1. FillType
path的填充方式,有4种,举例说明啥效果
/**
* 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
默认值就是这个,测试代码如下,数学里的并集,属于A或者属于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
上边的效果取反,
测试代码
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,也就是把两者共有的部分扣掉
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
上边的效果取反
Op介绍
先看几张图,我们的path如下红线
实际需求中,我们需要下图紫色的区域,咋办
先加上下图的梯形再说
效果如下
这时候就知道咋办了,把左右两边2个弧形踢出去就刚刚好,而path也刚好有这个方法
如下,path3,path4就是那2个圆弧
path.op(path3,Path.Op.DIFFERENCE)
path.op(path4,Path.Op.DIFFERENCE)
简单看下Op的属性
public enum Op {
/**
* Subtract the second path from the first path.简单理解为把括号里的path从当前path里抠掉
*/
DIFFERENCE,
/**
* Intersect the two paths. 两条路径相交的部分
*/
INTERSECT,
/**
* Union (inclusive-or) the two paths.
*/
UNION,
/**
* Exclusive-or the two paths.
*/
XOR,
/**
* Subtract the first path from the second path.
*/
REVERSE_DIFFERENCE
}
下面简单写下代码和效果图
DIFFERENCE
先红圈,再蓝圈,完事从红圈里扣除篮圈,也就是黄色的月牙部分了
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
代码同上,就是Op改下而已,效果图如下,交集,中间的部分
UNION
合集,黄色部分
XOR
和交集刚好相反,去同存异,两条path不一样的地方
REVERSE_DIFFERENCE
和DIFFERENCE 差不错,这个是把当前路径从参数path里扣除,而DIFFERENCE是从当前路径把参数里的path扣除
换句话说,如下两种代码效果是一样的
path1.op(path2,Path.Op.DIFFERENCE)
canvas.drawPath(path1,p)
path2.op(path1,Path.Op.REVERSE_DIFFERENCE)
canvas.drawPath(path2,p)
实际使用
那个做翻页效果的时候会用到,我们需要扣除圆弧的部分。