音视频入门之如何绘制一张图片
时间: 2020-04-02来源:OSCHINA
前景提要
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Android 的音视频入门学习,首先了解一下绘制图片。在 Android 平台绘制一张图片,使用至少 3 种不同的 API,ImageView,SurfaceView,自定义 View作绘制图片。下面我以SurfaceView作重点来讲,为什么不用其他的来作例子,分析完SurfaceView就是知道为什么要用SurfaceView作例子。
SurfaceView
我们以下面几个点来了解SurfaceView SurfaceView 有那些相关类。 SurfaceView 有那些特点。 如何使用SurfaceView呢。 SurfaceView的优缺。 SurfaceView 在视频开发中应用在那里。
SurfaceView 其实是继承了View ,但与View又有一些区别,View是通过 onDraw(Canvas canvas)方法中的Canvas去绘制自身显示有界面上,而SurfaceView则不需要onDraw方法,有人会有些疑问,如果SurfaceView不需要实现onDraw方法怎么去绘制自身呢?其实View是在UI线程中绘制的,SurfaceView是在子线程中绘制的(即在一个子线程中对自己进行绘制)。在子线程中绘制怎么拿到canvas呢?下面我们去了解SurfaceView 有那些相关类。
SurfaceView 有那些相关类。
有三个重要的类,分别如下: Surface SurfaceHolder SurfaceView
Surface 我们看看Surface的源码 /** * Handle onto a raw buffer that is being managed by the screen compositor. * * <p>A Surface is generally created by or from a consumer of image buffers (such as a * {@link android.graphics.SurfaceTexture}, {@link android.media.MediaRecorder}, or * {@link android.renderscript.Allocation}), and is handed to some kind of producer (such as * {@link android.opengl.EGL14#eglCreateWindowSurface(android.opengl.EGLDisplay,android.opengl.EGLConfig,java.lang.Object,int[],int) OpenGL}, * {@link android.media.MediaPlayer#setSurface MediaPlayer}, or * {@link android.hardware.camera2.CameraDevice#createCaptureSession CameraDevice}) to draw * into.</p> * * <p><strong>Note:</strong> A Surface acts like a * {@link java.lang.ref.WeakReference weak reference} to the consumer it is associated with. By * itself it will not keep its parent consumer from being reclaimed.</p> */ public class Surface implements Parcelable { private static final String TAG = "Surface"; private static native long nativeCreateFromSurfaceTexture(SurfaceTexture surfaceTexture) throws OutOfResourcesException; private static native long nativeCreateFromSurfaceControl(long surfaceControlNativeObject); private static native long nativeLockCanvas(long nativeObject, Canvas canvas, Rect dirty) throws OutOfResourcesException; private static native void nativeUnlockCanvasAndPost(long nativeObject, Canvas canvas); private static native void nativeRelease(long nativeObject); private static native boolean nativeIsValid(long nativeObject); ....... /** * Create Surface from a {@link SurfaceTexture}. * * Images drawn to the Surface will be made available to the {@link * SurfaceTexture}, which can attach them to an OpenGL ES texture via {@link * SurfaceTexture#updateTexImage}. * * @param surfaceTexture The {@link SurfaceTexture} that is updated by this * Surface. * @throws OutOfResourcesException if the surface could not be created. */ public Surface(SurfaceTexture surfaceTexture) { if (surfaceTexture == null) { throw new IllegalArgumentException("surfaceTexture must not be null"); } mIsSingleBuffered = surfaceTexture.isSingleBuffered(); synchronized (mLock) { mName = surfaceTexture.toString(); setNativeObjectLocked(nativeCreateFromSurfaceTexture(surfaceTexture)); } } /* called from android_view_Surface_createFromIGraphicBufferProducer() */ private Surface(long nativeObject) { synchronized (mLock) { setNativeObjectLocked(nativeObject); } } ........ }
也不难看出,其实Surface就充当着Model层,也是一个原始数据的缓冲区,表面通常是由图像缓冲区的使用者创建的。
SurfaceHolder 看看SurfaceHolder的源码 /** * Abstract interface to someone holding a display surface. Allows you to * control the surface size and format, edit the pixels in the surface, and * monitor changes to the surface. This interface is typically available * through the {@link SurfaceView} class. * * <p>When using this interface from a thread other than the one running * its {@link SurfaceView}, you will want to carefully read the * methods * {@link #lockCanvas} and {@link Callback#surfaceCreated Callback.surfaceCreated()}. */ public interface SurfaceHolder { /** @deprecated this is ignored, this value is set automatically when needed. */ @Deprecated public static final int SURFACE_TYPE_NORMAL = 0; /** @deprecated this is ignored, this value is set automatically when needed. */ @Deprecated public static final int SURFACE_TYPE_HARDWARE = 1; /** @deprecated this is ignored, this value is set automatically when needed. */ @Deprecated public static final int SURFACE_TYPE_GPU = 2; /** @deprecated this is ignored, this value is set automatically when needed. */ @Deprecated public static final int SURFACE_TYPE_PUSH_BUFFERS = 3; /** * Exception that is thrown from {@link #lockCanvas} when called on a Surface * whose type is SURFACE_TYPE_PUSH_BUFFERS. */ public static class BadSurfaceTypeException extends RuntimeException { public BadSurfaceTypeException() { } public BadSurfaceTypeException(String name) { super(name); } } /** * A client may implement this interface to receive information about * changes to the surface. When used with a {@link SurfaceView}, the * Surface being held is only available between calls to * {@link #surfaceCreated(SurfaceHolder)} and * {@link #surfaceDestroyed(SurfaceHolder)}. The Callback is set with * {@link SurfaceHolder#addCallback SurfaceHolder.addCallback} method. */ public interface Callback { /** * This is called immediately after the surface is first created. * Implementations of this should start up whatever rendering code * they desire. Note that only one thread can ever draw into * a {@link Surface}, so you should not draw into the Surface here * if your normal rendering will be in another thread. * * @param holder The SurfaceHolder whose surface is being created. */ public void surfaceCreated(SurfaceHolder holder); /** * This is called immediately after any structural changes (format or * size) have been made to the surface. You should at this point update * the imagery in the surface. This method is always called at least * once, after {@link #surfaceCreated}. * * @param holder The SurfaceHolder whose surface has changed. * @param format The new PixelFormat of the surface. * @param width The new width of the surface. * @param height The new height of the surface. */ public void surfaceChanged(SurfaceHolder holder, int format, int width, int height); /** * This is called immediately before a surface is being destroyed. After * returning from this call, you should no longer try to access this * surface. If you have a rendering thread that directly accesses * the surface, you must ensure that thread is no longer touching the * Surface before returning from this function. * * @param holder The SurfaceHolder whose surface is being destroyed. */ public void surfaceDestroyed(SurfaceHolder holder); } /** * Additional callbacks that can be received for {@link Callback}. */ public interface Callback2 extends Callback { /** * Called when the application needs to redraw the content of its * surface, after it is resized or for some other reason. By not * returning from here until the redraw is complete, you can ensure that * the user will not see your surface in a bad state (at its new * size before it has been correctly drawn that way). This will * typically be preceeded by a call to {@link #surfaceChanged}. * * @param holder The SurfaceHolder whose surface has changed. */ public void surfaceRedrawNeeded(SurfaceHolder holder); } /** * Add a Callback interface for this holder. There can several Callback * interfaces associated with a holder. * * @param callback The new Callback interface. */ public void addCallback(Callback callback); ......... }
从源码有可以看出,SurfaceHolder是以接口的形式给持有显示表面使用,允许你控制表面尺寸和格式,编辑表面的像素。监视对表面的更改。我们可以理解为SurfaceHolder充当控制层,管理Surface的生命周期,让SurfaceView来绘制Surface的数据。
SurfaceView
SurfaceView就是视图层,SurfaceView 中包含一个专门用于绘制的Surface ,Surface中包含了一个Canvas。如果细心的一点,也不难发现Surface、SurfaceHolder、SurfaceView其实就是一个MVC模式。
那么问题不了,那么如何获取到Canvas? 在SurfaceView中有一个getHolder() -> SurfaceHolder。那么Holder包含了Canvas(Canvas+管理SurfaceView的生命周期)。所以Canvas = holder.lockCanvas()。调用生命周期的holder.addCallback(Callback callback)。 SurfaceView的生命周期管理有三个方法: SurfaceCreated SurfaceChanged SurfaceDestoryed
如何使用SurfaceView呢?
1、获取SurfaceHolder对象,其是SurfaceView的内部类。 监听Surface生命周期。 只有当native层的Surface创建完毕之后,才可以调用lockCanvas(),否则失败。 holder.Callback。
2、调用holder.lockCanvas()。 3、绘制 4、调用SurfaceHolder.unlockCanvasAndPost,将绘制内容post到Surface中
注意:第3、4、5步是在子线程中执行的。
SurfaceView的特点有那些
具有独立的绘图表面Surface。
需要在宿主窗口上挖一个洞来显示自己,z轴比普通的window要小。
它的UI绘制可以在独立的线程中进行,这样就可以进行复杂的UI绘制,并且不会影响应用程序的主线程响应用户输入。
SurfaceView的优缺点
优点 在一个子线程中对自己进行绘制,避免造成UI线程阻塞。 高效复杂的UI效果。 独立Surface,独立的Window。 使用双缓冲机制,播放视频时画面更流畅。
缺点 每次绘制都会优先绘制黑色背景,更新不及时会出现黑边现象。 Surface不在View hierachy中,它的显示也不受View的属性控制,平移,缩放等变换。
SurfaceView的基本知道了解得差不多了,那么我们写一个SurfaceView绘制图片的一个公共View的实现。 public class CommonSurfaceView extends SurfaceView implements SurfaceHolder.Callback,Runnable { private SurfaceHolder mHolder; private Canvas mCanvas; //用于绘制的线程 private Thread mThread; //线程状态的标记(线程的控制开关) private boolean isRunning; public CommonSurfaceView(Context context) { this(context,null); } public CommonSurfaceView(Context context, AttributeSet attrs) { this(context, attrs,0); } public CommonSurfaceView(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); //初始化 mHolder = getHolder(); mHolder.addCallback(this);//管理生命周期 //获取焦点 setFocusable(true); setFocusableInTouchMode(true); //设置常量 setKeepScreenOn(true); } @Override public void surfaceCreated(SurfaceHolder holder) { isRunning = true; mThread = new Thread(this); mThread.start();//开启线程 } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { } @Override public void surfaceDestroyed(SurfaceHolder holder) { isRunning = false; } @Override public void run() { //不断地进行绘制 while (isRunning){ draw(); } } private void draw() { //为什么要try catch 因为当view在主界面时有可能按Home键或Back键时回到界面,Surface被销毁了。 //这时有可能已经进入到draw() ,这时候获取的mCanvas可能为null。 // 还有一种可能,就是界面被销毁的,我们的线程还没有销毁,mCanvas可能为null。 try{ //获取Canvas mCanvas = mHolder.lockCanvas(); if(mCanvas !=null){ //do something } }catch (Exception e){ e.printStackTrace(); }finally { if(mCanvas !=null){ //释放Canvas mHolder.unlockCanvasAndPost(mCanvas); } } } }
总结一下有那些问题、疑虑 不绘制任何东西,SurfaceView显示的是黑色? SurfaceView 能绘制什么东西? SurfaceVeiw双缓冲区 SurfaceView 和 SurfaceHolder 怎么交互? SurfaceHolder与Surface的交互 SurfaceView 怎么进行旋转,透明操作的? 一般视频播放器可以横竖屏切换,是如何实现的? SurfaceView 和普通的View的区别? SurfaceView 挖洞原理 SurfaceView 生命周期 横屏录制横屏播放,竖屏录制竖屏播放
那么我们来解答一下上面的一些疑虑和问题,就浅析一下,有做得不好的请多多指出,谢谢。
不绘制任何东西,SurfaceView显示的是黑色?
每次更新视图时都会先将背景绘制成黑色。所以在移动或者缩放过程,会更新不及时时就会看黑边。 @Override public void draw(Canvas canvas) { if (mDrawFinished && !isAboveParent()) { // draw() is not called when SKIP_DRAW is set if ((mPrivateFlags & PFLAG_SKIP_DRAW) == 0) { // punch a whole in the view-hierarchy below us canvas.drawColor(0, PorterDuff.Mode.CLEAR); } } super.draw(canvas); } //这句话表示PorterDuff.Mode.CLEAR会将像素设置为0,也就是黑色 //Destination pixels covered by the source are cleared to 0. public enum Mode { // these value must match their native equivalents. See SkXfermode.h /** * <p> * <img src="{@docRoot}reference/android/images/graphics/composite_CLEAR.png" /> * <figcaption>Destination pixels covered by the source are cleared to 0.</figcaption> * </p> * <p>\(\alpha_{out} = 0\)</p> * <p>\(C_{out} = 0\)</p> */ CLEAR (0), }
SurfaceView 能绘制什么东西?
从下面代码可以看到,SurfaceView 的绘制也是使用 Canvas 进行绘制的,绘制应该跟普通的 View 绘制差不多 /** * 绘制 */ private void draw() { if (radius > getWidth()) { return; } Canvas canvas = mHolder.lockCanvas(); if (canvas != null) { canvas.drawCircle(300, 300, radius += 10, mPaint); mHolder.unlockCanvasAndPost(canvas); } }
SurfaceVeiw双缓冲区
双缓冲:在运用时可以理解为:SurfaceView在更新视图时用到了两张 Canvas,一张 frontCanvas 和一张 backCanvas ,每次实际显示的是 frontCanvas ,backCanvas 存储的是上一次更改前的视图。当你在播放这一帧的时候,它已经提前帮你加载好后面一帧了,所以播放起视频很流畅。 当使用lockCanvas()获取画布时,得到的实际上是backCanvas 而不是正在显示的 frontCanvas ,之后你在获取到的 backCanvas 上绘制新视图,再 unlockCanvasAndPost(canvas)此视图,那么上传的这张 canvas 将替换原来的 frontCanvas 作为新的frontCanvas ,原来的 frontCanvas 将切换到后台作为 backCanvas 。例如,如果你已经先后两次绘制了视图A和B,那么你再调用 lockCanvas()获取视图,获得的将是A而不是正在显示的B,之后你将重绘的 A 视图上传,那么 A 将取代 B 作为新的 frontCanvas 显示在SurfaceView 上,原来的B则转换为backCanvas。
相当与多个线程,交替解析和渲染每一帧视频数据。 surfaceholder.lockCanvas--surfaceholder.unlockCanvasAndPost
SurfaceView 和 SurfaceHolder 怎么交互?
SurfaceHolder 是 SurfaceView 内部类,可以通过 SurfaceView.getHolder() 即可获取对应的 SurfaceHolder 对象。
通过getHolder() 就可以将SurfaceHolder,然后将其传递给MediaPlayer或者Camera 显示出来。实际上就是通过SurfaceHolder去控制SurfaceView的显示。 public SurfaceHolder getHolder() { return mSurfaceHolder; }
SurfaceHolder与Surface的交互
SurfaceHolder 是一个接口,它具体的实现在 SurfaceView 中定义的一个内部类。对于 SurfaceHolder 的操作,实际上是操作Surface 的相关接口。
因为 Surface 会牵扯到 native 层的 Surface ,只有 Native 层的 Surface 创建成功之后,我们才能真正开始去绘制我们的视图。
那么如何去捕获到这个 Surface 的创建生命周期呢?
注册 SurfaceHolder.Callback 接口,监听这个接口的回调:
surfaceCreated 播放视频
surfaceDestroy 停止视频播放 Canvas canvas = mHolder.lockCanvas(); if (canvas != null) { canvas.drawBitmap(BitmapFactory.decodeResource(getResources(), R.mipmap.ic_launcher, null), 0, 0, mPaint); mHolder.unlockCanvasAndPost(canvas); }
mHolder.lockCanvas(); 实际获取的是 Surface 中的 Canvas。 @Override public Canvas lockCanvas() { return internalLockCanvas(null); } private final Canvas internalLockCanvas(Rect dirty) { mSurfaceLock.lock(); Canvas c = null; if (!mDrawingStopped && mWindow != null) { try { //实际调用的是 surface.lockCancas() c = mSurface.lockCanvas(dirty); } catch (Exception e) { Log.e(LOG_TAG, "Exception locking surface", e); } } ... return null; }
canvas.drawXXX(); 在 Canvas 中绘制内容。
mHolder.unlockCanvasAndPost(canvas);将 绘制在 Canvas 中的内容刷新到 Surface 中。 //将 backcanvas 中的内容刷新到 surface 中并且释放这个 canvas @Override public void unlockCanvasAndPost(Canvas canvas) { mSurface.unlockCanvasAndPost(canvas); mSurfaceLock.unlock(); }
SurfaceView 怎么进行旋转,透明操作的? 普通View旋转后,View的内容也跟着同步做了旋转. SurfaceView在旋转之后,其显示内容并没有跟着一起旋转.
比喻:这就好比在墙上开了一个窗(Surface),通过窗口可以看外面的花花世界,但窗口无论怎样变化,窗外面的世界是不会跟着窗口一同变化。
一般视频播放器可以横竖屏切换,是如何实现的? 在 Activity 中覆写 onConfigurationChanged 方法就可以。根据横竖屏切换,修改 SurfaceView 的 Parameter 的宽高参数即可。 android:configChanges="orientation|keyboardHidden|screenSize" @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); if (newConfig.orientation == Configuration.ORIENTATION_LANDSCAPE) { //变成横屏了 } else if (newConfig.orientation == Configuration.ORIENTATION_PORTRAIT) { //变成竖屏了 } }
SurfaceView 挖洞原理
挖洞原理了解之后再补上吧
SurfaceView 和普通的View的区别? surfaceView是在一个新起的单独线程中可以重新绘制画面。 View必须在UI的主线程中更新画面。 那么在UI的主线程中更新画面可能会引发问题,比如你更新画面的时间过长,那么你的主UI线程会被你正在画的函数阻塞。那么将无法响应按键,触屏等消息。 当使用surfaceView 由于是在新的线程中更新画面所以不会阻塞你的UI主线程。
SurfaceView 生命周期
使用:双缓冲 导致:需要更多的内存开销 为了节约系统内存开销:
SurfaceView 可见时 -> 创建 SurfaceHolder SurfaecView 不可见时 -> 摧毁 SurfaceHolder
1、程序打开 Activity 调用顺序:onCreate()->onStart()->onResume() SurfaceView 调用顺序: surfaceCreated()->surfaceChanged()
2、程序关闭(按 BACK 键) Activity 调用顺序:onPause()->onStop()->onDestory() SurfaceView 调用顺序: surfaceDestroyed()
3、程序切到后台(按 HOME 键) Activity 调用顺序:onPause()->onStop() SurfaceView 调用顺序: surfaceDestroyed()
4、程序切到前台 Activity 调用顺序: onRestart()->onStart()->onResume() SurfaceView 调用顺序: surfaceChanged()->surfaceCreated()
5、屏幕锁定(挂断键或锁定屏幕) Activity 调用顺序: onPause() SurfaceView 什么方法都不调用
6、屏幕解锁 Activity 调用顺序: onResume() SurfaceView 什么方法都不调用
横屏录制横屏播放,竖屏录制竖屏播放 通过以下方法可以获取到视频的宽高,根据视频的宽高就可以知道该视频是横屏还是竖屏录制的。 public void onVideoSizeChanged(MediaPlayer mp, int width, int height)
横屏判断:width>height 旋转屏幕:setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
竖屏录制:height>width 旋转屏幕:setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT); mediaPlayer.setOnVideoSizeChangedListener(new MediaPlayer.OnVideoSizeChangedListener() { @Override public void onVideoSizeChanged(MediaPlayer mp, int width, int height) { Log.e(TAG, "onVideoSizeChanged:WIDTH>>" + width); Log.e(TAG, "onVideoSizeChanged:HEIGHT>>" + height); if (width > height) { //横屏录制 if (getRequestedOrientation() != ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE) { setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE); } } else { //竖屏录制 if (getRequestedOrientation() != ActivityInfo.SCREEN_ORIENTATION_PORTRAIT) { setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT); } } } });
View的绘制要知道的知识 View的绘制其实是在UI线程(实现onCanvas方法进行绘制)。如果进行绘制高效复杂的UI,最好不用自定义View。要用SurfaceView进行绘制。
View的绘画三要素 Canvas (画布,绘制BitMap操作) Paint (绘制的画笔Paint,颜色、样式) Path (路径)
一、Canvas 如果直接extends View 可以重写onDraw(Canvas canvas)方法,直接用里面的canvas进行绘制。 可以直接利用Activity的绘制机制,用lockCanvas()方法来获得当前的Activity的Canvas。 在SurfaceView中,同2可以利用SurfaceHolder的对象的lockCanvas()方法来Canvas。
二、Paint
直接通过new关键字来实例化,然后通过Paint对象来对画笔进行相应的设置: 如: 1.1 去锯齿setAntiAlia(true) 1.2 去抖动setDither(true) 1.3 设置图层混合模式setXfermode(Xfermode,xfermode)
三、 Path 1、Path路径 直接用new来实例化 2、通过path对象设置想要画图的轨迹或路线,如:矩形 、三角形 、圆、曲线等
实现一个自定义View,代码如下: //自定义绘图类 public class BallView extends View { private Paint paint; //定义画笔 private float cx = 150; //圆点默认X坐标 private float cy = 250; //圆点默认Y坐标 private int radius = 60; // 半径 //定义颜色数组 private int colorArray[] = {Color.BLACK,Color.BLACK,Color.GREEN,Color.YELLOW, Color.RED}; private int paintColor = colorArray[0]; //定义画笔默认颜色 private int screenW; //屏幕宽度 private int screenH; //屏幕高度 public BallView(Context context,int screenW,int screenH) { super(context); this.screenW=screenW; this.screenH=screenH; //初始化画笔 initPaint(); } private void initPaint(){ paint = new Paint(); //设置消除锯齿 paint.setAntiAlias(true); //设置画笔颜色 paint.setColor(paintColor); } //重写onDraw方法实现绘图操作 @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); //将屏幕设置为白色 canvas.drawColor(Color.WHITE); //修正圆点坐标 revise(); //随机设置画笔颜色 setPaintRandomColor(); //绘制小圆作为小球 canvas.drawCircle(cx, cy, radius, paint); } //为画笔设置随机颜色 private void setPaintRandomColor(){ Random rand = new Random(); int randomIndex = rand.nextInt(colorArray.length); paint.setColor(colorArray[randomIndex]); } //修正圆点坐标 private void revise(){ if(cx <= radius){ cx = radius; }else if(cx >= (screenW-radius)){//防止出边界 cx = screenW-radius; } if(cy <= radius){ cy = radius; }else if(cy >= (screenH-radius)){//防止出边界 cy = screenH-radius; } } @Override public boolean onTouchEvent(MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: // 按下 cx = (int) event.getX(); cy = (int) event.getY(); // 通知重绘 postInvalidate(); //该方法会调用onDraw方法,重新绘图 break; case MotionEvent.ACTION_MOVE: // 移动 cx = (int) event.getX(); cy = (int) event.getY(); // 通知重绘 postInvalidate(); break; case MotionEvent.ACTION_UP: // 抬起 cx = (int) event.getX(); cy = (int) event.getY(); // 通知重绘 postInvalidate(); break; } /* * 备注1:此处一定要将return super.onTouchEvent(event)修改为return true,原因是: * 1)父类的onTouchEvent(event)方法可能没有做任何处理,但是返回了false。 * 2)一旦返回false,在该方法中再也不会收到MotionEvent.ACTION_MOVE及MotionEvent.ACTION_UP事件。 */ //return super.onTouchEvent(event); return true; } }
懂得运用View的绘画三要素,画出自己想要的图也不难。
ImageView 绘制图片就不多说了,看一下例子吧 public class RoundImageView extends ImageView { private Bitmap mBitmap; private Rect mRect = new Rect(); private PaintFlagsDrawFilter pdf = new PaintFlagsDrawFilter(0, Paint.ANTI_ALIAS_FLAG); private Paint mPaint = new Paint(); private Path mPath=new Path(); public RoundImageView(Context context, AttributeSet attrs) { super(context, attrs); init(); } //传入一个Bitmap对象 public void setBitmap(Bitmap bitmap) { this.mBitmap = bitmap; } private void init() { mPaint.setStyle(Paint.Style.STROKE); mPaint.setFlags(Paint.ANTI_ALIAS_FLAG); mPaint.setAntiAlias(true);// 抗锯尺 } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); if(mBitmap == null) { return; } mRect.set(0,0,getWidth(),getHeight()); canvas.save(); canvas.setDrawFilter(pdf); mPath.addCircle(getWidth() / 2, getWidth() / 2, getHeight() / 2, Path.Direction.CCW); canvas.clipPath(mPath, Region.Op.REPLACE); canvas.drawBitmap(mBitmap, null, mRect, mPaint); canvas.restore(); } }
综上所述,为什么视频技术入门要先了解图片绘制,那么图片绘制的API也有多种,为什么选择用SurfaceView这个API,因为其一,绘制是在子线程中进行绘制的,其二,可能绘制出高效复杂的UI效果,其三,使用双缓冲机制,播放视频时画面更流畅。
原创作者:安仔夏天勤奋,原文链接: https://www.jianshu.com/p/70912c55a03b
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