android 涂鸦(清屏,画笔,粗细,保存)以及canvas源码学习
更新:本文的内容只是一部分,这段时间添加了橡皮擦这个新功能,于是问题接二连三的来,比如说:如果用本文的内容去做橡皮擦的话,难!(至少我没解决,不是没背景图,就是有背景图但是更新要在下一下刷橡皮擦的时候才能更新效果),然后有个setbackgroundresource的函数,这个函数就可以了,但是问题又来了,比如说保存,清屏,但是我都解决了(清屏的话就是重新构造一个图,当clear的时候就把这张图赋值给以前的图片。保存的话我就是把绘下个图放到一张有背景的canvas上面,至是分辨率的问题自己去解决就行了,保证存下来的跟你用setbackgoundresource绘图看到的效果一致,需要源码的请联系我)
本人也是在网上查了很多文章后才做出来的,感觉网上的一些涂鸦功能不是很完善,在此就稍微完善了一下。先看下效果图吧(想做成全屏的话需要弄一张跟你屏幕一样大小的背景图,找不到也没关系,我有改尺寸的代码,一并献上)。代码下载请到http://www.oschina.net/code/snippet_729469_20445 其实涂鸦的难点就是如何能在canvas上进行清屏又能保存,至少目前我碰到的情况是这样,这就需要对canvas与bitmap的较为深入的理解了,这个你多写这方面的代码就行了,网上有许多涂鸦的作品,看看源代码。
涂鸦中关于canvas的学习需要掌握三点吧:1:view 2:onDraw函数 3:onTouchEvent
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public class HandWrite extends View { Paint paint = null ; private Bitmap originalBitmap = null ; Bitmap new1Bitmap = null ; private Bitmap new2Bitmap = null ; private float clickX = 0 ,clickY = 0 ; private float startX = 0 ,startY = 0 ; private boolean isMove = true ; private boolean isClear = false ; int color = Color.WHITE; float strokeWidth = 3 .0f; public HandWrite(Context context, AttributeSet attrs) { super (context, attrs); // originalBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.t); originalBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.a).copy(Bitmap.Config.ARGB_8888, true ); new1Bitmap = Bitmap.createBitmap(originalBitmap); } public void clear(){ isClear = true ; new2Bitmap = Bitmap.createBitmap(originalBitmap); invalidate(); } public void setstyle( float strokeWidth){ this .strokeWidth = strokeWidth; } @Override protected void onDraw(Canvas canvas) { super .onDraw(canvas); canvas.drawBitmap(HandWriting(new1Bitmap), 0 , 0 , null ); } public Bitmap HandWriting(Bitmap originalBitmap) { Canvas canvas = null ; if (isClear){ canvas = new Canvas(new2Bitmap); } else { canvas = new Canvas(originalBitmap); } paint = new Paint(); paint.setStyle(Style.STROKE); paint.setAntiAlias( true ); paint.setColor(color); paint.setStrokeWidth(strokeWidth); if (isMove){ canvas.drawLine(startX, startY, clickX, clickY, paint); } startX = clickX; startY = clickY; if (isClear){ return new2Bitmap; } return originalBitmap; } @Override public boolean onTouchEvent(MotionEvent event) { clickX = event.getX(); clickY = event.getY(); if (event.getAction() == MotionEvent.ACTION_DOWN){ isMove = false ; invalidate(); return true ; } else if (event.getAction() == MotionEvent.ACTION_MOVE){ isMove = true ; invalidate(); return true ; } return super .onTouchEvent(event); } |
这个view的代码网上有,这里面必须得实现两个重要的方法,一个是onDraw一个是onTouchEvent,onDraw是在你每次触碰屏幕的时候都会触发,包括你初始化的时候。onTouchEvent就是在你触碰屏幕后采取的相应操作。其实涂鸦的关键就是通过drawLine将瞬间变化的两点连起来画成直线,然后画在canvas上的bitmap上。
在mainActivity中我实现了一个菜单按钮
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public class CanvasDrawActivity extends Activity { private static final String TAG = "CanvasDrawActivity" ; /** Called when the activity is first created. */ private int width; private int height; private HandWrite handWrite = null ; private Button clear = null ; private int whichColor = 0 ; private int whichStrokeWidth = 0 ; @Override public void onCreate(Bundle savedInstanceState) { super .onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); setContentView(R.layout.main); handWrite = (HandWrite)findViewById(R.id.handwriteview); } @Override public boolean onCreateOptionsMenu(Menu menu) { // TODO Auto-generated method stub menu.add( 0 , 1 , 1 , "清屏" ); menu.add( 0 , 2 , 2 , "颜色" ); menu.add( 0 , 3 , 3 , "画笔" ); menu.add( 0 , 4 , 4 , "保存" ); return super .onCreateOptionsMenu(menu); } @Override public boolean onOptionsItemSelected(MenuItem item) { // TODO Auto-generated method stub if (item.getItemId() == 4 ){ File f = new File(Environment.getExternalStorageDirectory() .getAbsolutePath() + "/aaa.jpg" ); try { saveMyBitmap(f, handWrite.new1Bitmap); } catch (IOException e) { e.printStackTrace(); } } else if (item.getItemId() == 1 ){ handWrite.clear(); } else if (item.getItemId() == 2 ){ Dialog mDialog = new AlertDialog.Builder(CanvasDrawActivity. this ) .setTitle( "颜色设置" ) .setSingleChoiceItems( new String[]{ "白色" , "绿色" , "红色" }, whichColor, new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { // TODO Auto-generated method stub switch (which) { case 0 : { handWrite.color = Color.WHITE; whichColor = 0 ; break ; } case 1 : { handWrite.color = Color.GREEN; whichColor = 1 ; break ; } case 2 : { handWrite.color = Color.RED; whichColor = 2 ; break ; } } } }) .setPositiveButton( "确定" , new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { // TODO Auto-generated method stub dialog.dismiss(); } }) .create(); mDialog.show(); } else if (item.getItemId() == 3 ){ Dialog mDialog = new AlertDialog.Builder(CanvasDrawActivity. this ) .setTitle( "画笔设置" ) .setSingleChoiceItems( new String[]{ "细" , "中" , "粗" }, whichStrokeWidth, new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { // TODO Auto-generated method stub switch (which) { case 0 : { handWrite.strokeWidth = 3 .0f; whichStrokeWidth = 0 ; break ; } case 1 : { handWrite.strokeWidth = 6 .0f; whichStrokeWidth = 1 ; break ; } case 2 : { handWrite.strokeWidth = 9 .0f; whichStrokeWidth = 2 ; break ; } } } }) .setPositiveButton( "确定" , new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int which) { // TODO Auto-generated method stub dialog.dismiss(); } }) .create(); mDialog.show(); } return super .onOptionsItemSelected(item); } public void saveMyBitmap(File f, Bitmap mBitmap) throws IOException { try { f.createNewFile(); FileOutputStream fOut = null ; fOut = new FileOutputStream(f); mBitmap.compress(Bitmap.CompressFormat.PNG, 100 , fOut); fOut.flush(); fOut.close(); } catch (FileNotFoundException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } } } |
这些就是通过菜单选项对相应的canvas上面的paint进行设置即可达到效果。
那么现在就看看涂鸦这个程序上与canvas相关的几个函数的源码吧!(初始函数,drawLine,drawBitmap这3个)canvas.java文件位于android2.3.3/frameworks/base/graphics/java/android/graphics
canvas(Bitmap bitmap)
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// assigned in constructors, freed in finalizer final int mNativeCanvas; private Bitmap mBitmap; // if not null, mGL must be null // Package-scoped for quick access. int mDensity = Bitmap.DENSITY_NONE; public Canvas(Bitmap bitmap) { if (!bitmap.isMutable()) { throw new IllegalStateException( "Immutable bitmap passed to Canvas constructor" ); } throwIfRecycled(bitmap); mNativeCanvas = initRaster(bitmap.ni()); mBitmap = bitmap; mDensity = bitmap.mDensity; } |
这个初始化比较简单,就主要是一个叫做initRaster(bitmap.ni())这个函数
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private static native int initRaster( int nativeBitmapOrZero); |
这个需要涉及到向底层本地函数传递一个int参数,那么这个bitmap.ni()是什么呢?查看bitmap.java同样位于android2.3.3/frameworks/base/graphics/java/android/graphics
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/* package */ final int ni() { return mNativeBitmap; } // Note: mNativeBitmap is used by FaceDetector_jni.cpp // Don't change/rename without updating FaceDetector_jni.cpp private final int mNativeBitmap; |
也就是想下面传递的是mNativeBitmap这个值,而这个值会在FaceDetector_jni.cpp中使用。
那么initRaster怎么实现的呢,看Canvas.cpp位于android/frameworks/base/core/jni/android/graphics,注册函数有
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{ "initRaster" , "(I)I" , ( void *) SkCanvasGlue::initRaster}, { "native_drawBitmap" , "(IIFFIIII)V" , ( void *) SkCanvasGlue::drawBitmap__BitmapFFPaint}, { "native_drawLine" , "(IFFFFI)V" , ( void *) SkCanvasGlue::drawLine__FFFFPaint}, { "native_drawColor" , "(III)V" , ( void *) SkCanvasGlue::drawColor__II}, { "native_drawPaint" , "(II)V" , ( void *) SkCanvasGlue::drawPaint}, { "drawPoint" , "(FFLandroid/graphics/Paint;)V" , ( void *) SkCanvasGlue::drawPoint}, { "drawPoints" , "([FIILandroid/graphics/Paint;)V" , ( void *) SkCanvasGlue::drawPoints}, { "drawLines" , "([FIILandroid/graphics/Paint;)V" , ( void *) SkCanvasGlue::drawLines}, { "native_drawLine" , "(IFFFFI)V" , ( void *) SkCanvasGlue::drawLine__FFFFPaint}, { "native_drawRect" , "(ILandroid/graphics/RectF;I)V" , ( void *) SkCanvasGlue::drawRect__RectFPaint}, { "native_drawRect" , "(IFFFFI)V" , ( void *) SkCanvasGlue::drawRect__FFFFPaint}, { "native_drawOval" , "(ILandroid/graphics/RectF;I)V" , ( void *) SkCanvasGlue::drawOval}, { "native_drawCircle" , "(IFFFI)V" , ( void *) SkCanvasGlue::drawCircle}, { "native_drawArc" , "(ILandroid/graphics/RectF;FFZI)V" , |
其实这些就是对canva的常见操作,包括下面遇到的drawline,drawBitmap,请看: drawBitmap(Bitmap bitmap,float, left,float top, Paint ,paint)
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public void drawBitmap(Bitmap bitmap, float left, float top, Paint paint) { throwIfRecycled(bitmap); native_drawBitmap(mNativeCanvas, bitmap.ni(), left, top, paint != null ? paint.mNativePaint : 0 , mDensity, mScreenDensity, bitmap.mDensity); } |
drawLine(float startX, float startY, float stopX, float stopY, Paint paint)
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public void drawLine( float startX, float startY, float stopX, float stopY, Paint paint) { native_drawLine(mNativeCanvas, startX, startY, stopX, stopY, paint.mNativePaint); } |
他们实际上都是使用的SkCanvasGlue中的对应函数,而这个时候,canvas已经不再撒过去那个canvas了,它换成了SKCanvas。
比如说drawBitmap,这个是在注册函数中表示的对应的函数
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static void drawBitmap__BitmapFFPaint(JNIEnv* env, jobject jcanvas, SkCanvas* canvas, SkBitmap* bitmap, jfloat left, jfloat top, SkPaint* paint, jint canvasDensity, jint screenDensity, jint bitmapDensity) { SkScalar left_ = SkFloatToScalar(left); SkScalar top_ = SkFloatToScalar(top); if (canvasDensity == bitmapDensity || canvasDensity == 0 || bitmapDensity == 0) { if (screenDensity != 0 && screenDensity != bitmapDensity) { SkPaint filteredPaint; if (paint) { filteredPaint = *paint; } filteredPaint.setFilterBitmap( true ); canvas->drawBitmap(*bitmap, left_, top_, &filteredPaint); } else { canvas->drawBitmap(*bitmap, left_, top_, paint); } } else { canvas->save(); SkScalar scale = SkFloatToScalar(canvasDensity / ( float )bitmapDensity); canvas->translate(left_, top_); canvas->scale(scale, scale); SkPaint filteredPaint; if (paint) { filteredPaint = *paint; } filteredPaint.setFilterBitmap( true ); canvas->drawBitmap(*bitmap, 0, 0, &filteredPaint); canvas->restore(); } } |
它最终调用的就是SKCanvas中的
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canvas->drawBitmap(*bitmap, left_, top_, &filteredPaint); |
类似的,其他的一些canvas的操作都是调用的SKCanvas的对应的方法。(skcanvas与skia的关系请大家网上查询)
那么SKCnvas的源码究竟存放在哪里呢?android/external/skia/src/core,因为所有的方法的实现都是类似的,这里我就单独选择一个简单的drawLine吧
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void SkCanvas::drawLine(SkScalar x0, SkScalar y0, SkScalar x1, SkScalar y1, const SkPaint& paint) { SkPoint pts[2]; pts[0].set(x0, y0); pts[1].set(x1, y1); this ->drawPoints(kLines_PointMode, 2, pts, paint); } |
就是将亮点的坐标值存放在一个SKPoint数组中然后作为参数传递给drawPoints函数,继续找drawPoints
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void SkCanvas::drawPoints(PointMode mode, size_t count, const SkPoint pts[], const SkPaint& paint) { if (( long )count <= 0) { return ; } SkASSERT(pts != NULL); ITER_BEGIN(paint, SkDrawFilter::kPoint_Type) while (iter.next()) { iter.fDevice->drawPoints(iter, mode, count, pts, paint); } ITER_END } |
首先确保这个数组的非空的存在性,然后用一个迭代器去不断的drawPoint,因为fDevice十一个SKDevice*类型。然后查看DKDevice.cpp文件,同样位于android/external/skia/src/core
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void SkDevice::drawPoints( const SkDraw& draw, SkCanvas::PointMode mode, size_t count, const SkPoint pts[], const SkPaint& paint) { draw.drawPoints(mode, count, pts, paint); } |
调用的是SkDraw中的drawPoints方法
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void SkDraw::drawPoints(SkCanvas::PointMode mode, size_t count, const SkPoint pts[], const SkPaint& paint) const { // if we're in lines mode, force count to be even if (SkCanvas::kLines_PointMode == mode) { count &= ~( size_t )1; } if (( long )count <= 0) { return ; } SkAutoRestoreBounder arb; if (fBounder) { if (!bounder_points(fBounder, mode, count, pts, paint, *fMatrix)) { return ; } // clear the bounder for the rest of this function, so we don't call it // again later if we happen to call ourselves for drawRect, drawPath, // etc. arb.clearBounder( this ); } SkASSERT(pts != NULL); SkDEBUGCODE( this ->validate();) // nothing to draw if (fClip->isEmpty() || (paint.getAlpha() == 0 && paint.getXfermode() == NULL)) { return ; } PtProcRec rec; if (rec.init(mode, paint, fMatrix, fClip)) { SkAutoBlitterChoose blitter(*fBitmap, *fMatrix, paint); SkPoint devPts[MAX_DEV_PTS]; const SkMatrix* matrix = fMatrix; SkBlitter* bltr = blitter.get(); PtProcRec::Proc proc = rec.chooseProc(bltr); // we have to back up subsequent passes if we're in polygon mode const size_t backup = (SkCanvas::kPolygon_PointMode == mode); do { size_t n = count; if (n > MAX_DEV_PTS) { n = MAX_DEV_PTS; } matrix->mapPoints(devPts, pts, n); proc(rec, devPts, n, bltr); pts += n - backup; SkASSERT(count >= n); count -= n; if (count > 0) { count += backup; } } while (count != 0); } else { switch (mode) { case SkCanvas::kPoints_PointMode: { // temporarily mark the paint as filling. SkAutoPaintStyleRestore restore(paint, SkPaint::kFill_Style); SkScalar width = paint.getStrokeWidth(); SkScalar radius = SkScalarHalf(width); if (paint.getStrokeCap() == SkPaint::kRound_Cap) { SkPath path; SkMatrix preMatrix; path.addCircle(0, 0, radius); for ( size_t i = 0; i < count; i++) { preMatrix.setTranslate(pts[i].fX, pts[i].fY); // pass true for the last point, since we can modify // then path then this ->drawPath(path, paint, &preMatrix, (count-1) == i); } } else { SkRect r; for ( size_t i = 0; i < count; i++) { r.fLeft = pts[i].fX - radius; r.fTop = pts[i].fY - radius; r.fRight = r.fLeft + width; r.fBottom = r.fTop + width; this ->drawRect(r, paint); } } break ; } case SkCanvas::kLines_PointMode: case SkCanvas::kPolygon_PointMode: { count -= 1; SkPath path; SkPaint p(paint); p.setStyle(SkPaint::kStroke_Style); size_t inc = (SkCanvas::kLines_PointMode == mode) ? 2 : 1; for ( size_t i = 0; i < count; i += inc) { path.moveTo(pts[i]); path.lineTo(pts[i+1]); this ->drawPath(path, p, NULL, true ); path. rewind (); } break ; } } } } |
我起初看的时候瞬间想砸电脑,这得耽误我晚上的dota时间啊,但是细看,你会注意到那个case语句,因为我们分析的是drawLine函数,而drawLine函数传入的是kLines_PointMode,那么我们就分析这个语句,其实就这一个for循环
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for ( size_t i = 0; i < count; i += inc) { path.moveTo(pts[i]); path.lineTo(pts[i+1]); this ->drawPath(path, p, NULL, true ); path. rewind (); } |
它再一次不甘寂寞地调用了SKpath的两个函数以及自身的drawPath函数
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void SkPath::moveTo(SkScalar x, SkScalar y) { SkDEBUGCODE( this ->validate();) int vc = fVerbs.count(); SkPoint* pt; if (vc > 0 && fVerbs[vc - 1] == kMove_Verb) { pt = &fPts[fPts.count() - 1]; } else { pt = fPts.append(); *fVerbs.append() = kMove_Verb; } pt->set(x, y); fBoundsIsDirty = true ; } void SkPath::lineTo(SkScalar x, SkScalar y) { SkDEBUGCODE( this ->validate();) if (fVerbs.count() == 0) { fPts.append()->set(0, 0); *fVerbs.append() = kMove_Verb; } fPts.append()->set(x, y); *fVerbs.append() = kLine_Verb; fBoundsIsDirty = true ; } void SkDraw::drawPath( const SkPath& origSrcPath, const SkPaint& paint, const SkMatrix* prePathMatrix, bool pathIsMutable) const { SkDEBUGCODE( this ->validate();) // nothing to draw if (fClip->isEmpty() || (paint.getAlpha() == 0 && paint.getXfermode() == NULL)) { return ; } SkPath* pathPtr = (SkPath*)&origSrcPath; bool doFill = true ; SkPath tmpPath; SkMatrix tmpMatrix; const SkMatrix* matrix = fMatrix; if (prePathMatrix) { if (paint.getPathEffect() || paint.getStyle() != SkPaint::kFill_Style || paint.getRasterizer()) { SkPath* result = pathPtr; if (!pathIsMutable) { result = &tmpPath; pathIsMutable = true ; } pathPtr->transform(*prePathMatrix, result); pathPtr = result; } else { if (!tmpMatrix.setConcat(*matrix, *prePathMatrix)) { // overflow return ; } matrix = &tmpMatrix; } } // at this point we're done with prePathMatrix SkDEBUGCODE(prePathMatrix = ( const SkMatrix*)0x50FF8001;) /* If the device thickness < 1.0, then make it a hairline, and modulate alpha if the thickness is even smaller (e.g. thickness == 0.5 should modulate the alpha by 1/2) */ SkAutoPaintRestoreColorStrokeWidth aprc(paint); // can we approximate a thin (but not hairline) stroke with an alpha-modulated // hairline? Only if the matrix scales evenly in X and Y, and the device-width is // less than a pixel if (paint.getStyle() == SkPaint::kStroke_Style && paint.getXfermode() == NULL) { SkScalar width = paint.getStrokeWidth(); if (width > 0 && map_radius(*matrix, &width)) { int scale = ( int )SkScalarMul(width, 256); int alpha = paint.getAlpha() * scale >> 8; // pretend to be a hairline, with a modulated alpha ((SkPaint*)&paint)->setAlpha(alpha); ((SkPaint*)&paint)->setStrokeWidth(0); } } if (paint.getPathEffect() || paint.getStyle() != SkPaint::kFill_Style) { doFill = paint.getFillPath(*pathPtr, &tmpPath); pathPtr = &tmpPath; } if (paint.getRasterizer()) { SkMask mask; if (paint.getRasterizer()->rasterize(*pathPtr, *matrix, &fClip->getBounds(), paint.getMaskFilter(), &mask, SkMask::kComputeBoundsAndRenderImage_CreateMode)) { this ->drawDevMask(mask, paint); SkMask::FreeImage(mask.fImage); } return ; } // avoid possibly allocating a new path in transform if we can SkPath* devPathPtr = pathIsMutable ? pathPtr : &tmpPath; // transform the path into device space pathPtr->transform(*matrix, devPathPtr); SkAutoBlitterChoose blitter(*fBitmap, *fMatrix, paint); // how does filterPath() know to fill or hairline the path??? <mrr> if (paint.getMaskFilter() && paint.getMaskFilter()->filterPath(*devPathPtr, *fMatrix, *fClip, fBounder, blitter.get())) { return ; // filterPath() called the blitter, so we're done } if (fBounder && !fBounder->doPath(*devPathPtr, paint, doFill)) { return ; } if (doFill) { if (paint.isAntiAlias()) { SkScan::AntiFillPath(*devPathPtr, *fClip, blitter.get()); } else { SkScan::FillPath(*devPathPtr, *fClip, blitter.get()); } } else { // hairline if (paint.isAntiAlias()) { SkScan::AntiHairPath(*devPathPtr, fClip, blitter.get()); } else { SkScan::HairPath(*devPathPtr, fClip, blitter.get()); } } } |
再调用skmatrix,skmask,skscan。。。。图形化的东西了解太少了,鄙人就做抛砖引玉的作用吧,分析到此结束,希望大侠补充了。
最后,在背景图上需要改大小的,这里有代码
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public class test { /** * @param args */ public static void main(String[] args) { // TODO Auto-generated method stub BufferedImage image; try { image = ImageIO.read( new File( "D:\\t.JPG" )); resize(image, 300 , 300 ); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } private static void resize(BufferedImage source, int targetW, int targetH) throws IOException { // TODO Auto-generated method stub int type = source.getType(); BufferedImage target = null ; double sx = ( double ) targetW / source.getWidth(); double sy = ( double ) targetH / source.getHeight(); // 这里想实现在targetW,targetH范围内实现等比缩放。如果不需要等比缩放 // 则将下面的if else语句注释即可 // if (sx > sy) // { // sx = sy; // targetW = (int) (sx * source.getWidth()); // } // else // { // sy = sx; // targetH = (int) (sy * source.getHeight()); // } // if (type == BufferedImage.TYPE_CUSTOM) // { // handmade ColorModel cm = source.getColorModel(); WritableRaster raster = cm.createCompatibleWritableRaster(targetW, targetH); boolean alphaPremultiplied = cm.isAlphaPremultiplied(); target = new BufferedImage(cm, raster, alphaPremultiplied, null ); // } // else // { // //固定宽高,宽高一定要比原图片大 // //target = new BufferedImage(targetW, targetH, type); // target = new BufferedImage(800, 600, type); // } Graphics2D g = target.createGraphics(); //写入背景 g.drawImage(ImageIO.read( new File( "D:\\t.jpg" )), 0 , 0 , null ); // smoother than exlax: g.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY); g.drawRenderedImage(source, AffineTransform.getScaleInstance(sx, sy)); g.dispose(); ImageIO.write(target, "png" , new FileOutputStream( "D:\\a.JPG" )); } |
这个java工程就是把D盘的t.jpg图片改成300*300的a.jpg图片,这个就得根据你屏幕的大小了。