iOS 编程中, 如何使用 Swift 和 CAGradientLayer 绘制这个矩形

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iOS 编程中, 如何使用 Swift 和 CAGradientLayer 绘制这个矩形,第1张

iOS 编程中, 如何使用 Swift 和 CAGradientLayer 绘制这个矩形
导读:// 覆盖drawRect方法,你可以在此自定义绘画和动画 - (void)drawRect:(CGRect)rect { //An opaque type that represents a Quartz 2D drawin

// 覆盖drawRect方法,你可以在此自定义绘画和动画

- (void)drawRect:(CGRect)rect

{

//An opaque type that represents a Quartz 2D drawing environment

//一个不透明类型的Quartz 2D绘画环境,相当于一个画布,你可以在上面任意绘画

CGContextRef context = UIGraphicsGetCurrentContext();

/写文字/

CGContextSetRGBFillColor (context, 1, 0, 0, 10);//设置填充颜色

UIFont font = [UIFont boldSystemFontOfSize:150];//设置

[@"画圆:" drawInRect:CGRectMake(10, 20, 80, 20) withFont:font];

[@"画线及孤线:" drawInRect:CGRectMake(10, 80, 100, 20) withFont:font];

[@"画矩形:" drawInRect:CGRectMake(10, 120, 80, 20) withFont:font];

[@"画扇形和椭圆:" drawInRect:CGRectMake(10, 160, 110, 20) withFont:font];

[@"画三角形:" drawInRect:CGRectMake(10, 220, 80, 20) withFont:font];

[@"画圆角矩形:" drawInRect:CGRectMake(10, 260, 100, 20) withFont:font];

[@"画贝塞尔曲线:" drawInRect:CGRectMake(10, 300, 100, 20) withFont:font];

[@":" drawInRect:CGRectMake(10, 340, 80, 20) withFont:font];

/画圆/

//边框圆

CGContextSetRGBStrokeColor(context,1,1,1,10);//画笔线的颜色

CGContextSetLineWidth(context, 10);//线的宽度

//void CGContextAddArc(CGContextRef c,CGFloat x, CGFloat y,CGFloat radius,CGFloat startAngle,CGFloat endAngle, int clockwise)1弧度=180°/π (≈573°) 度=弧度×180°/π 360°=360×π/180 =2π 弧度

// x,y为圆点坐标,radius半径,startAngle为开始的弧度,endAngle为 结束的弧度,clockwise 0为顺时针,1为逆时针。

CGContextAddArc(context, 100, 20, 15, 0, 2PI, 0); //添加一个圆

CGContextDrawPath(context, kCGPathStroke); //绘制路径

//填充圆,无边框

CGContextAddArc(context, 150, 30, 30, 0, 2PI, 0); //添加一个圆

CGContextDrawPath(context, kCGPathFill);//绘制填充

//画大圆并填充颜

UIColoraColor = [UIColor colorWithRed:1 green:00 blue:0 alpha:1];

CGContextSetFillColorWithColor(context, aColorCGColor);//填充颜色

CGContextSetLineWidth(context, 30);//线的宽度

CGContextAddArc(context, 250, 40, 40, 0, 2PI, 0); //添加一个圆

//kCGPathFill填充非零绕数规则,kCGPathEOFill表示用奇偶规则,kCGPathStroke路径,kCGPathFillStroke路径填充,kCGPathEOFillStroke表示描线,不是填充

CGContextDrawPath(context, kCGPathFillStroke); //绘制路径加填充

/画线及孤线/

//画线

CGPoint aPoints[2];//坐标点

aPoints[0] =CGPointMake(100, 80);//坐标1

aPoints[1] =CGPointMake(130, 80);//坐标2

//CGContextAddLines(CGContextRef c, const CGPoint points[],size_t count)

//points[]坐标数组,和count大小

CGContextAddLines(context, aPoints, 2);//添加线

CGContextDrawPath(context, kCGPathStroke); //根据坐标绘制路径

//画笑脸弧线

//左

CGContextSetRGBStrokeColor(context, 0, 0, 1, 1);//改变画笔颜色

CGContextMoveToPoint(context, 140, 80);//开始坐标p1

//CGContextAddArcToPoint(CGContextRef c, CGFloat x1, CGFloat y1,CGFloat x2, CGFloat y2, CGFloat radius)

//x1,y1跟p1形成一条线的坐标p2,x2,y2结束坐标跟p3形成一条线的p3,radius半径,注意, 需要算好半径的长度,

CGContextAddArcToPoint(context, 148, 68, 156, 80, 10);

CGContextStrokePath(context);//绘画路径

//右

CGContextMoveToPoint(context, 160, 80);//开始坐标p1

//CGContextAddArcToPoint(CGContextRef c, CGFloat x1, CGFloat y1,CGFloat x2, CGFloat y2, CGFloat radius)

//x1,y1跟p1形成一条线的坐标p2,x2,y2结束坐标跟p3形成一条线的p3,radius半径,注意, 需要算好半径的长度,

CGContextAddArcToPoint(context, 168, 68, 176, 80, 10);

CGContextStrokePath(context);//绘画路径

//右

CGContextMoveToPoint(context, 150, 90);//开始坐标p1

//CGContextAddArcToPoint(CGContextRef c, CGFloat x1, CGFloat y1,CGFloat x2, CGFloat y2, CGFloat radius)

//x1,y1跟p1形成一条线的坐标p2,x2,y2结束坐标跟p3形成一条线的p3,radius半径,注意, 需要算好半径的长度,

CGContextAddArcToPoint(context, 158, 102, 166, 90, 10);

CGContextStrokePath(context);//绘画路径

//注,如果还是没弄明白怎么回事,请参考:http://donbeblog163com/blog/static/138048021201052093633776/

/画矩形/

CGContextStrokeRect(context,CGRectMake(100, 120, 10, 10));//画方框

CGContextFillRect(context,CGRectMake(120, 120, 10, 10));//填充框

//矩形,并填弃颜色

CGContextSetLineWidth(context, 20);//线的宽度

aColor = [UIColor blueColor];//blue蓝色

CGContextSetFillColorWithColor(context, aColorCGColor);//填充颜色

aColor = [UIColor yellowColor];

CGContextSetStrokeColorWithColor(context, aColorCGColor);//线框颜色

CGContextAddRect(context,CGRectMake(140, 120, 60, 30));//画方框

CGContextDrawPath(context, kCGPathFillStroke);//绘画路径

//矩形,并填弃渐变颜色

//关于颜色参考http://blogsinacomcn/s/blog_6ec3c9ce01015v3chtml

//http://blogcsdnnet/reylen/article/details/8622932

//第一种填充方式,第一种方式必须导入类库quartcore并#import <QuartzCore/QuartzCoreh>,这个就不属于在context上画,而是将层插入到view层上面。那么这里就设计到Quartz Core 图层编程了。

CAGradientLayer gradient1 = [CAGradientLayer layer];

gradient1frame = CGRectMake(240, 120, 60, 30);

gradient1colors = [NSArray arrayWithObjects:(id)[UIColor whiteColor]CGColor,

(id)[UIColor grayColor]CGColor,

(id)[UIColor blackColor]CGColor,

(id)[UIColor yellowColor]CGColor,

(id)[UIColor blueColor]CGColor,

(id)[UIColor redColor]CGColor,

(id)[UIColor greenColor]CGColor,

(id)[UIColor orangeColor]CGColor,

(id)[UIColor brownColor]CGColor,nil];

[selflayer insertSublayer:gradient1 atIndex:0];

//第二种填充方式

CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB();

CGFloat colors[] =

{

1,1,1, 100,

1,1,0, 100,

1,0,0, 100,

1,0,1, 100,

0,1,1, 100,

0,1,0, 100,

0,0,1, 100,

0,0,0, 100,

};

CGGradientRef gradient = CGGradientCreateWithColorComponents

(rgb, colors, NULL, sizeof(colors)/(sizeof(colors[0])4));//形成梯形,渐变的效果

CGColorSpaceRelease(rgb);

//画线形成一个矩形

//CGContextSaveGState与CGContextRestoreGState的作用

/

CGContextSaveGState函数的作用是将当前图形状态推入堆栈。之后,您对图形状态所做的修改会影响随后的描画操作,但不影响存储在堆栈中的拷贝。在修改完成后,您可以通过CGContextRestoreGState函数把堆栈顶部的状态弹出,返回到之前的图形状态。这种推入和弹出的方式是回到之前图形状态的快速方法,避免逐个撤消所有的状态修改;这也是将某些状态(比如裁剪路径)恢复到原有设置的唯一方式。

/

CGContextSaveGState(context);

CGContextMoveToPoint(context, 220, 90);

CGContextAddLineToPoint(context, 240, 90);

CGContextAddLineToPoint(context, 240, 110);

CGContextAddLineToPoint(context, 220, 110);

CGContextClip(context);//context裁剪路径,后续操作的路径

//CGContextDrawLinearGradient(CGContextRef context,CGGradientRef gradient, CGPoint startPoint, CGPoint endPoint,CGGradientDrawingOptions options)

//gradient渐变颜色,startPoint开始渐变的起始位置,endPoint结束坐标,options开始坐标之前or开始之后开始渐变

CGContextDrawLinearGradient(context, gradient,CGPointMake

(220,90) ,CGPointMake(240,110),

kCGGradientDrawsAfterEndLocation);

CGContextRestoreGState(context);// 恢复到之前的context

//再写一个看看效果

CGContextSaveGState(context);

CGContextMoveToPoint(context, 260, 90);

CGContextAddLineToPoint(context, 280, 90);

CGContextAddLineToPoint(context, 280, 100);

CGContextAddLineToPoint(context, 260, 100);

CGContextClip(context);//裁剪路径

//说白了,开始坐标和结束坐标是控制渐变的方向和形状

CGContextDrawLinearGradient(context, gradient,CGPointMake

(260, 90) ,CGPointMake(260, 100),

kCGGradientDrawsAfterEndLocation);

CGContextRestoreGState(context);// 恢复到之前的context

//下面再看一个颜色渐变的圆

CGContextDrawRadialGradient(context, gradient, CGPointMake(300, 100), 00, CGPointMake(300, 100), 10, kCGGradientDrawsBeforeStartLocation);

/画扇形和椭圆/

//画扇形,也就画圆,只不过是设置角度的大小,形成一个扇形

aColor = [UIColor colorWithRed:0 green:1 blue:1 alpha:1];

CGContextSetFillColorWithColor(context, aColorCGColor);//填充颜色

//以10为半径围绕圆心画指定角度扇形

CGContextMoveToPoint(context, 160, 180);

CGContextAddArc(context, 160, 180, 30, -60 PI / 180, -120 PI / 180, 1);

CGContextClosePath(context);

CGContextDrawPath(context, kCGPathFillStroke); //绘制路径

//画椭圆

CGContextAddEllipseInRect(context, CGRectMake(160, 180, 20, 8)); //椭圆

CGContextDrawPath(context, kCGPathFillStroke);

/画三角形/

//只要三个点就行跟画一条线方式一样,把三点连接起来

CGPoint sPoints[3];//坐标点

sPoints[0] =CGPointMake(100, 220);//坐标1

sPoints[1] =CGPointMake(130, 220);//坐标2

sPoints[2] =CGPointMake(130, 160);//坐标3

CGContextAddLines(context, sPoints, 3);//添加线

CGContextClosePath(context);//封起来

CGContextDrawPath(context, kCGPathFillStroke); //根据坐标绘制路径

/画圆角矩形/

float fw = 180;

float fh = 280;

CGContextMoveToPoint(context, fw, fh-20); // 开始坐标右边开始

CGContextAddArcToPoint(context, fw, fh, fw-20, fh, 10); // 右下角角度

CGContextAddArcToPoint(context, 120, fh, 120, fh-20, 10); // 左下角角度

CGContextAddArcToPoint(context, 120, 250, fw-20, 250, 10); // 左上角

CGContextAddArcToPoint(context, fw, 250, fw, fh-20, 10); // 右上角

CGContextClosePath(context);

CGContextDrawPath(context, kCGPathFillStroke); //根据坐标绘制路径

/画贝塞尔曲线/

//二次曲线

CGContextMoveToPoint(context, 120, 300);//设置Path的起点

CGContextAddQuadCurveToPoint(context,190, 310, 120, 390);//设置贝塞尔曲线的控制点坐标和终点坐标

CGContextStrokePath(context);

//三次曲线函数

CGContextMoveToPoint(context, 200, 300);//设置Path的起点

CGContextAddCurveToPoint(context,250, 280, 250, 400, 280, 300);//设置贝塞尔曲线的控制点坐标和控制点坐标终点坐标

CGContextStrokePath(context);

//

UIImage image = [UIImage imageNamed:@"applejpg"];

[image drawInRect:CGRectMake(60, 340, 20, 20)];//在坐标中画出

// [image drawAtPoint:CGPointMake(100, 340)];//保持大小在point点开始画,可以把注释去掉看看

CGContextDrawImage(context, CGRectMake(100, 340, 20, 20), imageCGImage);//使用这个使上下颠倒了,参考http://blogcsdnnet/koupoo/article/details/8670024

// CGContextDrawTiledImage(context, CGRectMake(0, 0, 20, 20), imageCGImage);//平铺图

}

@end

android 使用百度地图画轨迹

import androidcontentContext;

import androidgraphicsCanvas;

import androidgraphicsColor;

import androidgraphicsPaint;

import androidgraphicsPaintStyle;

import androidgraphicsPath;

import androidgraphicsPoint;

import androidosBundle;

import combaidumapapiBMapManager;

import combaidumapapiGeoPoint;

import combaidumapapiMapActivity;

import combaidumapapiMapController;

import combaidumapapiMapView;

import combaidumapapiOverlay;

import combaidumapapiProjection;

public class BaiduMapActivity extends MapActivity {

        private Context mContext;

        private MapView mapView;

        @Override

        protected boolean isRouteDisplayed() {

                // TODO Auto-generated method stub

                return false;

        }

        private GeoPoint gpoint1, gpoint2, gpoint3;// 连线的点

        @Override

        protected void onCreate(Bundle arg0) {

                superonCreate(arg0);

                setContentView(Rlayoutbaidumap_layout);

                BaseApplication baseApp = (BaseApplication) thisgetApplication();

                if (baseAppmBMapManage == null) {

                        baseAppmBMapManage = new BMapManager(mContext);

                        baseAppmBMapManageinit(baseAppmStrKey,

                                        new BaseApplicationMyGeneralListener());

                }

                baseAppmBMapManagestart();

                superinitMapActivity(baseAppmBMapManage);// 初始化map sdk

                mapView = (MapView) findViewById(RidbmapView);

                mapViewsetBuiltInZoomControls(true);

                // 设置在缩放动画过程中也显示overlay,默认为不绘制

                mapViewsetDrawOverlayWhenZooming(true);

                // RouteLine routeLine =

                // (RouteLine)getIntent()getSerializableExtra("routeLine");

                //这里画点和连接线

                MyOverlay myOverlay = new MyOverlay();

                mapViewgetOverlays()add(myOverlay);

                

                MapController mapController = mapViewgetController();

                mapControllerzoomIn();

                

                gpoint1 = new GeoPoint((int) (2259316  10),

                                (int) (11396279  10));

                gpoint2 = new GeoPoint((int) (2259245  10),

                                (int) (11396226  10));

                gpoint3 = new GeoPoint((int) (2259121  10),

                                (int) (11396066  10));                

                mapControlleranimateTo(gpoint1);//设置一个起点

        }

        class MyOverlay extends Overlay {

                @Override

                public void draw(Canvas canvas, MapView mapView, boolean shadow) {

                        superdraw(canvas, mapView, shadow);

                        

                        Projection projection = mapViewgetProjection();

                        Point p1 = new Point();

                        Point p2 = new Point();

                        Point p3 = new Point();

                        // 经度转像素

                        projectiontoPixels(gpoint1, p1);

                        projectiontoPixels(gpoint2, p2);

                        projectiontoPixels(gpoint3, p3);

                

                        //第一个画笔 画圆

                        Paint fillPaint = new Paint();

                        fillPaintsetColor(ColorBLUE);

                        fillPaintsetAntiAlias(true);

                        fillPaintsetStyle(StyleFILL);

                        

                        // 将图画到上层

                        canvasdrawCircle(p1x, p1y, 50f, fillPaint);

                        canvasdrawCircle(p2x, p2y, 50f, fillPaint);

                        canvasdrawCircle(p3x, p3y, 50f, fillPaint);

                        //第二个画笔 画线

                        Paint paint = new Paint();

                        paintsetColor(ColorBLUE);

                        paintsetDither(true);

                        paintsetStyle(PaintStyleSTROKE);

                        paintsetStrokeJoin(PaintJoinROUND);

                        paintsetStrokeCap(PaintCapROUND);

                        paintsetStrokeWidth(4);

                        //连接

                        Path path = new Path();

                        pathmoveTo(p1x, p1y);

                        pathlineTo(p2x, p2y);

                        pathlineTo(p3x, p3y);

                        //画出路径

                        canvasdrawPath(path, paint);

                }

        }

}

你好,Paint mField = new Paint();

mFieldsetAntiAlias(true);

Path mFieldPath = new Path();

mFieldPathmoveTo(X1,Y1);

mFieldPathlineTo(X2,Y2);

mFieldPathlineTo(X3,Y3);

mFieldPathlineTo(X4,Y4);

mFieldPathclose();

mFieldsetARGB(200, 255, 215, 0);//设置封闭路径的填充色为金

canvasdrawPath(mFieldPath, mField);

这样绘制出来的图形为一个金矩形,不够美观,因此想到使用来填充

直接加上如下代码:

Shader mShader = new BitmapShader(fieldBitmap,ShaderTileModeREPEAT,ShaderTileModeMIRROR);

mFieldsetShader(mShader);

其中,filedBitmap为指定的,可以通过mFieldBitmap = BitmapFactorydecodeResource(thisgetResources(), Rdrawablefeild);方式获得

1、设置View,重写protectedvoidonDraw(Canvascanvas)方法2、使用onDraw中的canvas,通过Path设置三角形的三个顶点,通过drawPath方式绘制三角形示例:@OverrideprotectedvoidonDraw(Canvascanvas){superonDraw(canvas);canvasdrawText("画三角形:",10,200,p);//绘制这个三角形,你可以绘制任意多边形Pathpath=newPath();pathmoveTo(80,200);//此点为多边形的起点pathlineTo(120,250);pathlineTo(80,250);pathclose();//使这些点构成封闭的多边形canvasdrawPath(path,p);}

Hand类的代码:

Public MustInherit Class Hand

Protected gp As GraphicsPath = New GraphicsPath()

Protected gpBase As GraphicsPath = Nothing

Protected midX As Integer = 150 ‘默认的窗体

Protected midY As Integer = 150 ‘中心位置

‘构造器,得到窗体中心位置

Public Sub New(ByVal theForm As Form1)

midX = (theFormClientRectangleLeft + theFormClientRectangleRight) / 2

midY = (theFormClientRectangleTop + theFormClientRectangleBottom) / 2

End Sub

MustOverride Sub Transform(ByVal d As DateTime)

‘绘制指针路径

Overridable Sub Draw(ByVal g As Graphics)

Dim aPen As Pen = New Pen(BrushesBlack, 4F)

gDrawPath(aPen, gp)

gFillPath(BrushesBlack, gp)

aPenDispose()

End Sub

‘使用矩阵实现路径(gp)的旋转

Public Sub Rotate(ByVal angle As Double)

gp = CType(gpBaseClone(), GraphicsPath)

Dim mTransform As Matrix = New Matrix()

mTransformRotateAt(CType(angle,Single),NewPointF(midX,midY))

gpTransform(mTransform)

End Sub

End Class

为了节省篇幅,上面的代码省略了引入命名空间的语句。

下面是分针(MinuteHand)类的定义:

Public Class MinuteHand

Inherits Hand

‘构造器,生成绘制分针的路径(gp)

Public Sub New(ByVal myForm As Form1)

MyBaseNew(myForm)

gpAddLine(midX, midY, midX, 45)

gpAddLine(midX, 45, midX - 3, 50)

gpAddLine(midX - 3, 50, midX + 3, 50)

gpAddLine(midX + 3, 50, midX, 45)

gpBase = CType(gpClone(), GraphicsPath)

End Sub

‘Transform方法取得系统当前时间,并旋转时钟指针。

Public Overrides Sub Transform(ByVal d As DateTime)

Dim minuteTime As Double = (CDbl(dMinute) + CDbl(dSecond / 60))

Dim angle As Double = (CDbl(minuteTime) / 60) 360

Rotate(angle)

End Sub

End Class

对所有的指针旋转的方法都是相同的,因此在基类中实现。由于时针和秒针的实现与分针相似,所不同者,只在于构造器中绘制的指针路径不同和Transform方法中转动的角度不同,在这里就不在赘述了。

另外还需要提一下的是画时钟表面的代码,时钟表面用ClockFace类来实现。这个类首先画一个圆代表时钟,然后画上米老鼠的图案,最后在相应的位置画上数字1~12代表12个小时。

Public Sub Draw(ByVal g As Graphics)

DrawClockFace(g)

DrawImage(g)

DrawNumbers(g)

DrawPin(g)

End Sub

下面是ClockFace类的属性:

Private ClockRectangle As Rectangle

Private ClockFont As Font = New Font("Arial", 12)

Private midPoint As Point

Private ClockImage As Bitmap

Private Const IMAGEX As Integer = 50

Private Const IMAGEY As Integer = 50

DrawClockFace方法用来画时钟表面:

Private Sub DrawClockFace(ByVal g As Graphics)

gFillEllipse(BrushesWhite, ClockRectangleLeft + 10, ClockRectangleTop + 10, ClockRectangleWidth - 20, ClockRectangleHeight - 20)

gDrawEllipse(PensBlack, ClockRectangleLeft + 10, ClockRectangleTop + 10, ClockRectangleWidth - 20, ClockRectangleHeight - 20)

End Sub

然后用Graphics对象的DrawImage方法画出米老鼠的:

Private Sub DrawImage(ByVal g As Graphics)

Dim nWidth As Integer = ClockImageWidth

Dim nHeight As Integer = ClockImageHeight

Dim destRect As Rectangle = New Rectangle(midPointX - IMAGEX / 2, midPointY - IMAGEY / 2, IMAGEX, IMAGEY)

gDrawImage(ClockImage, destRect)

End Sub

数字在时钟上的位置是用sin和cos函数计算的:

Private Sub DrawNumbers(ByVal g As Graphics)

Dim count As Integer = 1

Dim a As Double

For a = 0 To 2 MathPI Step 2 MathPI / 12

Dim x As Double = (ClockRectangleWidth - 70) / 2 MathCos(a - MathPI / 3) + (ClockRectangleWidth - 70) / 2 + 25

Dim y As Double = (ClockRectangleWidth - 70) / 2 MathSin(a - MathPI / 3) + (ClockRectangleWidth - 70) / 2 + 20

gDrawString(ConvertToString(count), ClockFont, BrushesBlack, CType(x, Single), CType(y, Single), New StringFormat())

count += 1

Next

End Sub

最后是窗体文件(Form1vb):

Public Class Form1

Inherits SystemWindowsFormsForm

Private MyMinuteHand As MinuteHand

Private MyHourHand As HourHand

Private MySecondHand As SecondHand

Private TheClockFace As ClockFace

Private FirstTick As Boolean = False

‘在窗体的OnPaint事件中取得Graphics对象

Protected Overrides Sub OnPaint(ByVal e As SystemWindowsFormsPaintEventArgs)

If (FirstTick = False) Then Exit Sub

Dim g As Graphics = eGraphics

TheClockFaceDraw(g)

MyHourHandDraw(g)

MyMinuteHandDraw(g)

MySecondHandDraw(g)

TheClockFaceDrawPin(g)

End Sub

‘计时器事件

Private Sub Timer1_Tick(ByVal sender As SystemObject, ByVal e As SystemEventArgs) Handles Timer1Tick

MySecondHandTransform(DateTimeNow)

MyHourHandTransform(DateTimeNow)

MyMinuteHandTransform(DateTimeNow)

FirstTick = True

Invalidate()

1静态蛛网图

第一步就是如何将一串数据映射成下面的图表:

var data = {

"攻击力": 700,

"生命": 900,

"闪避": 500,

"暴击": 700,

"破格": 800,

"格挡": 1000,

};

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11:创建AbilityWidget组件

线新建一个StatelessWidget的组件使用AbilityPainter进行绘制

这里先定义画笔、路径等成员变量

import 'package:flutter/materialdart';

class AbilityWidget extends StatefulWidget {

@override

_AbilityWidgetState createState() => _AbilityWidgetState();

}

class _AbilityWidgetState extends State<AbilityWidget>{

@override

Widget build(BuildContext context) {

var paint = CustomPaint(

painter: AbilityPainter(),

);

return SizedBox(width: 200, height: 200, child: paint,);

}

}

class AbilityPainter extends CustomPainter {

var data = {

"攻击力": 700,

"生命": 900,

"闪避": 500,

"暴击": 700,

"破格": 800,

"格挡": 1000,

};

double mRadius = 100; //外圆半径

Paint mLinePaint; //线画笔

Paint mAbilityPaint; //区域画笔

Paint mFillPaint;//填充画笔

Path mLinePath;//短直线路径

Path mAbilityPath;//范围路径

AbilityPainter() {

mLinePath = Path();

mAbilityPath = Path();

mLinePaint = Paint()

color = Colorsblack

style = PaintingStylestroke

strokeWidth=0008 mRadius

isAntiAlias = true;

mFillPaint = Paint() //填充画笔

strokeWidth = 005 mRadius

color = Colorsblack

isAntiAlias = true;

mAbilityPaint = Paint()

color = Color(0x8897C5FE)

isAntiAlias = true;

}

@override

void paint(Canvas canvas, Size size) {

}

@override

bool shouldRepaint(CustomPainter oldDelegate) {

return true;

}

}

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12绘制外圈

为了减少变量值,让尺寸具有很好的联动性(等比扩缩),小黑条的长宽将取决于最大半径mRadius

则:小黑条长:mRadius008 小黑条宽:mRadius005 所以r2=mRadius-mRadius008

@override

void paint(Canvas canvas, Size size) {

canvastranslate(mRadius, mRadius); //移动坐标系

drawOutCircle(canvas);

}

//绘制外圈

void drawOutCircle(Canvas canvas) {

canvassave();//新建图层

canvasdrawCircle(Offset(0, 0), mRadius, mLinePaint);//圆形的绘制

double r2 = mRadius - 008 mRadius; //下圆半径

canvasdrawCircle(Offset(0, 0), r2, mLinePaint);

for (var i = 00; i < 22; i++) {//循环画出小黑条

canvassave();//新建图层

canvasrotate(360 / 22 i / 180 pi);//旋转:注意传入的是弧度(与Android不同)

canvasdrawLine(Offset(0, -mRadius), Offset(0, -r2), mFillPaint);//线的绘制

canvasrestore();//释放图层

}

canvasrestore();//释放图层

}

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13绘制内圈

同样尺寸和最外圆看齐,这里绘制有一丢丢复杂,你需要了解canvas和path的使用

看不懂的可转到canvas和path,如果看了这两篇还问绘制有什么技巧的,可转到这里

@override

void paint(Canvas canvas, Size size) {

canvastranslate(mRadius, mRadius); //移动坐标系

drawOutCircle(canvas);

drawInnerCircle(canvas);

}

//绘制内圈圆

drawInnerCircle(Canvas canvas) {

double innerRadius = 0618 mRadius;//内圆半径

canvasdrawCircle(Offset(0, 0), innerRadius, mLinePaint);

canvassave();

for (var i = 0; i < 6; i++) {//遍历6条线

canvassave();

canvasrotate(60 itoDouble() / 180 pi); //每次旋转60°

mPathmoveTo(0, -innerRadius);

mPathrelativeLineTo(0, innerRadius); //线的路径

for (int j = 1; j < 6; j++) {

mPathmoveTo(-mRadius 002, innerRadius / 6 j);

mPathrelativeLineTo(mRadius 002 2, 0);

} //加5条小线

canvasdrawPath(mPath, mLinePaint); //绘制线

canvasrestore();

}

canvasrestore();

}

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13绘制文字

Flutter中绘制文字可有点略坑,我这里简单的封了一个drawText函数用来画文字

记得导入ui库,使用Paragraph进行文字的设置,drawParagraph进行绘制

import 'dart:ui' as ui;

//绘制文字

void drawInfoText(Canvas canvas) {

double r2 = mRadius - 008 mRadius; //下圆半径

for (int i = 0; i < datalength; i++) {

canvassave();

canvasrotate(360 / datalength i / 180 pi + pi);

drawText(canvas, datakeystoList()[i], Offset(-50, r2 - 022 mRadius),

fontSize: mRadius 01);

canvasrestore();

}

}

//绘制文字

drawText(Canvas canvas, String text, Offset offset,

{Color color=Colorsblack,

double maxWith = 100,

double fontSize,

String fontFamily,

TextAlign textAlign=TextAligncenter,

FontWeight fontWeight=FontWeightbold}) {

// 绘制文字

var paragraphBuilder = uiParagraphBuilder(

uiParagraphStyle(

fontFamily: fontFamily,

textAlign: textAlign,

fontSize: fontSize,

fontWeight: fontWeight,

),

);

paragraphBuilderpushStyle(

uiTextStyle(color: color, textBaseline: uiTextBaselinealphabetic));

paragraphBuilderaddText(text);

var paragraph = paragraphBuilderbuild();

paragraphlayout(uiParagraphConstraints(width: maxWith));

canvasdrawParagraph(paragraph, Offset(offsetdx, offsetdy));

}

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14绘制范围

最后也是最难的一块,你准备好草稿纸了吗

//绘制区域

drawAbility(Canvas canvas, List<double> value) {

double step = mRadius0618 / 6; //每小段的长度

mAbilityPathmoveTo(0, -value[0] / 20 step); //起点

for (int i = 1; i < 6; i++) {

double mark = value[i] / 20;//占几段

mAbilityPathlineTo(

mark step cos(pi / 180 (-30 + 60 (i - 1))),

mark step sin(pi / 180 (-30 + 60 (i - 1))));

}

mAbilityPathclose();

canvasdrawPath(mAbilityPath, mAbilityPaint);

}

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2动画效果

让外圈转和内圈相反方向转,所以可以让内圈和外圈分成两个组件放在一个Stack里

21:抽离外圈

class OutlinePainter extends CustomPainter {

double mRadius = 100; //外圆半径

Paint mLinePaint; //线画笔

Paint mFillPaint; //填充画笔

OutlinePainter() {

mLinePaint = Paint()

color = Colorsblack

style = PaintingStylestroke

strokeWidth = 0008 mRadius

isAntiAlias = true;

mFillPaint = Paint() //填充画笔

strokeWidth = 005 mRadius

color = Colorsblack

isAntiAlias = true;

}

@override

void paint(Canvas canvas, Size size) {

drawOutCircle(canvas);

}

@override

bool shouldRepaint(CustomPainter oldDelegate) {

// TODO: implement shouldRepaint

return true;

}

//绘制外圈

void drawOutCircle(Canvas canvas) {

canvassave(); //新建图层

canvasdrawCircle(Offset(0, 0), mRadius, mLinePaint); //圆形的绘制

double r2 = mRadius - 008 mRadius; //下圆半径

canvasdrawCircle(Offset(0, 0), r2, mLinePaint);

for (var i = 00; i < 22; i++) {

//循环画出小黑条

canvassave(); //新建图层

canvasrotate(360 / 22 i / 180 pi); //旋转:注意传入的是弧度(与Android不同)

canvasdrawLine(Offset(0, -mRadius), Offset(0, -r2), mFillPaint); //线的绘制

canvasrestore(); //释放图层

}

canvasrestore(); //释放图层

}

}

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22:使用动画

这里用Stack进行组件的堆叠

class _AbilityWidgetState extends State<AbilityWidget>

with SingleTickerProviderStateMixin {

var _angle = 00;

AnimationController controller;

Animation<double> animation;

@override

void initState() {

superinitState();

controller = AnimationController(

////创建 Animation对象

duration: const Duration(milliseconds: 2000), //时长

vsync: this);

var tween = Tween(begin: 00, end: 3600); //创建从25到150变化的Animatable对象

animation = tweenanimate(controller); //执行animate方法,生成

animationaddListener(() {

setState(() {

_angle = animationvalue;

});

});

controllerforward();

}

@override

Widget build(BuildContext context) {

var paint = CustomPaint(

painter: AbilityPainter(),

);

var outlinePainter = Transformrotate(

angle: _angle / 180 pi,

child: CustomPaint(

painter: OutlinePainter(),

),

);

var img = Transformrotate(

angle: _angle / 180 pi,

child: Opacity(

opacity: animationvalue / 360 04,

child: ClipOval(

child: Imageasset(

"images/娜美jpg",

width: 200,

height: 200,

fit: BoxFitcover,

),

),

),

);

var center = Transformrotate(

angle: -_angle / 180 pi,

child: Transformscale(

scale: 05 + animationvalue / 360 / 2,

child: SizedBox(

width: 200,

height: 200,

child: paint,

),

));

return Center(

child: Stack(

alignment: Alignmentcenter,

children: <Widget>[img, center, outlinePainter],

),

);

}

}

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3组件封装

到现在逻辑上没有问题了,剩下的就是对组件的封装,将一些量进行提取

下面就是简单封装了一下,还有很多乱七八糟的没封装,比如颜色,动画效果等。

import 'dart:math';

import 'dart:ui' as ui;

import 'package:flutter/materialdart';

class Ability {

double radius;

int duration;

ImageProvider image;

Map<String,double> data;

Color color;

Ability({thisradius, thisduration, thisimage, thisdata, thiscolor});

}

class AbilityWidget extends StatefulWidget {

AbilityWidget({Key key, thisability}) : super(key: key);

final Ability ability;

@override

_AbilityWidgetState createState() => _AbilityWidgetState();

}

class _AbilityWidgetState extends State<AbilityWidget>

with SingleTickerProviderStateMixin {

var _angle = 00;

AnimationController controller;

Animation<double> animation;

@override

void initState() {

superinitState();

controller = AnimationController(

////创建 Animation对象

duration: Duration(milliseconds: widgetabilityduration), //时长

vsync: this);

var curveTween = CurveTween(curve:Cubic(096, 013, 01, 12));//创建curveTween

var tween=Tween(begin: 00, end: 3600);

animation = tweenanimate(curveTweenanimate(controller));

animationaddListener(() {

setState(() {

_angle = animationvalue;

print(_angle);

});

});

controllerforward();

}

@override

Widget build(BuildContext context) {

var paint = CustomPaint(

painter: AbilityPainter(widgetabilityradius,widgetabilitydata),

);

var outlinePainter = Transformrotate(

angle: _angle / 180 pi,

child: CustomPaint(

painter: OutlinePainter(widgetabilityradius ),

),

);

var img = Transformrotate(

angle: _angle / 180 pi,

child: Opacity(

opacity: animationvalue / 360 04,

child: ClipRRect(

borderRadius: BorderRadiuscircular(widgetabilityradius),

child: Image(

image: widgetabilityimage,

width: widgetabilityradius 2,

height: widgetabilityradius 2,

fit: BoxFitcover,

),

),

),

);

var center = Transformrotate(

angle: -_angle / 180 pi,

child: Transformscale(

scale: 05 + animationvalue / 360 / 2,

child: SizedBox(

width: widgetabilityradius 2,

height: widgetabilityradius 2,

child: paint,

),

));

return Center(

child: Stack(

alignment: Alignmentcenter,

children: <Widget>[img, center, outlinePainter],

),

);

}

}

class OutlinePainter extends CustomPainter {

double _radius; //外圆半径

Paint mLinePaint; //线画笔

Paint mFillPaint; //填充画笔

OutlinePainter(this_radius) {

mLinePaint = Paint()

color = Colorsblack

style = PaintingStylestroke

strokeWidth = 0008 _radius

isAntiAlias = true;

mFillPaint = Paint() //填充画笔

strokeWidth = 005 _radius

color = Colorsblack

isAntiAlias = true;

}

@override

void paint(Canvas canvas, Size size) {

drawOutCircle(canvas);

}

@override

bool shouldRepaint(CustomPainter oldDelegate) {

// TODO: implement shouldRepaint

return true;

}

//绘制外圈

void drawOutCircle(Canvas canvas) {

canvassave(); //新建图层

canvasdrawCircle(Offset(0, 0), _radius, mLinePaint); //圆形的绘制

double r2 = _radius - 008 _radius; //下圆半径

canvasdrawCircle(Offset(0, 0), r2, mLinePaint);

for (var i = 00; i < 22; i++) {

//循环画出小黑条

canvassave(); //新建图层

canvasrotate(360 / 22 i / 180 pi); //旋转:注意传入的是弧度(与Android不同)

canvasdrawLine(Offset(0, -_radius), Offset(0, -r2), mFillPaint); //线的绘制

canvasrestore(); //释放图层

}

canvasrestore(); //释放图层

}

}

class AbilityPainter extends CustomPainter {

Map<String, double> _data;

double _r; //外圆半径

Paint mLinePaint; //线画笔

Paint mAbilityPaint; //区域画笔

Paint mFillPaint; //填充画笔

Path mLinePath; //短直线路径

Path mAbilityPath; //范围路径

AbilityPainter(this_r, this_data) {

mLinePath = Path();

mAbilityPath = Path();

mLinePaint = Paint()

color = Colorsblack

style = PaintingStylestroke

strokeWidth = 0008 _r

isAntiAlias = true;

mFillPaint = Paint() //填充画笔

strokeWidth = 005 _r

color = Colorsblack

isAntiAlias = true;

mAbilityPaint = Paint()

color = Color(0x8897C5FE)

isAntiAlias = true;

}

@override

void paint(Canvas canvas, Size size) {

//剪切画布

Rect rect = Offsetzero & size;

canvasclipRect(rect);

canvastranslate(_r, _r); //移动坐标系

drawInnerCircle(canvas);

drawInfoText(canvas);

drawAbility(canvas, _datavaluestoList());

}

@override

bool shouldRepaint(CustomPainter oldDelegate) {

return true;

}

//绘制内圈圆

drawInnerCircle(Canvas canvas) {

double innerRadius = 0618 _r; //内圆半径

canvasdrawCircle(Offset(0, 0), innerRadius, mLinePaint);

canvassave();

for (var i = 0; i < _datalength; i++) {

//遍历6条线

canvassave();

canvasrotate(360/_datalength itoDouble() / 180 pi); //每次旋转60°

mLinePathmoveTo(0, -innerRadius);

mLinePathrelativeLineTo(0, innerRadius); //线的路径

for (int j = 1; j < _datalength; j++) {

mLinePathmoveTo(-_r 002, innerRadius / _datalength j);

mLinePathrelativeLineTo(_r 002 2, 0);

} //加5条小线

canvasdrawPath(mLinePath, mLinePaint); //绘制线

canvasrestore();

}

canvasrestore();

}

//绘制文字

void drawInfoText(Canvas canvas) {

double r2 = _r - 008 _r; //下圆半径

for (int i = 0; i < _datalength; i++) {

canvassave();

canvasrotate(360 / _datalength i / 180 pi + pi);

drawText(canvas, _datakeystoList()[i], Offset(-50, r2 - 022 _r),

fontSize: _r 01);

canvasrestore();

}

}

//绘制区域

drawAbility(Canvas canvas, List<double> value) {

double step = _r 0618 / _datalength; //每小段的长度

mAbilityPathmoveTo(0, -value[0] / (100/_datalength) step); //起点

for (int i = 1; i < _datalength; i++) {

double mark = value[i] / (100/_datalength);

var deg=pi/180(360/_datalength i - 90);

mAbilityPathlineTo(mark step cos(deg), mark step sin(deg));

}

mAbilityPathclose();

canvasdrawPath(mAbilityPath, mAbilityPaint);

}

//绘制文字

drawText(Canvas canvas, String text, Offset offset,

{Color color = Colorsblack,

double maxWith = 100,

double fontSize,

String fontFamily,

TextAlign textAlign = TextAligncenter,

FontWeight fontWeight = FontWeightbold}) {

// 绘制文字

var paragraphBuilder = uiParagraphBuilder(

uiParagraphStyle(

fontFamily: fontFamily,

textAlign: textAlign,

fontSize: fontSize,

fontWeight: fontWeight,

),

);

paragraphBuilderpushStyle(

uiTextStyle(color: color, textBaseline: uiTextBaselinealphabetic));

paragraphBuilderaddText(text);

var paragraph = paragraphBuilderbuild();

paragraphlayout(uiParagraphConstraints(width: maxWith));

canvasdrawParagraph(paragraph, Offset(offsetdx, offsetdy));

}

}。

比较容易, 但你要熟悉以下内容:

1。 扩展标准的View,实现其onDraw方法

public Paint paint=new Paint (PaintANTI_ALIAS_FLAG);

protected void onDraw(Canvas canvas) {}

2。熟悉paint和canvas的用法

3 在onDraw方法中画多边形,Android的多边形是以Path路径来描述的。

3。熟悉Path路径的用法:

以下代码画一个箭头

Path mPath=new Path();

mPathmoveTo(0, -50);

mPathlineTo(-20, 60);

mPathlineTo(0, 50);

mPathlineTo(20, 60);

mPathclose();

最后:利用canvas把path画出来: canvasdrawPath(mPath)

另外path还有其它方法可以增加一个矩形或弧形进去。

如果要填充就把paint的style改成填充形,不然就是描边形。

path最后一句一定要封闭,即mPathclose();

祝学习愉快。 有空可看看sdk中关于Path的详细说明。 我只是告诉你一个大概,具体你需自己体会。