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Example 51 with Shader

use of android.graphics.Shader in project UltimateAndroid by cymcsg.

the class ProgressbarWheelActivity method onCreate.

@Override
public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    setContentView(R.layout.progress_wheel_activity);
    pw_two = (ProgressWheel) findViewById(R.id.progressBarTwo);
    pw_three = (ProgressWheel) findViewById(R.id.progressBarThree);
    pw_four = (ProgressWheel) findViewById(R.id.progressBarFour);
    //pw_five = (ProgressWheel) findViewById(R.id.progressBarFive);
    ShapeDrawable bg = new ShapeDrawable(new RectShape());
    int[] pixels = new int[] { 0xFF2E9121, 0xFF2E9121, 0xFF2E9121, 0xFF2E9121, 0xFF2E9121, 0xFF2E9121, 0xFFFFFFFF, 0xFFFFFFFF };
    Bitmap bm = Bitmap.createBitmap(pixels, 8, 1, Bitmap.Config.ARGB_8888);
    Shader shader = new BitmapShader(bm, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
    pw_three.setRimShader(shader);
    pw_three.spin();
    pw_four.spin();
    final Runnable r = new Runnable() {

        public void run() {
            running = true;
            while (progress < 361) {
                pw_two.incrementProgress();
                progress++;
                try {
                    Thread.sleep(15);
                } catch (InterruptedException e) {
                    // TODO Auto-generated catch block
                    e.printStackTrace();
                }
            }
            running = false;
        }
    };
    Button spin = (Button) findViewById(R.id.btn_spin);
    spin.setOnClickListener(new OnClickListener() {

        public void onClick(View v) {
            if (!running) {
                if (pw_two.isSpinning) {
                    pw_two.stopSpinning();
                }
                pw_two.resetCount();
                pw_two.setText("Loading...");
                pw_two.spin();
            }
        }
    });
    Button increment = (Button) findViewById(R.id.btn_increment);
    increment.setOnClickListener(new OnClickListener() {

        public void onClick(View v) {
            if (!running) {
                progress = 0;
                pw_two.resetCount();
                Thread s = new Thread(r);
                s.start();
            }
        }
    });
}
Also used : RectShape(android.graphics.drawable.shapes.RectShape) Bitmap(android.graphics.Bitmap) Button(android.widget.Button) ShapeDrawable(android.graphics.drawable.ShapeDrawable) OnClickListener(android.view.View.OnClickListener) BitmapShader(android.graphics.BitmapShader) Shader(android.graphics.Shader) BitmapShader(android.graphics.BitmapShader) View(android.view.View)

Example 52 with Shader

use of android.graphics.Shader in project android_frameworks_base by AOSPA.

the class BitmapDrawable method draw.

@Override
public void draw(Canvas canvas) {
    final Bitmap bitmap = mBitmapState.mBitmap;
    if (bitmap == null) {
        return;
    }
    final BitmapState state = mBitmapState;
    final Paint paint = state.mPaint;
    if (state.mRebuildShader) {
        final Shader.TileMode tmx = state.mTileModeX;
        final Shader.TileMode tmy = state.mTileModeY;
        if (tmx == null && tmy == null) {
            paint.setShader(null);
        } else {
            paint.setShader(new BitmapShader(bitmap, tmx == null ? Shader.TileMode.CLAMP : tmx, tmy == null ? Shader.TileMode.CLAMP : tmy));
        }
        state.mRebuildShader = false;
    }
    final int restoreAlpha;
    if (state.mBaseAlpha != 1.0f) {
        final Paint p = getPaint();
        restoreAlpha = p.getAlpha();
        p.setAlpha((int) (restoreAlpha * state.mBaseAlpha + 0.5f));
    } else {
        restoreAlpha = -1;
    }
    final boolean clearColorFilter;
    if (mTintFilter != null && paint.getColorFilter() == null) {
        paint.setColorFilter(mTintFilter);
        clearColorFilter = true;
    } else {
        clearColorFilter = false;
    }
    updateDstRectAndInsetsIfDirty();
    final Shader shader = paint.getShader();
    final boolean needMirroring = needMirroring();
    if (shader == null) {
        if (needMirroring) {
            canvas.save();
            // Mirror the bitmap
            canvas.translate(mDstRect.right - mDstRect.left, 0);
            canvas.scale(-1.0f, 1.0f);
        }
        canvas.drawBitmap(bitmap, null, mDstRect, paint);
        if (needMirroring) {
            canvas.restore();
        }
    } else {
        updateShaderMatrix(bitmap, paint, shader, needMirroring);
        canvas.drawRect(mDstRect, paint);
    }
    if (clearColorFilter) {
        paint.setColorFilter(null);
    }
    if (restoreAlpha >= 0) {
        paint.setAlpha(restoreAlpha);
    }
}
Also used : Bitmap(android.graphics.Bitmap) Paint(android.graphics.Paint) Shader(android.graphics.Shader) BitmapShader(android.graphics.BitmapShader) BitmapShader(android.graphics.BitmapShader) Paint(android.graphics.Paint)

Example 53 with Shader

use of android.graphics.Shader in project weex-example by KalicyZhou.

the class WXResourceUtilsTest method testGetShader.

@Test
public void testGetShader() throws Exception {
    Shader shader = WXResourceUtils.getShader("linear-gradient(to bottom,#a80077,blue)", 100, 100);
    assertNotNull(shader);
    shader = WXResourceUtils.getShader("linear-gradient(to bottom,#a80077,rgb(255,255,0))", 100, 100);
    assertNotNull(shader);
    shader = WXResourceUtils.getShader("linear-gradient(to bottom,#a80077,rgba(255,255,0,0.5))", 100, 100);
    assertNotNull(shader);
    shader = WXResourceUtils.getShader("gradient", 100, 100);
    assertNull(shader);
}
Also used : Shader(android.graphics.Shader) Test(org.junit.Test)

Example 54 with Shader

use of android.graphics.Shader in project android_frameworks_base by AOSPA.

the class View method draw.

/**
     * Manually render this view (and all of its children) to the given Canvas.
     * The view must have already done a full layout before this function is
     * called.  When implementing a view, implement
     * {@link #onDraw(android.graphics.Canvas)} instead of overriding this method.
     * If you do need to override this method, call the superclass version.
     *
     * @param canvas The Canvas to which the View is rendered.
     */
@CallSuper
public void draw(Canvas canvas) {
    final int privateFlags = mPrivateFlags;
    final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE && (mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
    mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DRAWN;
    /*
         * Draw traversal performs several drawing steps which must be executed
         * in the appropriate order:
         *
         *      1. Draw the background
         *      2. If necessary, save the canvas' layers to prepare for fading
         *      3. Draw view's content
         *      4. Draw children
         *      5. If necessary, draw the fading edges and restore layers
         *      6. Draw decorations (scrollbars for instance)
         */
    // Step 1, draw the background, if needed
    int saveCount;
    if (!dirtyOpaque) {
        drawBackground(canvas);
    }
    // skip step 2 & 5 if possible (common case)
    final int viewFlags = mViewFlags;
    boolean horizontalEdges = (viewFlags & FADING_EDGE_HORIZONTAL) != 0;
    boolean verticalEdges = (viewFlags & FADING_EDGE_VERTICAL) != 0;
    if (!verticalEdges && !horizontalEdges) {
        // Step 3, draw the content
        if (!dirtyOpaque)
            onDraw(canvas);
        // Step 4, draw the children
        dispatchDraw(canvas);
        // Overlay is part of the content and draws beneath Foreground
        if (mOverlay != null && !mOverlay.isEmpty()) {
            mOverlay.getOverlayView().dispatchDraw(canvas);
        }
        // Step 6, draw decorations (foreground, scrollbars)
        onDrawForeground(canvas);
        // we're done...
        return;
    }
    /*
         * Here we do the full fledged routine...
         * (this is an uncommon case where speed matters less,
         * this is why we repeat some of the tests that have been
         * done above)
         */
    boolean drawTop = false;
    boolean drawBottom = false;
    boolean drawLeft = false;
    boolean drawRight = false;
    float topFadeStrength = 0.0f;
    float bottomFadeStrength = 0.0f;
    float leftFadeStrength = 0.0f;
    float rightFadeStrength = 0.0f;
    // Step 2, save the canvas' layers
    int paddingLeft = mPaddingLeft;
    final boolean offsetRequired = isPaddingOffsetRequired();
    if (offsetRequired) {
        paddingLeft += getLeftPaddingOffset();
    }
    int left = mScrollX + paddingLeft;
    int right = left + mRight - mLeft - mPaddingRight - paddingLeft;
    int top = mScrollY + getFadeTop(offsetRequired);
    int bottom = top + getFadeHeight(offsetRequired);
    if (offsetRequired) {
        right += getRightPaddingOffset();
        bottom += getBottomPaddingOffset();
    }
    final ScrollabilityCache scrollabilityCache = mScrollCache;
    final float fadeHeight = scrollabilityCache.fadingEdgeLength;
    int length = (int) fadeHeight;
    // overlapping fades produce odd-looking artifacts
    if (verticalEdges && (top + length > bottom - length)) {
        length = (bottom - top) / 2;
    }
    // also clip horizontal fades if necessary
    if (horizontalEdges && (left + length > right - length)) {
        length = (right - left) / 2;
    }
    if (verticalEdges) {
        topFadeStrength = Math.max(0.0f, Math.min(1.0f, getTopFadingEdgeStrength()));
        drawTop = topFadeStrength * fadeHeight > 1.0f;
        bottomFadeStrength = Math.max(0.0f, Math.min(1.0f, getBottomFadingEdgeStrength()));
        drawBottom = bottomFadeStrength * fadeHeight > 1.0f;
    }
    if (horizontalEdges) {
        leftFadeStrength = Math.max(0.0f, Math.min(1.0f, getLeftFadingEdgeStrength()));
        drawLeft = leftFadeStrength * fadeHeight > 1.0f;
        rightFadeStrength = Math.max(0.0f, Math.min(1.0f, getRightFadingEdgeStrength()));
        drawRight = rightFadeStrength * fadeHeight > 1.0f;
    }
    saveCount = canvas.getSaveCount();
    int solidColor = getSolidColor();
    if (solidColor == 0) {
        final int flags = Canvas.HAS_ALPHA_LAYER_SAVE_FLAG;
        if (drawTop) {
            canvas.saveLayer(left, top, right, top + length, null, flags);
        }
        if (drawBottom) {
            canvas.saveLayer(left, bottom - length, right, bottom, null, flags);
        }
        if (drawLeft) {
            canvas.saveLayer(left, top, left + length, bottom, null, flags);
        }
        if (drawRight) {
            canvas.saveLayer(right - length, top, right, bottom, null, flags);
        }
    } else {
        scrollabilityCache.setFadeColor(solidColor);
    }
    // Step 3, draw the content
    if (!dirtyOpaque)
        onDraw(canvas);
    // Step 4, draw the children
    dispatchDraw(canvas);
    // Step 5, draw the fade effect and restore layers
    final Paint p = scrollabilityCache.paint;
    final Matrix matrix = scrollabilityCache.matrix;
    final Shader fade = scrollabilityCache.shader;
    if (drawTop) {
        matrix.setScale(1, fadeHeight * topFadeStrength);
        matrix.postTranslate(left, top);
        fade.setLocalMatrix(matrix);
        p.setShader(fade);
        canvas.drawRect(left, top, right, top + length, p);
    }
    if (drawBottom) {
        matrix.setScale(1, fadeHeight * bottomFadeStrength);
        matrix.postRotate(180);
        matrix.postTranslate(left, bottom);
        fade.setLocalMatrix(matrix);
        p.setShader(fade);
        canvas.drawRect(left, bottom - length, right, bottom, p);
    }
    if (drawLeft) {
        matrix.setScale(1, fadeHeight * leftFadeStrength);
        matrix.postRotate(-90);
        matrix.postTranslate(left, top);
        fade.setLocalMatrix(matrix);
        p.setShader(fade);
        canvas.drawRect(left, top, left + length, bottom, p);
    }
    if (drawRight) {
        matrix.setScale(1, fadeHeight * rightFadeStrength);
        matrix.postRotate(90);
        matrix.postTranslate(right, top);
        fade.setLocalMatrix(matrix);
        p.setShader(fade);
        canvas.drawRect(right - length, top, right, bottom, p);
    }
    canvas.restoreToCount(saveCount);
    // Overlay is part of the content and draws beneath Foreground
    if (mOverlay != null && !mOverlay.isEmpty()) {
        mOverlay.getOverlayView().dispatchDraw(canvas);
    }
    // Step 6, draw decorations (foreground, scrollbars)
    onDrawForeground(canvas);
}
Also used : Matrix(android.graphics.Matrix) Paint(android.graphics.Paint) Shader(android.graphics.Shader) Paint(android.graphics.Paint) Point(android.graphics.Point) CallSuper(android.annotation.CallSuper)

Example 55 with Shader

use of android.graphics.Shader in project weex-example by KalicyZhou.

the class WXComponent method setBackgroundImage.

public void setBackgroundImage(String bgImage) {
    if (!TextUtils.isEmpty(bgImage) && mHost != null) {
        Shader shader = WXResourceUtils.getShader(bgImage, mDomObj.getLayoutWidth(), mDomObj.getLayoutHeight());
        getOrCreateBorder().setImage(shader);
    }
}
Also used : Shader(android.graphics.Shader)

Aggregations

Shader (android.graphics.Shader)79 Paint (android.graphics.Paint)42 LinearGradient (android.graphics.LinearGradient)39 BitmapShader (android.graphics.BitmapShader)22 Bitmap (android.graphics.Bitmap)18 ShapeDrawable (android.graphics.drawable.ShapeDrawable)15 Matrix (android.graphics.Matrix)14 RectShape (android.graphics.drawable.shapes.RectShape)9 PaintDrawable (android.graphics.drawable.PaintDrawable)8 Point (android.graphics.Point)7 SuppressLint (android.annotation.SuppressLint)6 ColorDrawable (android.graphics.drawable.ColorDrawable)6 Drawable (android.graphics.drawable.Drawable)5 OvalShape (android.graphics.drawable.shapes.OvalShape)5 CallSuper (android.annotation.CallSuper)4 Rect (android.graphics.Rect)4 RectF (android.graphics.RectF)4 ShaderFactory (android.graphics.drawable.ShapeDrawable.ShaderFactory)4 Test (org.junit.Test)4 Canvas (android.graphics.Canvas)3