android气泡聊天消息背景,Android使用贝塞尔曲线仿QQ聊天消息气泡拖拽效果

本文实例为大家分享了Android仿QQ聊天消息气泡拖拽效果展示的具体代码,供大家参考,具体内容如下

先画圆,都会吧。代码如下:

public class Bezier extends View {

private final Paint mGesturePaint = new Paint();

private final Path mPath = new Path();

private float mX1 = 100, mY1 = 150;

private float mX2 = 300, mY2 = 150;

private boolean mBezier = true;

private int mRadius = 30;

public Bezier(Context context, AttributeSet attrs) {

super(context, attrs);

mGesturePaint.setAntiAlias(true);

mGesturePaint.setStyle(Paint.Style.FILL_AND_STROKE);

mGesturePaint.setStrokeWidth(5);

mGesturePaint.setColor(Color.RED);

}

@Override

protected void onDraw(Canvas canvas) {

// TODO Auto-generated method stub

super.onDraw(canvas);

canvas.drawCircle(mX1, mX2, mRadius, mGesturePaint);

}

}

效果

185d7f9b1d2b03891f3d9afc116ce9df.png

拖拽的另个一圆就不画了,效果的实现主要是计算两个点之间的拖拽区域,如下图:

19418912e042a89d280eafc4d09212f4.png

求出区域之后,使用贝塞尔线画出效果就可以了,代码:

public class Bezier extends View {

private final Paint mGesturePaint = new Paint();

private final Path mPath = new Path();

private float mX1 = 100, mY1 = 150;

private float mX2 = 300, mY2 = 150;

private boolean mBezier = true;

private int mRadius = 30;

public Bezier(Context context, AttributeSet attrs) {

super(context, attrs);

mGesturePaint.setAntiAlias(true);

mGesturePaint.setStyle(Paint.Style.FILL_AND_STROKE);

mGesturePaint.setStrokeWidth(5);

mGesturePaint.setColor(Color.RED);

setBezier();

}

private void setBezier() {

float offsetX = (float) (mRadius * Math.sin(Math.atan((mY2 - mY1) / (mX2 - mX1))));

float offsetY = (float) (mRadius * Math.cos(Math.atan((mY2 - mY1) / (mX2 - mX1))));

float x1 = mX1 - offsetX;

float y1 = mY1 + offsetY;

float x2 = mX2 - offsetX;

float y2 = mY2 + offsetY;

float x3 = mX2 + offsetX;

float y3 = mY2 - offsetY;

float x4 = mX1 + offsetX;

float y4 = mY1 - offsetY;

mPath.reset();

mPath.moveTo(x1, y1);

mPath.quadTo((mX1 + mX2) / 2, (mY1 + mY2) / 2, x2, y2);//锚点直接取偏移量的一半

mPath.lineTo(x3, y3);

mPath.quadTo((mX1 + mX2) / 2, (mY1 + mY2) / 2, x4, y4);

mPath.lineTo(x1, y1);

}

@Override

protected void onDraw(Canvas canvas) {

// TODO Auto-generated method stub

super.onDraw(canvas);

//通过画布绘制多点形成的图形

canvas.drawCircle(mX1, mY1, mRadius, mGesturePaint);

if (mBezier) {

canvas.drawPath(mPath, mGesturePaint);

canvas.drawCircle(mX2, mY2, mRadius, mGesturePaint);

}

}

}

效果图:

660e7db826d89bebf40ea29f8a5aed19.png

拖拽效果只要在onTouchEvent里动态改变拖动点的坐标重绘就可以实现了,代码:

public class Bezier extends View {

private final Paint mGesturePaint = new Paint();

private final Path mPath = new Path();

private float mX1 = 100, mY1 = 150;

private float mX2 = 300, mY2 = 150;

private boolean mBezier = true;

private int mRadius = 30;

public Bezier(Context context, AttributeSet attrs) {

super(context, attrs);

mGesturePaint.setAntiAlias(true);

mGesturePaint.setStyle(Paint.Style.FILL_AND_STROKE);

mGesturePaint.setStrokeWidth(5);

mGesturePaint.setColor(Color.RED);

setBezier();

}

private void setBezier() {

float offsetX = (float) (mRadius * Math.sin(Math.atan((mY2 - mY1) / (mX2 - mX1))));

float offsetY = (float) (mRadius * Math.cos(Math.atan((mY2 - mY1) / (mX2 - mX1))));

float x1 = mX1 - offsetX;

float y1 = mY1 + offsetY;

float x2 = mX2 - offsetX;

float y2 = mY2 + offsetY;

float x3 = mX2 + offsetX;

float y3 = mY2 - offsetY;

float x4 = mX1 + offsetX;

float y4 = mY1 - offsetY;

mPath.reset();

mPath.moveTo(x1, y1);

mPath.quadTo((mX1 + mX2) / 2, (mY1 + mY2) / 2, x2, y2);//锚点直接取偏移量的一半

mPath.lineTo(x3, y3);

mPath.quadTo((mX1 + mX2) / 2, (mY1 + mY2) / 2, x4, y4);

mPath.lineTo(x1, y1);

}

@Override

protected void onDraw(Canvas canvas) {

// TODO Auto-generated method stub

super.onDraw(canvas);

//通过画布绘制多点形成的图形

canvas.drawCircle(mX1, mY1, mRadius, mGesturePaint);

if (mBezier) {

canvas.drawPath(mPath, mGesturePaint);

canvas.drawCircle(mX2, mY2, mRadius, mGesturePaint);

}

}

@Override

public boolean onTouchEvent(MotionEvent event) {

mX2 = event.getX();

mY2 = event.getY();

switch (event.getAction()) {

case MotionEvent.ACTION_DOWN:

mBezier = true;

setBezier();

break;

case MotionEvent.ACTION_MOVE:

mBezier = true;

setBezier();

break;

case MotionEvent.ACTION_UP:

mBezier = false;

break;

}

invalidate();

return true;

}

}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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