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ImageView personnalisé avec ombre portée

D'accord, j'ai lu et cherché partout, et je me cogne maintenant la tête contre le mur pour essayer de comprendre. Voici ce que j'ai jusqu'à présent:

package com.pockdroid.sandbox;

import Android.content.Context;
import Android.graphics.Canvas;
import Android.graphics.Color;
import Android.graphics.Paint;
import Android.graphics.Rect;
import Android.widget.ImageView;

public class ShadowImageView extends ImageView {

private Rect mRect;
private Paint mPaint;

public ShadowImageView(Context context)
{
    super(context);
    mRect = new Rect();
    mPaint = new Paint();
    mPaint.setAntiAlias(true);
    mPaint.setShadowLayer(2f, 1f, 1f, Color.BLACK);
}

@Override
protected void onDraw(Canvas canvas) 
{
    Rect r = mRect;
    Paint paint = mPaint;

    canvas.drawRect(r, Paint);
    super.onDraw(canvas);
}

@Override
protected void onMeasure(int w, int h)
{
    super.onMeasure(w,h);
    int mH, mW;
    mW = getSuggestedMinimumWidth() < getMeasuredWidth()? getMeasuredWidth() : getSuggestedMinimumWidth();
    mH = getSuggestedMinimumHeight() < getMeasuredHeight()? getMeasuredHeight() : getSuggestedMinimumHeight();
    setMeasuredDimension(mW + 5, mH + 5);
}

}

Les "+5" dans les mesures sont là comme temporaires; D'après ce que j'ai compris, il faudrait que je fasse des calculs pour déterminer la taille que l'ombre portée ajoute à la toile, n'est-ce pas? 

Mais quand j'utilise ceci:

public View getView(int position, View convertView, ViewGroup parent) {
    ShadowImageView sImageView;
    if (convertView == null) {
        sImageView = new ShadowImageView(mContext);
        GridView.LayoutParams lp = new GridView.LayoutParams(85, 85);
        sImageView.setLayoutParams(lp);

        sImageView.setScaleType(ImageView.ScaleType.CENTER);
        sImageView.setPadding(5,5,5,5);
    } else {
        sImageView = (ShadowImageView) convertView;
    }

    sImageView.setImageBitmap(bitmapList.get(position));
    return sImageView;
}

dans mon ImageView, je n'ai toujours qu'un ImageView normal lorsque je lance le programme. 

Des pensées? Merci.

EDIT: J'ai donc parlé à RomainGuy, certains dans le canal IRC, et je le fais maintenant fonctionner pour les images rectangulaires simples avec le code ci-dessous. Cependant, cela ne permet pas de dessiner directement l'ombre sur la transparence de mon bitmap, donc je travaille toujours là-dessus.

@Override
protected void onDraw(Canvas canvas) 
{
    Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.omen);
    Paint paint = new Paint();
    Paint.setAntiAlias(true);
    Paint.setShadowLayer(5.5f, 6.0f, 6.0f, Color.BLACK);
    canvas.drawColor(Color.GRAY);
    canvas.drawRect(50, 50, 50 + bmp.getWidth(), 50 + bmp.getHeight(), Paint);
    canvas.drawBitmap(bmp, 50, 50, null);       
}
94
kcoppock

D'accord, je ne prévois plus de réponses à ce sujet, alors ce que j'ai fini par aller pour le moment n'est qu'une solution pour les images rectangulaires. J'ai utilisé le NinePatch suivant:

alt text

avec le remplissage approprié en XML:

<ImageView
        Android:id="@+id/image_test"
        Android:background="@drawable/drop_shadow"
        Android:layout_width="wrap_content"
        Android:layout_height="wrap_content"
        Android:paddingLeft="6px"
        Android:paddingTop="4px"
        Android:paddingRight="8px"
        Android:paddingBottom="9px"
        Android:src="@drawable/pic1"
        />

pour obtenir un assez bon résultat:

alt text

Pas idéal, mais ça ira.

120
kcoppock

Ceci est tiré de la présentation de Romain Guy à Devoxx, pdf found here .

Paint mShadow = new Paint(); 
// radius=10, y-offset=2, color=black 
mShadow.setShadowLayer(10.0f, 0.0f, 2.0f, 0xFF000000); 
// in onDraw(Canvas) 
canvas.drawBitmap(bitmap, 0.0f, 0.0f, mShadow);

J'espère que cela t'aides.

REMARQUES 

  1. N'oubliez pas pour Honeycomb et surtout que vous devez invoquer setLayerType(LAYER_TYPE_SOFTWARE, mShadow), sinon vous ne verrez pas votre ombre! (@Dmitriy_Boichenko)
  2. SetShadowLayer ne fonctionne pas avec l'accélération matérielle, donc il réduit considérablement les performances (@Matt Wear) [1][2]
104
Paul Burke

Je crois que cette réponse de UIFuel

<?xml version="1.0" encoding="utf-8"?>
<layer-list xmlns:Android="http://schemas.Android.com/apk/res/Android">

     <!-- Drop Shadow Stack -->
     <item>
        <shape>
            <padding Android:top="1dp" Android:right="1dp" Android:bottom="1dp" Android:left="1dp" />
            <solid Android:color="#00CCCCCC" />
        </shape>
    </item>
     <item>
        <shape>
            <padding Android:top="1dp" Android:right="1dp" Android:bottom="1dp" Android:left="1dp" />
            <solid Android:color="#10CCCCCC" />
        </shape>
    </item>
     <item>
        <shape>
            <padding Android:top="1dp" Android:right="1dp" Android:bottom="1dp" Android:left="1dp" />
            <solid Android:color="#20CCCCCC" />
        </shape>
    </item>
     <item>
        <shape>
            <padding Android:top="1dp" Android:right="1dp" Android:bottom="1dp" Android:left="1dp" />
            <solid Android:color="#30CCCCCC" />
        </shape>
    </item>
    <item>
        <shape>
            <padding Android:top="1dp" Android:right="1dp" Android:bottom="1dp" Android:left="1dp" />
            <solid Android:color="#50CCCCCC" />
        </shape>
    </item>

    <!-- Background -->
    <item>
    <shape>
            <solid Android:color="@color/white" />
        <corners Android:radius="3dp" />
    </shape>
    </item>
</layer-list>
14
Soyoes

Ma solution sale:

private static Bitmap getDropShadow3(Bitmap bitmap) {

    if (bitmap==null) return null;
    int think = 6;
    int w = bitmap.getWidth();
    int h = bitmap.getHeight();

    int newW = w - (think);
    int newH = h - (think);

    Bitmap.Config conf = Bitmap.Config.ARGB_8888;
    Bitmap bmp = Bitmap.createBitmap(w, h, conf);
    Bitmap sbmp = Bitmap.createScaledBitmap(bitmap, newW, newH, false);

    Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
    Canvas c = new Canvas(bmp);

    // Right
    Shader rshader = new LinearGradient(newW, 0, w, 0, Color.GRAY, Color.LTGRAY, Shader.TileMode.CLAMP);
    Paint.setShader(rshader);
    c.drawRect(newW, think, w, newH, Paint);

    // Bottom
    Shader bshader = new LinearGradient(0, newH, 0, h, Color.GRAY, Color.LTGRAY, Shader.TileMode.CLAMP);
    Paint.setShader(bshader);
    c.drawRect(think, newH, newW  , h, Paint);

    //Corner
    Shader cchader = new LinearGradient(0, newH, 0, h, Color.LTGRAY, Color.LTGRAY, Shader.TileMode.CLAMP);
    Paint.setShader(cchader);
    c.drawRect(newW, newH, w  , h, Paint);


    c.drawBitmap(sbmp, 0, 0, null);

    return bmp;
}

résultat:enter image description here

11
recoilme

Vous voilà. Définissez la source de ImageView de manière statique en xml ou de manière dynamique en code.

L'ombre est ici blanche.

<RelativeLayout xmlns:Android="http://schemas.Android.com/apk/res/Android"
    Android:layout_width="wrap_content" Android:layout_height="wrap_content">

    <View Android:layout_width="wrap_content" Android:layout_height="wrap_content"
        Android:background="@Android:color/white" Android:layout_alignLeft="@+id/image"
        Android:layout_alignRight="@id/image" Android:layout_alignTop="@id/image"
        Android:layout_alignBottom="@id/image" Android:layout_marginLeft="10dp"
        Android:layout_marginBottom="10dp" />

    <ImageView Android:id="@id/image" Android:layout_width="wrap_content"
        Android:layout_height="wrap_content" Android:src="..."
        Android:padding="5dp" />

</RelativeLayout>
6
plugmind

Je parviens à appliquer une bordure dégradée à l'aide de ce code.

public static Bitmap drawShadow(Bitmap bitmap, int leftRightThk, int bottomThk, int padTop) {
    int w = bitmap.getWidth();
    int h = bitmap.getHeight();

    int newW = w - (leftRightThk * 2);
    int newH = h - (bottomThk + padTop);

    Bitmap.Config conf = Bitmap.Config.ARGB_8888;
    Bitmap bmp = Bitmap.createBitmap(w, h, conf);
    Bitmap sbmp = Bitmap.createScaledBitmap(bitmap, newW, newH, false);

    Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
    Canvas c = new Canvas(bmp);

    // Left
    int leftMargin = (leftRightThk + 7)/2;
    Shader lshader = new LinearGradient(0, 0, leftMargin, 0, Color.TRANSPARENT, Color.BLACK, TileMode.CLAMP);
    Paint.setShader(lshader);
    c.drawRect(0, padTop, leftMargin, newH, Paint); 

    // Right
    Shader rshader = new LinearGradient(w - leftMargin, 0, w, 0, Color.BLACK, Color.TRANSPARENT, TileMode.CLAMP);
    Paint.setShader(rshader);
    c.drawRect(newW, padTop, w, newH, Paint);

    // Bottom
    Shader bshader = new LinearGradient(0, newH, 0, bitmap.getHeight(), Color.BLACK, Color.TRANSPARENT, TileMode.CLAMP);
    Paint.setShader(bshader);
    c.drawRect(leftMargin -3, newH, newW + leftMargin + 3, bitmap.getHeight(), Paint);
    c.drawBitmap(sbmp, leftRightThk, 0, null);

    return bmp;
}

j'espère que cela t'aides !

4
Rukmal Dias

Cela fonctionne pour moi ...

public class ShadowImage extends Drawable {

Bitmap bm;

@Override
public void draw(Canvas canvas) {

    Paint mShadow = new Paint();
    Rect rect = new Rect(0,0,bm.getWidth(), bm.getHeight());

    mShadow.setAntiAlias(true);
    mShadow.setShadowLayer(5.5f, 4.0f, 4.0f, Color.BLACK);

    canvas.drawRect(rect, mShadow);
    canvas.drawBitmap(bm, 0.0f, 0.0f, null);

}

public ShadowImage(Bitmap bitmap) {
    super();
    this.bm = bitmap;
} ... }
2
Miguel S. Mendoza

Voici la mise en œuvre de Paul Burke s réponse:

public class ShadowImageView extends ImageView {

    public ShadowImageView(Context context, AttributeSet attrs, int defStyle) {
        super(context, attrs, defStyle);
    }

    public ShadowImageView(Context context, AttributeSet attrs) {
        super(context, attrs);
    }

    public ShadowImageView(Context context) {
        super(context);
    }

    private Paint createShadow() {
        Paint mShadow = new Paint();

        float radius = 10.0f;
        float xOffset = 0.0f;
        float yOffset = 2.0f;

        // color=black
        int color = 0xFF000000;
        mShadow.setShadowLayer(radius, xOffset, yOffset, color);


        return mShadow;
    }

    @Override
    protected void onDraw(Canvas canvas) {
        Paint mShadow = createShadow();
        Drawable d = getDrawable();
        if (d != null){
            setLayerType(LAYER_TYPE_SOFTWARE, mShadow);
            Bitmap bitmap = ((BitmapDrawable) getDrawable()).getBitmap();
            canvas.drawBitmap(bitmap, 0.0f, 0.0f, mShadow);
        } else {
            super.onDraw(canvas);
        }

    };

}

TODO: Exécuter setLayerType(LAYER_TYPE_SOFTWARE, mShadow); uniquement si le niveau de l'API est> 10

2
Murmel

Utilisez cette classe pour dessiner une ombre sur des bitmaps

public class ShadowGenerator {

    // Percent of actual icon size
    private static final float HALF_DISTANCE = 0.5f;
    public static final float BLUR_FACTOR = 0.5f/48;

    // Percent of actual icon size
    private static final float KEY_SHADOW_DISTANCE = 1f/48;
    public static final int KEY_SHADOW_ALPHA = 61;

    public static final int AMBIENT_SHADOW_ALPHA = 30;

    private static final Object LOCK = new Object();
    // Singleton object guarded by {@link #LOCK}
    private static ShadowGenerator sShadowGenerator;

    private  int mIconSize;

    private final Canvas mCanvas;
    private final Paint mBlurPaint;
    private final Paint mDrawPaint;
    private final Context mContext;

    private ShadowGenerator(Context context) {
        mContext = context;
        mIconSize = Utils.convertDpToPixel(context,63);
        mCanvas = new Canvas();
        mBlurPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
        mBlurPaint.setMaskFilter(new BlurMaskFilter(mIconSize * BLUR_FACTOR, Blur.NORMAL));
        mDrawPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
    }

    public synchronized Bitmap recreateIcon(Bitmap icon) {
        mIconSize = Utils.convertDpToPixel(mContext,3)+icon.getWidth();
        int[] offset = new int[2];
        Bitmap shadow = icon.extractAlpha(mBlurPaint, offset);
        Bitmap result = Bitmap.createBitmap(mIconSize, mIconSize, Config.ARGB_8888);
        mCanvas.setBitmap(result);

        // Draw ambient shadow
        mDrawPaint.setAlpha(AMBIENT_SHADOW_ALPHA);
        mCanvas.drawBitmap(shadow, offset[0], offset[1], mDrawPaint);

        // Draw key shadow
        mDrawPaint.setAlpha(KEY_SHADOW_ALPHA);
        mCanvas.drawBitmap(shadow, offset[0], offset[1] + KEY_SHADOW_DISTANCE * mIconSize, mDrawPaint);

        // Draw the icon
        mDrawPaint.setAlpha(255);
        mCanvas.drawBitmap(icon, 0, 0, mDrawPaint);

        mCanvas.setBitmap(null);
        return result;
    }



    public static ShadowGenerator getInstance(Context context) {

        synchronized (LOCK) {
            if (sShadowGenerator == null) {
                sShadowGenerator = new ShadowGenerator(context);
            }
        }
        return sShadowGenerator;
    }

}
0
Ali Imran

J'ai mis à profit la réponse ci-dessus - https://stackoverflow.com/a/11155031/2060486 - pour créer une ombre autour de TOUS les côtés.

 private static final int GRAY_COLOR_FOR_SHADE = Color.argb(50, 79, 79, 79);

// this method takes a bitmap and draws around it 4 rectangles with gradient to create a
// shadow effect.
public static Bitmap addShadowToBitmap(Bitmap origBitmap) {
    int shadowThickness = 13; // can be adjusted as needed
    int bmpOriginalWidth = origBitmap.getWidth();
    int bmpOriginalHeight = origBitmap.getHeight();
    int bigW = bmpOriginalWidth + shadowThickness * 2; // getting dimensions for a bigger bitmap with margins
    int bigH = bmpOriginalHeight + shadowThickness * 2;
    Bitmap containerBitmap = Bitmap.createBitmap(bigW, bigH, Bitmap.Config.ARGB_8888);
    Bitmap copyOfOrigBitmap = Bitmap.createScaledBitmap(origBitmap, bmpOriginalWidth, bmpOriginalHeight, false);
    Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
    Canvas canvas = new Canvas(containerBitmap); // drawing the shades on the bigger bitmap
    //right shade - direction of gradient is positive x (width)
    Shader rightShader = new LinearGradient(bmpOriginalWidth, 0, bigW, 0, GRAY_COLOR_FOR_SHADE,
            Color.TRANSPARENT, Shader.TileMode.CLAMP);
    Paint.setShader(rightShader);
    canvas.drawRect(bigW - shadowThickness, shadowThickness, bigW, bigH - shadowThickness, Paint);
    //bottom shade - direction is positive y (height)
    Shader bottomShader = new LinearGradient(0, bmpOriginalHeight, 0, bigH, GRAY_COLOR_FOR_SHADE,
            Color.TRANSPARENT, Shader.TileMode.CLAMP);
    Paint.setShader(bottomShader);
    canvas.drawRect(shadowThickness, bigH - shadowThickness, bigW - shadowThickness, bigH, Paint);
    //left shade - direction is negative x
    Shader leftShader = new LinearGradient(shadowThickness, 0, 0, 0, GRAY_COLOR_FOR_SHADE,
            Color.TRANSPARENT, Shader.TileMode.CLAMP);
    Paint.setShader(leftShader);
    canvas.drawRect(0, shadowThickness, shadowThickness, bigH - shadowThickness, Paint);
    //top shade - direction is negative y
    Shader topShader = new LinearGradient(0, shadowThickness, 0, 0, GRAY_COLOR_FOR_SHADE,
            Color.TRANSPARENT, Shader.TileMode.CLAMP);
    Paint.setShader(topShader);
    canvas.drawRect(shadowThickness, 0, bigW - shadowThickness, shadowThickness, Paint);
    // starting to draw bitmap not from 0,0 to get margins for shade rectangles
    canvas.drawBitmap(copyOfOrigBitmap, shadowThickness, shadowThickness, null);
    return containerBitmap;
}

Changer la couleur dans le const comme bon vous semble.

0
peresisUser