绘图技巧与处理机制

XML绘图

Bitmap
<?xml version="1.0" encoding="utf-8"?>
<bitmap xmlns:android="http://schemas.android.com/apk/res/android"
    android:src="@drawable/giao"/>
Shape
<?xml version="1.0" encoding="utf-8"?>
<shape xmlns:android="http://schemas.android.com/apk/res/android"
    android:shape="rectangle">
    <gradient
        android:startColor="#FF5DA2FF"
        android:endColor="#805FBBEF"
        android:angle="45"/>
    <padding
        android:bottom="7dp"
        android:top="7dp"
        android:left="7dp"
        android:right="7dp"/>
    <corners android:radius="8dp"/>
</shape>
Layer(实现Photoshop中类似图层的概念)
<?xml version="1.0" encoding="utf-8"?>
<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
    <item android:drawable="@drawable/default_head"/>
    <item android:drawable="@drawable/default_head"
        android:left="10dip"
        android:right="10dip"
        android:top="10dip"
        android:bottom="10dip"/>
    <item android:drawable="@drawable/giao"
        android:left="200dp"
        android:right="200dp"
        android:top="200dp"
        android:bottom="200dp"/>
<!--    图层效果-->
</layer-list>
Selector(帮助开发者实现静态绘图中的时间反馈)
<?xml version="1.0" encoding="utf-8"?>
<selector xmlns:android="http://schemas.android.com/apk/res/android">
    <item android:state_pressed="true">
        <shape android:shape="rectangle">
            <solid android:color="#33FD0000"/>
            <corners android:radius="5dp"/>
            <padding android:left="10dp"
                android:right="10dp"
                android:top="10dp"
                android:bottom="10dp"/>
        </shape>
    </item>
    <item>
        <shape android:shape="rectangle">
            <solid android:color="#ffffffff"/>
            <corners android:radius="5dp"/>
            <padding android:left="10dp"
                android:right="10dp"
                android:top="10dp"
                android:bottom="10dp"/>
        </shape>
    </item>
<!--    点击反馈效果-->
</selector>

Android绘图技巧

Canvas(作为绘制图形的直接对象)
  • Canvas.save();
    可以理解为保存画布,作用是将之前的所有已经绘制图像保存起来,让后续的操作就好像在一个新的图层上操作一样
  • Canvas.restore();
    可以理解为Photoshop中的合并图层操作,作用是将save()之后绘制的所有的图像与save()之前的图像进行合并
  • Canvas.translate();
    坐标系的平移
  • Canvas.rotate();
    坐标系的旋转
Layer图层

特别注意的是 saveLayerAlpha()与restore()要同时使用,才能够在canvas 画出多个层次,就是花多少层就要有多少对两个函数!

@Override
    protected void onDraw(Canvas canvas) {
        //super.onDraw(canvas);
        drawLayer(canvas);
        //图层同样是基于栈的结构进行管理的
        @SuppressLint("DrawAllocation") 
        Paint paint=new Paint();
        canvas.drawColor(Color.WHITE);
        paint.setColor(Color.BLUE);
        canvas.drawCircle(150,150,100,paint);

        canvas.saveLayerAlpha(0,0,400,400,127);//入栈(创建新图层)
        paint.setColor(Color.RED);
        canvas.drawCircle(200,200,100,paint);
        canvas.restore();//出栈
    }

像素点分析

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

参数含义如下:

  • pixels:接受位图颜色值的数组
  • offset:写入到pixels[]中的第一个索引值
  • stride:pixels[]的行间距
  • x:从位图中读取的第一个像素的x坐标值
  • y:从位图中读取的第一个像素的y坐标值
  • width:每一行中读取的像素宽度
  • height:读取的行数

画笔特效处理

PorterDuffXfermode

在这里插入图片描述

public class FilletView extends View {
    private Bitmap bitmap,out;
    private Paint paint;
    public FilletView(Context context) {
        super(context);
        inView();
    }

    public FilletView(Context context, @Nullable AttributeSet attrs) {
        super(context, attrs);
        inView();
    }

    public FilletView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);
        inView();
    }
    private void inView(){
        bitmap= BitmapFactory.decodeResource(getResources(), R.drawable.ask);
        out=Bitmap.createBitmap(bitmap.getWidth(),bitmap.getHeight(),Bitmap.Config.ARGB_8888);
        Canvas canvas=new Canvas(out);
        paint=new Paint();
        paint.setAntiAlias(true);
        canvas.drawRoundRect(0,0,bitmap.getWidth(),bitmap.getHeight(),80,80,paint);
        paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
        canvas.drawBitmap(bitmap,0,0,paint);
    }

    @Override
    protected void onDraw(Canvas canvas) {
       canvas.drawBitmap(out,0,0,null);

    }
}
Shader
  • BitmapShader:位图Shader
  • LinearGradient:线性Shader
  • RadialGradient:光束Shader
  • SweepGradient:梯度Shader
  • ComposeShader:混合Shader
private void useBitmapShader(Canvas canvas){
        @SuppressLint("DrawAllocation")
        Bitmap bitmap= BitmapFactory.decodeResource(getResources(), R.drawable.default_head);
        @SuppressLint("DrawAllocation")
        BitmapShader shader=new BitmapShader(bitmap, Shader.TileMode.REPEAT,Shader.TileMode.REPEAT);
        @SuppressLint("DrawAllocation")
        Paint paint=new Paint();
        paint.setShader(shader);
        canvas.drawCircle(500,200,200,paint);
    }
  • Shader.TileMode.REPEAT:重复——横向、纵向不断重复
  • Shader.TileMode.CLAMP:拉伸——拉伸的图片最后的那个像素,不断重复
  • Shader.TileMode.MIRROR:镜像——横向不断翻转重复,横向不断翻转重复
PathEffect(各种笔触绘制一个路径)

在这里插入图片描述

  • CornerPathEffect:拐角处变得圆滑
  • DiscretePathEffect:线段上会产生许多杂点
  • DashPathEffect:绘制虚线
  • PathDashPathEffect:比DashPathEffect的功能更加强大,可以设置如方形点的虚线,圆形点的虚线。
  • ComposePathEffect:组合任意两种PathEffect路径组合形成新的效果
public class PathEffectView extends View {
    private Paint paint;
    private Path mainPath;
    private PathEffect[] effects;
    public PathEffectView(Context context, @Nullable AttributeSet attrs) {
        super(context, attrs);
        inView();
    }
    private void inView(){
        paint=new Paint();
        paint.setStyle(Paint.Style.STROKE);
        paint.setStrokeWidth(5);
        paint.setColor(Color.DKGRAY);
        mainPath=new Path();
        mainPath.moveTo(0,0);
        for (int i = 0; i <= 30; i++) {
            mainPath.lineTo(i*35, (float) (Math.random()*100));
        }
        effects=new PathEffect[6];
    }

    @SuppressLint("DrawAllocation")
    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        effects[0]=null;
        effects[1]=new CornerPathEffect(30);
        effects[2]=new DiscretePathEffect(3,5);
        effects[3]=new DashPathEffect(new float[]{20,10,5,10},0);
        Path path=new Path();
        path.addRect(0,0,8,8,Path.Direction.CCW);
        effects[4]=new PathDashPathEffect(path,12,0,PathDashPathEffect.Style.ROTATE);
        effects[5]=new ComposePathEffect(effects[3],effects[1]);
        for (PathEffect effect : effects) {
            paint.setPathEffect(effect);
            canvas.drawPath(mainPath, paint);
            canvas.translate(0, 200);
        }
    }
}
SurfaceView

SurfaceView与View的区别:

  1. View主要适用于主动更新的情况下,而SurfaceView主要适用于被动更新,例如频繁的更新
  2. View在主线程中对画面进行更新,而SurfaceView通常会通过一个子线程来进行页面的刷新
  3. View在绘图时没有使用双缓冲机制,而SurfaceView在底层机制中就已经实现了双缓冲机制
    总结:SurfaceView适合需要频繁刷新,或者刷新时数据处理量比较大
public class SurfaceViewTemplate extends SurfaceView implements SurfaceHolder.Callback ,Runnable{
    //SurfaceHolder
    private SurfaceHolder holder;
    //用于绘画的Canvas
    private Canvas canvas;
    //子线程标志位
    private boolean isDrawing;
    private Paint paint;
    private Path path;
    private int x,y;
    public SurfaceViewTemplate(Context context) {
        super(context);
        inView();
    }

    public SurfaceViewTemplate(Context context, AttributeSet attrs) {
        super(context, attrs);
        inView();
    }

    public SurfaceViewTemplate(Context context, AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);
        inView();
    }
    private void inView(){
        holder=getHolder();
        holder.addCallback(this);
        setFocusable(false);//焦点
        setFocusableInTouchMode(true);
        this.setKeepScreenOn(true);
        path=new Path();
        paint=new Paint(Paint.ANTI_ALIAS_FLAG);
        paint.setColor(Color.RED);
        paint.setStyle(Paint.Style.STROKE);
        paint.setStrokeWidth(10);
        paint.setStrokeCap(Paint.Cap.ROUND);
        paint.setStrokeJoin(Paint.Join.ROUND);
    }
    @Override
    public void surfaceCreated(@NonNull SurfaceHolder surfaceHolder) {
        isDrawing=true;
        path.moveTo(0,400);
        new Thread(this).start();
    }

    @Override
    public void surfaceChanged(@NonNull SurfaceHolder surfaceHolder, int i, int i1, int i2) {

    }

    @Override
    public void surfaceDestroyed(@NonNull SurfaceHolder surfaceHolder) {
        isDrawing=false;
    }

    @Override
    public void run() {
        while (isDrawing){
            drawSome();
            x+=1;
            y= (int) (100*Math.sin(x*2*Math.PI/180)+400);
            path.lineTo(x,y);
        }
    }
    private void drawSome(){
        try {
            canvas=holder.lockCanvas();
            //draw something...
            canvas.drawColor(Color.WHITE);
            canvas.drawPath(path,paint);
        } catch (Exception e) {
            e.printStackTrace();
        } finally {
            if (canvas!=null){
                holder.unlockCanvasAndPost(canvas);
            }
        }

    }
}
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