如何 y 偏移 Android 5 Lollipop 阴影方向
How to y-offset the Android 5 Lollipop shadow direction
我使用 android material 设计库制作了这样的标签条。
我这样在屏幕底部添加了一个视图。
现在,我正在尝试将顶部小部件的阴影效果添加到底部视图。
我找到了 this question 的答案形式的解决方案。
The only way I found to create a top shadow was to modify some of the source of the Android compatibility v7 CardView project. This project brings the CardView class to older Android versions and thus also includes the elevation shadow. The resulting shadow is very close to a "real" elevation shadow.
我按照说明操作,结果如下图所示
我将这些颜色添加到 res/values/values.xml
<color name="cardview_shadow_end_color">#03000000</color>
<color name="cardview_shadow_start_color">#47000000</color>
<dimen name="cardview_compat_inset_shadow">1dp</dimen>
并且我使用修改后的 Android 兼容性 v7 CardView 项目中的 class RoundRectDrawableWithShadow
来设置阴影
float elevation = 200;
float density = 0.1f;
View bottomView = (View) rootView.findViewById(R.id.bottomView);
bottomView.setBackgroundDrawable(new RoundRectDrawableWithShadow(
getResources(), Color.BLACK, 0,
elevation * density, ((elevation + 1) * density) + 1
));
这是我修改后的 CardView 项目代码 RoundRectDrawableWithShadow
class
/*
* Copyright (C) 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import android.graphics.RectF;
import android.content.res.Resources;
import android.graphics.Canvas;
import android.graphics.ColorFilter;
import android.graphics.LinearGradient;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.PixelFormat;
import android.graphics.RadialGradient;
import android.graphics.Rect;
import android.graphics.RectF;
import android.graphics.Shader;
import android.graphics.drawable.Drawable;
/**
* A rounded rectangle drawable which also includes a shadow around.
*/
public class RoundRectDrawableWithShadow extends Drawable {
// used to calculate content padding
final static double COS_45 = Math.cos(Math.toRadians(45));
final static float SHADOW_MULTIPLIER = 1.5f;
final int mInsetShadow; // extra shadow to avoid gaps between card and shadow
/*
* This helper is set by CardView implementations.
* <p>
* Prior to API 17, canvas.drawRoundRect is expensive; which is why we need this interface
* to draw efficient rounded rectangles before 17.
* */
static RoundRectHelper sRoundRectHelper;
Paint mPaint;
Paint mCornerShadowPaint;
Paint mEdgeShadowPaint;
final RectF mCardBounds;
float mCornerRadius;
Path mCornerShadowPath;
// updated value with inset
float mMaxShadowSize;
// actual value set by developer
float mRawMaxShadowSize;
// multiplied value to account for shadow offset
float mShadowSize;
// actual value set by developer
float mRawShadowSize;
private boolean mDirty = true;
private final int mShadowStartColor;
private final int mShadowEndColor;
private boolean mAddPaddingForCorners = true;
/**
* If shadow size is set to a value above max shadow, we print a warning
*/
private boolean mPrintedShadowClipWarning = false;
public RoundRectDrawableWithShadow(
Resources resources, int backgroundColor, float radius,
float shadowSize, float maxShadowSize
) {
mShadowStartColor = resources.getColor(R.color.cardview_shadow_start_color);
mShadowEndColor = resources.getColor(R.color.cardview_shadow_end_color);
mInsetShadow = resources.getDimensionPixelSize(R.dimen.cardview_compat_inset_shadow);
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.DITHER_FLAG);
mPaint.setColor(backgroundColor);
mCornerShadowPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.DITHER_FLAG);
mCornerShadowPaint.setStyle(Paint.Style.FILL);
mCornerRadius = (int) (radius + .5f);
mCardBounds = new RectF();
mEdgeShadowPaint = new Paint(mCornerShadowPaint);
mEdgeShadowPaint.setAntiAlias(false);
setShadowSize(shadowSize, maxShadowSize);
RoundRectDrawableWithShadow.sRoundRectHelper
= new RoundRectDrawableWithShadow.RoundRectHelper() {
@Override
public void drawRoundRect(Canvas canvas, RectF bounds, float cornerRadius,
Paint paint) {
canvas.drawRoundRect(bounds, cornerRadius, cornerRadius, paint);
}
};
}
/**
* Casts the value to an even integer.
*/
private int toEven(float value) {
int i = (int) (value + .5f);
if (i % 2 == 1) {
return i - 1;
}
return i;
}
public void setAddPaddingForCorners(boolean addPaddingForCorners) {
mAddPaddingForCorners = addPaddingForCorners;
invalidateSelf();
}
@Override
public void setAlpha(int alpha) {
mPaint.setAlpha(alpha);
mCornerShadowPaint.setAlpha(alpha);
mEdgeShadowPaint.setAlpha(alpha);
}
@Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
mDirty = true;
}
void setShadowSize(float shadowSize, float maxShadowSize) {
if (shadowSize < 0 || maxShadowSize < 0) {
throw new IllegalArgumentException("invalid shadow size");
}
shadowSize = toEven(shadowSize);
maxShadowSize = toEven(maxShadowSize);
if (shadowSize > maxShadowSize) {
shadowSize = maxShadowSize;
if (!mPrintedShadowClipWarning) {
mPrintedShadowClipWarning = true;
}
}
if (mRawShadowSize == shadowSize && mRawMaxShadowSize == maxShadowSize) {
return;
}
mRawShadowSize = shadowSize;
mRawMaxShadowSize = maxShadowSize;
mShadowSize = (int)(shadowSize * SHADOW_MULTIPLIER + mInsetShadow + .5f);
mMaxShadowSize = maxShadowSize + mInsetShadow;
mDirty = true;
invalidateSelf();
}
@Override
public boolean getPadding(Rect padding) {
int vOffset = (int) Math.ceil(calculateVerticalPadding(mRawMaxShadowSize, mCornerRadius,
mAddPaddingForCorners));
// int hOffset = (int) Math.ceil(calculateHorizontalPadding(mRawMaxShadowSize, mCornerRadius,
// mAddPaddingForCorners));
// padding.set(hOffset, vOffset, hOffset, vOffset);
padding.set(0, vOffset, 0, 0);
return true;
}
static float calculateVerticalPadding(float maxShadowSize, float cornerRadius,
boolean addPaddingForCorners) {
if (addPaddingForCorners) {
return (float) (maxShadowSize * SHADOW_MULTIPLIER + (1 - COS_45) * cornerRadius);
} else {
return maxShadowSize * SHADOW_MULTIPLIER;
}
}
static float calculateHorizontalPadding(float maxShadowSize, float cornerRadius,
boolean addPaddingForCorners) {
if (addPaddingForCorners) {
return (float) (maxShadowSize + (1 - COS_45) * cornerRadius);
} else {
return maxShadowSize;
}
}
@Override
public void setColorFilter(ColorFilter cf) {
mPaint.setColorFilter(cf);
mCornerShadowPaint.setColorFilter(cf);
mEdgeShadowPaint.setColorFilter(cf);
}
@Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
void setCornerRadius(float radius) {
radius = (int) (radius + .5f);
if (mCornerRadius == radius) {
return;
}
mCornerRadius = radius;
mDirty = true;
invalidateSelf();
}
@Override
public void draw(Canvas canvas) {
if (mDirty) {
buildComponents(getBounds());
mDirty = false;
}
canvas.translate(0, -mRawShadowSize / 2);
drawShadow(canvas);
canvas.translate(0, +mRawShadowSize / 2);
sRoundRectHelper.drawRoundRect(canvas, mCardBounds, mCornerRadius, mPaint);
}
private void drawShadow(Canvas canvas) {
final float edgeShadowTop = -mCornerRadius - mShadowSize;
final float insetVertical = mCornerRadius + mInsetShadow + mRawShadowSize / 2;
final float insetHorizontal = -mInsetShadow;
// LT top
int saved = canvas.save();
canvas.translate(mCardBounds.left + insetHorizontal, mCardBounds.top + insetVertical);
canvas.drawPath(mCornerShadowPath, mCornerShadowPaint);
canvas.drawRect(0, edgeShadowTop,
mCardBounds.width() - 2 * insetHorizontal, -mCornerRadius + mShadowSize,
mEdgeShadowPaint);
canvas.restoreToCount(saved);
// RT right
saved = canvas.save();
canvas.translate(mCardBounds.right - insetHorizontal, mCardBounds.top + insetVertical);
canvas.rotate(90f);
canvas.drawPath(mCornerShadowPath, mCornerShadowPaint);
canvas.restoreToCount(saved);
}
private void buildShadowCorners() {
RectF innerBounds = new RectF(-mCornerRadius, -mCornerRadius, mCornerRadius, mCornerRadius);
RectF outerBounds = new RectF(innerBounds);
outerBounds.inset(-mShadowSize, -mShadowSize);
if (mCornerShadowPath == null) {
mCornerShadowPath = new Path();
} else {
mCornerShadowPath.reset();
}
mCornerShadowPath.setFillType(Path.FillType.EVEN_ODD);
mCornerShadowPath.moveTo(-mCornerRadius, 0);
mCornerShadowPath.rLineTo(-mShadowSize, 0);
// outer arc
mCornerShadowPath.arcTo(outerBounds, 180f, 90f, false);
// inner arc
mCornerShadowPath.arcTo(innerBounds, 270f, -90f, false);
mCornerShadowPath.close();
float startRatio = mCornerRadius / (mCornerRadius + mShadowSize);
mCornerShadowPaint.setShader(new RadialGradient(0, 0, mCornerRadius + mShadowSize,
new int[]{mShadowStartColor, mShadowStartColor, mShadowEndColor},
new float[]{0f, startRatio, 1f}
, Shader.TileMode.CLAMP));
// we offset the content shadowSize/2 pixels up to make it more realistic.
// this is why edge shadow shader has some extra space
// When drawing bottom edge shadow, we use that extra space.
mEdgeShadowPaint.setShader(new LinearGradient(0, -mCornerRadius + mShadowSize, 0,
-mCornerRadius - mShadowSize,
new int[]{mShadowStartColor, mShadowStartColor, mShadowEndColor},
new float[]{0f, .5f, 1f}, Shader.TileMode.CLAMP));
mEdgeShadowPaint.setAntiAlias(false);
}
private void buildComponents(Rect bounds) {
// Card is offset SHADOW_MULTIPLIER * maxShadowSize to account for the shadow shift.
// We could have different top-bottom offsets to avoid extra gap above but in that case
// center aligning Views inside the CardView would be problematic.
final float verticalOffset = mRawMaxShadowSize * SHADOW_MULTIPLIER;
mCardBounds.set(bounds.left + mRawMaxShadowSize, bounds.top + verticalOffset,
bounds.right - mRawMaxShadowSize, bounds.bottom - verticalOffset);
buildShadowCorners();
}
float getCornerRadius() {
return mCornerRadius;
}
void getMaxShadowAndCornerPadding(Rect into) {
getPadding(into);
}
void setShadowSize(float size) {
setShadowSize(size, mRawMaxShadowSize);
}
void setMaxShadowSize(float size) {
setShadowSize(mRawShadowSize, size);
}
float getShadowSize() {
return mRawShadowSize;
}
float getMaxShadowSize() {
return mRawMaxShadowSize;
}
float getMinWidth() {
final float content = 2 *
Math.max(mRawMaxShadowSize, mCornerRadius + mInsetShadow + mRawMaxShadowSize / 2);
return content + (mRawMaxShadowSize + mInsetShadow) * 2;
}
float getMinHeight() {
final float content = 2 * Math.max(mRawMaxShadowSize, mCornerRadius + mInsetShadow
+ mRawMaxShadowSize * SHADOW_MULTIPLIER / 2);
return content + (mRawMaxShadowSize * SHADOW_MULTIPLIER + mInsetShadow) * 2;
}
public void setColor(int color) {
mPaint.setColor(color);
invalidateSelf();
}
static interface RoundRectHelper {
void drawRoundRect(Canvas canvas, RectF bounds, float cornerRadius, Paint paint);
}
}
所以问题是我在整个视图上绘制了一个矩形。需要在专用于阴影效果的单独视图上绘制矩形。
此外,阴影视图的高度不应大于 6dp,否则会显示矩形,如果这有意义的话。
最后一点,将这些值用于密度和海拔
float elevation = 2;
float density = getResources().getDisplayMetrics().density;
这是我的布局
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context="info.androidhive.materialtabs.fragments.OneFragment">
<TextView
android:layout_width="match_parent"
android:layout_height="match_parent"
android:text="This Is A Fragment"
android:gravity="center"
android:textSize="40dp"
android:textStyle="bold"
android:layout_centerInParent="true"
android:layout_above="@+id/bottomView"/>
<View
android:id="@+id/bottomView"
android:layout_width="match_parent"
android:layout_height="6dp"
android:layout_above="@+id/other"/>
<View
android:id="@id/other"
android:layout_alignParentBottom="true"
android:layout_width="match_parent"
android:layout_height="175dp"
android:background="?attr/colorPrimary"/>
</RelativeLayout>
我使用 android material 设计库制作了这样的标签条。
我这样在屏幕底部添加了一个视图。
现在,我正在尝试将顶部小部件的阴影效果添加到底部视图。
我找到了 this question 的答案形式的解决方案。
The only way I found to create a top shadow was to modify some of the source of the Android compatibility v7 CardView project. This project brings the CardView class to older Android versions and thus also includes the elevation shadow. The resulting shadow is very close to a "real" elevation shadow.
我按照说明操作,结果如下图所示
我将这些颜色添加到 res/values/values.xml
<color name="cardview_shadow_end_color">#03000000</color>
<color name="cardview_shadow_start_color">#47000000</color>
<dimen name="cardview_compat_inset_shadow">1dp</dimen>
并且我使用修改后的 Android 兼容性 v7 CardView 项目中的 class RoundRectDrawableWithShadow
来设置阴影
float elevation = 200;
float density = 0.1f;
View bottomView = (View) rootView.findViewById(R.id.bottomView);
bottomView.setBackgroundDrawable(new RoundRectDrawableWithShadow(
getResources(), Color.BLACK, 0,
elevation * density, ((elevation + 1) * density) + 1
));
这是我修改后的 CardView 项目代码 RoundRectDrawableWithShadow
class
/*
* Copyright (C) 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import android.graphics.RectF;
import android.content.res.Resources;
import android.graphics.Canvas;
import android.graphics.ColorFilter;
import android.graphics.LinearGradient;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.PixelFormat;
import android.graphics.RadialGradient;
import android.graphics.Rect;
import android.graphics.RectF;
import android.graphics.Shader;
import android.graphics.drawable.Drawable;
/**
* A rounded rectangle drawable which also includes a shadow around.
*/
public class RoundRectDrawableWithShadow extends Drawable {
// used to calculate content padding
final static double COS_45 = Math.cos(Math.toRadians(45));
final static float SHADOW_MULTIPLIER = 1.5f;
final int mInsetShadow; // extra shadow to avoid gaps between card and shadow
/*
* This helper is set by CardView implementations.
* <p>
* Prior to API 17, canvas.drawRoundRect is expensive; which is why we need this interface
* to draw efficient rounded rectangles before 17.
* */
static RoundRectHelper sRoundRectHelper;
Paint mPaint;
Paint mCornerShadowPaint;
Paint mEdgeShadowPaint;
final RectF mCardBounds;
float mCornerRadius;
Path mCornerShadowPath;
// updated value with inset
float mMaxShadowSize;
// actual value set by developer
float mRawMaxShadowSize;
// multiplied value to account for shadow offset
float mShadowSize;
// actual value set by developer
float mRawShadowSize;
private boolean mDirty = true;
private final int mShadowStartColor;
private final int mShadowEndColor;
private boolean mAddPaddingForCorners = true;
/**
* If shadow size is set to a value above max shadow, we print a warning
*/
private boolean mPrintedShadowClipWarning = false;
public RoundRectDrawableWithShadow(
Resources resources, int backgroundColor, float radius,
float shadowSize, float maxShadowSize
) {
mShadowStartColor = resources.getColor(R.color.cardview_shadow_start_color);
mShadowEndColor = resources.getColor(R.color.cardview_shadow_end_color);
mInsetShadow = resources.getDimensionPixelSize(R.dimen.cardview_compat_inset_shadow);
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.DITHER_FLAG);
mPaint.setColor(backgroundColor);
mCornerShadowPaint = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.DITHER_FLAG);
mCornerShadowPaint.setStyle(Paint.Style.FILL);
mCornerRadius = (int) (radius + .5f);
mCardBounds = new RectF();
mEdgeShadowPaint = new Paint(mCornerShadowPaint);
mEdgeShadowPaint.setAntiAlias(false);
setShadowSize(shadowSize, maxShadowSize);
RoundRectDrawableWithShadow.sRoundRectHelper
= new RoundRectDrawableWithShadow.RoundRectHelper() {
@Override
public void drawRoundRect(Canvas canvas, RectF bounds, float cornerRadius,
Paint paint) {
canvas.drawRoundRect(bounds, cornerRadius, cornerRadius, paint);
}
};
}
/**
* Casts the value to an even integer.
*/
private int toEven(float value) {
int i = (int) (value + .5f);
if (i % 2 == 1) {
return i - 1;
}
return i;
}
public void setAddPaddingForCorners(boolean addPaddingForCorners) {
mAddPaddingForCorners = addPaddingForCorners;
invalidateSelf();
}
@Override
public void setAlpha(int alpha) {
mPaint.setAlpha(alpha);
mCornerShadowPaint.setAlpha(alpha);
mEdgeShadowPaint.setAlpha(alpha);
}
@Override
protected void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds);
mDirty = true;
}
void setShadowSize(float shadowSize, float maxShadowSize) {
if (shadowSize < 0 || maxShadowSize < 0) {
throw new IllegalArgumentException("invalid shadow size");
}
shadowSize = toEven(shadowSize);
maxShadowSize = toEven(maxShadowSize);
if (shadowSize > maxShadowSize) {
shadowSize = maxShadowSize;
if (!mPrintedShadowClipWarning) {
mPrintedShadowClipWarning = true;
}
}
if (mRawShadowSize == shadowSize && mRawMaxShadowSize == maxShadowSize) {
return;
}
mRawShadowSize = shadowSize;
mRawMaxShadowSize = maxShadowSize;
mShadowSize = (int)(shadowSize * SHADOW_MULTIPLIER + mInsetShadow + .5f);
mMaxShadowSize = maxShadowSize + mInsetShadow;
mDirty = true;
invalidateSelf();
}
@Override
public boolean getPadding(Rect padding) {
int vOffset = (int) Math.ceil(calculateVerticalPadding(mRawMaxShadowSize, mCornerRadius,
mAddPaddingForCorners));
// int hOffset = (int) Math.ceil(calculateHorizontalPadding(mRawMaxShadowSize, mCornerRadius,
// mAddPaddingForCorners));
// padding.set(hOffset, vOffset, hOffset, vOffset);
padding.set(0, vOffset, 0, 0);
return true;
}
static float calculateVerticalPadding(float maxShadowSize, float cornerRadius,
boolean addPaddingForCorners) {
if (addPaddingForCorners) {
return (float) (maxShadowSize * SHADOW_MULTIPLIER + (1 - COS_45) * cornerRadius);
} else {
return maxShadowSize * SHADOW_MULTIPLIER;
}
}
static float calculateHorizontalPadding(float maxShadowSize, float cornerRadius,
boolean addPaddingForCorners) {
if (addPaddingForCorners) {
return (float) (maxShadowSize + (1 - COS_45) * cornerRadius);
} else {
return maxShadowSize;
}
}
@Override
public void setColorFilter(ColorFilter cf) {
mPaint.setColorFilter(cf);
mCornerShadowPaint.setColorFilter(cf);
mEdgeShadowPaint.setColorFilter(cf);
}
@Override
public int getOpacity() {
return PixelFormat.TRANSLUCENT;
}
void setCornerRadius(float radius) {
radius = (int) (radius + .5f);
if (mCornerRadius == radius) {
return;
}
mCornerRadius = radius;
mDirty = true;
invalidateSelf();
}
@Override
public void draw(Canvas canvas) {
if (mDirty) {
buildComponents(getBounds());
mDirty = false;
}
canvas.translate(0, -mRawShadowSize / 2);
drawShadow(canvas);
canvas.translate(0, +mRawShadowSize / 2);
sRoundRectHelper.drawRoundRect(canvas, mCardBounds, mCornerRadius, mPaint);
}
private void drawShadow(Canvas canvas) {
final float edgeShadowTop = -mCornerRadius - mShadowSize;
final float insetVertical = mCornerRadius + mInsetShadow + mRawShadowSize / 2;
final float insetHorizontal = -mInsetShadow;
// LT top
int saved = canvas.save();
canvas.translate(mCardBounds.left + insetHorizontal, mCardBounds.top + insetVertical);
canvas.drawPath(mCornerShadowPath, mCornerShadowPaint);
canvas.drawRect(0, edgeShadowTop,
mCardBounds.width() - 2 * insetHorizontal, -mCornerRadius + mShadowSize,
mEdgeShadowPaint);
canvas.restoreToCount(saved);
// RT right
saved = canvas.save();
canvas.translate(mCardBounds.right - insetHorizontal, mCardBounds.top + insetVertical);
canvas.rotate(90f);
canvas.drawPath(mCornerShadowPath, mCornerShadowPaint);
canvas.restoreToCount(saved);
}
private void buildShadowCorners() {
RectF innerBounds = new RectF(-mCornerRadius, -mCornerRadius, mCornerRadius, mCornerRadius);
RectF outerBounds = new RectF(innerBounds);
outerBounds.inset(-mShadowSize, -mShadowSize);
if (mCornerShadowPath == null) {
mCornerShadowPath = new Path();
} else {
mCornerShadowPath.reset();
}
mCornerShadowPath.setFillType(Path.FillType.EVEN_ODD);
mCornerShadowPath.moveTo(-mCornerRadius, 0);
mCornerShadowPath.rLineTo(-mShadowSize, 0);
// outer arc
mCornerShadowPath.arcTo(outerBounds, 180f, 90f, false);
// inner arc
mCornerShadowPath.arcTo(innerBounds, 270f, -90f, false);
mCornerShadowPath.close();
float startRatio = mCornerRadius / (mCornerRadius + mShadowSize);
mCornerShadowPaint.setShader(new RadialGradient(0, 0, mCornerRadius + mShadowSize,
new int[]{mShadowStartColor, mShadowStartColor, mShadowEndColor},
new float[]{0f, startRatio, 1f}
, Shader.TileMode.CLAMP));
// we offset the content shadowSize/2 pixels up to make it more realistic.
// this is why edge shadow shader has some extra space
// When drawing bottom edge shadow, we use that extra space.
mEdgeShadowPaint.setShader(new LinearGradient(0, -mCornerRadius + mShadowSize, 0,
-mCornerRadius - mShadowSize,
new int[]{mShadowStartColor, mShadowStartColor, mShadowEndColor},
new float[]{0f, .5f, 1f}, Shader.TileMode.CLAMP));
mEdgeShadowPaint.setAntiAlias(false);
}
private void buildComponents(Rect bounds) {
// Card is offset SHADOW_MULTIPLIER * maxShadowSize to account for the shadow shift.
// We could have different top-bottom offsets to avoid extra gap above but in that case
// center aligning Views inside the CardView would be problematic.
final float verticalOffset = mRawMaxShadowSize * SHADOW_MULTIPLIER;
mCardBounds.set(bounds.left + mRawMaxShadowSize, bounds.top + verticalOffset,
bounds.right - mRawMaxShadowSize, bounds.bottom - verticalOffset);
buildShadowCorners();
}
float getCornerRadius() {
return mCornerRadius;
}
void getMaxShadowAndCornerPadding(Rect into) {
getPadding(into);
}
void setShadowSize(float size) {
setShadowSize(size, mRawMaxShadowSize);
}
void setMaxShadowSize(float size) {
setShadowSize(mRawShadowSize, size);
}
float getShadowSize() {
return mRawShadowSize;
}
float getMaxShadowSize() {
return mRawMaxShadowSize;
}
float getMinWidth() {
final float content = 2 *
Math.max(mRawMaxShadowSize, mCornerRadius + mInsetShadow + mRawMaxShadowSize / 2);
return content + (mRawMaxShadowSize + mInsetShadow) * 2;
}
float getMinHeight() {
final float content = 2 * Math.max(mRawMaxShadowSize, mCornerRadius + mInsetShadow
+ mRawMaxShadowSize * SHADOW_MULTIPLIER / 2);
return content + (mRawMaxShadowSize * SHADOW_MULTIPLIER + mInsetShadow) * 2;
}
public void setColor(int color) {
mPaint.setColor(color);
invalidateSelf();
}
static interface RoundRectHelper {
void drawRoundRect(Canvas canvas, RectF bounds, float cornerRadius, Paint paint);
}
}
所以问题是我在整个视图上绘制了一个矩形。需要在专用于阴影效果的单独视图上绘制矩形。
此外,阴影视图的高度不应大于 6dp,否则会显示矩形,如果这有意义的话。
最后一点,将这些值用于密度和海拔
float elevation = 2;
float density = getResources().getDisplayMetrics().density;
这是我的布局
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
tools:context="info.androidhive.materialtabs.fragments.OneFragment">
<TextView
android:layout_width="match_parent"
android:layout_height="match_parent"
android:text="This Is A Fragment"
android:gravity="center"
android:textSize="40dp"
android:textStyle="bold"
android:layout_centerInParent="true"
android:layout_above="@+id/bottomView"/>
<View
android:id="@+id/bottomView"
android:layout_width="match_parent"
android:layout_height="6dp"
android:layout_above="@+id/other"/>
<View
android:id="@id/other"
android:layout_alignParentBottom="true"
android:layout_width="match_parent"
android:layout_height="175dp"
android:background="?attr/colorPrimary"/>
</RelativeLayout>