Android ApiDemos示例解析(71):Graphics->Patterns

Patterns指可以使用位图(材质)来填充某个图形。本例使用两个位图来填充屏幕:

一是外蓝里红的矩形

private static Bitmap makeBitmap1() {
 Bitmap bm = Bitmap.createBitmap(40, 40,
 Bitmap.Config.RGB_565);
 Canvas c = new Canvas(bm);
 c.drawColor(Color.RED);
 Paint p = new Paint();
 p.setColor(Color.BLUE);
 c.drawRect(5, 5, 35, 35, p);
 return bm;
}

另外一个为绿圆:

private static Bitmap makeBitmap2() {
 Bitmap bm = Bitmap.createBitmap(64, 64,
 Bitmap.Config.ARGB_8888);
 Canvas c = new Canvas(bm);
 Paint p = new Paint(Paint.ANTI_ALIAS_FLAG);
 p.setColor(Color.GREEN);
 p.setAlpha(0xCC);
 c.drawCircle(32, 32, 27, p);
 return bm;
}

然后创建Shader(类似于GDI中的TextureBrush)

mShader1 = new BitmapShader(makeBitmap1(),
 Shader.TileMode.REPEAT,
 Shader.TileMode.REPEAT);
 mShader2 = new BitmapShader(makeBitmap2(),
 Shader.TileMode.REPEAT,
 Shader.TileMode.REPEAT);

public BitmapShader(Bitmap bitmap,Shader.TileMode tileX,Shader.TileMode tileY)

  • bitmap: 构造Shader的Bitmap对象。
  • tileX: X 方向的tile 模式: 重复REPEAT, 镜像MIRROR ,紧靠边EDGE
  • tileY: Y 方向的tile 模式: 重复REPEAT, 镜像MIRROR ,紧靠边EDGE

本例创建的两个Shader都是选用的重复平铺模式。当Shader2旋转了30度,所有圆的序列看起来用个角度

Matrix m = new Matrix(); 
m.setRotate(30); 
mShader2.setLocalMatrix(m);


此外,为了达到加速绘图,使用PaintFlagsDrawFilter关闭了DITHER_FLAG和FILTER_BITMAP_FLAG

mFastDF = new PaintFlagsDrawFilter(Paint.FILTER_BITMAP_FLAG | 
 Paint.DITHER_FLAG, 
 0);


最后看看onDraw

canvas.setDrawFilter(mDF); 
  
mPaint.setShader(mShader1); 
canvas.drawPaint(mPaint); 
  
canvas.translate(mTouchCurrX - mTouchStartX, 
 mTouchCurrY - mTouchStartY); 
  
mPaint.setShader(mShader2); 
canvas.drawPaint(mPaint);

使用Patterns填充是设置Paint的shader属性,

canvas.translate(mTouchCurrX – mTouchStartX,mTouchCurrY – mTouchStartY); 在绘制Shader2( 绿圆)时平移触摸屏移动的距离,效果就是绿圆跟着手指动。

Android ApiDemos示例解析(71):Graphics->Patterns

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