編輯:關於Android編程
Android FrameWork 層給我們提供了很多界面組件,但是在實際的商業開發中這些組件往往並不能完全滿足我們的需求,這時候我們就需要自定義我們自己的視圖和動畫。
我們要重寫系統的View就必須了解View的基本用法和結構,如下圖所示是Android官方指導中的View結構圖:
vcq9veLKzdXivuS7sL7NyOfPwsPmtcR4bWzOxLz+o6hMaW5hckxheW91dL7NysfSu7j2Vmlld0dyb3VwLFRleHRWaWV3vs3Kx9K7uPZWaWV3o6mhozwvcD4KPHA+PExpbmVhckxheW91dD48L3A+CjxwPjxUZXh0Vmlldz48L1RleHRWaWV3PjwvcD4KPHA+PExpbmVhckxheW91dD48L0xpbmVhckxheW91dD48L3A+CjxwPjwvTGluZWFyTGF5b3V0PjwvcD4KPHA+z8LD5sC0venJ3NK7z8JWaWV3us1WaWV3R3JvdXDW0LXEvLi49tbY0qq1xLe9t6g8L3A+CjxwPqOoMaOpb25EcmF3IDq75tbG19S8ujwvcD4KPHA+o6gyo6lvbkxheW91dDpWaWV31tCyvL7Wt6LJ+rjEseTKsbvhtffTw7TLt723qDwvcD4KPHA+o6gzo6lkaXNwYXRjaERyYXc608PT2r/Y1sbX01ZpZXe1xLvm1sa31reiPC9wPgo8cD6jqDSjqWRyYXdDaGlsZDrWsb3Tv9jWxr7fzOW1xNfTVmlldzwvcD4KPHA+INbY0LTSu7j2Vmlld7XEsr3W6Mjnz8KjujwvcD4KPHA+o6gxo6nQwr2o0ru49lZpZXfX08Dgo6yyosq1z9a5udTsPC9wPgo8cD48cHJlIGNsYXNzPQ=="brush:java;">package com.example.testmyanimation; import android.content.Context; import android.util.AttributeSet; import android.view.MotionEvent; import android.view.WindowManager; import android.view.animation.AccelerateInterpolator; import android.view.animation.Animation; import android.view.animation.AnimationSet; import android.view.animation.LinearInterpolator; import android.view.animation.TranslateAnimation; import android.widget.Button; import android.widget.LinearLayout; import android.widget.LinearLayout.LayoutParams; public class MyButton extends Button{ private Context context; private LayoutParams params; public MyButton(Context context) { super(context); this.context = context; //setOnClickListener(this); // TODO Auto-generated constructor stub } public MyButton(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); this.context = context; //setOnClickListener(this); // TODO Auto-generated constructor stub } public MyButton(Context context, AttributeSet attrs) { super(context, attrs); this.context = context; //setOnClickListener(this); // TODO Auto-generated constructor stub } /*@Override public void onClick(View v) { //加載動畫資源 //final Animation anim = AnimationUtils.loadAnimation(context, R.anim.myanim); startAnimation(new MyAnimation()); System.out.println("我點了"); }*/ @Override public boolean onTouchEvent(MotionEvent event) { if(event.getAction() == MotionEvent.ACTION_DOWN){ WindowManager windowManager = (WindowManager) getContext() .getSystemService(Context.WINDOW_SERVICE); int width = windowManager.getDefaultDisplay().getWidth(); int height = windowManager.getDefaultDisplay().getHeight(); float x = event.getRawX() - event.getX(); float y = event.getRawY() -event.getY(); //MyAnimation mAnimation = new MyAnimation(width - x , height - y, 1000); AnimationSet mAnimation=new AnimationSet(false); TranslateAnimation translateAnimationX=new TranslateAnimation(0, width - x, 0, 0); translateAnimationX.setInterpolator(new LinearInterpolator()); // translateAnimationX.setRepeatCount(200); TranslateAnimation translateAnimationY=new TranslateAnimation(0, 0, 0, height - y); translateAnimationY.setInterpolator(new AccelerateInterpolator()); // translateAnimationY.setRepeatCount(200); mAnimation.addAnimation(translateAnimationY); mAnimation.addAnimation(translateAnimationX); mAnimation.setDuration(500); mAnimation.setAnimationListener(new Animation.AnimationListener(){ @Override public void onAnimationEnd(Animation animation) { // TODO Auto-generated method stub //LinearLayout.LayoutParams params = new LinearLayout.LayoutParams(20, 20); setLayoutParams(params); setBackgroundResource(R.drawable.ic_launcher); } @Override public void onAnimationRepeat(Animation animation) { // TODO Auto-generated method stub } @Override public void onAnimationStart(Animation animation) { params = (LayoutParams) getLayoutParams(); LinearLayout.LayoutParams layout_params = new LinearLayout.LayoutParams(20, 20); setLayoutParams(layout_params); setBackgroundResource(R.drawable.b1); }}); startAnimation(mAnimation); } return true; } } (2)在xml文件中使用如下:
(1)AlphaAnimation :透明度改變的動畫。
(2)ScaleAnimation:大小縮放的動畫。
(3)TranslateAnimation:位移變化的動畫。
(4)RotateAnimation:旋轉動畫。
然而在實際項目中透明度、縮放、位移、旋轉這幾種動畫並不能滿足我們的需求,這時候就需要用到自定義動畫,自定義動畫需要繼承Animation,並重寫applyTransformation(float interpolatedTime, Transformation t)方法,該方法中的兩個參數說明:
interpolatedTime:該參數代表了時間的進行程度(如:你設置的時間是1000ms, 那麼interploatedTime就會從0開始一直到1)
Transformation:代表補間動畫在不同時刻對圖形或組建的變形程度。該對象中封裝了一個Matrix對象,對它所包含的Matrix對象進行位移、傾斜、旋轉等變換時,Transformation將會控制對應的圖片或視圖進行相應的變換。
為了控制圖片或View進行三維空間的變換,還需要借助於Android提供的一個Camera類,該類是一個空間變換工具,作用有點類似於Matrix,提供了如下常用的方法。
getMatrix(Matrix matrix) :將Camera所做的變換應用到指定的maxtrix上
rotateX(float deg):將目標組件沿X軸旋轉
rotateY(float deg)、rotateZ(float deg)
translate(float x, float y, float z):把目標組件在三維空間類進行位移變換。
applyToCanvas(Canvas canvas):把Camera所做的變換應用到Canvas上。
具體自定義實現如下:
package com.example.testmyanimation; import android.content.Context; import android.graphics.Camera; import android.graphics.Matrix; import android.util.AttributeSet; import android.view.animation.AccelerateDecelerateInterpolator; import android.view.animation.AccelerateInterpolator; import android.view.animation.Animation; import android.view.animation.Transformation; public class MyAnimation extends Animation{ private float moveX; private float moveY; private int duration; private Camera camera = new Camera(); public MyAnimation(float moveX, float moveY, int duration) { this.moveX = moveX; this.moveY = moveY; this.duration = duration; } public MyAnimation(Context context, AttributeSet attrs) { super(context, attrs); } @Override public void initialize(int width, int height, int parentWidth, int parentHeight) { super.initialize(width, height, parentWidth, parentHeight); //設置動畫的持續時間 setDuration(duration); //設置動畫結束後保留效果 setFillAfter(false); //setRepeatCount(2); //setRepeatMode(2); //播放速度 setInterpolator(new MyInterprolator()); } @Override protected void applyTransformation(float interpolatedTime, Transformation t) { camera.save(); camera.translate(0f + moveX * interpolatedTime, 0f - moveY * interpolatedTime, 0f); //camera.rotateY(360 * (interpolatedTime) * 2); //camera.rotateX(360 * (interpolatedTime)); //camera.rotateZ(360 * (interpolatedTime)); Matrix matrix = t.getMatrix(); camera.getMatrix(matrix); //matrix.preTranslate(-centerX, -centerY); //matrix.postTranslate(centerX, centerY); camera.restore(); } }
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