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。