作為Android開發,shape標簽的使用定然不陌生。
shape標簽基本使用語法
<?xml version="1.0" encoding="utf-8"?>
<shape
xmlns:android="http://schemas.android.com/apk/res/android"
android:shape=["rectangle" | "oval" | "line" | "ring"] >
<corners
android:radius="integer"
android:topLeftRadius="integer"
android:topRightRadius="integer"
android:bottomLeftRadius="integer"
android:bottomRightRadius="integer" />
<gradient
android:angle="integer"
android:centerX="integer"
android:centerY="integer"
android:centerColor="integer"
android:endColor="color"
android:gradientRadius="integer"
android:startColor="color"
android:type=["linear" | "radial" | "sweep"]
android:useLevel=["true" | "false"] />
<padding
android:left="integer"
android:top="integer"
android:right="integer"
android:bottom="integer" />
<size
android:width="integer"
android:height="integer" />
<solid
android:color="color" />
<stroke
android:width="integer"
android:color="color"
android:dashWidth="integer"
android:dashGap="integer" />
</shape>
shape標簽可用于各種背景繪制,然而每需要一個新的背景,即使只有細微的改動,諸如一個角度的改變、顏色的改變,都需要重新創建一個xml文件以配置新背景的shape標簽。
通過了解shape標簽是如何進行背景繪制的,就可以后續進行自定義屬性開發來解放大量shape標簽下的xml文件的創建。
Shape標簽生成GradientDrawable對象
首先來了解一下,shape標簽下的xml文件是如何最終被解析為GradientDrawable對象。
View對象的background屬性最終是一個Drawable對象,shape標簽下的xml文件也是被賦予給了background屬性,最終也是生成了一個Drawable對象。
在View的構造函數中可看到是通過TypedArray.getDrawable獲得Drawable對象賦予background屬性。
public View(Context context, @Nullable AttributeSet attrs, int defStyleAttr, int defStyleRes) {
final TypedArray a = context.obtainStyledAttributes(
attrs, com.android.internal.R.styleable.View, defStyleAttr, defStyleRes);
....
background = a.getDrawable(attr);
....
}
追蹤下去,Resources.loadDrawable -> ResourcesImpl.loadDrawable -> ResourcesImpl.loadXmlDrawable。
因為是在xml文件中定義,因此必然需要一個xml解析器進行解析。在此處就獲取了一個XmlResourceParser,然后傳入Drawable.createFromXmlForDensity。
private Drawable loadXmlDrawable(@NonNull Resources wrapper, @NonNull TypedValue value,
int id, int density, String file)
throws IOException, XmlPullParserException {
try (
XmlResourceParser rp =
loadXmlResourceParser(file, id, value.assetCookie, "drawable")
) {
return Drawable.createFromXmlForDensity(wrapper, rp, density, null);
}
}
平時解析layout文件的時候經常會使用LayoutInflater,那么Drawable是否也存在對應的DrawableInflater呢?繼續往下走,就會發現答案是肯定的。
@NonNull
static Drawable createFromXmlInnerForDensity(@NonNull Resources r,
@NonNull XmlPullParser parser, @NonNull AttributeSet attrs, int density,
@Nullable Theme theme) throws XmlPullParserException, IOException {
return r.getDrawableInflater().inflateFromXmlForDensity(parser.getName(), parser, attrs,
density, theme);
}
此處通過Resources.getDrawableInflater獲取到DrawableInflater,接著就使用DrawableInflater的inflateFromXmlForDensity方法進行解析。
@NonNull
Drawable inflateFromXmlForDensity(@NonNull String name, @NonNull XmlPullParser parser,
@NonNull AttributeSet attrs, int density, @Nullable Theme theme)
throws XmlPullParserException, IOException {
....
Drawable drawable = inflateFromTag(name);
if (drawable == null) {
drawable = inflateFromClass(name);
}
drawable.setSrcDensityOverride(density);
drawable.inflate(mRes, parser, attrs, theme);
return drawable;
}
在DrawableInflater的inflateFromXmlForDensity方法中可以看見,通過inflateFromTag方法,生成了Drawable對象,并最終將其返回,那么shape標簽生成GradientDrawable對象的邏輯就在該方法內了。
private Drawable inflateFromTag(@NonNull String name) {
switch (name) {
case "selector":
return new StateListDrawable();
case "animated-selector":
return new AnimatedStateListDrawable();
case "level-list":
return new LevelListDrawable();
case "layer-list":
return new LayerDrawable();
case "transition":
return new TransitionDrawable();
case "ripple":
return new RippleDrawable();
case "adaptive-icon":
return new AdaptiveIconDrawable();
case "color":
return new ColorDrawable();
case "shape":
return new GradientDrawable();
case "vector":
return new VectorDrawable();
case "animated-vector":
return new AnimatedVectorDrawable();
case "scale":
return new ScaleDrawable();
case "clip":
return new ClipDrawable();
case "rotate":
return new RotateDrawable();
case "animated-rotate":
return new AnimatedRotateDrawable();
case "animation-list":
return new AnimationDrawable();
case "inset":
return new InsetDrawable();
case "bitmap":
return new BitmapDrawable();
case "nine-patch":
return new NinePatchDrawable();
case "animated-image":
return new AnimatedImageDrawable();
default:
return null;
}
}
一目了然,通過不同的標簽名字生成相應的Drawable對象。shape標簽生成GradientDrawable對象,selector標簽生成StateListDrawable對象。
GradientDrawable獲取shape子標簽屬性
看GradientDrawable必然要先看GradientState。
每一個Drawable的子類,都會有一個繼承于ConstantState的內部靜態類,它里面所聲明的屬性肯定都是這一個子類Drawable中獨有的。
final static class GradientState extends ConstantState {
public @Shape int mShape = RECTANGLE;
public ColorStateList mSolidColors;
public ColorStateList mStrokeColors;
public int mStrokeWidth = -1;
public float mStrokeDashWidth = 0.0f;
public float mRadius = 0.0f;
public float[] mRadiusArray = null;
....
}
@IntDef({RECTANGLE, OVAL, LINE, RING})
@Retention(RetentionPolicy.SOURCE)
public @interface Shape {}
可以看到Shape定義了四個值的取值范圍。那么GradientState里的這些屬性又是怎么獲取的呢?
@Override
public void inflate(@NonNull Resources r, @NonNull XmlPullParser parser,
@NonNull AttributeSet attrs, @Nullable Theme theme)
throws XmlPullParserException, IOException {
super.inflate(r, parser, attrs, theme);
mGradientState.setDensity(Drawable.resolveDensity(r, 0));
final TypedArray a = obtainAttributes(r, theme, attrs, R.styleable.GradientDrawable);
updateStateFromTypedArray(a);
a.recycle();
inflateChildElements(r, parser, attrs, theme);
updateLocalState(r);
}
在GradientDrawable.inflate里,通過inflateChildElements就能獲取到各個子標簽屬性了。
private void inflateChildElements(Resources r, XmlPullParser parser, AttributeSet attrs,
Theme theme) throws XmlPullParserException, IOException {
TypedArray a;
int type;
....
String name = parser.getName();
if (name.equals("size")) {
a = obtainAttributes(r, theme, attrs, R.styleable.GradientDrawableSize);
updateGradientDrawableSize(a);
a.recycle();
} else if (name.equals("gradient")) {
a = obtainAttributes(r, theme, attrs, R.styleable.GradientDrawableGradient);
updateGradientDrawableGradient(r, a);
a.recycle();
} else if (name.equals("solid")) {
a = obtainAttributes(r, theme, attrs, R.styleable.GradientDrawableSolid);
updateGradientDrawableSolid(a);
a.recycle();
} else if (name.equals("stroke")) {
a = obtainAttributes(r, theme, attrs, R.styleable.GradientDrawableStroke);
updateGradientDrawableStroke(a);
a.recycle();
} else if (name.equals("corners")) {
a = obtainAttributes(r, theme, attrs, R.styleable.DrawableCorners);
updateDrawableCorners(a);
a.recycle();
} else if (name.equals("padding")) {
a = obtainAttributes(r, theme, attrs, R.styleable.GradientDrawablePadding);
updateGradientDrawablePadding(a);
a.recycle();
} else {
Log.w("drawable", "Bad element under <shape>: " + name);
}
}
}
看到了在寫shape標簽下的xml文件時,熟悉的"corners"、"solid"、"gradient"。
以"corners"為例:
private void updateDrawableCorners(TypedArray a) {
final GradientState st = mGradientState;
// Account for any configuration changes.
st.mChangingConfigurations |= a.getChangingConfigurations();
// Extract the theme attributes, if any.
st.mAttrCorners = a.extractThemeAttrs();
final int radius = a.getDimensionPixelSize(
R.styleable.DrawableCorners_radius, (int) st.mRadius);
setCornerRadius(radius);
// TODO: Update these to be themeable.
final int topLeftRadius = a.getDimensionPixelSize(
R.styleable.DrawableCorners_topLeftRadius, radius);
final int topRightRadius = a.getDimensionPixelSize(
R.styleable.DrawableCorners_topRightRadius, radius);
final int bottomLeftRadius = a.getDimensionPixelSize(
R.styleable.DrawableCorners_bottomLeftRadius, radius);
final int bottomRightRadius = a.getDimensionPixelSize(
R.styleable.DrawableCorners_bottomRightRadius, radius);
if (topLeftRadius != radius || topRightRadius != radius ||
bottomLeftRadius != radius || bottomRightRadius != radius) {
// The corner radii are specified in clockwise order (see Path.addRoundRect())
setCornerRadii(new float[] {
topLeftRadius, topLeftRadius,
topRightRadius, topRightRadius,
bottomRightRadius, bottomRightRadius,
bottomLeftRadius, bottomLeftRadius
});
}
}
通過setCornerRadius和setCornerRadii,把角度值賦值給了mGradientState屬性。
GradientDrawable進行shape繪制
繪制自然是在draw方法內了,大致可分為4個步驟:
@Override
public void draw(Canvas canvas) {
1、判斷是否需要繪制,如果不需要繪制,則直接return
if (!ensureValidRect()) {
// nothing to draw
return;
}
2、獲取各類變量,并依據useLayer變量設置對應的屬性
// remember the alpha values, in case we temporarily overwrite them
// when we modulate them with mAlpha
final int prevFillAlpha = mFillPaint.getAlpha();
final int prevStrokeAlpha = mStrokePaint != null ? mStrokePaint.getAlpha() : 0;
// compute the modulate alpha values
final int currFillAlpha = modulateAlpha(prevFillAlpha);
final int currStrokeAlpha = modulateAlpha(prevStrokeAlpha);
final boolean haveStroke = currStrokeAlpha > 0 && mStrokePaint != null &&
mStrokePaint.getStrokeWidth() > 0;
final boolean haveFill = currFillAlpha > 0;
final GradientState st = mGradientState;
final ColorFilter colorFilter = mColorFilter != null ? mColorFilter : mBlendModeColorFilter;
/* we need a layer iff we're drawing both a fill and stroke, and the
stroke is non-opaque, and our shapetype actually supports
fill+stroke. Otherwise we can just draw the stroke (if any) on top
of the fill (if any) without worrying about blending artifacts.
*/
final boolean useLayer = haveStroke && haveFill && st.mShape != LINE &&
currStrokeAlpha < 255 && (mAlpha < 255 || colorFilter != null);
/* Drawing with a layer is slower than direct drawing, but it
allows us to apply paint effects like alpha and colorfilter to
the result of multiple separate draws. In our case, if the user
asks for a non-opaque alpha value (via setAlpha), and we're
stroking, then we need to apply the alpha AFTER we've drawn
both the fill and the stroke.
*/
if (useLayer) {
if (mLayerPaint == null) {
mLayerPaint = new Paint();
}
mLayerPaint.setDither(st.mDither);
mLayerPaint.setAlpha(mAlpha);
mLayerPaint.setColorFilter(colorFilter);
float rad = mStrokePaint.getStrokeWidth();
canvas.saveLayer(mRect.left - rad, mRect.top - rad,
mRect.right + rad, mRect.bottom + rad,
mLayerPaint);
// don't perform the filter in our individual paints
// since the layer will do it for us
mFillPaint.setColorFilter(null);
mStrokePaint.setColorFilter(null);
} else {
/* if we're not using a layer, apply the dither/filter to our
individual paints
*/
mFillPaint.setAlpha(currFillAlpha);
mFillPaint.setDither(st.mDither);
mFillPaint.setColorFilter(colorFilter);
if (colorFilter != null && st.mSolidColors == null) {
mFillPaint.setColor(mAlpha << 24);
}
if (haveStroke) {
mStrokePaint.setAlpha(currStrokeAlpha);
mStrokePaint.setDither(st.mDither);
mStrokePaint.setColorFilter(colorFilter);
}
}
3、根據shape四種屬性繪制對應的圖形
switch (st.mShape) {
case RECTANGLE:
根據是否有角度,以及角度是否相同,分別采用canvas.drawRect、canvas.drawRoundRect、canvas.drawPath進行繪制
case OVAL:
使用canvas.drawOval進行繪制
case LINE:
使用canvas.drawLine進行繪制
case RING:
使用canvas.drawPath進行繪制
}
4、恢復現場
if (useLayer) {
canvas.restore();
} else {
mFillPaint.setAlpha(prevFillAlpha);
if (haveStroke) {
mStrokePaint.setAlpha(prevStrokeAlpha);
}
}
}
- 第一部分判斷是否需要繪制全靠ensureValidRect方法,正如方法名字面意思一樣,確保有效的矩形。該方法內部邏輯復雜,感興趣的可以自行研究,先看一下方法注釋。
/**
* This checks mGradientIsDirty, and if it is true, recomputes both our drawing
* rectangle (mRect) and the gradient itself, since it depends on our
* rectangle too.
* @return true if the resulting rectangle is not empty, false otherwise
*/
檢查變量mGradientIsDirty,如果是true,那么就重新計算mRect和gradient。返回值為mRect是否非空(也就是mRect有一個非零的大小)。
mGradientIsDirty會在一些方法中被賦值為true,例如改變了顏色、改變了gradient相關的,這意味著mRect和gradient需要重新計算。
第二部分依據代碼中的注釋可以非常清楚,獲取各類變量,并依據useLayer變量設置對應的屬性。useLayer屬性,只有在設置了邊界(筆劃/stroke)和內部填充模式,并且形狀不是線型等條件下才為true。 1.根據設置的屬性判斷是否需要再繪制一個layer; 2.如果需要layer,則創建layer相關屬性并根據屬性創建新的圖層; 3.如果不需要layer,則只設置相應的fill/stroke屬性即可。
第三部分根據shape四種屬性繪制對應的圖形。需要注意的是,這里使用的canvas.drawXXXX方法,可能是saveLayer創建的新圖層,也可能是沒有變過的老圖層。
對于RECTANGLE,根據是否有角度,以及角度是否相同,分別采用canvas.drawRect、canvas.drawRoundRect、canvas.drawPath進行繪制。對于OVAL,使用canvas.drawOval進行繪制。對于LINE,使用canvas.drawLine進行繪制。對于RING,先調用了buildRing方法返回一個Path對象,再使用canvas.drawPath進行繪制。第四部分恢復現場,因為前面有saveLayer方法調用,那么圖層就會發生變化,如果不恢復那么后續都會在新圖層上面進行繪制。