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shadow's Issues

动态设置背景颜色无效

通过

shadowView.setBackgroundClr(Color.BLACK);

设置背景颜色无效,设置背景没有更新画笔颜色

private fun updateBackgroundClr(bgColor:Int){
    //起作用
    bgPaint.color=bgColor
    invalidate()
}

extends FrameLayout

Why not make this view extends FrameLayout ? The layout_gravity is useless now.

Render not smooth

I'm use with com.moos.library.CircleProgressView not smooth when render

添加水波纹点击效果,点击时出现明显卡顿

在布局中使用水波纹点击效果时,点击出现明显卡顿

<com.loopeer.shadow.ShadowView xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:app="http://schemas.android.com/apk/res-auto"
    xmlns:tools="http://schemas.android.com/tools"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:layout_marginStart="11dp"
    android:layout_marginTop="4dp"
    android:layout_marginEnd="11dp"
    android:layout_marginBottom="8dp"
    android:foreground="?attr/selectableItemBackground"
    app:cornerRadius="4dp"
    app:shadowColor="#140282FF"
    app:shadowMargin="4dp"
    app:shadowRadius="4dp">

carton

When I put weight in the head of RecycleView, there will be obvious carton slipping.

ShadowView not displayed because it is too large to fit into a software layer (or drawing cache), needs 37307904 bytes, only 14745600 available

Note

  1. It's not a bug,but I think this can be optimized
  2. this problem repeat in your demo project,only change the 'activity_shadow_view.xml'

Code: change 'activity_shadow_view.xml' like this:

<?xml version="1.0" encoding="utf-8"?>
<android.support.design.widget.CoordinatorLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:app="http://schemas.android.com/apk/res-auto"
    xmlns:tools="http://schemas.android.com/tools"
    android:id="@+id/container"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    android:background="#F5F5F5"
    android:orientation="vertical"
    tools:context="com.loopeer.example.shadows.ShadowViewActivity">

    <FrameLayout
        android:id="@+id/bottom_sheet"
        android:layout_width="match_parent"
        android:layout_height="300dp"
        android:background="@android:color/white"
        android:elevation="8dp"
        app:behavior_hideable="false"
        app:behavior_peekHeight="100dp"
        app:layout_behavior="@string/bottom_sheet_behavior">

        <android.support.v7.widget.RecyclerView
            android:id="@+id/view_recycler"
            android:layout_width="match_parent"
            android:layout_height="wrap_content"
            android:clipToPadding="false"
            android:paddingBottom="16dp" />
    </FrameLayout>

    <ScrollView
        android:layout_width="match_parent"
        android:layout_height="match_parent">

        <com.loopeer.shadow.ShadowView
            android:id="@+id/shadow_view"
            android:layout_width="match_parent"
            android:layout_height="wrap_content"
            android:layout_margin="12dp"
            android:elevation="10dp"
            android:foreground="?attr/selectableItemBackground"
            android:onClick="onShadowClickTest"
            android:padding="10dp"
            app:cornerRadius="4dp"
            app:shadowDx="100"
            app:shadowDy="100"
            app:shadowMargin="20dp"
            app:shadowRadius="14dp">

            <TextView
                android:layout_width="match_parent"
                android:layout_height="wrap_content"
                android:text="@string/large_text" />
        </com.loopeer.shadow.ShadowView>
    </ScrollView>
</android.support.design.widget.CoordinatorLayout>

and a large text

<string name="large_text">
        "Material is the metaphor.\n\n"

        "A material metaphor is the unifying theory of a rationalized space and a system of motion."
        "The material is grounded in tactile reality, inspired by the study of paper and ink, yet "
        "technologically advanced and open to imagination and magic.\n"
        "Surfaces and edges of the material provide visual cues that are grounded in reality. The "
        "use of familiar tactile attributes helps users quickly understand affordances. Yet the "
        "flexibility of the material creates new affordances that supercede those in the physical "
        "world, without breaking the rules of physics.\n"
        "The fundamentals of light, surface, and movement are key to conveying how objects move, "
        "interact, and exist in space and in relation to each other. Realistic lighting shows "
        "seams, divides space, and indicates moving parts.\n\n"

        "Bold, graphic, intentional.\n\n"

        "The foundational elements of print based design typography, grids, space, scale, color, "
        "and use of imagery guide visual treatments. These elements do far more than please the "
        "eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge "
        "imagery, large scale typography, and intentional white space create a bold and graphic "
        "interface that immerse the user in the experience.\n"
        "An emphasis on user actions makes core functionality immediately apparent and provides "
        "waypoints for the user.\n\n"

        "Motion provides meaning.\n\n"

        "Motion respects and reinforces the user as the prime mover. Primary user actions are "
        "inflection points that initiate motion, transforming the whole design.\n"
        "All action takes place in a single environment. Objects are presented to the user without "
        "breaking the continuity of experience even as they transform and reorganize.\n"
        "Motion is meaningful and appropriate, serving to focus attention and maintain continuity. "
        "Feedback is subtle yet clear. Transitions are efficient yet coherent.\n\n"

        "3D world.\n\n"

        "The material environment is a 3D space, which means all objects have x, y, and z "
        "dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the "
        "positive z-axis extending towards the viewer. Every sheet of material occupies a single "
        "position along the z-axis and has a standard 1dp thickness.\n"
        "On the web, the z-axis is used for layering and not for perspective. The 3D world is "
        "emulated by manipulating the y-axis.\n\n"

        "Light and shadow.\n\n"

        "Within the material environment, virtual lights illuminate the scene. Key lights create "
        "directional shadows, while ambient light creates soft shadows from all angles.\n"
        "Shadows in the material environment are cast by these two light sources. In Android "
        "development, shadows occur when light sources are blocked by sheets of material at "
        "various positions along the z-axis. On the web, shadows are depicted by manipulating the "
        "y-axis only. The following example shows the card with a height of 6dp.\n\n"

        "Resting elevation.\n\n"

        "All material objects, regardless of size, have a resting elevation, or default elevation "
        "that does not change. If an object changes elevation, it should return to its resting "
        "elevation as soon as possible.\n\n"

        "Component elevations.\n\n"

        "The resting elevation for a component type is consistent across apps (e.g., FAB elevation "
        "does not vary from 6dp in one app to 16dp in another app).\n"
        "Components may have different resting elevations across platforms, depending on the depth "
        "of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n"

        "Responsive elevation and dynamic elevation offsets.\n\n"

        "Some component types have responsive elevation, meaning they change elevation in response "
        "to user input (e.g., normal, focused, and pressed) or system events. These elevation "
        "changes are consistently implemented using dynamic elevation offsets.\n"
        "Dynamic elevation offsets are the goal elevation that a component moves towards, relative "
        "to the component’s resting state. They ensure that elevation changes are consistent "
        "across actions and component types. For example, all components that lift on press have "
        "the same elevation change relative to their resting elevation.\n"
        "Once the input event is completed or cancelled, the component will return to its resting "
        "elevation.\n\n"

        "Avoiding elevation interference.\n\n"

        "Components with responsive elevations may encounter other components as they move between "
        "their resting elevations and dynamic elevation offsets. Because material cannot pass "
        "through other material, components avoid interfering with one another any number of ways, "
        "whether on a per component basis or using the entire app layout.\n"
        "On a component level, components can move or be removed before they cause interference. "
        "For example, a floating action button (FAB) can disappear or move off screen before a "
        "user picks up a card, or it can move if a snackbar appears.\n"
        "On the layout level, design your app layout to minimize opportunities for interference. "
        "For example, position the FAB to one side of stream of a cards so the FAB won’t interfere "
        "when a user tries to pick up one of cards.\n\n"
    </string>

Result

Show nothing,and there are warn:

com.loopeer.example.shadows W/View: ShadowView not displayed because it is too large to fit into a software layer (or drawing cache), needs 37307904 bytes, only 14745600 available

CRASH

my app crashing when i add 🔘 button

Program type already present: androidx.activity.ktx.R$attr

我也使用的kotlin-android 一导入这个库,能build成功,但运行就报错

Program type already present: androidx.activity.ktx.R$attr
Caused by: com.android.tools.r8.CompilationFailedException: Compilation failed to complete

Caused by: com.android.tools.r8.utils.AbortException: Error: Program type already present: androidx.activity.ktx.R$attr
添加 exclude 也没有效果

app:shadowDx,shadowDy not working

Error

I set shadowDx,Dy in xml like this

            app:shadowDx="50"
            app:shadowDy="50"

but it not working

Reason

in ShadowView.kt, this code in init method

        shadowDx = a.getFloat(R.styleable.ShadowView_shadowDx, 0f)
        shadowDy = a.getFloat(R.styleable.ShadowView_shadowDy, 0f)
        bgPaint.setShadowLayer(shadowRadius, 0f, 1f,shadowColor)

I don't understand, why???

ShadowView not displayed in lollipop and previous version

I tried to use shadow view like the following
`<com.loopeer.shadow.ShadowView
android:id="@+id/empty_medication_card_view"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_marginBottom="20dp"
android:background="@color/white"
android:paddingStart="20dp"
android:paddingEnd="20dp"
android:paddingBottom="40dp"
android:paddingTop="60dp"
app:shadowRadius="20dp"
app:cornerRadius="20dp"
app:shadowMargin="5dp"
app:shadowColor="@color/color_accent"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintEnd_toEndOf="parent"
app:layout_constraintStart_toStartOf="parent"
app:layout_constraintTop_toTopOf="parent">

///////////// I used group view that has another views ...

</com.loopeer.shadow.ShadowView>`

it display correctly in android 6 and later but its totally ignored in previous versions ..

ShadowView和RecyclerView会出现的问题

  1. 滑动卡顿
  2. RecyclerView有一些较长的内容的Item会不显示

解决方法:

setLayerType(LAYER_TYPE_HARDWARE, null);

仓库作者自己改下吧,关于第2个问题不显示我也不知道为什么,因为按理说软件绘制应该支持所有的效果,但是确实这里有问题。

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