我想在Android中加载一张位图并将其平铺。目前我正在我的视图中使用以下代码来显示一个位图:
canvas.drawBitmap(bitmap, srcRect, destRect, null)
我想在我的应用程序中将这个位图作为背景图片使用,并希望在X和Y方向上重复位图。
我已经看到了BitmapShader
类的TileMode.REPEAT常量,但不确定是否应该用于重复实际位图或用于对位图应用滤镜。
你需要在XML文件中完成这个操作,而不是在Java代码中。我自己没有尝试过,但我找到了这个示例。
<xml version="1.0" encoding="utf-8"?>
<LinearLayout
android:id="@+id/MainLayout"
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical"
android:background="@drawable/backrepeat"
>
然后在名为backrepeat.xml的xml中
<bitmap xmlns:android="http://schemas.android.com/apk/res/android"
android:src="@drawable/back"
android:tileMode="repeat" />
找到了代码的版本:
BitmapDrawable TileMe = new BitmapDrawable(MyBitmap);
TileMe.setTileModeX(Shader.TileMode.REPEAT);
TileMe.setTileModeY(Shader.TileMode.REPEAT);
ImageView Item = new ImageView(this);
Item.setBackgroundDrawable(TileMe);
如果您有一个可平铺的drawable,那么可以使用它来创建BitmapDrawable:
BitmapDrawable TileMe = new BitmapDrawable(BitmapFactory.decodeResource(getResources(), R.drawable.tile));
上面的backrepeat.xml有缺陷
<bitmap
xmlns:android="http://schemas.android.com/apk/res/android"
android:src="@drawable/tile"
android:tileMode="repeat"
android:dither="true" />
看起来有些人对在View的onDraw方法中实现此功能感兴趣。以下代码适用于我:
bgTile = BitmapFactory.decodeResource(context.getResources(), R.drawable.bg_tile);
float left = 0, top = 0;
float bgTileWidth = bgTile.getWidth();
float bgTileHeight = bgTile.getHeight();
while (left < screenWidth) {
while (top < screenHeight) {
canvas.drawBitmap(bgTile, left, top, null);
top += bgTileHeight;
}
left += bgTileWidth;
top = 0;
}
<xml version="1.0" encoding="utf-8"?>
<LinearLayout
android:id="@+id/MainLayout"
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:orientation="vertical"
android:background="@drawable/back"
android:tileMode="repeat"
>
这对我来说很有效。我不需要单独创建位图。我在布局中使用了tileMode属性。
final Bitmap bmp = BitmapFactory.decodeResource(getResources(),R.drawable.actionbar_bg);
final BitmapDrawable bitmapDrawable = new BitmapDrawable(bmp);
bitmapDrawable.setTileModeXY(Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
final ActionBar bar = getSupportActionBar();
bar.setBackgroundDrawable(bitmapDrawable);
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="wrap_content"
android:layout_height="fill_parent"
android:background="@drawable/news_detail_activity_bg">
</LinearLayout>
/* Tiled Layer Bitmap*/
public class TiledLayer {
private int cellWidth;
private int cellHeight;
private int yPosition = 0, xPosition = 0;
private int[][] grid;
private Image image;
private int[] tileXPositions;
private int[] tileYPositions;
private ArrayList animatedTiles;
private int numberOfTiles;
private int numberOfColumns;
private int numberOfRows;
private int gridColumns;
private int gridRows, width, height;
public TiledLayer(Image image, int columns, int rows, int tileWidth,
int tileHeight, int width, int height) {
this.grid = new int[columns][rows];
this.gridColumns = columns;
this.gridRows = rows;
this.width = columns * tileWidth;
this.height = rows * tileHeight;
this.animatedTiles = new ArrayList();
setStaticTileSet(image, tileWidth, tileHeight);
}
public void setStaticTileSet(Image image, int tileWidth, int tileHeight) {
this.image = image;
this.cellWidth = tileWidth;
this.cellHeight = tileHeight;
int columns = 64;//image.getWidth() / tileWidth;
int rows =40;// image.getHeight() / tileHeight;
this.tileXPositions = new int[columns];
int pos = 0;
for (int i = 0; i < columns; i++) {
this.tileXPositions[i] = pos;
pos += tileWidth;
}
this.tileYPositions = new int[rows];
pos = 0;
for (int i = 0; i < rows; i++) {
this.tileYPositions[i] = pos;
pos += tileHeight;
}
if (columns * rows < this.numberOfTiles) {
// clear the grid, when there are not as many tiles as in the
// previous set:
for (int i = 0; i < this.grid.length; i++) {
for (int j = 0; j < this.grid[i].length; j++) {
this.grid[i][j] = 0;
}
}
}
this.numberOfTiles = columns * rows;
this.numberOfColumns = columns;
this.numberOfRows = rows;
}
public int createAnimatedTile(int staticTileIndex) {
if (staticTileIndex >= this.numberOfTiles) {
throw new IllegalArgumentException("invalid static tile index: "
+ staticTileIndex + " (there are only ["
+ this.numberOfTiles + "] tiles available.");
}
this.animatedTiles.add(new Integer(staticTileIndex));
return -1 * (this.animatedTiles.size() - 1);
}
public void setAnimatedTile(int animatedTileIndex, int staticTileIndex) {
if (staticTileIndex >= this.numberOfTiles) {
}
int animatedIndex = (-1 * animatedTileIndex) - 1;
this.animatedTiles.set(animatedIndex, new Integer(staticTileIndex));
}
public int getAnimatedTile(int animatedTileIndex) {
int animatedIndex = (-1 * animatedTileIndex) - 1;
Integer animatedTile = (Integer) this.animatedTiles.get(animatedIndex);
return animatedTile.intValue();
}
public void setCell(int col, int row, int tileIndex) {
if (tileIndex >= this.numberOfTiles) {
throw new IllegalArgumentException("invalid static tile index: "
+ tileIndex + " (there are only [" + this.numberOfTiles
+ "] tiles available.");
}
this.grid[col][row] = tileIndex;
}
public int getCell(int col, int row) {
return this.grid[col][row];
}
public void fillCells(int col, int row, int numCols, int numRows,
int tileIndex) {
if (tileIndex >= this.numberOfTiles) {
throw new IllegalArgumentException("invalid static tile index: "
+ tileIndex + " (there are only [" + this.numberOfTiles
+ "] tiles available.");
}
int endCols = col + numCols;
int endRows = row + numRows;
for (int i = col; i < endCols; i++) {
for (int j = row; j < endRows; j++) {
this.grid[i][j] = tileIndex;
}
}
}
public final int getCellWidth() {
return this.cellWidth;
}
public final int getCellHeight() {
return this.cellHeight;
}
public final int getColumns() {
return this.gridColumns;
}
public final int getRows() {
return this.gridRows;
}
public final void paint(Graphics g) {
int clipX = 0;// g.getClipX();
int clipY = 0;// g.getClipY();
int clipWidth = width;// g.getClipWidth();
int clipHeight = height;// g.getClipHeight();
// jmt restore clip to previous state
int x = this.xPosition;
int y = this.yPosition;
int[][] gridTable = this.grid;
for (int i = 0; i < this.gridColumns; i++) {
int[] gridRow = gridTable[i];
for (int j = 0; j < gridRow.length; j++) {
int cellIndex = gridRow[j];
if (cellIndex != 0) {
// okay this cell needs to be rendered:
int tileIndex;
if (cellIndex < 0) {
Integer tile = (Integer) this.animatedTiles
.get((-1 * cellIndex) - 1);
tileIndex = tile.intValue() - 1;
} else {
tileIndex = cellIndex - 1;
}
// now draw the tile:
g.save(Canvas.CLIP_SAVE_FLAG);
// jmt: clear the screen
Rect r = new Rect(0, 0, cellWidth, cellHeight);
g.clipRect(r);
g.setClip(x, y, this.cellWidth, this.cellHeight);
int column = tileIndex % this.numberOfColumns;
int row = tileIndex / this.numberOfColumns;
int tileX = x - this.tileXPositions[column];
int tileY = y - this.tileYPositions[row];
g.drawImage(this.image, tileX, tileY);
g.restore();
}
y += this.cellHeight;
} // for each row
y = this.yPosition;
x += this.cellWidth;
} // for each column
// reset original clip:
g.setClip(clipX, clipY, clipWidth, clipHeight);
}
}