简单列子实现效果
列1
private fun jcPaint(canvas: Canvas?) {Paint().apply {setShadowLayer(12f, 5f, 5f, Color.RED)isLinearText = trueval array = IntArray(2)array[0] = Color.YELLOWarray[1] = Color.BLUE/*实现线性颜色效果*/shader = LinearGradient(0f,0f,100f,100f,array,null,Shader.TileMode.MIRROR)color = Color.REDstrokeWidth = 10fstyle = Paint.Style.STROKEstrokeCap = Paint.Cap.BUTTstrokeJoin = Paint.Join.ROUND //连接处的处理canvas?.drawRect(Rect(10, 10, 400, 400), this)val text1 = "style - Paint.Style.STROKE"val text2 = "Cap - Paint.Cap.BUTT"val text3 = "Join连接处使用圆角 - Paint.Join.ROUNDJoin"strokeWidth = 2ftextSize = 30fcolor = Color.BLUEstyle = Paint.Style.FILL_AND_STROKEPaint.ANTI_ALIAS_FLAG/*** 绘制阴影*/this.setShadowLayer(2f, 0f, 5f, Color.BLUE)canvas?.drawText(text1, 20f, 200f, this)val tW = this.measureText(text1)Log.v("[measureText]", "tw = $tW")canvas?.drawText(text2, 20f, 300f, this)canvas?.drawText(text3, 20f, 400f, this)}}
列2
private fun shader(canvas: Canvas?) {/*** 围棋子 黑色棋子*/Paint(Paint.ANTI_ALIAS_FLAG).apply {color = Color.REDstrokeWidth = 10fstyle = Paint.Style.FILLstrokeCap = Paint.Cap.BUTT //结尾处strokeJoin = Paint.Join.ROUND //连接处的处理val top = 600fval left = 30fval radius = 100fshader = RadialGradient(left + radius, top ,radius+radius*1/4,IntArray(2).apply {this[0] = Color.WHITEthis[1] = Color.BLACK},null,Shader.TileMode.CLAMP)/*** 添加阴影*/setShadowLayer(6f, 6f, 6f, Color.parseColor("#AACCCCCC"))canvas?.drawCircle(left + radius, top, radius, this)shader = SweepGradient(0F,0f, listOf(Color.YELLOW,Color.RED).toIntArray(),null)canvas?.drawCircle(left + radius * 3, top, radius, this)
//
///*** 实现线性颜色效果*/shader = LinearGradient(0f,0f,100f,100f,listOf(Color.GREEN,Color.BLUE).toIntArray(),null,Shader.TileMode.MIRROR)canvas?.drawCircle(left + radius * 5, top, radius, this)val b = BitmapFactory.decodeResource(context.resources,R.mipmap.aa)shader = BitmapShader(b,Shader.TileMode.MIRROR,Shader.TileMode.MIRROR)canvas?.drawCircle(left + radius * 7, top, radius, this)}}
1、DiscretePathEffect() 将路径切成segmentLength的行,随机偏离原路径。
2、SumPathEffect() 构造一个PathEffect,其效果是按顺序应用两个效果。(例如,第一个(路径)+第二个(路径))
3、DashPathEffect() interval数组必须包含偶数个条目(>=2),偶数索引指定“开”间隔,奇数索引指定“关”间隔。Phase是interval数组的偏移量(对所有interval的和取mod)。interval数组控制破折号的长度。油漆的strokeWidth控制了破折号的厚度。注意:这个patheeffect只影响画风设置为STROKE或FILL_AND_STROKE的绘图。如果绘图是用style == FILL完成的,它将被忽略。
参数1:间隔-开和关距离的数组
参数2:相位偏移到间隔数组中
4、CornerPathEffect()通过将线段之间的任何锐角替换为指定半径的圆角,转换所绘制的几何图形(STROKE或FILL样式)。
参数:半径-线段之间的圆角。
5、ComposePathEffect() 构造一个PathEffect,其效果是首先应用内部效果和外部PathEffect(例如outer(inner(path)))。
6、PathDashPathEffect()用指定的形状对所绘制的路径进行冲压。这只适用于当油漆样式为STROKE或STROKE_AND_FILL时的绘图。如果油漆的样式是FILL,那么这个效果将被忽略。油漆的描边宽度不会影响结果。
效果:
private fun pathEffect(canvas: Canvas?) {Paint().apply {color = Color.BLUEstrokeWidth = 5fstrokeJoin = Paint.Join.ROUNDstyle = Paint.Style.STROKEpathEffect = DiscretePathEffect(10f,20f)canvas?.drawPath(Path().apply {moveTo(0f,200f)lineTo(300f,100f)lineTo(200f,200f)lineTo(0f,200f)},this)pathEffect = DashPathEffect(FloatArray(2).apply {this[0] = 10fthis[1] = 5f },10f)canvas?.drawPath(Path().apply {moveTo(250f,200f)lineTo(300f,100f)lineTo(500f,200f)lineTo(250f,200f)},this)pathEffect = SumPathEffect( DiscretePathEffect(10f,20f),DashPathEffect(FloatArray(2).apply {this[0] = 10fthis[1] = 5f },10f))canvas?.drawPath(Path().apply {moveTo(0F,400f)lineTo(200f,300f)lineTo(100f,400f)lineTo(0F,400f)},this)pathEffect = CornerPathEffect(15f)canvas?.drawPath(Path().apply {moveTo(250f,400f)lineTo(300f,300f)lineTo(500f,400f)lineTo(250f,400f)},this)pathEffect = ComposePathEffect( DiscretePathEffect(10f,20f),DashPathEffect(FloatArray(2).apply {this[0] = 10fthis[1] = 5f },10f))canvas?.drawPath(Path().apply {moveTo(550f,400f)lineTo(600f,300f)lineTo(800f,400f)lineTo(550f,400f)},this)pathEffect = PathDashPathEffect( Path().apply {moveTo(0f,8f)lineTo(3f,4f)lineTo(8f,8f)lineTo(0f,8f)},5f,10f,PathDashPathEffect.Style.TRANSLATE)canvas?.drawPath(Path().apply {moveTo(0f,700f)lineTo(300f,500f)lineTo(700f,700f)lineTo(0f,700f)},this)}}
1、BlurMaskFilter
这需要一个蒙版,并通过指定的半径模糊其边缘。是否包含原始蒙版,以及模糊是在原始蒙版的边界外、内还是跨界,都由blur enum控制。
2、EmbossMaskFilter
创建一个浮雕蒙版过滤器
已经被弃用 这个子类不受支持,不应该被实例化。
private fun maskFilter(canvas: Canvas?) {Paint().apply {color = Color.REDmaskFilter = BlurMaskFilter(20F,BlurMaskFilter.Blur.SOLID)val b0 = BitmapFactory.decodeResource(context.resources, R.mipmap.aa)canvas?.drawBitmap(b0,30f,800f,this)maskFilter = EmbossMaskFilter(listOf(30f,30f,30f).toFloatArray(),0.2F,60F,10F)val b = BitmapFactory.decodeResource(context.resources, R.mipmap.aa)canvas?.drawBitmap(b,30f,800f+b0.height,this)}}
ColorFilter主要用来处理颜色,这里将讲解它的三个子类,ColorMatrixColorFilter,
LightingColorFilter以及PorterDuffColorFilter。
1、ColorMatrixColorFilte 是一种通过4x5颜色矩阵转换颜色的颜色过滤器。这个滤镜可以用来改变像素的饱和度,从YUV转换为RGB等。
参见:ColorMatrix
RGB和Alpha的终值计算方法如下: Red通道终值= a[0] * srcR + a[1] * srcG + a[2] * srcB +
a[3] * srcA + a[4] Green通道终值= a[5] * srcR + a[6] * srcG + a[7] * srcB
- a[8] * srcA + a[9] Blue通道终值= a[10] * srcR + a[11] * srcG + a[12] * srcB + a[13] * srcA + a[14] Alpha通道终值= a[15]*srcR+a[16]*srcG + a[17] *
srcB + a[18] * srcA + a[19]备注: srcR为原图Red通道值,srcG为原图Green通道值,srcB为原图Blue通道值,srcA为原图Alpha通道值。
每个通道的源值和终值都在0到255的范围内。即使计算结果大于255或小于0,值都将被限制在0到255的范围内。
2、LightingColorFilter是一个颜色滤镜,可以用来模拟简单的照明效果。LightingColorFilter由两个参数定义,一个用于将源颜色相乘(称为colorMultiply),另一个用于向源颜色添加(称为colorAdd)。alpha通道不受此颜色滤镜的影响。给定一个源颜色RGB,得到的R’ g ’ b '颜色计算如下:
R’ = R * colorMultiply.R + colorAdd.R
G’ = G * colorMultiply.G + colorAdd.G
B’ = B * colorMultiply.B + colorAdd.B
效果:
3、PorterDuffColorFilter 是一种颜色滤镜,可用于使用单一颜色和特定波特-达夫复合模式对源像素进行着色。
效果:
private fun colorFilter(canvas: Canvas?) {//1、ColorMatrixColorFilterPaint().apply {val MATRIX = floatArrayOf(0.3f, 0f, 0f, 0f, 0f,0f, 0.5f, 0f, 0f, 0f,0f, 0f, 0.5f, 0f, 0f,0f, 0f, 0f, 1f, 0f)val bitmap = BitmapFactory.decodeResource(context.resources, R.mipmap.aa)canvas?.drawBitmap(bitmap, 100F, 0F, this);val filter = ColorMatrixColorFilter(MATRIX)colorFilter = filtercanvas?.drawBitmap(bitmap, 100F, 500F, this)/*方式1*/val colorMatrix = ColorMatrix()colorMatrix.setSaturation(0f)colorFilter = ColorMatrixColorFilter(colorMatrix)canvas?.drawBitmap(bitmap, 100F, 1000F, this)}//2、LightingColorFilterPaint().apply {val bitmap = BitmapFactory.decodeResource(context.resources, R.mipmap.aa)canvas?.drawBitmap(bitmap, 100F, 0F, this);val filter = LightingColorFilter(100,0)colorFilter = filtercanvas?.drawBitmap(bitmap, 100F, 500F, this)/*方式1*/colorFilter = LightingColorFilter(100,100)canvas?.drawBitmap(bitmap, 100F, 1000F, this)}//3、PorterDuffColorFilter 是一种颜色滤镜,可用于使用单一颜色和特定波特-达夫复合模式对源像素进行着色。Paint().apply {val bitmap = BitmapFactory.decodeResource(context.resources, R.mipmap.aa)canvas?.drawBitmap(bitmap, 100F, 0F, this);val filter = PorterDuffColorFilter(Color.YELLOW,PorterDuff.Mode.DARKEN)colorFilter = filtercanvas?.drawBitmap(bitmap, 100F, 500F, this)}}
1、PorterDuffXfermode
专门实现Paint的转移模式。参考PorterDuff的文档。关于可用的alpha合成和混合模式的更多信息的模式enum。
效果
例子
private fun xFerMode(canvas: Canvas) {/*** 创建一个新的层layer*/canvas.saveLayer(RectF(0f, 0f, canvas.width.toFloat(), canvas.height.toFloat()),Paint())Paint().apply {strokeWidth=5fstrokeCap = Paint.Cap.ROUNDstrokeJoin = Paint.Join.ROUNDstyle = Paint.Style.FILL_AND_STROKEcolor = Color.GREEN/*** 步骤1、绘制一个底层圆形图形*/val radius = 100fval top = 1200fval scr = Bitmap.createBitmap(radius.toInt()*2, radius.toInt()*2,Bitmap.Config.ARGB_8888)Canvas(scr).apply {drawBitmap(scr,0f,0f,Paint())drawCircle(radius,radius,radius,Paint().apply {color = Color.RED})}canvas?.drawBitmap(scr,0f,top,Paint())/*** 1、PorterDuffXfermode*/xfermode = PorterDuffXfermode(PorterDuff.Mode.MULTIPLY)/*** 步骤2、绘制上层图片*/val bit = BitmapFactory.decodeResource(context.resources,R.mipmap.aa)canvas?.drawBitmap(bit,radius,top+radius,this)}}
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