本文整理汇总了Java中android.graphics.drawable.PaintDrawable.setShaderFactory方法的典型用法代码示例。如果您正苦于以下问题:Java PaintDrawable.setShaderFactory方法的具体用法?Java PaintDrawable.setShaderFactory怎么用?Java PaintDrawable.setShaderFactory使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类android.graphics.drawable.PaintDrawable
的用法示例。
在下文中一共展示了PaintDrawable.setShaderFactory方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: drawable
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
public static Drawable drawable(final int[] colorBoxes, final float[] position, final GradientAngle gradientAngle) {
ShapeDrawable.ShaderFactory shaderFactory = new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
AngleCoordinate ac = AngleCoordinate.getAngleCoordinate(gradientAngle, width, height);
LinearGradient linearGradient = new LinearGradient(ac.x1, ac.y1, ac.x2, ac.y2,
colorBoxes,
position,
Shader.TileMode.REPEAT);
return linearGradient;
}
};
PaintDrawable paint = new PaintDrawable();
paint.setShape(new RectShape());
paint.setShaderFactory(shaderFactory);
return paint;
}
示例2: createDrawableFrom
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
private Drawable createDrawableFrom(ShapeDrawable.ShaderFactory sf) {
PaintDrawable p = new PaintDrawable();
p.setShape(new RectShape());
p.setShaderFactory(sf);
return p;
}
示例3: getColorScala
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
public PaintDrawable getColorScala() {
ShapeDrawable.ShaderFactory shaderFactory = new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
LinearGradient linearGradient = new LinearGradient(width, height, 0, 0,
new int[]{
getResources().getColor(R.color.altitude_0_100),
getResources().getColor(R.color.altitude_100_300),
getResources().getColor(R.color.altitude_300_500),
getResources().getColor(R.color.altitude_500_1000),
getResources().getColor(R.color.altitude_1000_1500),
getResources().getColor(R.color.altitude_1500_2000),
getResources().getColor(R.color.altitude_2000_2500),
getResources().getColor(R.color.altitude_more_than_2500)},
new float[]{
0, 0.07f, 0.14f, 0.28f, 0.42f, 0.56f, 0.7f, 0.84f},
Shader.TileMode.REPEAT);
return linearGradient;
}
};
PaintDrawable paint = new PaintDrawable();
paint.setShape(new RectShape());
paint.setShaderFactory(shaderFactory);
return paint;
}
示例4: makeCubicGradientScrimDrawable
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* Creates an approximated cubic gradient using a multi-stop linear gradient. See
* <a href="https://plus.google.com/+RomanNurik/posts/2QvHVFWrHZf">this post</a> for more
* details.
*/
public static Drawable makeCubicGradientScrimDrawable(int baseColor, int numStops, int gravity) {
// Generate a cache key by hashing together the inputs, based on the method described in the Effective Java book
int cacheKeyHash = baseColor;
cacheKeyHash = 31 * cacheKeyHash + numStops;
cacheKeyHash = 31 * cacheKeyHash + gravity;
Drawable cachedGradient = cubicGradientScrimCache.get(cacheKeyHash);
if (cachedGradient != null) {
return cachedGradient;
}
numStops = Math.max(numStops, 2);
PaintDrawable paintDrawable = new PaintDrawable();
paintDrawable.setShape(new RectShape());
final int[] stopColors = new int[numStops];
int red = Color.red(baseColor);
int green = Color.green(baseColor);
int blue = Color.blue(baseColor);
int alpha = Color.alpha(baseColor);
for (int i = 0; i < numStops; i++) {
float x = i * 1f / (numStops - 1);
float opacity = MathUtil.constrain(0, 1, (float) Math.pow(x, 3));
stopColors[i] = Color.argb((int) (alpha * opacity), red, green, blue);
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.LEFT: x0 = 1; x1 = 0; break;
case Gravity.RIGHT: x0 = 0; x1 = 1; break;
default: x0 = 0; x1 = 0; break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP: y0 = 1; y1 = 0; break;
case Gravity.BOTTOM: y0 = 0; y1 = 1; break;
default: y0 = 0; y1 = 0; break;
}
paintDrawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
return new LinearGradient(
width * x0,
height * y0,
width * x1,
height * y1,
stopColors, null,
Shader.TileMode.CLAMP);
}
});
cubicGradientScrimCache.put(cacheKeyHash, paintDrawable);
return paintDrawable;
}
示例5: getPaintDrawable
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
public static PaintDrawable getPaintDrawable(int startX, int endX) {
PaintDrawable drawable = new PaintDrawable();
drawable.setShape(new RectShape());
drawable.setShaderFactory(getShaderFactory(startX, endX));
return drawable;
}
示例6: makeCubicGradientScrimDrawable
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* This helper method creates a 'nice' scrim or background protection for layering text over
* an image. This non-linear scrim is less noticable than a linear or constant one.
*
* Borrowed from github.com/romannurik/muzei
*
* Creates an approximated cubic gradient using a multi-stop linear gradient. See
* <a href="https://plus.google.com/+RomanNurik/posts/2QvHVFWrHZf">this post</a> for more
* details.
*/
public static Drawable makeCubicGradientScrimDrawable(int baseColor, int numStops, int gravity) {
numStops = Math.max(numStops, 2);
PaintDrawable paintDrawable = new PaintDrawable();
paintDrawable.setShape(new RectShape());
final int[] stopColors = new int[numStops];
int alpha = Color.alpha(baseColor);
for (int i = 0; i < numStops; i++) {
double x = i * 1f / (numStops - 1);
double opacity = Math.max(0, Math.min(1, Math.pow(x, 3)));
stopColors[i] = (baseColor & 0x00ffffff) | ((int) (alpha * opacity) << 24);
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.LEFT: x0 = 1; x1 = 0; break;
case Gravity.RIGHT: x0 = 0; x1 = 1; break;
default: x0 = 0; x1 = 0; break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP: y0 = 1; y1 = 0; break;
case Gravity.BOTTOM: y0 = 0; y1 = 1; break;
default: y0 = 0; y1 = 0; break;
}
paintDrawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
LinearGradient linearGradient = new LinearGradient(
width * x0,
height * y0,
width * x1,
height * y1,
stopColors, null,
Shader.TileMode.CLAMP);
return linearGradient;
}
});
return paintDrawable;
}
示例7: setCubicGradient
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* Create a cubic gradient by using a compound gradient composed of a series of linear
* gradients with intermediate color values.
* adapted from: https://github.com/romannurik/muzei/blob/master/main/src/main/java/com/google/android/apps/muzei/util/ScrimUtil.java
* @param baseColor The color from which the gradient starts (the ending color is transparent).
* @param gravity Where the gradient should start from. Note: when making horizontal gradients,
* remember to use START/END, instead of LEFT/RIGHT.
*/
public static void setCubicGradient(PaintDrawable drawable, int baseColor, int gravity) {
final int[] stopColors = new int[GRADIENT_NUM_STOPS];
int red = Color.red(baseColor);
int green = Color.green(baseColor);
int blue = Color.blue(baseColor);
int alpha = Color.alpha(baseColor);
for (int i = 0; i < GRADIENT_NUM_STOPS; i++) {
float x = i * 1f / (GRADIENT_NUM_STOPS - 1);
float opacity = MathUtil.constrain((float) Math.pow(x, GRADIENT_POWER), 0.0f, 1.0f);
stopColors[i] = Color.argb((int) (alpha * opacity), red, green, blue);
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.START:
x0 = 1;
x1 = 0;
break;
case Gravity.END:
x0 = 0;
x1 = 1;
break;
default:
x0 = 0;
x1 = 0;
break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP:
y0 = 1;
y1 = 0;
break;
case Gravity.BOTTOM:
y0 = 0;
y1 = 1;
break;
default:
y0 = 0;
y1 = 0;
break;
}
drawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
return new LinearGradient(width * x0, height * y0, width * x1, height * y1,
stopColors, null, Shader.TileMode.CLAMP);
}
});
}
示例8: makeCubicGradientScrimDrawable
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* Creates an approximated cubic gradient using a multi-stop linear gradient. See
* <a href="https://plus.google.com/+RomanNurik/posts/2QvHVFWrHZf">this post</a> for more
* details.
*/
public static Drawable makeCubicGradientScrimDrawable(@ColorInt int baseColor,
int numStops,
int gravity) {
numStops = Math.max(numStops, 2);
PaintDrawable paintDrawable = new PaintDrawable();
paintDrawable.setShape(new RectShape());
final int[] stopColors = new int[numStops];
int alpha = Color.alpha(baseColor);
for (int i = 0; i < numStops; i++) {
float x = i * 1f / (numStops - 1);
float opacity = MathUtils.constrain(0, 1, (float) Math.pow(x, 3));
stopColors[i] = ColorUtils.modifyAlpha(baseColor, (int) (alpha * opacity));
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.LEFT:
x0 = 1;
x1 = 0;
break;
case Gravity.RIGHT:
x0 = 0;
x1 = 1;
break;
default:
x0 = 0;
x1 = 0;
break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP:
y0 = 1;
y1 = 0;
break;
case Gravity.BOTTOM:
y0 = 0;
y1 = 1;
break;
default:
y0 = 0;
y1 = 0;
break;
}
paintDrawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
LinearGradient linearGradient = new LinearGradient(
width * x0,
height * y0,
width * x1,
height * y1,
stopColors, null,
Shader.TileMode.CLAMP);
return linearGradient;
}
});
return paintDrawable;
}
示例9: makeCubicGradientScrimDrawable
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* Creates an approximated cubic gradient using a multi-stop linear gradient. See
* <a href="https://plus.google.com/+RomanNurik/posts/2QvHVFWrHZf">this post</a> for more
* details.
*/
public static Drawable makeCubicGradientScrimDrawable(int baseColor, int numStops, int gravity) {
// Generate a cache key by hashing together the inputs, based on the method described in the Effective Java book
int cacheKeyHash = baseColor;
cacheKeyHash = 31 * cacheKeyHash + numStops;
cacheKeyHash = 31 * cacheKeyHash + gravity;
Drawable cachedGradient = cubicGradientScrimCache.get(cacheKeyHash);
if (cachedGradient != null) {
return cachedGradient;
}
numStops = Math.max(numStops, 2);
PaintDrawable paintDrawable = new PaintDrawable();
paintDrawable.setShape(new RectShape());
final int[] stopColors = new int[numStops];
int red = Color.red(baseColor);
int green = Color.green(baseColor);
int blue = Color.blue(baseColor);
int alpha = Color.alpha(baseColor);
for (int i = 0; i < numStops; i++) {
float x = i * 1f / (numStops - 1);
/* float opacity = MathUtil.constrain(0, 1, (float) Math.pow(x, 3));
stopColors[i] = Color.argb((int) (alpha * opacity), red, green, blue);*/
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.LEFT: x0 = 1; x1 = 0; break;
case Gravity.RIGHT: x0 = 0; x1 = 1; break;
default: x0 = 0; x1 = 0; break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP: y0 = 1; y1 = 0; break;
case Gravity.BOTTOM: y0 = 0; y1 = 1; break;
default: y0 = 0; y1 = 0; break;
}
paintDrawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
LinearGradient linearGradient = new LinearGradient(
width * x0,
height * y0,
width * x1,
height * y1,
stopColors, null,
Shader.TileMode.CLAMP);
return linearGradient;
}
});
cubicGradientScrimCache.put(cacheKeyHash, paintDrawable);
return paintDrawable;
}
示例10: makeCubicGradientScrimDrawable
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* Creates an approximated cubic gradient using a multi-stop linear gradient. See
* <a href="https://plus.google.com/+RomanNurik/posts/2QvHVFWrHZf">this post</a> for more
* details.
*/
public static Drawable makeCubicGradientScrimDrawable(int baseColor, int numStops, int gravity) {
numStops = Math.max(numStops, 2);
PaintDrawable paintDrawable = new PaintDrawable();
paintDrawable.setShape(new RectShape());
final int[] stopColors = new int[numStops];
int red = Color.red(baseColor);
int green = Color.green(baseColor);
int blue = Color.blue(baseColor);
int alpha = Color.alpha(baseColor);
for (int i = 0; i < numStops; i++) {
float x = i * 1f / (numStops - 1);
float opacity = MathUtil.constrain(0, 1, FloatMath.pow(x, 3));
stopColors[i] = Color.argb((int) (alpha * opacity), red, green, blue);
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.LEFT: x0 = 1; x1 = 0; break;
case Gravity.RIGHT: x0 = 0; x1 = 1; break;
default: x0 = 0; x1 = 0; break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP: y0 = 1; y1 = 0; break;
case Gravity.BOTTOM: y0 = 0; y1 = 1; break;
default: y0 = 0; y1 = 0; break;
}
paintDrawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
LinearGradient linearGradient = new LinearGradient(
width * x0,
height * y0,
width * x1,
height * y1,
stopColors, null,
Shader.TileMode.CLAMP);
return linearGradient;
}
});
return paintDrawable;
}
示例11: makeCubicGradientScrimDrawable
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* Creates an approximated cubic gradient using a multi-stop linear gradient. See
* <a href="https://plus.google.com/+RomanNurik/posts/2QvHVFWrHZf">this post</a> for more
* details.
*/
public static Drawable makeCubicGradientScrimDrawable(int baseColor, int numStops, int gravity) {
numStops = Math.max(numStops, 2);
PaintDrawable paintDrawable = new PaintDrawable();
paintDrawable.setShape(new RectShape());
final int[] stopColors = new int[numStops];
int red = Color.red(baseColor);
int green = Color.green(baseColor);
int blue = Color.blue(baseColor);
int alpha = Color.alpha(baseColor);
for (int i = 0; i < numStops; i++) {
float x = i * 1f / (numStops - 1);
float opacity = constrain(0, 1, (float) Math.pow(x, 3));
stopColors[i] = Color.argb((int) (alpha * opacity), red, green, blue);
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.START:
x0 = 1;
x1 = 0;
break;
case Gravity.END:
x0 = 0;
x1 = 1;
break;
default:
x0 = 0;
x1 = 0;
break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP:
y0 = 1;
y1 = 0;
break;
case Gravity.BOTTOM:
y0 = 0;
y1 = 1;
break;
default:
y0 = 0;
y1 = 0;
break;
}
paintDrawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
return new LinearGradient(
width * x0,
height * y0,
width * x1,
height * y1,
stopColors, null,
Shader.TileMode.CLAMP);
}
});
return paintDrawable;
}
示例12: makeCubicGradientScrimDrawable
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* Creates an approximated cubic gradient using a multi-stop linear gradient. See
* <a href="https://plus.google.com/+RomanNurik/posts/2QvHVFWrHZf">this post</a> for more
* details.
*/
public static Drawable makeCubicGradientScrimDrawable(int baseColor, int numStops, int gravity) {
numStops = Math.max(numStops, 2);
PaintDrawable paintDrawable = new PaintDrawable();
paintDrawable.setShape(new RectShape());
final int[] stopColors = new int[numStops];
int red = Color.red(baseColor);
int green = Color.green(baseColor);
int blue = Color.blue(baseColor);
int alpha = Color.alpha(baseColor);
for (int i = 0; i < numStops; i++) {
float x = i * 1f / (numStops - 1);
float opacity = (float) Math.max(0, Math.min(1, Math.pow(x, 3)));
stopColors[i] = Color.argb((int) (alpha * opacity), red, green, blue);
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.LEFT: x0 = 1; x1 = 0; break;
case Gravity.RIGHT: x0 = 0; x1 = 1; break;
default: x0 = 0; x1 = 0; break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP: y0 = 1; y1 = 0; break;
case Gravity.BOTTOM: y0 = 0; y1 = 1; break;
default: y0 = 0; y1 = 0; break;
}
paintDrawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
LinearGradient linearGradient = new LinearGradient(
width * x0,
height * y0,
width * x1,
height * y1,
stopColors, null,
Shader.TileMode.CLAMP);
return linearGradient;
}
});
return paintDrawable;
}
示例13: setCubicGradient
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* Create a cubic gradient by using a compound gradient composed of a series of linear
* gradients with intermediate color values.
* adapted from: https://github.com/romannurik/muzei/blob/master/main/src/main/java/com/google/android/apps/muzei/util/ScrimUtil.java
* @param baseColor The color from which the gradient starts (the ending color is transparent).
* @param gravity Where the gradient should start from. Note: when making horizontal gradients,
* remember to use START/END, instead of LEFT/RIGHT.
*/
private static void setCubicGradient(PaintDrawable drawable, int baseColor, int gravity) {
final int[] stopColors = new int[GRADIENT_NUM_STOPS];
int red = Color.red(baseColor);
int green = Color.green(baseColor);
int blue = Color.blue(baseColor);
int alpha = Color.alpha(baseColor);
for (int i = 0; i < GRADIENT_NUM_STOPS; i++) {
float x = i * 1f / (GRADIENT_NUM_STOPS - 1);
float opacity = (float) Math.pow(x, GRADIENT_POWER);
if (opacity < 0f) { opacity = 0f; }
else if (opacity > 1f) { opacity = 1f; }
stopColors[i] = Color.argb((int) (alpha * opacity), red, green, blue);
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.START:
x0 = 1;
x1 = 0;
break;
case Gravity.END:
x0 = 0;
x1 = 1;
break;
default:
x0 = 0;
x1 = 0;
break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP:
y0 = 1;
y1 = 0;
break;
case Gravity.BOTTOM:
y0 = 0;
y1 = 1;
break;
default:
y0 = 0;
y1 = 0;
break;
}
drawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
return new LinearGradient(width * x0, height * y0, width * x1, height * y1,
stopColors, null, Shader.TileMode.CLAMP);
}
});
}
示例14: makeCubicGradientScrimDrawable
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* This helper method creates a 'nice' scrim or background protection for layering text over an
* image. This non-linear scrim is less noticable than a linear or constant one.
* <p/>
* Borrowed from github.com/romannurik/muzei
* <p/>
* Creates an approximated cubic gradient using a multi-stop linear gradient. See <a
* href="https://plus.google.com/+RomanNurik/posts/2QvHVFWrHZf">this post</a> for more details.
*/
public static Drawable makeCubicGradientScrimDrawable(int baseColor, int numStops,
int gravity) {
numStops = Math.max(numStops, 2);
PaintDrawable paintDrawable = new PaintDrawable();
paintDrawable.setShape(new RectShape());
final int[] stopColors = new int[numStops];
int alpha = Color.alpha(baseColor);
for (int i = 0; i < numStops; i++) {
double x = i * 1f / (numStops - 1);
double opacity = Math.max(0, Math.min(1, Math.pow(x, 3)));
stopColors[i] = (baseColor & 0x00ffffff) | ((int) (alpha * opacity) << 24);
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
//noinspection RtlHardcoded
case Gravity.LEFT:
x0 = 1;
x1 = 0;
break;
//noinspection RtlHardcoded
case Gravity.RIGHT:
x0 = 0;
x1 = 1;
break;
default:
x0 = 0;
x1 = 0;
break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP:
y0 = 1;
y1 = 0;
break;
case Gravity.BOTTOM:
y0 = 0;
y1 = 1;
break;
default:
y0 = 0;
y1 = 0;
break;
}
paintDrawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
LinearGradient linearGradient = new LinearGradient(
width * x0,
height * y0,
width * x1,
height * y1,
stopColors, null,
Shader.TileMode.CLAMP);
return linearGradient;
}
});
return paintDrawable;
}
示例15: setPowerGradient
import android.graphics.drawable.PaintDrawable; //导入方法依赖的package包/类
/**
* Create a power gradient by using a compound gradient composed of a series of linear
* gradients with intermediate color values.
* adapted from: https://github.com/romannurik/muzei/blob/master/main/src/main/java/com/google/android/apps/muzei/util/ScrimUtil.java
* @param baseColor The color from which the gradient starts (the ending color is transparent).
* @param gravity Where the gradient should start from. Note: when making horizontal gradients,
* remember to use START/END, instead of LEFT/RIGHT.
*/
private static void setPowerGradient(@NonNull PaintDrawable drawable, @ColorInt int baseColor, int gravity) {
final int[] stopColors = new int[GRADIENT_NUM_STOPS];
int red = Color.red(baseColor);
int green = Color.green(baseColor);
int blue = Color.blue(baseColor);
int alpha = Color.alpha(baseColor);
for (int i = 0; i < GRADIENT_NUM_STOPS; i++) {
float x = i * 1f / (GRADIENT_NUM_STOPS - 1);
float opacity = MathUtil.constrain((float) Math.pow(x, GRADIENT_POWER), 0.0f, 1.0f);
stopColors[i] = Color.argb((int) (alpha * opacity), red, green, blue);
}
final float x0, x1, y0, y1;
switch (gravity & Gravity.HORIZONTAL_GRAVITY_MASK) {
case Gravity.START:
x0 = 1;
x1 = 0;
break;
case Gravity.END:
x0 = 0;
x1 = 1;
break;
default:
x0 = 0;
x1 = 0;
break;
}
switch (gravity & Gravity.VERTICAL_GRAVITY_MASK) {
case Gravity.TOP:
y0 = 1;
y1 = 0;
break;
case Gravity.BOTTOM:
y0 = 0;
y1 = 1;
break;
default:
y0 = 0;
y1 = 0;
break;
}
drawable.setShaderFactory(new ShapeDrawable.ShaderFactory() {
@Override
public Shader resize(int width, int height) {
return new LinearGradient(width * x0, height * y0, width * x1, height * y1,
stopColors, null, Shader.TileMode.CLAMP);
}
});
}