Android自定义视图 View 之重要知识点 Path 详解
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篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了Android自定义视图 View 之重要知识点 Path 详解相关的知识,希望对你有一定的参考价值。
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Path常用方法
方法 | 作用 | 备注 |
---|---|---|
moveTo | 移动起点 | 移动下一次操作的起点位置 |
lineTo | 连接直线 | 连接上一个点到当前点之间的直线 |
setLastPoint | 设置终点 | 重置最后一个点的位置 |
close | 闭合路劲 | 从最后一个点连接最初的一个点,形成一个闭合区域 |
addRect | 添加矩形 | 添加矩形到当前Path |
addRoundRect | 添加圆角矩形 | 添加圆角矩形到当前Path |
addOval | 添加椭圆 | 添加椭圆到当前Path |
addCircle | 添加圆 | 添加圆到当前Path |
addPah | 添加路劲 | 添加路劲到当前Path |
addArc | 添加圆弧 | 添加圆弧到当前Path |
arcTo | 圆弧 | 绘制圆弧,注意和addArc的区别 |
isEmpty | 是否为空 | 判定Path是否为空 |
isRect | 是否为矩形 | 判定Path是否是一个矩形 |
set | 替换路劲 | 用新的路劲替换当前路劲的所有内容 |
offset | 偏移路劲 | 对当前的路劲进行偏移 |
quadTo | 贝塞尔曲线 | 二次贝塞尔曲线的方法 |
cubicTo | 贝塞尔曲线 | 三次贝塞尔曲线的方法 |
rMoveTo,rlineTo,rQuadTo,rCubicTo | rXxx方法 | 不带r的方法是基于原点坐标系(偏移量),带r的基于当前点坐标系(偏移量) |
op | 布尔操作 | 对两个Path进行布尔运算(交集,并集)等操作 |
setFillType | 填充模式 | 设置Path的填充模式 |
getFillType | 填充模式 | 获取Path的填充 |
isInverseFillType | 是否逆填充 | 判断是否是逆填充模式 |
toggleInverseFillType | 相反模式 | 切换相反的填充模式 |
getFillType | 填充模式 | 获取Path的填充 |
incReserve | 提示方法 | 提示Path还有多少个点等待加入 |
computeBounds | 计算边界 | 计算Path的路劲 |
reset,rewind | 重置路劲 | 清除Path中的内容(reset相当于new Path , rewind 会保留Path的数据结构) |
transform | 矩阵操作 | 矩阵变换 |
Path方法使用详解
使用Path
不仅可以绘制简单的图形(如圆形,矩形,直线等),也可以绘制复杂一些的图形(如正多边形,五角星等),还有绘制裁剪和绘制文本都会用到Path
。由于方法比较多,我这里分组来讲下。
moveTo , lineTo , setLastPoint , close
先创建画笔:
<code class="hljs avrasm has-numbering"> paint = new Paint()<span class="hljs-comment">;</span> paint<span class="hljs-preprocessor">.setAntiAlias</span>(true)<span class="hljs-comment">;</span> paint<span class="hljs-preprocessor">.setStyle</span>(Paint<span class="hljs-preprocessor">.Style</span><span class="hljs-preprocessor">.STROKE</span>)<span class="hljs-comment">;</span> paint<span class="hljs-preprocessor">.setStrokeWidth</span>(<span class="hljs-number">10</span>)<span class="hljs-comment">;</span> paint<span class="hljs-preprocessor">.setColor</span>(Color<span class="hljs-preprocessor">.parseColor</span>(<span class="hljs-string">"#FF0000"</span>))<span class="hljs-comment">;</span></code>
注意paint.setStyle(Paint.Style.FILL);
,设置画笔为实心。一些线条将在画布上看不见。
1、lineTo
首先我们来看看lineTo
,如果你直接moveTo
将看不出效果。
<code class="hljs avrasm has-numbering"> Path path = new Path()<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.lineTo</span>(<span class="hljs-number">200</span>,<span class="hljs-number">200</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.lineTo</span>(<span class="hljs-number">400</span>,<span class="hljs-number">0</span>)<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path,paint)<span class="hljs-comment">;</span></code>
为了方便大家好观察坐标的变化,我在屏幕上画出了网格,每块网格的宽高都是100。由于第一次之前没有过操作,所以默认点就是原点(屏幕左上角),第一次lineTo
就是坐标原点到(200,200)之间的直线。第二次lineTo
就是上一次结束点位置(200,200)到(400,0)点之间的直线。
2、moveTo 和setLastPoint
方法预览:
<code class="hljs cs has-numbering">moveTo(<span class="hljs-keyword">float</span> x, <span class="hljs-keyword">float</span> y) setLastPoint(<span class="hljs-keyword">float</span> dx, <span class="hljs-keyword">float</span> dy)</code>
这两个方法在作用上有相似之处,却是两个不同的东西,具体参考下表:
方法名 | 作用 | 是否影响之前的操作 | 是否影响之后的操作 |
---|---|---|---|
moveTo | 移动下一次操作的起点位置 | 否 | 是 |
setLastPoint | 改变上一次操作点的位置 | 是 | 是 |
来看看下面的例子:
<code class="hljs avrasm has-numbering"> Path path = new Path()<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.lineTo</span>(<span class="hljs-number">200</span>, <span class="hljs-number">200</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.moveTo</span>(<span class="hljs-number">300</span>,<span class="hljs-number">300</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.lineTo</span>(<span class="hljs-number">400</span>, <span class="hljs-number">0</span>)<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
效果图:
<code class="hljs avrasm has-numbering"> Path path = new Path()<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.lineTo</span>(<span class="hljs-number">200</span>, <span class="hljs-number">200</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.setLastPoint</span>(<span class="hljs-number">300</span>,<span class="hljs-number">100</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.lineTo</span>(<span class="hljs-number">400</span>, <span class="hljs-number">0</span>)<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
效果图:
当我们绘制线条之前,调用moveTo
和 setLastPoint
效果是一样的,都是对坐标原点(0,0)进行操作。setLastPoint
是重置上一次操作的最后一点,在执行完第一次lineTo
的时候,最后一个点就是(200,200),setLastPoint
更改(200,200)为(300,100),所以在执行的时候就是(300,100)到(400, 0)之间的连线了。
3、close
方法预览
<code class="hljs cs has-numbering"><span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">close</span>()</code>
close
方法连接最后一个点和最初一个点(如果两个点不重合)形成一个闭合的图形。
<code class="hljs avrasm has-numbering"> path<span class="hljs-preprocessor">.moveTo</span>(<span class="hljs-number">100</span>,<span class="hljs-number">100</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.lineTo</span>(<span class="hljs-number">500</span>,<span class="hljs-number">100</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.lineTo</span>(<span class="hljs-number">300</span>,<span class="hljs-number">400</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.close</span>()<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
效果图:
上图中可以看到lineTo(500,100)
直线和lineTo(300,400)
直线,而close
方法就是连接(300,400),(100,100)两点,形成一个闭合的区域。
注意:close的作用的封闭路径,如果连接最后一个点和最初一个点任然无法形成闭合的区域,那么close什么也不做。
quadTo,cubicTo
二次贝塞尔曲线以及三次贝塞尔曲线。
1、quadTo
方法预览
<code class="hljs cs has-numbering"><span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">quadTo</span>(<span class="hljs-keyword">float</span> x1, <span class="hljs-keyword">float</span> y1, <span class="hljs-keyword">float</span> x2, <span class="hljs-keyword">float</span> y2)</code>
quadTo
方法其中 (x1,y1) 为控制点,(x2,y2)为结束点。
<code class="hljs avrasm has-numbering"> path<span class="hljs-preprocessor">.moveTo</span>(<span class="hljs-number">100</span>,<span class="hljs-number">400</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.quadTo</span>(<span class="hljs-number">300</span>, <span class="hljs-number">100</span>, <span class="hljs-number">400</span>, <span class="hljs-number">400</span>)<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
效果图:
2、cubicTo
方法预览:
<code class="hljs cs has-numbering"><span class="hljs-keyword">pub</span></code>
cubicTo
方法比quadTo
方法多了一个点坐标,那么其中(x1,y1) 为控制点,(x2,y2)为控制点,(x3,y3) 为结束点。
<code class="hljs avrasm has-numbering"> path<span class="hljs-preprocessor">.moveTo</span>(<span class="hljs-number">100</span>, <span class="hljs-number">400</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.cubicTo</span>(<span class="hljs-number">100</span>, <span class="hljs-number">400</span>, <span class="hljs-number">300</span>, <span class="hljs-number">100</span>, <span class="hljs-number">400</span>, <span class="hljs-number">400</span>)<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code><ul style="" class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li></ul><ul style="" class="pre-numbering"><li>1</li><li>2</li><li>3</li><li>4</li></ul>
绘制的图形和上面的quadTo
绘制的图形是一样的。我们去掉moveTo
来看看运行的效果图:
如果你想了解贝塞尔曲线公式,请链接这里
addXxx和arcTo
主要是向Path
中添加基本图形以及区分addArc
和arcTo
1、添加基本图形
方法预览:
<code class="hljs rust has-numbering"><span class="hljs-comment">//圆形</span> addCircle(<span class="hljs-keyword">float</span> x, <span class="hljs-keyword">float</span> y, <span class="hljs-keyword">float</span> radius, Path.Direction <span class="hljs-keyword">dir</span>) <span class="hljs-comment">//椭圆</span> addOval(RectF oval, Path.Direction <span class="hljs-keyword">dir</span>) addOval(<span class="hljs-keyword">float</span> left, <span class="hljs-keyword">float</span> top, <span class="hljs-keyword">float</span> right, <span class="hljs-keyword">float</span> bottom, Path.Direction <span class="hljs-keyword">dir</span>) <span class="hljs-comment">//矩形</span> addRect(RectF rect, Path.Direction <span class="hljs-keyword">dir</span>) addRect(<span class="hljs-keyword">float</span> left, <span class="hljs-keyword">float</span> top, <span class="hljs-keyword">float</span> right, <span class="hljs-keyword">float</span> bottom, Path.Direction <span class="hljs-keyword">dir</span>) <span class="hljs-comment">//圆角矩形</span> addRoundRect(RectF rect, <span class="hljs-keyword">float</span> rx, <span class="hljs-keyword">float</span> ry, Path.Direction <span class="hljs-keyword">dir</span>) addRoundRect(<span class="hljs-keyword">float</span> left, <span class="hljs-keyword">float</span> top, <span class="hljs-keyword">float</span> right, <span class="hljs-keyword">float</span> bottom, <span class="hljs-keyword">float</span> rx, <span class="hljs-keyword">float</span> ry, Path.Direction <span class="hljs-keyword">dir</span>) addRoundRect(RectF rect, <span class="hljs-keyword">float</span>[] radii, Path.Direction <span class="hljs-keyword">dir</span>) addRoundRect(<span class="hljs-keyword">float</span> left, <span class="hljs-keyword">float</span> top, <span class="hljs-keyword">float</span> right, <span class="hljs-keyword">float</span> bottom, <span class="hljs-keyword">float</span>[] radii, Path.Direction <span class="hljs-keyword">dir</span>)</code>
我们仔细观察上面的方法,在最后都有一个Path.Direction
,这是个什么东东呢?Direction
的意思是方向,指导,趋势。点进去跟一下你会发现Direction
是一个枚举类型(Enum)分别有CW(顺时针),CCW(逆时针)两个常量。那么它的作用主要有以下两点:
序号 | 作用 |
---|---|
1 | 在添加图形时确定闭合顺序(各个点的记录顺序) |
2 | 对自相交图形的渲染结果有影响 |
我们先来看看闭合顺序的问题,添加一个矩形看看:
<code class="hljs avrasm has-numbering"> path<span class="hljs-preprocessor">.addRect</span>(<span class="hljs-number">100</span>, <span class="hljs-number">200</span>, <span class="hljs-number">500</span>, <span class="hljs-number">400</span>, Path<span class="hljs-preprocessor">.Direction</span><span class="hljs-preprocessor">.CW</span>)<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
我将上面的代码CW
改成CCW
再运行一次,结果一模一样,尼玛区别在哪里啊。稍安勿躁,想看到区别就要用到setLastPoint
(重置最后一个点的坐标)。我们来这样变变代码:
<code class="hljs avrasm has-numbering"> path<span class="hljs-preprocessor">.addRect</span>(<span class="hljs-number">100</span>, <span class="hljs-number">200</span>, <span class="hljs-number">500</span>, <span class="hljs-number">400</span>, Path<span class="hljs-preprocessor">.Direction</span><span class="hljs-preprocessor">.CW</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.setLastPoint</span>(<span class="hljs-number">200</span>,<span class="hljs-number">400</span>)<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
效果立马现行:
为什么图形会发生奇怪的变化呢。我们先来分析一下,绘制一个矩形至少需要对角线的两个点,根据这两个点计算出四条边然后把四条边按照顺序连接起来。上图的起始坐标是(100,200)按着顺时针的方向连接(500,200),(500,400),(100,400)最后连接(100,200)形成一个矩形。setLastPoint
是重置上一个操作点坐标及改变(100,400)为(200,400),所以出现了上图的效果。
接下来我们看看逆时针的情况:
<code class="hljs avrasm has-numbering"> path<span class="hljs-preprocessor">.addRect</span>(<span class="hljs-number">100</span>, <span class="hljs-number">200</span>, <span class="hljs-number">500</span>, <span class="hljs-number">400</span>, Path<span class="hljs-preprocessor">.Direction</span><span class="hljs-preprocessor">.CCW</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.setLastPoint</span>(<span class="hljs-number">400</span>,<span class="hljs-number">300</span>)<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
效果图:
我们理清楚了闭合的问题,相交问题与设置填充模式有关。
我以addCircle
方法来讲解添加图形,并不会逐一讲解。
<code class="hljs avrasm has-numbering"> path<span class="hljs-preprocessor">.addCircle</span>(<span class="hljs-number">300</span>,<span class="hljs-number">300</span>,<span class="hljs-number">200</span>, Path<span class="hljs-preprocessor">.Direction</span><span class="hljs-preprocessor">.CW</span>)<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
绘制圆形,(300,300)点表示圆心坐标,200 表示半径长度。
2、addPath
方法预览:
<code class="hljs cs has-numbering"><span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">addPath</span>(Path src) <span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">addPath</span>(Path src, <span class="hljs-keyword">float</span> dx, <span class="hljs-keyword">float</span> dy) <span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">addPath</span>(Path src, Matrix matrix)</code>
addPath方法就是将两个路径合并到一起。第二个方法的dx,dy
指的是偏移量,第三个方法是添加到当前path之前先使用Matrix进行变换。来看看下面例子:
<code class="hljs mathematica has-numbering"> <span class="hljs-keyword">Path</span> path = new <span class="hljs-keyword">Path</span>(); path.addRect(<span class="hljs-number">100</span>,<span class="hljs-number">100</span>,<span class="hljs-number">400</span>,<span class="hljs-number">300</span>, <span class="hljs-keyword">Path</span>.<span class="hljs-keyword">Direction</span>.CW); <span class="hljs-keyword">Path</span> src=new <span class="hljs-keyword">Path</span>(); src.addCircle(<span class="hljs-number">300</span>,<span class="hljs-number">300</span>,<span class="hljs-number">100</span>, <span class="hljs-keyword">Path</span>.<span class="hljs-keyword">Direction</span>.CW); path.addPath(src,<span class="hljs-number">0</span>,<span class="hljs-number">100</span>); canvas.drawPath(path, paint);</code>
效果图:
3、addArc与arcTo
方法预览:
<code class="hljs java has-numbering">addArc(RectF oval, <span class="hljs-keyword">float</span> startAngle, <span class="hljs-keyword">float</span> sweepAngle) addArc(<span class="hljs-keyword">float</span> left, <span class="hljs-keyword">float</span> top, <span class="hljs-keyword">float</span> right, <span class="hljs-keyword">float</span> bottom, <span class="hljs-keyword">float</span> startAngle, <span class="hljs-keyword">float</span> sweepAngle) arcTo(RectF oval, <span class="hljs-keyword">float</span> startAngle, <span class="hljs-keyword">float</span> sweepAngle) arcTo(RectF oval, <span class="hljs-keyword">float</span> startAngle, <span class="hljs-keyword">float</span> sweepAngle, <span class="hljs-keyword">boolean</span> forceMoveTo) arcTo(<span class="hljs-keyword">float</span> left, <span class="hljs-keyword">float</span> top, <span class="hljs-keyword">float</span> right, <span class="hljs-keyword">float</span> bottom, <span class="hljs-keyword">float</span> startAngle, <span class="hljs-keyword">float</span> sweepAngle, <span class="hljs-keyword">boolean</span> forceMoveTo)</code>
从方法名字上面看,这两个方法都是与圆弧有关,那么他们之间肯定是有区别的:
名称 | 作用 | 区别 |
---|---|---|
addArc | 添加一个圆弧到Path | 直接添加一个圆弧到path中,和上一次操作点无关 |
arcTo | 添加一个圆弧到Path | 添加一个圆弧到path中,如果圆弧的起点和上次操作点坐标不同就连接两个点 |
startAngle
表示开始圆弧度数(0度与X轴方向对齐,顺时针移动,弧度增大)。
注意:sweepAngle
表示运动了多少弧度,并不是结束弧度。
forceMoveTo表示“是否强制使用moveTo”,也就是说是否使用moveTo将上一次操作点移动到圆弧的起点坐标。默认是false。
forceMoveTo | 含义 |
---|---|
true | 将最后一个点移动到圆弧起点,即不连接最后一个点与圆弧起点 |
false | 不移动,而是连接最后一个点与圆弧起点(注意之前没有操作的话,不会连接原点) |
示例:
<code class="hljs avrasm has-numbering"> path<span class="hljs-preprocessor">.lineTo</span>(<span class="hljs-number">200</span>, <span class="hljs-number">200</span>)<span class="hljs-comment">;</span> RectF rectF = new RectF(<span class="hljs-number">100</span>, <span class="hljs-number">100</span>, <span class="hljs-number">400</span>, <span class="hljs-number">400</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.arcTo</span>(rectF, <span class="hljs-number">0</span>, <span class="hljs-number">270</span>, true)<span class="hljs-comment">;</span> // path<span class="hljs-preprocessor">.addArc</span>(rectF,<span class="hljs-number">0</span>,<span class="hljs-number">270</span>)<span class="hljs-comment">;和上面一句等价</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
效果图:
我们把 path.arcTo(rectF, 0, 270, true);
改成 path.arcTo(rectF, 0, 270, false);
,来看看效果图:
从上面两张图可以看出明显的变化。
isEmpty、 isRect、 set 和 offset
isEmpty
判断path中是否包含内容。
<code class="hljs avrasm has-numbering"> Path path = new Path()<span class="hljs-comment">;</span> Log<span class="hljs-preprocessor">.e</span>(<span class="hljs-string">"-----"</span>,<span class="hljs-string">"----"</span>+path<span class="hljs-preprocessor">.isEmpty</span>())<span class="hljs-comment">;//-----: ----true</span> path<span class="hljs-preprocessor">.lineTo</span>(<span class="hljs-number">100</span>,<span class="hljs-number">100</span>)<span class="hljs-comment">;</span> Log<span class="hljs-preprocessor">.e</span>(<span class="hljs-string">"-----"</span>,<span class="hljs-string">"----"</span>+path<span class="hljs-preprocessor">.isEmpty</span>())<span class="hljs-comment">;//-----: ----false</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
isRect
方法预览:
<code class="hljs erlang has-numbering"><span class="hljs-function"><span class="hljs-title">isRect</span><span class="hljs-params">(<span class="hljs-variable">RectF</span> rect)</span></span></code><ul style="" class="pre-numbering"><li>1</li></ul><ul style="" class="pre-numbering"><li>1</li></ul>
判断path是否是一个矩形,如果是一个矩形的话,会将矩形的信息存放进参数rect中。
<code class="hljs avrasm has-numbering"> Path path = new Path()<span class="hljs-comment">;</span> RectF rectF = new RectF()<span class="hljs-comment">;</span> rectF<span class="hljs-preprocessor">.left</span> = <span class="hljs-number">100</span><span class="hljs-comment">;</span> rectF<span class="hljs-preprocessor">.top</span> = <span class="hljs-number">100</span><span class="hljs-comment">;</span> rectF<span class="hljs-preprocessor">.right</span> = <span class="hljs-number">400</span><span class="hljs-comment">;</span> rectF<span class="hljs-preprocessor">.bottom</span> = <span class="hljs-number">300</span><span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.addRect</span>(rectF, Path<span class="hljs-preprocessor">.Direction</span><span class="hljs-preprocessor">.CW</span>)<span class="hljs-comment">;</span> boolean isRect = path<span class="hljs-preprocessor">.isRect</span>(rectF)<span class="hljs-comment">;</span> Log<span class="hljs-preprocessor">.e</span>(<span class="hljs-string">"-----"</span>,<span class="hljs-string">"------"</span>+isRect)<span class="hljs-comment">;//-----: ------true</span></code>
set
方法预览:
<code class="hljs cs has-numbering"><span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">set</span>(Path src)</code>
将新的path赋值到现有path。相当于运算符中的“=”,如a=b
,把b
赋值给a
还是一起来看个例子:
<code class="hljs mathematica has-numbering"> <span class="hljs-keyword">Path</span> path = new <span class="hljs-keyword">Path</span>(); path.addRect(<span class="hljs-number">100</span>,<span class="hljs-number">100</span>,<span class="hljs-number">400</span>,<span class="hljs-number">300</span>, <span class="hljs-keyword">Path</span>.<span class="hljs-keyword">Direction</span>.CW); <span class="hljs-keyword">Path</span> src=new <span class="hljs-keyword">Path</span>(); src.addCircle(<span class="hljs-number">300</span>,<span class="hljs-number">200</span>,<span class="hljs-number">100</span>, <span class="hljs-keyword">Path</span>.<span class="hljs-keyword">Direction</span>.CW); path.set(src); canvas.drawPath(path, paint);</code>
效果图:
offset
方法预览:
<code class="hljs cs has-numbering"><span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">offset</span>(<span class="hljs-keyword">float</span> dx, <span class="hljs-keyword">float</span> dy) <span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">offset</span>(<span class="hljs-keyword">float</span> dx, <span class="hljs-keyword">float</span> dy, Path dst)</code>
这个方法就是对Path
进行一段平移,正方向和X轴,Y轴方向一致(如果dx为正数则向右平移,反之向左平移;如果dy为正则向下平移,反之向上平移)。我们看到第二个方法多了一个dst
,这个又是一个什么玩意呢,其实参数das是存储平移后的path的。
用例子来说明一下:
<code class="hljs mathematica has-numbering"> <span class="hljs-keyword">Path</span> path = new <span class="hljs-keyword">Path</span>(); path.addCircle(<span class="hljs-number">300</span>, <span class="hljs-number">200</span>, <span class="hljs-number">100</span>, <span class="hljs-keyword">Path</span>.<span class="hljs-keyword">Direction</span>.CW); <span class="hljs-keyword">Path</span> dst = new <span class="hljs-keyword">Path</span>(); dst.addCircle(<span class="hljs-number">500</span>, <span class="hljs-number">200</span>, <span class="hljs-number">200</span>, <span class="hljs-keyword">Path</span>.<span class="hljs-keyword">Direction</span>.CW); path.offset(-<span class="hljs-number">100</span>, <span class="hljs-number">100</span>, dst); canvas.drawPath(path, paint);</code>
效果图:
从运行效果图可以看出,虽然我们在dst中添加了一个圆形,但是并没有表现出来,所以,当dst中存在内容时,dst中原有的内容会被清空,而存放平移后的path。
FillType
方法预览:
<code class="hljs cs has-numbering"><span class="hljs-keyword">public</span> <span class="hljs-keyword">void</span> <span class="hljs-title">setFillType</span>(Path.FillType ft) <span class="hljs-keyword">public</span> Path.FillType <span class="hljs-title">getFillType</span>()</code>
setFillType
方法中的参数Path.FillType
为枚举类型:
FillType值 | 含义 |
---|---|
FillType.WINDING | 取path所有所在区域 默认值 |
FillType.EVEN_ODD | 取path所在并不相交区域 |
FillType.INVERSE_WINDING | 取path所有未占区域 |
FillType.INVERSE_EVEN_ODD | 取path未占或相交区域 |
path所在区域
path所在区域
path所在区域
setFillType
WINDING
<code class="hljs avrasm has-numbering"> Path path = new Path()<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.addCircle</span>(<span class="hljs-number">300</span>,<span class="hljs-number">200</span>,<span class="hljs-number">100</span>, Path<span class="hljs-preprocessor">.Direction</span><span class="hljs-preprocessor">.CW</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.addCircle</span>(<span class="hljs-number">200</span>,<span class="hljs-number">200</span>,<span class="hljs-number">100</span>, Path<span class="hljs-preprocessor">.Direction</span><span class="hljs-preprocessor">.CW</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.setFillType</span>(Path<span class="hljs-preprocessor">.FillType</span><span class="hljs-preprocessor">.WINDING</span>)<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
效果图:
EVEN_ODD
代码我就不贴了,直接上图(上mis):
INVERSE_WINDING
INVERSE_EVEN_ODD
isInverseFillType
是否是逆填充模式:WINDING 和 EVEN_ODD 返回false;
INVERSE_WINDING 和 INVERSE_EVEN_ODD 返回true;
toggleInverseFillType
切换相反的填充模式,如果填充模式为WINDING
则填充模式为INVERSE_WINDING
,反之为WINDING
模式;如果填充模式为EVEN_ODD
则填充模式为INVERSE_EVEN_ODD
,反之为EVEN_ODD
模式。
举个例子:
<code class="hljs avrasm has-numbering"> Path path = new Path()<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.addCircle</span>(<span class="hljs-number">300</span>,<span class="hljs-number">200</span>,<span class="hljs-number">100</span>, Path<span class="hljs-preprocessor">.Direction</span><span class="hljs-preprocessor">.CW</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.addCircle</span>(<span class="hljs-number">200</span>,<span class="hljs-number">200</span>,<span class="hljs-number">100</span>, Path<span class="hljs-preprocessor">.Direction</span><span class="hljs-preprocessor">.CW</span>)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.setFillType</span>(Path<span class="hljs-preprocessor">.FillType</span><span class="hljs-preprocessor">.INVERSE</span>_EVEN_ODD)<span class="hljs-comment">;</span> path<span class="hljs-preprocessor">.toggleInverseFillType</span>()<span class="hljs-comment">;</span> canvas<span class="hljs-preprocessor">.drawPath</span>(path, paint)<span class="hljs-comment">;</span></code>
效果图和上面EVEN_ODD
模式一模一样。
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