Java Code Examples for android.graphics.Shader#getLocalMatrix()
The following examples show how to use
android.graphics.Shader#getLocalMatrix() .
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Example 1
Source File: SVGAndroidRenderer.java From microMathematics with GNU General Public License v3.0 | 4 votes |
@SuppressWarnings("deprecation") private void doStroke(Path path) { // TODO handle degenerate subpaths properly if (state.style.vectorEffect == VectorEffect.NonScalingStroke) { // For non-scaling-stroke, the stroke width is not transformed along with the path. // It will be rendered at the same width no matter how the document contents are transformed. // First step: get the current canvas matrix Matrix currentMatrix = canvas.getMatrix(); // Transform the path using this transform Path transformedPath = new Path(); path.transform(currentMatrix, transformedPath); // Reset the current canvas transform completely canvas.setMatrix(new Matrix()); // If there is a shader (such as a gradient), we need to update its transform also Shader shader = state.strokePaint.getShader(); Matrix currentShaderMatrix = new Matrix(); if (shader != null) { shader.getLocalMatrix(currentShaderMatrix); Matrix newShaderMatrix = new Matrix(currentShaderMatrix); newShaderMatrix.postConcat(currentMatrix); shader.setLocalMatrix(newShaderMatrix); } // Render the transformed path. The stroke width used will be in unscaled device units. canvas.drawPath(transformedPath, state.strokePaint); // Return the current canvas transform to what it was before all this happened canvas.setMatrix(currentMatrix); // And reset the shader matrix also if (shader != null) shader.setLocalMatrix(currentShaderMatrix); } else { canvas.drawPath(path, state.strokePaint); } }
Example 2
Source File: SVGAndroidRenderer.java From starcor.xul with GNU Lesser General Public License v3.0 | 4 votes |
@SuppressWarnings("deprecation") private void doStroke(Path path) { // TODO handle degenerate subpaths properly if (state.style.vectorEffect == VectorEffect.NonScalingStroke) { // For non-scaling-stroke, the stroke width is not transformed along with the path. // It will be rendered at the same width no matter how the document contents are transformed. // First step: get the current canvas matrix Matrix currentMatrix = canvas.getMatrix(); // Transform the path using this transform Path transformedPath = new Path(); path.transform(currentMatrix, transformedPath); // Reset the current canvas transform completely canvas.setMatrix(new Matrix()); // If there is a shader (such as a gradient), we need to update its transform also Shader shader = state.strokePaint.getShader(); Matrix currentShaderMatrix = new Matrix(); if (shader != null) { shader.getLocalMatrix(currentShaderMatrix); Matrix newShaderMatrix = new Matrix(currentShaderMatrix); newShaderMatrix.postConcat(currentMatrix); shader.setLocalMatrix(newShaderMatrix); } // Render the transformed path. The stroke width used will be in unscaled device units. canvas.drawPath(transformedPath, state.strokePaint); // Return the current canvas transform to what it was before all this happened canvas.setMatrix(currentMatrix); // And reset the shader matrix also if (shader != null) shader.setLocalMatrix(currentShaderMatrix); } else { canvas.drawPath(path, state.strokePaint); } }
Example 3
Source File: SVGAndroidRenderer.java From XDroidAnimation with Apache License 2.0 | 4 votes |
@SuppressWarnings("deprecation") private void doStroke(Path path) { // TODO handle degenerate subpaths properly if (state.style.vectorEffect == VectorEffect.NonScalingStroke) { // For non-scaling-stroke, the stroke width is not transformed along with the path. // It will be rendered at the same width no matter how the document contents are transformed. // First step: get the current canvas matrix Matrix currentMatrix = canvas.getMatrix(); // Transform the path using this transform Path transformedPath = new Path(); path.transform(currentMatrix, transformedPath); // Reset the current canvas transform completely canvas.setMatrix(new Matrix()); // If there is a shader (such as a gradient), we need to update its transform also Shader shader = state.strokePaint.getShader(); Matrix currentShaderMatrix = new Matrix(); if (shader != null) { shader.getLocalMatrix(currentShaderMatrix); Matrix newShaderMatrix = new Matrix(currentShaderMatrix); newShaderMatrix.postConcat(currentMatrix); shader.setLocalMatrix(newShaderMatrix); } // Render the transformed path. The stroke width used will be in unscaled device units. canvas.drawPath(transformedPath, state.strokePaint); // Return the current canvas transform to what it was before all this happened canvas.setMatrix(currentMatrix); // And reset the shader matrix also if (shader != null) shader.setLocalMatrix(currentShaderMatrix); } else { canvas.drawPath(path, state.strokePaint); } }