/*
 * Copyright (C) 2007 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.
 */

package android.graphics;

import android.annotation.ColorInt;
import android.annotation.NonNull;
import android.annotation.Nullable;

public class LinearGradient extends Shader {

    private static final int TYPE_COLORS_AND_POSITIONS = 1;
    private static final int TYPE_COLOR_START_AND_COLOR_END = 2;

    
Type of the LinearGradient: can be either TYPE_COLORS_AND_POSITIONS or TYPE_COLOR_START_AND_COLOR_END.
/** * Type of the LinearGradient: can be either TYPE_COLORS_AND_POSITIONS or * TYPE_COLOR_START_AND_COLOR_END. */
private int mType; private float mX0; private float mY0; private float mX1; private float mY1; private int[] mColors; private float[] mPositions; private int mColor0; private int mColor1; private TileMode mTileMode;
Create a shader that draws a linear gradient along a line.
Params:
  • x0 – The x-coordinate for the start of the gradient line
  • y0 – The y-coordinate for the start of the gradient line
  • x1 – The x-coordinate for the end of the gradient line
  • y1 – The y-coordinate for the end of the gradient line
  • colors – The colors to be distributed along the gradient line
  • positions – May be null. The relative positions [0..1] of each corresponding color in the colors array. If this is null, the the colors are distributed evenly along the gradient line.
  • tile – The Shader tiling mode
/** * Create a shader that draws a linear gradient along a line. * * @param x0 The x-coordinate for the start of the gradient line * @param y0 The y-coordinate for the start of the gradient line * @param x1 The x-coordinate for the end of the gradient line * @param y1 The y-coordinate for the end of the gradient line * @param colors The colors to be distributed along the gradient line * @param positions May be null. The relative positions [0..1] of * each corresponding color in the colors array. If this is null, * the the colors are distributed evenly along the gradient line. * @param tile The Shader tiling mode */
public LinearGradient(float x0, float y0, float x1, float y1, @NonNull @ColorInt int colors[], @Nullable float positions[], @NonNull TileMode tile) { if (colors.length < 2) { throw new IllegalArgumentException("needs >= 2 number of colors"); } if (positions != null && colors.length != positions.length) { throw new IllegalArgumentException("color and position arrays must be of equal length"); } mType = TYPE_COLORS_AND_POSITIONS; mX0 = x0; mY0 = y0; mX1 = x1; mY1 = y1; mColors = colors.clone(); mPositions = positions != null ? positions.clone() : null; mTileMode = tile; }
Create a shader that draws a linear gradient along a line.
Params:
  • x0 – The x-coordinate for the start of the gradient line
  • y0 – The y-coordinate for the start of the gradient line
  • x1 – The x-coordinate for the end of the gradient line
  • y1 – The y-coordinate for the end of the gradient line
  • color0 – The color at the start of the gradient line.
  • color1 – The color at the end of the gradient line.
  • tile – The Shader tiling mode
/** * Create a shader that draws a linear gradient along a line. * * @param x0 The x-coordinate for the start of the gradient line * @param y0 The y-coordinate for the start of the gradient line * @param x1 The x-coordinate for the end of the gradient line * @param y1 The y-coordinate for the end of the gradient line * @param color0 The color at the start of the gradient line. * @param color1 The color at the end of the gradient line. * @param tile The Shader tiling mode */
public LinearGradient(float x0, float y0, float x1, float y1, @ColorInt int color0, @ColorInt int color1, @NonNull TileMode tile) { mType = TYPE_COLOR_START_AND_COLOR_END; mX0 = x0; mY0 = y0; mX1 = x1; mY1 = y1; mColor0 = color0; mColor1 = color1; mColors = null; mPositions = null; mTileMode = tile; } @Override long createNativeInstance(long nativeMatrix) { if (mType == TYPE_COLORS_AND_POSITIONS) { return nativeCreate1(nativeMatrix, mX0, mY0, mX1, mY1, mColors, mPositions, mTileMode.nativeInt); } else { // TYPE_COLOR_START_AND_COLOR_END return nativeCreate2(nativeMatrix, mX0, mY0, mX1, mY1, mColor0, mColor1, mTileMode.nativeInt); } }
@hide
/** * @hide */
@Override protected Shader copy() { final LinearGradient copy; if (mType == TYPE_COLORS_AND_POSITIONS) { copy = new LinearGradient(mX0, mY0, mX1, mY1, mColors.clone(), mPositions != null ? mPositions.clone() : null, mTileMode); } else { // TYPE_COLOR_START_AND_COLOR_END copy = new LinearGradient(mX0, mY0, mX1, mY1, mColor0, mColor1, mTileMode); } copyLocalMatrix(copy); return copy; } private native long nativeCreate1(long matrix, float x0, float y0, float x1, float y1, int colors[], float positions[], int tileMode); private native long nativeCreate2(long matrix, float x0, float y0, float x1, float y1, int color0, int color1, int tileMode); }