• android自己定义控件系列教程----视图


    理解android视图

    对于android设备我们所示区域事实上和它在底层的绘制有着非常大的关系,非常多时候我们都仅仅关心我们所示,那么在底层一点它究竟是怎么样的一个东西呢?让我们先来看看这个图。

    对于整个设备的可见区域而言事实上就是我们中间的那个屏幕,从上面的拿个图能够清晰的看到,除了我们的可见区域在它的上下左右都应该有内容。那么在android系统中是怎么控制显示它的位置呢?以下我们来解答这个问题。

    android怎样控制视图的显示位置

    我们能够打开view类的源代码找到这两个函数
      /**
         * Set the scrolled position of your view. This will cause a call to
         * {@link #onScrollChanged(int, int, int, int)} and the view will be
         * invalidated.
         * @param x the x position to scroll to
         * @param y the y position to scroll to
         */
        public void scrollTo(int x, int y) {
            if (mScrollX != x || mScrollY != y) {
                int oldX = mScrollX;
                int oldY = mScrollY;
                mScrollX = x;
                mScrollY = y;
                invalidateParentCaches();
                onScrollChanged(mScrollX, mScrollY, oldX, oldY);
                if (!awakenScrollBars()) {
                    postInvalidateOnAnimation();
                }
            }
        }
    另一个是
       /**
         * Move the scrolled position of your view. This will cause a call to
         * {@link #onScrollChanged(int, int, int, int)} and the view will be
         * invalidated.
         * @param x the amount of pixels to scroll by horizontally
         * @param y the amount of pixels to scroll by vertically
         */
        public void scrollBy(int x, int y) {
            scrollTo(mScrollX + x, mScrollY + y);
        }
    我们细致的来解读一下上面的函数。这个源代码我是摘自5.0的源代码。

    我们看到ScrollBy这个函数也是调用的ScrollTo我们就来分析一下ScrollTo这个函数究竟做了什么工作?非常easy的几句代码,最重要的一句就是这一句 postInvalidateOnAnimation();这一句代码会去回调我们的ondraw函数,在ondraw函数里面绘制我们的可见区域,然后我们在来看看VIew的draw的方法

      * 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.
         */
        public void draw(Canvas canvas) {
            if (mClipBounds != null) {
                canvas.clipRect(mClipBounds);
            }
            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) {
                final Drawable background = mBackground;
                if (background != null) {
                    final int scrollX = mScrollX;
                    final int scrollY = mScrollY;
    
                    if (mBackgroundSizeChanged) {
                        background.setBounds(0, 0,  mRight - mLeft, mBottom - mTop);
                        mBackgroundSizeChanged = false;
                    }
    
                    if ((scrollX | scrollY) == 0) {
                        background.draw(canvas);
                    } else {
                        canvas.translate(scrollX, scrollY);
                        background.draw(canvas);
                        canvas.translate(-scrollX, -scrollY);
                    }
                }
            }
    
            // 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);
    
                // Step 6, draw decorations (scrollbars)
                onDrawScrollBars(canvas);
    
                if (mOverlay != null && !mOverlay.isEmpty()) {
                    mOverlay.getOverlayView().dispatchDraw(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;
    
            // clip the fade length if top and bottom fades overlap
            // 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);
                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);
                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);
                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);
                canvas.drawRect(right - length, top, right, bottom, p);
            }
    
            canvas.restoreToCount(saveCount);
    
            // Step 6, draw decorations (scrollbars)
            onDrawScrollBars(canvas);
    
            if (mOverlay != null && !mOverlay.isEmpty()) {
                mOverlay.getOverlayView().dispatchDraw(canvas);
            }
        }


    能够看到取出我们的mScrollX和mScrollY然后在画图的各种translate画图这样我们就看到了视图里面显示的内容了。大体上的思路就是这样。

    显示区域实例

    如今结合一个样例来理解一下这个问题。我们直接上上一段非常easy的代码。

    		LinearLayout linearLayout = new LinearLayout(this);
    		linearLayout.setLayoutParams(new LayoutParams(2000, 2000));//这里我把宽高设置大点好做測试由于我的手机是1920*1080所以设置得大一点
    		linearLayout.setOrientation(LinearLayout.HORIZONTAL);
    		TextView textView1 = new TextView(this);
    		textView1.setText("hello i am text 1");
    		textView1.setLayoutParams(new LayoutParams(1000, 2000));
    		linearLayout.addView(textView1);
    		TextView textView2 = new TextView(this);
    		textView2.setText("hello i am text 2");
    		textView2.setLayoutParams(new LayoutParams(1000, 2000));
    		linearLayout.addView(textView2);
    		setContentView(linearLayout);

    就是在Activity的Oncreate函数里面初始化我们的界面。

    我们给它一个非常大的视图,大得都超出了手机屏幕,然后我们跑一下看会有如何的效果。

    能够非常清晰的看到我们的TextView2没有显示出来,这里也就非常明了了,由于超出了屏幕,然后我们又一次加一句代码。

    LinearLayout linearLayout = new LinearLayout(this);
    		linearLayout.setLayoutParams(new LayoutParams(2000, 2000));//这里我把宽高设置大点好做測试由于我的手机是1920*1080所以设置得大一点
    		linearLayout.setOrientation(LinearLayout.HORIZONTAL);
    		TextView textView1 = new TextView(this);
    		textView1.setText("hello i am text 1");
    		textView1.setLayoutParams(new LayoutParams(1000, 2000));
    		linearLayout.addView(textView1);
    		TextView textView2 = new TextView(this);
    		textView2.setText("hello i am text 2");
    		textView2.setLayoutParams(new LayoutParams(1000, 2000));
    		linearLayout.addView(textView2);
    		linearLayout.scrollTo(1000, 0);//我们加了这一句代码
    		setContentView(linearLayout);

    能够看到text2显示全然了。这也非常明显由于我们把视图向左滚动了。在后面讲的UI控件的系列教程这两个scrollTo和scrollBy函数用得非常频繁。所以这里从源头把它给分析了一次,帮助我们后面好理解。

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  • 原文地址:https://www.cnblogs.com/brucemengbm/p/7162685.html
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