自定义View中Canvas之Path的详解
上一篇Canvas的繪制圖形只能繪制一些常規的,比如點、線、圓、橢圓、矩形等的。如果想要繪制更復雜的圖形,那么就得靠Path了。
Path的定義:
Path類將多種符合路徑(多個輪廓,如直線段、二次曲線、立方曲線等)封裝在其內部的幾何路徑。
Path的繪制:
通過設置Paint.Style的FILL(只描內容)、STROKE(只描邊)、FILL_AND_STROKE(描邊和內容),然后調用canvas.drawPath(path, paint);Path還可以用于剪切或者在路徑上繪制文本canvas.drawTextOnPath()。
Path有兩個構造函數
Path() // 空的構造函數 Path(Path src) //創建一個新的路徑,并且從src路徑里賦值內容Path一些常用的API:
| 功能分類 | Path的常用API | 備注 |
| 線操作 | lineTo、rLineTo | 繪制線 |
###線操作 lineTo(float x, float y) //添加當前點到目標點(x,y)構成的直線到path rLineTo(float dx, float dy) //基于當前坐標系,即以path最后的那個點 //為坐標系原點(0,0),如果前面沒有path的點,默認是屏幕左上角(0,0)
注:lineTo、rLineTo起始點默認是屏幕左上角的坐標系原點(0,0)
演示一下:
Paint paint = new Paint();paint.setStyle(Paint.Style.STROKE); //只描邊paint.setColor(Color.BLUE);paint.setStrokeWidth(10f);paint.setAntiAlias(true); //設置抗鋸齒paint.setDither(true); //設置防抖動Path path = new Path();//屏幕左上角(0,0)到(200,200)畫一條直線path.lineTo(200, 200);//(200, 200)到(200, 400)畫一條直線path.lineTo(200, 400);//以(200, 400)為起始點(0,0)偏移量為(200, 400)畫一條直線,//其終點坐標實際在屏幕的位置為(400, 800)path.rLineTo(400, 800);canvas.drawPath(path, paint);結果:
點操作
moveTo(float x, float y) //改變接下來操作的起點位置為(x,y) rMoveTo(float dx, float dy) //接下來要操作的起點位置為(x+dx,y+dy) setLastPoint(float dx, float dy) //改變前一步操作點的位置,會改變前一步的操作先對比一下moveTo()和rMoveTo()的區別,演示一下:
Paint paint = new Paint();paint.setStyle(Paint.Style.STROKE); //只描邊paint.setColor(Color.BLUE);paint.setStrokeWidth(10f);paint.setAntiAlias(true); //設置抗鋸齒paint.setDither(true); //設置防抖動Path path = new Path();//將坐標系原點從(0,0)移動到(200,200)path.moveTo(200,200);//畫從(200,200)到(400,400)之間的直線path.lineTo(400, 400); // path.rMoveTo(100, 0); //暫時注釋path.lineTo(800, 400);canvas.drawPath(path, paint);暫時注釋了rMoveTo()方法,看看結果:
然后解掉rMoveTo()方法的注釋,意思是下一步的起點位置由(400, 400)變為(400+100, 400+0),即(500,400),結果:
再來看看moveTo()和setLastPoint()的區別,同樣以上的代碼,加上path.setLastPoint(800, 200)方法:
Paint paint = new Paint();paint.setStyle(Paint.Style.STROKE); //只描邊paint.setColor(Color.BLUE);paint.setStrokeWidth(10f);paint.setAntiAlias(true); //設置抗鋸齒paint.setDither(true); //設置防抖動Path path = new Path();//將坐標系原點從(0,0)移動到(200,200)path.moveTo(200,200);//畫從(200,200)到(400,400)之間的直線path.lineTo(400, 400);path.setLastPoint(800, 200);path.lineTo(800, 400);canvas.drawPath(path, paint);結果:
紅線原本是設置setLastPoint(800, 200)之前的路徑,在設置之后,影響到了前一步lineTo(400, 400)的操作,使之變成了lineTo(800, 200),結果就如圖了。
得出結論: rMoveTo()影響的是后面操作的起點位置,并不會影響之前的操作;而setLastPoint()改變前一步操作最后一個點的位置,不僅影響前一步操作,同時也會影響后一步操作。
### 繪制常規圖形 //繪制圓 addCircle(float x, float y, float radius, Direction dir) //繪制橢圓 addOval(RectF oval, Direction dir) addOval(float left, float top, float right, float bottom, Direction dir) //繪制矩形 addRect(RectF rect, Direction dir) addRect(float left, float top, float right, float bottom, Direction dir) //繪制圓角矩形 addRoundRect(RectF rect, float rx, float ry, Direction dir) addRoundRect(float left, float top, float right, float bottom, float rx, float ry,Direction dir) addRoundRect(RectF rect, float[] radii, Direction dir) addRoundRect(float left, float top, float right, float bottom, float[] radii,Direction dir)
所有API里面都有一個共同的參數Direction:
| Path.Direction.CCW | counter-clockwise ,沿逆時針方向繪制 |
| Path.Direction.CW | clockwise ,沿順時針方向繪制 |
Direction其用法演示:
Paint paint = new Paint();paint.setStyle(Paint.Style.STROKE); //只描邊paint.setColor(Color.BLUE);paint.setStrokeWidth(2f);paint.setTextSize(40f);paint.setAntiAlias(true); //設置抗鋸齒paint.setDither(true); //設置防抖動Path path = new Path();//以(600,600)為圓心,300為半徑繪制圓//Path.Direction.CW順時針繪制圓 Path.Direction.CCW逆時針繪制圓path.addCircle(600, 600, 300, Path.Direction.CCW);//沿path繪制文字canvas.drawTextOnPath("我是Layne,在測試Direction,這是CCW逆時針繪制圓", path, 0, 0, paint);canvas.drawPath(path, paint);結果對比:
其他圖形繪制示例:
Paint paint = new Paint();paint.setStyle(Paint.Style.STROKE); //只描邊paint.setColor(Color.BLUE);paint.setStrokeWidth(10f);paint.setAntiAlias(true); //設置抗鋸齒paint.setDither(true); //設置防抖動Path path = new Path();//以(400,200)為圓心,半徑為100繪制圓path.addCircle(550, 200, 100, Path.Direction.CW);//繪制橢圓RectF rectF = new RectF(100, 350, 500, 600);//第一種方法繪制橢圓path.addOval(rectF, Path.Direction.CW);//第二種方法繪制橢圓path.addOval(600, 350, 1000, 600, Path.Direction.CW);//繪制矩形RectF rect = new RectF(100, 650, 500, 900);//第一種方法繪制矩形path.addRect(rect, Path.Direction.CW);//第一種方法繪制矩形path.addRect(600, 650, 1000, 900, Path.Direction.CCW);//繪制圓角矩形RectF roundRect = new RectF(100, 950, 300, 1100);//第一種方法繪制圓角矩形path.addRoundRect(roundRect, 20, 20, Path.Direction.CW);//第二種方法繪制圓角矩形path.addRoundRect(350, 950, 550, 1100, 10, 50, Path.Direction.CCW);//第三種方法繪制圓角矩形//float[] radii中有8個值,依次為左上角,右上角,右下角,左下角的rx,ryRectF roundRectT = new RectF(600, 950, 800, 1100);path.addRoundRect(roundRectT, new float[]{50, 50, 50, 50, 50, 50, 0, 0}, Path.Direction.CCW);//第四種方法繪制圓角矩形path.addRoundRect(850, 950, 1050, 1100,new float[]{0, 0, 0, 0,50, 50, 50, 50}, Path.Direction.CCW);canvas.drawPath(path, paint);結果:
### 繪制圓弧 //繪制圓弧 addArc(RectF oval, float startAngle, float sweepAngle) addArc(float left, float top, float right, float bottom, float startAngle,float sweepAngle)//forceMoveTo:是否強制將path最后一個點移動到圓弧起點, //true是強制移動,即為不連接兩個點;false則連接兩個點 arcTo(RectF oval, float startAngle, float sweepAngle,boolean forceMoveTo) arcTo(RectF oval, float startAngle, float sweepAngle) arcTo(float left, float top, float right, float bottom, float startAngle,float sweepAngle, boolean forceMoveTo)
addArc()和arcTo()都是添加圓弧到path中,不過他們之間還是有區別的。addArc()是直接添加圓弧到path中;而arcTo()會判斷要繪制圓弧的起點與繪制圓弧之前path中最后的點是否是同一個點,如果不是同一個點的話,就會連接兩個點。
演示一下:
Paint paint = new Paint();paint.setStyle(Paint.Style.STROKE); //只描邊paint.setColor(Color.BLUE);paint.setStrokeWidth(20f);paint.setAntiAlias(true); //設置抗鋸齒paint.setDither(true); //設置防抖動Path path = new Path();//在F(400, 200, 700, 500)區域內繪制一個270度的圓弧RectF rectF = new RectF(400, 200, 700, 500);path.addArc(rectF, 0, 270);//在(400, 600, 600, 800)區域內繪制一個90度的圓弧,并且不連接兩個點RectF rectFTo = new RectF(400, 600, 700, 900);path.arcTo(rectFTo, 0, 180, true); //等價于path.addArc(rectFTo, 0, 180);canvas.drawPath(path, paint);結果:
把上面代碼修改成連接兩點:
path.arcTo(rectFTo, 0, 180, false); //等價于path.addArc(rectFTo, 0, 180);結果:
閉合path操作
如果path的重點和起始點不是同一個點的話,那么path.close()就會連接這兩個點,形成一個封閉的圖形。演示一下:
Paint paint = new Paint();paint.setStyle(Paint.Style.STROKE); //只描邊paint.setColor(Color.BLUE);paint.setStrokeWidth(20f);paint.setAntiAlias(true); //設置抗鋸齒paint.setDither(true); //設置防抖動Path path = new Path();//在F(400, 200, 700, 500)區域內繪制一個270度的圓弧RectF rectF = new RectF(400, 200, 700, 500);path.addArc(rectF, 0, 270);// path.close(); //先注釋canvas.drawPath(path, paint);結果:
接下來解掉path.close()的注釋,再運行一次,結果:
貝塞爾曲線
貝塞爾曲線就麻煩多了,也復雜多了。這里不詳細說明了,再網上找到一篇說明比較詳細的文章。
安卓自定義View進階 - 貝塞爾曲線
這里直接復制了里面的二階曲線的實現:
public class CanvasView extends View {private Paint mPaint;private int centerX, centerY;private PointF start, end, control;public CanvasView(Context context, @Nullable AttributeSet attrs) {super(context, attrs);mPaint = new Paint();mPaint.setColor(Color.BLACK);mPaint.setStrokeWidth(8);mPaint.setStyle(Paint.Style.STROKE);mPaint.setTextSize(60);start = new PointF(0, 0);end = new PointF(0, 0);control = new PointF(0, 0);}@Overrideprotected void onSizeChanged(int w, int h, int oldw, int oldh) {super.onSizeChanged(w, h, oldw, oldh);centerX = w / 2;centerY = h / 2;// 初始化數據點和控制點的位置start.x = centerX - 200;start.y = centerY;end.x = centerX + 200;end.y = centerY;control.x = centerX;control.y = centerY - 100;}@Overridepublic boolean onTouchEvent(MotionEvent event) {// 根據觸摸位置更新控制點,并提示重繪control.x = event.getX();control.y = event.getY();invalidate();//刷新View,重新繪制return true;}@Overrideprotected void onDraw(Canvas canvas) {super.onDraw(canvas);// 繪制數據點和控制點mPaint.setColor(Color.GRAY);mPaint.setStrokeWidth(20);canvas.drawPoint(start.x, start.y, mPaint);canvas.drawPoint(end.x, end.y, mPaint);canvas.drawPoint(control.x, control.y, mPaint);// 繪制輔助線mPaint.setStrokeWidth(4);canvas.drawLine(start.x, start.y, control.x, control.y, mPaint);canvas.drawLine(end.x, end.y, control.x, control.y, mPaint);// 繪制貝塞爾曲線mPaint.setColor(Color.RED);mPaint.setStrokeWidth(8);Path path = new Path();path.moveTo(start.x, start.y);path.quadTo(control.x, control.y, end.x, end.y);canvas.drawPath(path, mPaint);} }結果:
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參考資料:[https://www.jianshu.com/p/9ad3aaae0c63](https://www.jianshu.com/p/9ad3aaae0c63)
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