1. FillType
path的填充方式,有4種,舉例說明啥效果
/**
* Enum for the ways a path may be filled.
*/
public enum FillType {
// these must match the values in SkPath.h
/**
* Specifies that "inside" is computed by a non-zero sum of signed
* edge crossings.
*/
WINDING (0),
/**
* Specifies that "inside" is computed by an odd number of edge
* crossings.
*/
EVEN_ODD (1),
/**
* Same as {@link #WINDING}, but draws outside of the path, rather than inside.
*/
INVERSE_WINDING (2),
/**
* Same as {@link #EVEN_ODD}, but draws outside of the path, rather than inside.
*/
INVERSE_EVEN_ODD(3);
FillType(int ni) {
nativeInt = ni;
}
final int nativeInt;
}
1.1 WINDING
默認值就是這個,測試代碼如下,數學裏的並集,屬於A或者屬於B的部分
path2.apply {
reset()
addCircle(100f,100f,50f,Path.Direction.CW)
}
path3.apply {
reset()
addCircle(200f,200f,50f,Path.Direction.CW)
}
path.apply {
reset()
path.addPath(path2)
path.fillType=Path.FillType.WINDING
path.addPath(path3)
}
1.2 INVERSE_WINDING
上邊的效果取反,
測試代碼
path2.apply {
reset()
addCircle(100f,100f,50f,Path.Direction.CW)
}
path3.apply {
reset()
addCircle(200f,200f,50f,Path.Direction.CW)
}
path.apply {
reset()
path.addPath(path2)
path.fillType=Path.FillType.INVERSE_WINDING
path.addPath(path3)
}
canvas.drawPath(path,p)
1.3 EVEN_ODD
把交集扣掉,也就是把兩者共有的部分扣掉
path3.apply {
reset()
addCircle(200f,200f,50f,Path.Direction.CW)
}
path4.apply {
reset()
addCircle(280f,200f,60f,Path.Direction.CW)
}
path.apply {
reset()
path.addPath(path3)
path.fillType=Path.FillType.EVEN_ODD
path.addPath(path4)
}
1.4 INVERSE_EVEN_ODD
上邊的效果取反
Op介紹
先看幾張圖,我們的path如下紅線
實際需求中,我們需要下圖紫色的區域,咋辦
先加上下圖的梯形再說
效果如下
這時候就知道咋辦了,把左右兩邊2個弧形踢出去就剛剛好,而path也剛好有這個方法
如下,path3,path4就是那2個圓弧
path.op(path3,Path.Op.DIFFERENCE)
path.op(path4,Path.Op.DIFFERENCE)
簡單看下Op的屬性
public enum Op {
/**
* Subtract the second path from the first path.簡單理解爲把括號裏的path從當前path裏摳掉
*/
DIFFERENCE,
/**
* Intersect the two paths. 兩條路徑相交的部分
*/
INTERSECT,
/**
* Union (inclusive-or) the two paths.
*/
UNION,
/**
* Exclusive-or the two paths.
*/
XOR,
/**
* Subtract the first path from the second path.
*/
REVERSE_DIFFERENCE
}
下面簡單寫下代碼和效果圖
DIFFERENCE
先紅圈,再藍圈,完事從紅圈裏扣除籃圈,也就是黃色的月牙部分了
val path1=Path().apply {
addCircle(0f,0f,100f,Path.Direction.CW)
}
val path2=Path().apply {
addCircle(50f,0f,100f,Path.Direction.CW)
}
p.color=Color.RED
canvas.drawPath(path1,p)
p.color=Color.BLUE
canvas.drawPath(path2,p)
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.KITKAT) {
p.color=Color.YELLOW
path1.op(path2,Path.Op.DIFFERENCE)
canvas.drawPath(path1,p)
}
INTERSECT
代碼同上,就是Op改下而已,效果圖如下,交集,中間的部分
UNION
合集,黃色部分
XOR
和交集剛好相反,去同存異,兩條path不一樣的地方
REVERSE_DIFFERENCE
和DIFFERENCE 差不錯,這個是把當前路徑從參數path里扣除,而DIFFERENCE是從當前路徑把參數裏的path扣除
換句話說,如下兩種代碼效果是一樣的
path1.op(path2,Path.Op.DIFFERENCE)
canvas.drawPath(path1,p)
path2.op(path1,Path.Op.REVERSE_DIFFERENCE)
canvas.drawPath(path2,p)
實際使用
那個做翻頁效果的時候會用到,我們需要扣除圓弧的部分。