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转载来自:Http://blog.csdn.net/leehong2005/article/details/8070538 在看了iOS上面的CoverFlow后,感觉效果真的不错,就想在Android上面实现一个,这个程序在网上参考了
转载来自:Http://blog.csdn.net/leehong2005/article/details/8070538
在看了iOS上面的CoverFlow后,感觉效果真的不错,就想在Android上面实现一个,这个程序在网上参考了一此核心的代码,当然我添加了一些其他的东西,废话不多说,先看效果,不然就是无图无真相。
其实实现这个效果很简单,下面作一个简单的介绍
这个基本思路是:
1.创建一个源图一样的图,利用martrix将图片旋转180度。这个倒影图的高是源图的一半。
Matrix matrix = new Matrix();
// 1表示放大比例,不放大也不缩小。
// -1表示在y轴上相反,即旋转180度。
matrix.preScale(1, -1);
Bitmap reflectionBitmap = Bitmap.createBitmap(
srcBitmap,
0,
srcBitmap.getHeight() / 2, // top为源图的一半
srcBitmap.getWidth(), // 宽度与源图一样
srcBitmap.getHeight() / 2, // 高度与源图的一半
matrix,
false);
2,创建一个最终效果的图,即源图 + 间隙 + 倒影。
final int REFLECTION_GAP = 5;
Bitmap bitmapWithReflection = Bitmap.createBitmap(
reflectionWidth,
srcHeight + reflectionHeight + REFLECTION_GAP,
Config.ARGB_8888);
3,依次将源图、倒影图绘制在最终的bitmap上面。
// Prepare the canvas to draw stuff.
Canvas canvas = new Canvas(bitmapWithReflection);
// Draw the original bitmap.
canvas.drawBitmap(srcBitmap, 0, 0, null);
// Draw the reflection bitmap.
canvas.drawBitmap(reflectionBitmap, 0, srcHeight + REFLECTION_GAP, null);
4,创建LinearGradient,从而给定一个由上到下的渐变色。
Paint paint = new Paint();
paint.setAntiAlias(true);
LinearGradient shader = new LinearGradient(
0,
srcHeight,
0,
bitmapWithReflection.getHeight() + REFLECTION_GAP,
0x70FFFFFF,
0x00FFFFFF,
TileMode.MIRROR);
paint.setShader(shader);
paint.setXfermode(new PorterDuffXfermode(android.graphics.PorterDuff.Mode.DST_IN));
// Draw the linear shader.
canvas.drawRect(
0,
srcHeight,
srcWidth,
bitmapWithReflection.getHeight() + REFLECTION_GAP,
paint);
扩展系统的gallery,我们需要重写两个方法,getChildStaticTransfORMation()和getChildDrawinGorder(),同时,要使这两个方法能被调用,必须执行如下两行代码,文档上面是有说明的。
// Enable set transformation.
this.setStaticTransformationsEnabled(true);
// Enable set the children drawing order.
this.setChildrenDrawingOrderEnabled(true);
getChildDrawingOrder的实现
@Override
protected int getChildDrawingOrder(int childCount, int i)
{
// Current selected index.
int selectedIndex = getSelectedItemPosition() - getFirstVisiblePosition();
if (selectedIndex < 0)
{
return i;
}
if (i < selectedIndex)
{
return i;
}
else if (i >= selectedIndex)
{
return childCount - 1 - i + selectedIndex;
}
else
{
return i;
}
}
这里为什么要计算drawing order,因为从上图中看到,我们的效果是:中间左边的顺序是 0, 1, 2,右边的child覆盖左边的child,而在中间右边的顺序正好相反,左边的覆盖右边的,所以我们要重写这个方法,而gallery自身的实现,不是这种效果。
getChildStaticTransformation的实现
@Override
protected boolean getChildStaticTransformation(View child, Transformation t)
{
super.getChildStaticTransformation(child, t);
final int childCenter = getCenterOfView(child);
final int childWidth = child.getWidth();
int rotationAngle = 0;
t.clear();
t.setTransformationType(Transformation.TYPE_MATRIX);
// If the child is in the center, we do not rotate it.
if (childCenter == mCoveflowCenter)
{
transformImageBitmap(child, t, 0);
}
else
{
// Calculate the rotation angle.
rotationAngle = (int)(((float)(mCoveflowCenter - childCenter) / childWidth) * mMaxRotationAngle);
// Make the angle is not bigger than maximum.
if (Math.abs(rotationAngle) > mMaxRotationAngle)
{
rotationAngle = (rotationAngle < 0) ? -mMaxRotationAngle : mMaxRotationAngle;
}
transformImageBitmap(child, t, rotationAngle);
}
return true;
}
这个方法就是根据child来计算它的transformation(变换),我们需要去修改它里面的matrix,从而达到旋转的效果。根据位置和角度来计算的matrix的方法写在另外一个方法transformImageBitmap中实现。
transformImageBitmap()的实现
private void transformImageBitmap(View child, Transformation t, int rotationAngle)
{
mCamera.save();
final Matrix p_w_picpathMatrix = t.getMatrix();
final int p_w_picpathHeight = child.getHeight();
final int p_w_picpathWidth = child.getWidth();
final int rotation = Math.abs(rotationAngle);
// Zoom on Z axis.
mCamera.translate(0, 0, mMaxZoom);
if (rotation < mMaxRotationAngle)
{
float zoomAmount = (float)(mMaxZoom + rotation * 1.5f);
mCamera.translate(0, 0, zoomAmount);
}
// Rotate the camera on Y axis.
mCamera.rotateY(rotationAngle);
// Get the matrix from the camera, in fact, the matrix is S (scale) transformation.
mCamera.getMatrix(p_w_picpathMatrix);
// The matrix final is T2 * S * T1, first translate the center point to (0, 0),
// then scale, and then translate the center point to its original point.
// T * S * T
// S * T1
p_w_picpathMatrix.postTranslate((p_w_picpathWidth / 2), (p_w_picpathHeight / 2));
// (T2 * S) * T1
p_w_picpathMatrix.preTranslate(-(p_w_picpathWidth / 2), -(p_w_picpathHeight / 2));
mCamera.restore();
}
这里,简单说明一个,
第一,先在Z轴上平称,其实就是得到一个缩放矩阵变换,我这里简写为 S。
第二,是利用camera这个类来生成matrix,其实mCamera.rotateY就是围绕Y轴旋转。这里生成了一个旋转矩阵,记为 R 。经过这两步,此时调用mCamera.getMatrix(p_w_picpathMatrix); 从Camera中得到matrix,此时这个矩阵中包含了S * R。
第三,最关键是下面两句
// S * T1
p_w_picpathMatrix.postTranslate((p_w_picpathWidth / 2), (p_w_picpathHeight / 2));
// (T2 * S) * T1
p_w_picpathMatrix.preTranslate(-(p_w_picpathWidth / 2), -(p_w_picpathHeight / 2));
于这里涉及到旋转与缩放,缩放操作其实应该是针对Child中点进行了,这里就是作一个平衡操作,我们必须是先平移,再缩放,再平移回原来位置,所以,我们最终的矩阵变换应该是这样的:
M = T * (S * R) * T1 (这里在T1表示与T相反)。
GalleryFlow.java
import android.content.Context;
import android.graphics.Camera;
import android.graphics.Matrix;
import android.util.AttributeSet;
import android.view.View;
import android.view.animation.Transformation;
import android.widget.Gallery;
public class GalleryFlow extends Gallery
{
private Camera mCamera = new Camera();
private int mMaxRotationAngle = 60;
private int mMaxZoom = -120;
private int mCoveflowCenter = 0;
public GalleryFlow(Context context)
{
this(context, null);
}
public GalleryFlow(Context context, AttributeSet attrs)
{
this(context, attrs, 0);
}
public GalleryFlow(Context context, AttributeSet attrs, int defStyle)
{
super(context, attrs, defStyle);
// Enable set transformation.
this.setStaticTransformationsEnabled(true);
// Enable set the children drawing order.
this.setChildrenDrawingOrderEnabled(true);
}
public int getMaxRotationAngle()
{
return mMaxRotationAngle;
}
public void setMaxRotationAngle(int maxRotationAngle)
{
mMaxRotationAngle = maxRotationAngle;
}
public int getMaxZoom()
{
return mMaxZoom;
}
public void setMaxZoom(int maxZoom)
{
mMaxZoom = maxZoom;
}
@Override
protected int getChildDrawingOrder(int childCount, int i)
{
// Current selected index.
int selectedIndex = getSelectedItemPosition() - getFirstVisiblePosition();
if (selectedIndex < 0)
{
return i;
}
if (i < selectedIndex)
{
return i;
}
else if (i >= selectedIndex)
{
return childCount - 1 - i + selectedIndex;
}
else
{
return i;
}
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh)
{
mCoveflowCenter = getCenterOfCoverflow();
super.onSizeChanged(w, h, oldw, oldh);
}
private int getCenterOfView(View view)
{
return view.getLeft() + view.getWidth() / 2;
}
@Override
protected boolean getChildStaticTransformation(View child, Transformation t)
{
super.getChildStaticTransformation(child, t);
final int childCenter = getCenterOfView(child);
final int childWidth = child.getWidth();
int rotationAngle = 0;
t.clear();
t.setTransformationType(Transformation.TYPE_MATRIX);
// If the child is in the center, we do not rotate it.
if (childCenter == mCoveflowCenter)
{
transformImageBitmap(child, t, 0);
}
else
{
// Calculate the rotation angle.
rotationAngle = (int)(((float)(mCoveflowCenter - childCenter) / childWidth) * mMaxRotationAngle);
// Make the angle is not bigger than maximum.
if (Math.abs(rotationAngle) > mMaxRotationAngle)
{
rotationAngle = (rotationAngle < 0) ? -mMaxRotationAngle : mMaxRotationAngle;
}
transformImageBitmap(child, t, rotationAngle);
}
return true;
}
private int getCenterOfCoverflow()
{
return (getWidth() - getPaddingLeft() - getPaddingRight()) / 2 + getPaddingLeft();
}
private void transformImageBitmap(View child, Transformation t, int rotationAngle)
{
mCamera.save();
final Matrix p_w_picpathMatrix = t.getMatrix();
final int p_w_picpathHeight = child.getHeight();
final int p_w_picpathWidth = child.getWidth();
final int rotation = Math.abs(rotationAngle);
// Zoom on Z axis.
mCamera.translate(0, 0, mMaxZoom);
if (rotation < mMaxRotationAngle)
{
float zoomAmount = (float)(mMaxZoom + rotation * 1.5f);
mCamera.translate(0, 0, zoomAmount);
}
// Rotate the camera on Y axis.
mCamera.rotateY(rotationAngle);
// Get the matrix from the camera, in fact, the matrix is S (scale) transformation.
mCamera.getMatrix(p_w_picpathMatrix);
// The matrix final is T2 * S * T1, first translate the center point to (0, 0),
// then scale, and then translate the center point to its original point.
// T * S * T
// S * T1
p_w_picpathMatrix.postTranslate((p_w_picpathWidth / 2), (p_w_picpathHeight / 2));
// (T2 * S) * T1
p_w_picpathMatrix.preTranslate(-(p_w_picpathWidth / 2), -(p_w_picpathHeight / 2));
mCamera.restore();
}
}
BitmapUtil.java
package com.lee.gallery3D.utils;
import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.graphics.Canvas;
import android.graphics.LinearGradient;
import android.graphics.Matrix;
import android.graphics.Paint;
import android.graphics.PixelFormat;
import android.graphics.PorterDuffXfermode;
import android.graphics.Shader.TileMode;
import android.graphics.drawable.Drawable;
public class BitmapUtil
{
public static Bitmap createReflectedBitmap(Bitmap srcBitmap)
{
if (null == srcBitmap)
{
return null;
}
// The gap between the reflection bitmap and original bitmap.
final int REFLECTION_GAP = 4;
int srcWidth = srcBitmap.getWidth();
int srcHeight = srcBitmap.getHeight();
int reflectionWidth = srcBitmap.getWidth();
int reflectionHeight = srcBitmap.getHeight() / 2;
if (0 == srcWidth || srcHeight == 0)
{
return null;
}
// The matrix
Matrix matrix = new Matrix();
matrix.preScale(1, -1);
try
{
// The reflection bitmap, width is same with original's, height is half of original's.
Bitmap reflectionBitmap = Bitmap.createBitmap(
srcBitmap,
0,
srcHeight / 2,
srcWidth,
srcHeight / 2,
matrix,
false);
if (null == reflectionBitmap)
{
return null;
}
// Create the bitmap which contains original and reflection bitmap.
Bitmap bitmapWithReflection = Bitmap.createBitmap(
reflectionWidth,
srcHeight + reflectionHeight + REFLECTION_GAP,
Config.ARGB_8888);
if (null == bitmapWithReflection)
{
return null;
}
// Prepare the canvas to draw stuff.
Canvas canvas = new Canvas(bitmapWithReflection);
// Draw the original bitmap.
canvas.drawBitmap(srcBitmap, 0, 0, null);
// Draw the reflection bitmap.
canvas.drawBitmap(reflectionBitmap, 0, srcHeight + REFLECTION_GAP, null);
Paint paint = new Paint();
paint.setAntiAlias(true);
LinearGradient shader = new LinearGradient(
0,
srcHeight,
0,
bitmapWithReflection.getHeight() + REFLECTION_GAP,
0x70FFFFFF,
0x00FFFFFF,
TileMode.MIRROR);
paint.setShader(shader);
paint.setXfermode(new PorterDuffXfermode(android.graphics.PorterDuff.Mode.DST_IN));
// Draw the linear shader.
canvas.drawRect(
0,
srcHeight,
srcWidth,
bitmapWithReflection.getHeight() + REFLECTION_GAP,
paint);
return bitmapWithReflection;
}
catch (Exception e)
{
e.printStackTrace();
}
return null;
}
}
--结束END--
本文标题: Android gallery 3D效果
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