public class MyView extends View {
public MyView(Context context) {
super(context);
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// 设置画布的背景颜色
canvas.drawColor(Color.WHITE);
/**
* 定义矩形为空心
*/
// 定义画笔1
Paint paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
// 消除锯齿
paint.setAntiAlias(true);
// 设置画笔的颜色
paint.setColor(Color.RED);
// 设置paint的外框宽度
paint.setStrokeWidth(2);
// 画一个圆
canvas.drawCircle(40, 30, 20, paint);
// 画一个正放形
canvas.drawRect(20, 70, 70, 120, paint);
// 画一个长方形
canvas.drawRect(20, 170, 90, 130, paint);
// 画一个椭圆
RectF re = new RectF(20, 230, 100, 190);
canvas.drawOval(re, paint);
/**
* 定义矩形为实心
*/
paint.setStyle(Paint.Style.FILL);
// 定义画笔2
Paint paint2 = new Paint();
// 消除锯齿
paint2.setAntiAlias(true);
// 设置画笔的颜色
paint2.setColor(Color.BLUE);
// 画一个空心圆
canvas.drawCircle(150, 30, 20, paint2);
// 画一个正方形
canvas.drawRect(185, 70, 130, 120, paint2);
// 画一个长方形
canvas.drawRect(200, 130, 130, 180, paint2);
// 画一个椭圆形
RectF re2 = new RectF(200, 230, 130, 190);
canvas.drawOval(re2, paint2);
}
}
}
运行效果如下:
Canvas提供了如下一些方法:
Canvas():创建一个空的画布,可以使用setBitmap()方法来设置绘制的具体画布;
Canvas(Bitmap bitmap):以bitmap对象创建一个画布,则将内容都绘制在bitmap上,bitmap不得为null;
Canvas(GL gl):在绘制3D效果时使用,与OpenGL有关;
drawColor:设置画布的背景色;
setBitmap:设置具体的画布;
clipRect:设置显示区域,即设置裁剪区;
isOpaque:检测是否支持透明;
rotate:旋转画布;
下面我们就用Canvas来画一个机器人——android,oh my love!一看就知道,机器人的外形是由矩形/圆/圆弧/线条组成的,因此要知道怎么用Canvas画矩形/圆/圆弧和线条。可惜阿,上面几个方法基本都没用上。
canvas.drawRect(RectF,Paint)方法用于画矩形,第一个参数为图形显示区域,第二个参数为画笔,设置好图形显示区域Rect和画笔Paint后,即可画图;
canvas.drawRoundRect(RectF, float, float, Paint) 方法用于画圆角矩形,第一个参数为图形显示区域,第二个参数和第三个参数分别是水平圆角半径和垂直圆角半径。
canvas.drawLine(startX, startY, stopX, stopY, paint):前四个参数的类型均为float,最后一个参数类型为Paint。表示用画笔paint从点(startX,startY)到点(stopX,stopY)画一条直线;
canvas.drawArc(oval, startAngle, sweepAngle, useCenter, paint):第一个参数oval为RectF类型,即圆弧显示区域,startAngle和sweepAngle均为float类型,分别表示圆弧起始角度和圆弧度数,3点钟方向为0度,useCenter设置是否显示圆心,boolean类型,paint为画笔;
canvas.drawCircle(float,float, float, Paint)方法用于画圆,前两个参数代表圆心坐标,第三个参数为圆半径,第四个参数是画笔;
清楚这些函数的用法之后,我们是否就噼里啪啦地敲代码了呢?别急,我们来搞个设计。既然这些函数都是用来画图的,也就是说它们有共性——画。所有我们应该设计一个接口interface,对于这次任务,只需要一个成员方法就足够了。对于每一个图形,是只用一个方法画,还是将画图封装成类呢?我建议是封装成类。因为说不定你明天就会嫌弃它不会动,想它动起来,或者你过两天又希望在机器人的每个部位加点什么。所以我将每一个图形封装成类,都实现一个名叫drawGraphics的接口。最后,要记得给UI创建一个线程哦。
就这样我开始动手做了,但是很快就发现问题了。什么问题?在定位的时候,也就是设置每个图形的显示区域时,我自以为这里的Rect跟Java的Rectangle是一样的,但我错了。原来这厮跟MFC中的RECT结构才是一家人,害我折腾了许久。
Rect(int left,int top,int right,int bottom)
left
矩形左上角X坐标值
top
矩形左上角Y坐标值
right
矩形右下角X坐标值
bottom
矩形右下角Y坐标值
下面借用一张图说明(忘了哪个博客找来的(*^__^*) 嘻嘻……),如Rect(150, 75, 260, 120) 一目了然吧。
还有一点非常重要的是,屏幕最上方的状态栏和标题栏总占去来50的高度,同时坐标原点下移到标题栏下方,即如果你的手机屏幕分辨率为(320X480),编程时如果没有设置去除状态栏和标题栏,你只能操控的范围只有(320X430),而且坐标原点下移。记住咯。
//drawGraphics.java
package com.scgm.android.drawable;
import android.graphics.Canvas;
public interface drawGraphics {
public void draw(Canvas canvas);
}
package com.scgm.android.drawable;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.view.View;
public classGameView extends View implements Runnable{
//声明Paint对象
private Paint mPaint= null;
privatedrawGraphics drawGraphics= null;
public GameView(Context context) {
super(context);
// TODOAuto-generated constructor stub
//构建对象
mPaint= new Paint();
//开启线程
new Thread(this).start();
}
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
//设置画布为黑色背景
//canvas.drawColor(Color.BLACK);
//消除锯齿
mPaint.setAntiAlias(true);
//设置图形为空心
mPaint.setStyle(Paint.Style.STROKE);
//绘制空心几何图形
drawGraphics= new DrawCircle();
drawGraphics.draw(canvas);
drawGraphics= new DrawLine();
drawGraphics.draw(canvas);
drawGraphics= newDrawRect();
drawGraphics.draw(canvas);
}
@Override
public void run() {
// TODOAuto-generated method stub
while(!Thread.currentThread().isInterrupted()) {
try{
Thread.sleep(1000);
} catch(InterruptedException e) {
// TODO: handle exception
Thread.currentThread().interrupt();
}
//使用postInvalidate 可以直接在线程中更新界面
postInvalidate();
}
}
}
//DrawRect.java
package com.scgm.android.drawable;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.RectF;
public class DrawRect implements drawGraphics{
private Paint paint= null;
public DrawRect(){
paint= new Paint();
}
@Override
public void draw(Canvas canvas) {
// TODOAuto-generated method stub
//定义圆角矩形对象
RectF rectF1 = newRectF(120,170,370,500);
RectF rectF2 = newRectF(40,150,90,400);
RectF rectF3 = newRectF(390,150,440,400);
RectF rectF4 = newRectF(140,520,200,650);
RectF rectF5 = newRectF(290,520,350,650);
paint.setAntiAlias(true);
//设置画笔颜色为BLUE
paint.setColor(Color.GREEN);
//在画布上绘制圆角矩形/圆弧/直线
canvas.drawRoundRect(rectF1, 20, 20, paint);
canvas.drawRoundRect(rectF2, 20, 20, paint);
canvas.drawRoundRect(rectF3, 20, 20, paint);
canvas.drawRoundRect(rectF4, 20, 20, paint);
canvas.drawRoundRect(rectF5, 20, 20, paint);
}
}
//DrawLine.java
package com.scgm.android.drawable;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
public class DrawLine implements drawGraphics{
private Paint paint= null;
public DrawLine(){
paint= new Paint();
}
@Override
publicvoiddraw(Canvas canvas) {
// TODOAuto-generated method stub
paint.setAntiAlias(true);
//绘制直线
paint.setColor(Color.GREEN);
//设置线条粗细
paint.setStrokeWidth(12);
canvas.drawLine(120,40,170,90, paint);
canvas.drawLine(320,90,370,40, paint);
}
}
//DrawCircle.java
package com.scgm.android.drawable;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.RectF;
public class DrawCircle implements drawGraphics{
private Paint paint= null;
private Paint paint_eye= null;
public DrawCircle(){
paint= new Paint();
paint_eye= new Paint();
}
@Override
public void draw(Canvas canvas) {
// TODOAuto-generated method stub
//绘制圆形(圆心x,圆心y,半径r,画笔p)
paint_eye.setAntiAlias(true);
paint.setAntiAlias(true);
RectF rectF = newRectF(120,60,370,240);
paint_eye.setColor(Color.WHITE);
paint.setColor(Color.GREEN);
canvas.drawCircle(190, 110, 18, paint_eye);
canvas.drawCircle(300, 110, 18, paint_eye);
canvas.drawArc(rectF, 180, 180,true, paint);
}
}
//GameStart.java
package com.scgm.android.drawable;
import android.app.Activity;
import android.os.Bundle;
public class GameStart extends Activity {
private GameView mGameView= null;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.mGameView= newGameView(this);
setContentView(mGameView);
}
}
运行效果图: