覆盖的OnDraw怎么改图纸时(安卓) [英] Override onDraw to change how the drawing occurs (Android)
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问题描述
我如何可以覆盖的OnDraw
让我把什么话都被画(作为位图),并把它?
下面作品的方法,但它不幸的是,这种方法包括创建一个位图的整个屏幕的尺寸 - 不只是被吸引到该区域。如果我用这个来绘制UI元素,它被重新绘制的每个UI元素的。这可以更有效地完成?
@覆盖
保护无效的OnDraw(帆布油画){
// TODO:减少从多个图纸的负担
点阵位图= Bitmap.createBitmap(canvas.getWidth(),canvas.getHeight(),Config.ARGB_8888);
帆布屏幕外=新的Canvas(位);
super.onDraw(屏幕外);
//然后画在屏幕上
涂料P =新的油漆();
p.setXfermode(新PorterDuffXfermode(PorterDuff.Mode.DARKEN));
canvas.drawBitmap(位图,0,0,p)的;
}
解决方案
以下code将更加高效。
公共类MyView的扩展TextView的{
私人帆布屏幕外;
公共MyView的(上下文的背景下,ATTRS的AttributeSet,诠释defStyle){
超(背景下,ATTRS,defStyle);
}
公共MyView的(上下文的背景下,ATTRS的AttributeSet){
超(背景下,ATTRS);
}
公共MyView的(上下文的背景下){
超(上下文);
}
@覆盖
保护无效的OnDraw(帆布油画){
//我们希望超直接绘制到屏幕外的画布,使我们没有得到一个无限深的递归调用
如果(帆布==屏幕外){
super.onDraw(屏幕外);
}
其他{
//我们的外图像使用该视图的尺寸,而不是在画布
点阵位图= Bitmap.createBitmap(的getWidth(),getHeight()都会,Config.ARGB_8888);
屏幕外=新的Canvas(位);
super.draw(屏幕外);
//创建涂料绘制效果
涂料P =新的油漆();
p.setXfermode(新PorterDuffXfermode(PorterDuff.Mode.DARKEN));
//绘制在画布上。幸运的是,这一类使用相对坐标,这样我们就不必担心在那里这种观点是实际定位。
canvas.drawBitmap(位图,0,0,p)的;
}
}
}
How can I override onDraw
so that I take what would have been drawn (as a bitmap) and transform it?
The method below works, but it unfortunately, this method involves creating a bitmap the size of the entire screen - not just the area that is drawn to. If I use this to draw UI elements, it is redrawn for each UI element. Can this be done more efficiently?
@Override
protected void onDraw(Canvas canvas) {
//TODO: Reduce the burden from multiple drawing
Bitmap bitmap=Bitmap.createBitmap(canvas.getWidth(), canvas.getHeight(), Config.ARGB_8888);
Canvas offscreen=new Canvas(bitmap);
super.onDraw(offscreen);
//Then draw onscreen
Paint p=new Paint();
p.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DARKEN));
canvas.drawBitmap(bitmap, 0, 0, p);
}
解决方案
The following code will be much more efficient.
public class MyView extends TextView{
private Canvas offscreen;
public MyView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
public MyView(Context context, AttributeSet attrs) {
super(context, attrs);
}
public MyView(Context context) {
super(context);
}
@Override
protected void onDraw(Canvas canvas) {
//We want the superclass to draw directly to the offscreen canvas so that we don't get an infinitely deep recursive call
if(canvas==offscreen){
super.onDraw(offscreen);
}
else{
//Our offscreen image uses the dimensions of the view rather than the canvas
Bitmap bitmap=Bitmap.createBitmap(getWidth(), getHeight(), Config.ARGB_8888);
offscreen=new Canvas(bitmap);
super.draw(offscreen);
//Create paint to draw effect
Paint p=new Paint();
p.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.DARKEN));
//Draw on the canvas. Fortunately, this class uses relative coordinates so that we don't have to worry about where this View is actually positioned.
canvas.drawBitmap(bitmap, 0, 0, p);
}
}
}
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