack[stackstart % div];

                routsum -= sir[0];
                goutsum -= sir[1];
                boutsum -= sir[2];

                if (y == 0) {
                    vmin[x] = Math.min(x + radius + 1, wm);
                }
                p = pix[yw + vmin[x]];

                sir[0] = (p & 0xff0000) >> 16;
                sir[1] = (p & 0x00ff00) >> 8;
                sir[2] = (p & 0x0000ff);

                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];

                rsum += rinsum;
                gsum += ginsum;
                bsum += binsum;

                stackpointer = (stackpointer + 1) % div;
                sir = stack[(stackpointer) % div];

                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];

                rinsum -= sir[0];
                ginsum -= sir[1];
                binsum -= sir[2];

                yi++;
            }
            yw += w;
        }
        for (x = 0; x < w; x++) {
            rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
            yp = -radius * w;
            for (i = -radius; i <= radius; i++) {
                yi = Math.max(0, yp) + x;

                sir = stack[i + radius];

                sir[0] = r[yi];
                sir[1] = g[yi];
                sir[2] = b[yi];

                rbs = r1 - Math.abs(i);

                rsum += r[yi] * rbs;
                gsum += g[yi] * rbs;
                bsum += b[yi] * rbs;

                if (i > 0) {
                    rinsum += sir[0];
                    ginsum += sir[1];
                    binsum += sir[2];
                } else {
                    routsum += sir[0];
                    goutsum += sir[1];
                    boutsum += sir[2];
                }

                if (i < hm) {
                    yp += w;
                }
            }
            yi = x;
            stackpointer = radius;
            for (y = 0; y < h; y++) {
                // Preserve alpha channel: ( 0xff000000 & pix[yi] )
                pix[yi] = (0xff000000 & pix[yi]) | (dv[rsum] << 16)
                        | (dv[gsum] << 8) | dv[bsum];

                rsum -= routsum;
                gsum -= goutsum;
                bsum -= boutsum;

                stackstart = stackpointer - radius + div;
                sir = stack[stackstart % div];

                routsum -= sir[0];
                goutsum -= sir[1];
                boutsum -= sir[2];

                if (x == 0) {
                    vmin[y] = Math.min(y + r1, hm) * w;
                }
                p = x + vmin[y];

                sir[0] = r[p];
                sir[1] = g[p];
                sir[2] = b[p];

                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];

                rsum += rinsum;
                gsum += ginsum;
                bsum += binsum;

                stackpointer = (stackpointer + 1) % div;
                sir = stack[stackpointer];

                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];

                rinsum -= sir[0];
                ginsum -= sir[1];
                binsum -= sir[2];

                yi += w;
            }
        }

        bitmap.setPixels(pix, 0, w, 0, 0, w, h);
        return (bitmap);
    }

此外,如果我们对性能要求比较高的话,我们还可以通过jni调用的方式来使用C++处理我们的bitmap,效率会相对于java代码处理有很大的提升,尽管如此依然没有RenderScript处理来得效率高。jni处理高斯模糊如下:

extern "C"
JNIEXPORT
jintArray  JNICALL
Java_com_focustech_android_jni_SFJniUtils_stackBlur(
        JNIEnv *env, jobject obj, jintArray array1, jint w, jint h, jint radius) {
    const jsize length = env->GetArrayLength(array1);
    jintArray newArray = env->NewIntArray(length);

    jint *pix;
    pix = env->GetIntArrayElements(array1, NULL);
    jint *narr = env->GetIntArrayElements(newArray, NULL);

    jint wm = w - 1;
    jint hm = h - 1;
    jint wh = w * h;
    jint div = radius + radius + 1;

    jint *r = (jint *) malloc(wh * sizeof(jint));
    jint *g = (jint *) malloc(wh * sizeof(jint));
    jint *b = (jint *) malloc(wh * sizeof(jint));
    jint rsum, gsum, bsum, x, y, i, p, yp, yi, yw;

    jint *vmin = (jint *) malloc(MAX(w, h) * sizeof(jint));

    jint divsum = (div + 1) >> 1;
    divsum *= divsum;
    jint *dv = (jint *) malloc(256 * divsum * sizeof(jint));
    for (i = 0; i < 256 * divsum; i++) {
        dv[i] = (i / divsum);
    }

    yw = yi = 0;

    jint(*stack)[3] = (jint(*)[3]) malloc(div * 3 * sizeof(jint));
    jint stackpointer;
    jint stackstart;
    jint *sir;
    jint rbs;
    jint r1 = radius + 1;
    jint routsum, goutsum, boutsum;
    jint rinsum, ginsum, binsum;
    for (y = 0; y < h; y++) {
        rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
        for (i = -radius; i <= radius; i++) {
            p = pix[yi + (MIN(wm, MAX(i, 0)))];
            sir = stack[i + radius];
            sir[0] = (p & 0xff0000) >> 16;
            sir[1] = (p & 0x00ff00) >> 8;
            sir[2] = (p & 0x0000ff);

            rbs = r1 - ABS(i);
            rsum += sir[0] * rbs;
            gsum += sir[1] * rbs;
            bsum += sir[2] * rbs;
            if (i > 0) {
                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];
            }
            else {
                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];
            }
        }
        stackpointer = radius;

        for (x = 0; x < w; x++) {

            r[yi] = dv[rsum];
            g[yi] = dv[gsum];
            b[yi] = dv[bsum];

            rsum -= routsum;
            gsum -= goutsum;
            bsum -= boutsum;

            stackstart = stackpointer - radius + div;
            sir = stack[stackstart % div];

            routsum -= sir[0];
            goutsum -= sir[1];
            boutsum -= sir[2];

            if (y == 0) {
                vmin[x] = MIN(x + radius + 1, wm);
            }
            p = pix[yw + vmin[x]];

            sir[0] = (p & 0xff0000) >> 16;
            sir[1] = (p & 0x00ff00) >> 8;
            sir[2] = (p & 0x0000ff);

            rinsum += sir[0];
            ginsum += sir[1];
            binsum += sir[2];

            rsum += rinsum;
            gsum += ginsum;
            bsum += binsum;

            stackpointer = (stackpointer + 1) % div;
            sir = stack[(stackpointer) % div];

            routsum += sir[0];
            goutsum += sir[1];
            boutsum += sir[2];

            rinsum -= sir[0];
            ginsum -= sir[1];
            binsum -= sir[2];

            yi++;
        }
        yw += w;
    }
    for (x = 0; x < w; x++) {
        rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
        yp = -radius * w;
        for (i = -radius; i <= radius; i++) {
            yi = MAX(0, yp) + x;

            sir = stack[i + radius];

            sir[0] = r[yi];
            sir[1] = g[yi];
            sir[2] = b[yi];

            rbs = r1 - ABS(i);

            rsum += r[yi] * rbs;
            gsum += g[yi] * rbs;
            bsum += b[yi] * rbs;

            if (i > 0) {
                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];
            }
            else {
                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];
            }

            if (i < hm) {
                yp += w;
            }
        }
        yi = x;
        stackpointer = radius;
        for (y = 0; y < h; y++) {
            // Preserve alpha channel: ( 0xff000000 & pix[yi] )
            pix[yi] = (0xff000000 & pix[yi]) | (dv[rsum] << 16) | (dv[gsum] << 8) | dv[bsum];

            rsum -= routsum;
            gsum -= goutsum;
            bsum -= boutsum;

            stackstart = stackpointer - radius + div;
            sir = stack[stackstart % div];

            routsum -= sir[0];
            goutsum -= sir[1];
            boutsum -= sir[2];

            if (x == 0) {
                vmin[y] = MIN(y + r1, hm) * w;
            }
            p = x + vmin[y];

            sir[0] = r[p];
            sir[1] = g[p];
            sir[2] = b[p];

            rinsum += sir[0];
            ginsum += sir[1];
            binsum += sir[2];

            rsum += rinsum;
            gsum += ginsum;
            bsum += binsum;

            stackpointer = (stackpointer + 1) % div;
            sir = stack[stackpointer];

            routsum += sir[0];
            goutsum += sir[1];
            boutsum += sir[2];

            rinsum -= sir[0];
            ginsum -= sir[1];
            binsum -= sir[2];

            yi += w;
        }
    }

    free(r);
    free(g);
    free(b);
    free(vmin);
    free(dv);
    free(stack);

    for (jint x = 0; x < length; x++) {
        narr[x] = pix[x];
    }
    env->ReleaseIntArrayElements(newArray, narr, NULL);
    env->ReleaseIntArrayElements(array1, pix, NULL);
    return newArray;
}

3. 处理动画效果

这点是我在实现需求的时候关注到的一点,如果不加一些中间动画,整个效果会显得很突兀。细节是决定一个产品的好于坏的关键,尽量做到完美。
贴出效果图:

动画相关代码:

//开始动画
 private void setAni(View iv, int delay) {
        ObjectAnimator voiceReplyOa = ObjectAnimator.ofFloat(iv, View.TRANSLATION_Y, 600, 0).setDuration(350);
        voiceReplyOa.setInterpolator(new BounceOutInterpolator());
        voiceReplyOa.setStartDelay(delay);
        voiceReplyOa.start();

        AnimatorSet as = new AnimatorSet();
        as.playTogether(
                ObjectAnimator.ofFloat(mWhiteMaskIv, View.ALPHA, 0f, 1f),
                ObjectAnimator.ofFloat(mBlurIv, View.ALPHA, 0f, 1f),
                ObjectAnimator.ofFloat(mRepWayLl, View.ALPHA, 0f, 1f)
        );
        as.setDuration(150);
        as.setInterpolator(new AccelerateInterpolator());
        as.start();
    }

/**
 * <加速--稍微突出目标值然后恢复到默认值>
 *
 * @author liuzaibing
 * @version [版本号, 2016/11/11]
 * @see [相关类/方法]
 * @since [V1]
 */
public class BounceOutInterpolator implements Interpolator {

    public BounceOutInterpolator() {
    }

    @Override
    public float getInterpolation(float input) {
        return ((input = input - 1) * input * ((1.70158f + 1) * input + 1.70158f) + 1);
    }
}

弹窗是用Popupwidow来实现的,所有的就到这里,如果有疑问,可以邮件。

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