下面列出了android.graphics.Shader#getLocalMatrix ( ) 实例代码,或者点击链接到github查看源代码,也可以在右侧发表评论。
@SuppressWarnings("deprecation")
private void doStroke(Path path)
{
// TODO handle degenerate subpaths properly
if (state.style.vectorEffect == VectorEffect.NonScalingStroke)
{
// For non-scaling-stroke, the stroke width is not transformed along with the path.
// It will be rendered at the same width no matter how the document contents are transformed.
// First step: get the current canvas matrix
Matrix currentMatrix = canvas.getMatrix();
// Transform the path using this transform
Path transformedPath = new Path();
path.transform(currentMatrix, transformedPath);
// Reset the current canvas transform completely
canvas.setMatrix(new Matrix());
// If there is a shader (such as a gradient), we need to update its transform also
Shader shader = state.strokePaint.getShader();
Matrix currentShaderMatrix = new Matrix();
if (shader != null) {
shader.getLocalMatrix(currentShaderMatrix);
Matrix newShaderMatrix = new Matrix(currentShaderMatrix);
newShaderMatrix.postConcat(currentMatrix);
shader.setLocalMatrix(newShaderMatrix);
}
// Render the transformed path. The stroke width used will be in unscaled device units.
canvas.drawPath(transformedPath, state.strokePaint);
// Return the current canvas transform to what it was before all this happened
canvas.setMatrix(currentMatrix);
// And reset the shader matrix also
if (shader != null)
shader.setLocalMatrix(currentShaderMatrix);
}
else
{
canvas.drawPath(path, state.strokePaint);
}
}
@SuppressWarnings("deprecation")
private void doStroke(Path path)
{
// TODO handle degenerate subpaths properly
if (state.style.vectorEffect == VectorEffect.NonScalingStroke)
{
// For non-scaling-stroke, the stroke width is not transformed along with the path.
// It will be rendered at the same width no matter how the document contents are transformed.
// First step: get the current canvas matrix
Matrix currentMatrix = canvas.getMatrix();
// Transform the path using this transform
Path transformedPath = new Path();
path.transform(currentMatrix, transformedPath);
// Reset the current canvas transform completely
canvas.setMatrix(new Matrix());
// If there is a shader (such as a gradient), we need to update its transform also
Shader shader = state.strokePaint.getShader();
Matrix currentShaderMatrix = new Matrix();
if (shader != null) {
shader.getLocalMatrix(currentShaderMatrix);
Matrix newShaderMatrix = new Matrix(currentShaderMatrix);
newShaderMatrix.postConcat(currentMatrix);
shader.setLocalMatrix(newShaderMatrix);
}
// Render the transformed path. The stroke width used will be in unscaled device units.
canvas.drawPath(transformedPath, state.strokePaint);
// Return the current canvas transform to what it was before all this happened
canvas.setMatrix(currentMatrix);
// And reset the shader matrix also
if (shader != null)
shader.setLocalMatrix(currentShaderMatrix);
}
else
{
canvas.drawPath(path, state.strokePaint);
}
}
@SuppressWarnings("deprecation")
private void doStroke(Path path)
{
// TODO handle degenerate subpaths properly
if (state.style.vectorEffect == VectorEffect.NonScalingStroke)
{
// For non-scaling-stroke, the stroke width is not transformed along with the path.
// It will be rendered at the same width no matter how the document contents are transformed.
// First step: get the current canvas matrix
Matrix currentMatrix = canvas.getMatrix();
// Transform the path using this transform
Path transformedPath = new Path();
path.transform(currentMatrix, transformedPath);
// Reset the current canvas transform completely
canvas.setMatrix(new Matrix());
// If there is a shader (such as a gradient), we need to update its transform also
Shader shader = state.strokePaint.getShader();
Matrix currentShaderMatrix = new Matrix();
if (shader != null) {
shader.getLocalMatrix(currentShaderMatrix);
Matrix newShaderMatrix = new Matrix(currentShaderMatrix);
newShaderMatrix.postConcat(currentMatrix);
shader.setLocalMatrix(newShaderMatrix);
}
// Render the transformed path. The stroke width used will be in unscaled device units.
canvas.drawPath(transformedPath, state.strokePaint);
// Return the current canvas transform to what it was before all this happened
canvas.setMatrix(currentMatrix);
// And reset the shader matrix also
if (shader != null)
shader.setLocalMatrix(currentShaderMatrix);
}
else
{
canvas.drawPath(path, state.strokePaint);
}
}