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Android繪制儀表盤指針刻度

 更新時間:2021年05月27日 11:10:59   作者:truemi.73  
這篇文章主要為大家詳細(xì)介紹了Android繪制儀表盤指針刻度,文中示例代碼介紹的非常詳細(xì),具有一定的參考價值,感興趣的小伙伴們可以參考一下

本文實例為大家分享了Android繪制儀表盤指針刻度的具體代碼,供大家參考,具體內(nèi)容如下

不廢話,先看效果圖:

表盤的繪制重點有兩點:

1.表盤刻度的繪制
2.表盤指針旋轉(zhuǎn)到指定刻度的實現(xiàn)

表盤刻度的繪制

刻度的繪制可以采用畫線.然后循環(huán)旋轉(zhuǎn)畫布的方式實現(xiàn),我這里通過繪制弧線,第一個刻度占1度,與第二個刻度的間距是2度,那么第二個刻度的起始角度為第一個刻度的起始角度+1度+間距2度,以此類推,循環(huán)繪制,完成刻度的繪制.實現(xiàn)代碼如下:

 //繪制刻度線,通過兩次不同大小圓的遮罩,達(dá)到刻度的長短粗細(xì)效果
        RectF oval3 = new RectF(20, 20, sideLength-20, sideLength-20);//sideLength表盤控件的邊長
        float i1 = (270.0f-110) / 99;//第一次繪制細(xì)刻度線沒有繪制粗刻度線,一共空缺10度所以-110
        float startAngle = 135;
        ArrayList<Float> floats = new ArrayList<>();
        for (int i = 0; i < 100; i++) {
            if (String.valueOf(i+1).contains("0")||i==0){
                floats.add(startAngle);
                startAngle = startAngle+i1+2;
            }else{
                canvas.drawArc(oval3, startAngle, 1, true, paint2);
                startAngle = startAngle+i1+1;
            }

        }
        canvas.drawCircle(sideLength/2, sideLength/2,  sideLength/2-40, paint1);
        for (int i = 0; i < floats.size(); i++) {//循環(huán)繪制粗刻度線
            canvas.drawArc(oval3, floats.get(i), 2, true, quenLinePaint);
        }
        canvas.drawCircle(sideLength/2, sideLength/2, sideLength/2-50, paint1);

表盤指針旋轉(zhuǎn)到指定刻度的實現(xiàn)

1、方式一:繪制一條直線,通過旋轉(zhuǎn)畫布的方式實現(xiàn)指針的旋轉(zhuǎn)效果

canvas.save();//先保存之前的
canvas.rotate(row,200, 200);//延中心點旋轉(zhuǎn)角度
canvas.drawLine(200,200,200,390,paint);//畫線
canvas.restore();//恢復(fù)

2、方式二:通過圓函數(shù),計算旋轉(zhuǎn)任意角度后的圓上一點的坐標(biāo),然后繪制圓心到圓上一點的半徑,就是指針的位置

x1   =   x0   +   r   *   cos(ao   *   3.14   /180   )
y1   =   y0   +   r   *   sin(ao   *   3.14   /180   )
float lineX = (float)(200+170*Math.cos(row*3.14f/180));
float lineY = (float)(200+170*Math.sin(row*3.14f/180));
canvas.drawLine(200,200,lineX,lineY,paint);

這里我采用的原理與方式一類似,只不過繪制的不是簡單的直線而是多邊形位圖

canvas.save();
canvas.rotate(row,sideLength/2, sideLength/2);
canvas.drawBitmap(bmp,sideLength/2-10,sideLength/2-60,paintwendu);
canvas.restore();

提供公開方法,調(diào)用使指針旋轉(zhuǎn)起來:

 /**
     *
     * @param minNumb 表盤最小值
     * @param maxNumb 最大值
     * @param temp 實際溫度
     */
    public void setData(float minNumb,float maxNumb,float temp){
        this.minNumb = minNumb;//
        this.maxNumb = maxNumb;//
        span = maxNumb-minNumb;//跨度
        this.temp = temp;
        float v = 100.0f / span;
        row = 2.7f*(temp-minNumb)*v+45; //計算出的旋轉(zhuǎn)角度,由于前面繪制指針控件的角度是垂直向下的,表盤的起始角度是135度,所有加45度
        postInvalidate();//子線程模擬調(diào)用此方法重繪
    }

在Activity中開啟一個線程,模擬溫度數(shù)據(jù)實時變化,調(diào)用上面的方法,最終效果如開頭展示:

new Thread(new Runnable() {
            @Override
            public void run() {
                for (int i = 0; i < 1000; i++) {
                    Random random = new Random();
                    int i1 = random.nextInt(3);
                    test.setData(30,60,i1+ 40f);//溫度區(qū)間30-60,實時溫度i1+40
                    test2.setData(30,60,i1 + 38f);
                    test3.setData(30,60,i1 + 44f);
                    test4.setData(30,60,i1 + 55f);
                    try {
                        Thread.sleep(1000);
                    } catch (InterruptedException e) {
                        e.printStackTrace();
                    }
                }
            }
        }).start();

完整代碼如下,復(fù)制可用:

public class MeterView extends View {

    private int preWidth;
    private int preHeight;
    private Paint quenLinePaint;
    private Paint paint1;
    private Paint paint2;
    private float row;
    private float temp;
    private Bitmap bmp;
    private Paint paintPoint;
    private Paint paintDu;
    private Paint paintwendu;
    private Path pathDu;
    private int sideLength;
    private Shader mShader;
    private float minNumb;
    private float maxNumb;
    private float span;

    public MeterView(Context context) {
        this(context, null);
    }

    public MeterView(Context context, @Nullable AttributeSet attrs) {
        this(context, attrs, -1);
    }

    public MeterView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);

        quenLinePaint = new Paint();
        quenLinePaint.setAntiAlias(true);

        paint1 = new Paint();
        paint1.setColor(Color.WHITE);
        paint1.setAntiAlias(true);

        paint2 = new Paint();
        paint2.setAntiAlias(true);

        paintPoint = new Paint();
        paintPoint.setColor(Color.WHITE);
        paintPoint.setStrokeWidth(10);
        paintPoint.setAntiAlias(true);
        paintPoint.setStyle(Paint.Style.FILL);

        paintDu = new Paint();
        paintDu.setTextAlign(Paint.Align.RIGHT);
        paintDu.setTextSize(24);
        paintDu.setAntiAlias(true);
        paintDu.setColor(Color.BLACK);

        paintwendu = new Paint();
        paintwendu.setAntiAlias(true);
        paintwendu.setTextSize(40);

        pathDu = new Path();

    }


    @Override
    protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
        super.onMeasure(widthMeasureSpec, heightMeasureSpec);
        preWidth = MeasureSpec.getSize(widthMeasureSpec);
        preHeight = MeasureSpec.getSize(heightMeasureSpec);
        int max = Math.max(preWidth, preHeight);
        if (max<240){
            sideLength = 240;//保證刻度清晰可見,設(shè)置邊長下限
        }else{
            sideLength =max;
        }
        //顏色過渡,這里采用線性過渡
        mShader = new LinearGradient(20, sideLength, sideLength-20, sideLength,
                new int[] { getResources().getColor(R.color.green),getResources().getColor(R.color.orang),getResources().getColor(R.color.red)
                }, null, Shader.TileMode.CLAMP);
        quenLinePaint.setShader(mShader);
        paint2.setShader(mShader);

        //通過path繪制棱形表盤指針
        bmp = Bitmap.createBitmap(20, sideLength/2+50, Bitmap.Config.ARGB_8888);
        Canvas canvas = new Canvas(bmp);
        Paint paint6 = new Paint();
        paint6.setAntiAlias(true);
        paint6.setColor(getResources().getColor(R.color.blue));
        Path path = new Path();
        path.moveTo(10,0);
        path.lineTo(20,50);
        path.lineTo(10,sideLength/2+50);
        path.lineTo(0,50);
        path.lineTo(10,0);
        canvas.drawPath(path,paint6);
        canvas.drawBitmap(bmp, 170,10, paint6);
        canvas.save(Canvas.ALL_SAVE_FLAG);
        canvas.restore();

    }

    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);
        RectF oval2 = new RectF(0, 0, sideLength, sideLength);//繪制區(qū)域
        canvas.drawArc(oval2, 135, 270, true, quenLinePaint);//繪制圓弧從135度開始繪制270度
        canvas.drawCircle(sideLength/2, sideLength/2, sideLength/2-20, paint1);//繪制圓,重疊達(dá)到環(huán)形邊框的效果
        //繪制刻度線,通過兩次不同大小圓的遮罩,達(dá)到刻度的長短粗細(xì)效果
        RectF oval3 = new RectF(20, 20, sideLength-20, sideLength-20);//
        float i1 = (270.0f-110) / 99;
        float startAngle = 135;
        ArrayList<Float> floats = new ArrayList<>();
        for (int i = 0; i < 100; i++) {
            if (String.valueOf(i+1).contains("0")||i==0){
                floats.add(startAngle);
                startAngle = startAngle+i1+2;
            }else{
                canvas.drawArc(oval3, startAngle, 1, true, paint2);
                startAngle = startAngle+i1+1;
            }

        }
        canvas.drawCircle(sideLength/2, sideLength/2,  sideLength/2-40, paint1);
        for (int i = 0; i < floats.size(); i++) {
            canvas.drawArc(oval3, floats.get(i), 2, true, quenLinePaint);
        }
        canvas.drawCircle(sideLength/2, sideLength/2, sideLength/2-50, paint1);
        //刻度數(shù)繪制,通過path確定位置,然后通過drawTextOnPath繪制text
        RectF oval4 = new RectF(30, 30, sideLength-30, sideLength-30);//
        float pathstart = 135-20;
        for (int i = 0; i < 11; i++) {
            pathDu.reset();
            pathDu.addArc(oval4,pathstart,25);
            canvas.drawTextOnPath(""+(i*(int)span/10+(int)span),pathDu,0,50,paintDu);
            pathstart+=27;
        }

//        繪制表盤指針,以及旋轉(zhuǎn)效果的實現(xiàn)
//        方式一:繪制一條直線,通過旋轉(zhuǎn)畫布的方式實現(xiàn)指針的旋轉(zhuǎn)效果
//        canvas.save();//先保存之前的
//        canvas.rotate(row,200, 200);//延中心點旋轉(zhuǎn)角度
//        canvas.drawLine(200,200,200,390,paint);//畫線
//        canvas.restore();//恢復(fù)

//         方式二:通過圓函數(shù),計算旋轉(zhuǎn)任意角度后的圓上一點的坐標(biāo),然后繪制圓心到圓上一點的半徑,就是指針的位置,
//        x1   =   x0   +   r   *   cos(ao   *   3.14   /180   )
//        y1   =   y0   +   r   *   sin(ao   *   3.14   /180   )
//        float lineX = (float)(200+170*Math.cos(row*3.14f/180));
//        float lineY = (float)(200+170*Math.sin(row*3.14f/180));
//        canvas.drawLine(200,200,lineX,lineY,paint);

//      這里我采用的原理與方式一類似,只不過繪制的不是簡單的直線而是多邊形位圖(bitmap)
        canvas.drawText(temp+"℃",sideLength/2-50,sideLength-50,paintwendu);
        canvas.save();
        canvas.rotate(row,sideLength/2, sideLength/2);
        canvas.drawBitmap(bmp,sideLength/2-10,sideLength/2-60,paintwendu);
        canvas.drawCircle(sideLength/2,sideLength/2,6,paintPoint);
        canvas.restore();
    }

    /**
     *
     * @param minNumb 表盤最小值
     * @param maxNumb 最大值
     * @param temp 實際溫度
     */
    public void setData(float minNumb,float maxNumb,float temp){
        this.minNumb = minNumb;//
        this.maxNumb = maxNumb;//
        span = maxNumb-minNumb;//跨度
        this.temp = temp;
        float v = 100.0f / span;
        row = 2.7f*(temp-minNumb)*v+45; //計算出的旋轉(zhuǎn)角度,由于前面繪制指針控件的角度是垂直向下的,表盤的起始角度是135度,所有加45度
        postInvalidate();//子線程模擬調(diào)用此方法重繪
    }
}

以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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