使用:

1.在执行弹出界面前,先将其当前屏幕截图。

 BlurBuilder.snapShotWithoutStatusBar(getActivity());

2.为了确保界面切入无效果。

 startActivity(wechatIntent);
context.overridePendingTransition(
android.view.animation.Animation.INFINITE,
android.view.animation.Animation.INFINITE);

3.在切换的页面中初始化背景ImageView:

 private void applyBlur() {
iv_shared_layout.setImageBitmap(BlurBuilder.blur(iv_shared_layout));
if (BlurBuilder.isBlurFlag()) {
iv_shared_layout.setVisibility(View.VISIBLE);
}
}

4.在acitivity的super.finish();或者在onDestroy中回收资源:

 @Override
public void finish() {
defaultFinishNotActivityHelper();
BlurBuilder.recycle();
overridePendingTransition(android.view.animation.Animation.INFINITE,
android.view.animation.Animation.INFINITE);
}

毛玻璃模糊效果使用类:

 public class BlurBuilder {

     private static final float BITMAP_SCALE = 0.4f;
private static final float BLUR_RADIUS = 7.5f; private static Bitmap tab_bg = null;
private static Bitmap overlay = null;
private static boolean blurFlag = false; public static boolean isBlurFlag() {
return BlurBuilder.blurFlag;
} public static void setBlurFlag(boolean blurFlag) {
BlurBuilder.blurFlag = blurFlag;
} public static Bitmap blur(View v) {
if (tab_bg == null) {
android.util.Log.i("", "tab_bg == null");
blurFlag = false;
return null;
}
blurFlag = true;
blur(v.getContext(), tab_bg);
return overlay;
} public static void blur(Context ctx, Bitmap image) {
if (overlay != null) {
recycle();
}
try {
int width = Math.round(image.getWidth() * BITMAP_SCALE);
int height = Math.round(image.getHeight() * BITMAP_SCALE); overlay = Bitmap.createScaledBitmap(image, (int) (width),
(int) (height), false); overlay = FastBlur.doBlur(overlay, (int) BLUR_RADIUS, true);
} catch (Exception e) {
e.printStackTrace();
}
} public static void getScreenshot(View v) {
if (tab_bg != null) {
recycle();
}
try {
tab_bg = Bitmap.createBitmap(v.getWidth(), v.getHeight(),
Bitmap.Config.RGB_565);
Canvas c = new Canvas(tab_bg);
v.draw(c);
} catch (Exception e) {
e.printStackTrace();
}
} /**
* 获取当前屏幕截图,不包含状态栏
*
* @param activity
* @return
*/
public static void snapShotWithoutStatusBar(Activity activity) {
if (tab_bg != null) {
recycle();
}
View view = activity.getWindow().getDecorView();
try {
view.setDrawingCacheEnabled(true);
view.buildDrawingCache();
tab_bg = view.getDrawingCache();
Rect frame = new Rect();
activity.getWindow().getDecorView()
.getWindowVisibleDisplayFrame(frame);
int statusBarHeight = frame.top; int width = ScreenUtils.getScreenWidth(activity);
int height = ScreenUtils.getScreenHeight(activity);
tab_bg = Bitmap.createBitmap(tab_bg, 0, statusBarHeight, width,
height - statusBarHeight);
view.destroyDrawingCache();
} catch (Exception e) {
e.printStackTrace();
getScreenshot(view);
}
} public static void recycle() { try {
if (tab_bg != null) {
tab_bg.recycle();
System.gc();
tab_bg = null;
}
if (overlay != null) {
overlay.recycle();
System.gc();
overlay = null;
}
} catch (Exception e) {
e.printStackTrace();
}
}
}

毛玻璃模糊效果类:

 public class FastBlur {

     public static Bitmap doBlur(Bitmap sentBitmap, int radius,
boolean canReuseInBitmap) { Bitmap bitmap;
if (canReuseInBitmap) {
bitmap = sentBitmap;
} else {
bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
} if (radius < 1) {
return (null);
} int w = bitmap.getWidth();
int h = bitmap.getHeight(); int[] pix = new int[w * h];
bitmap.getPixels(pix, 0, w, 0, 0, w, h); int wm = w - 1;
int hm = h - 1;
int wh = w * h;
int div = radius + radius + 1; int r[] = new int[wh];
int g[] = new int[wh];
int b[] = new int[wh];
int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;
int vmin[] = new int[Math.max(w, h)]; int divsum = (div + 1) >> 1;
divsum *= divsum;
int dv[] = new int[256 * divsum];
for (i = 0; i < 256 * divsum; i++) {
dv[i] = (i / divsum);
} yw = yi = 0; int[][] stack = new int[div][3];
int stackpointer;
int stackstart;
int[] sir;
int rbs;
int r1 = radius + 1;
int routsum, goutsum, boutsum;
int rinsum, ginsum, binsum; for (y = 0; y < h; y++) {
rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
for (i = -radius; i <= radius; i++) {
p = pix[yi + Math.min(wm, Math.max(i, 0))];
sir = stack[i + radius];
sir[0] = (p & 0xff0000) >> 16;
sir[1] = (p & 0x00ff00) >> 8;
sir[2] = (p & 0x0000ff);
rbs = r1 - Math.abs(i);
rsum += sir[0] * rbs;
gsum += sir[1] * rbs;
bsum += sir[2] * rbs;
if (i > 0) {
rinsum += sir[0];
ginsum += sir[1];
binsum += sir[2];
} else {
routsum += sir[0];
goutsum += sir[1];
boutsum += sir[2];
}
}
stackpointer = radius; for (x = 0; x < w; x++) { r[yi] = dv[rsum];
g[yi] = dv[gsum];
b[yi] = dv[bsum]; rsum -= routsum;
gsum -= goutsum;
bsum -= boutsum; stackstart = stackpointer - radius + div;
sir = stack[stackstart % div]; routsum -= sir[0];
goutsum -= sir[1];
boutsum -= sir[2]; if (y == 0) {
vmin[x] = Math.min(x + radius + 1, wm);
}
p = pix[yw + vmin[x]]; sir[0] = (p & 0xff0000) >> 16;
sir[1] = (p & 0x00ff00) >> 8;
sir[2] = (p & 0x0000ff); rinsum += sir[0];
ginsum += sir[1];
binsum += sir[2]; rsum += rinsum;
gsum += ginsum;
bsum += binsum; stackpointer = (stackpointer + 1) % div;
sir = stack[(stackpointer) % div]; routsum += sir[0];
goutsum += sir[1];
boutsum += sir[2]; rinsum -= sir[0];
ginsum -= sir[1];
binsum -= sir[2]; yi++;
}
yw += w;
}
for (x = 0; x < w; x++) {
rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
yp = -radius * w;
for (i = -radius; i <= radius; i++) {
yi = Math.max(0, yp) + x; sir = stack[i + radius]; sir[0] = r[yi];
sir[1] = g[yi];
sir[2] = b[yi]; rbs = r1 - Math.abs(i); rsum += r[yi] * rbs;
gsum += g[yi] * rbs;
bsum += b[yi] * rbs; if (i > 0) {
rinsum += sir[0];
ginsum += sir[1];
binsum += sir[2];
} else {
routsum += sir[0];
goutsum += sir[1];
boutsum += sir[2];
} if (i < hm) {
yp += w;
}
}
yi = x;
stackpointer = radius;
for (y = 0; y < h; y++) {
// Preserve alpha channel: ( 0xff000000 & pix[yi] )
pix[yi] = (0xff000000 & pix[yi]) | (dv[rsum] << 16)
| (dv[gsum] << 8) | dv[bsum]; rsum -= routsum;
gsum -= goutsum;
bsum -= boutsum; stackstart = stackpointer - radius + div;
sir = stack[stackstart % div]; routsum -= sir[0];
goutsum -= sir[1];
boutsum -= sir[2]; if (x == 0) {
vmin[y] = Math.min(y + r1, hm) * w;
}
p = x + vmin[y]; sir[0] = r[p];
sir[1] = g[p];
sir[2] = b[p]; rinsum += sir[0];
ginsum += sir[1];
binsum += sir[2]; rsum += rinsum;
gsum += ginsum;
bsum += binsum; stackpointer = (stackpointer + 1) % div;
sir = stack[stackpointer]; routsum += sir[0];
goutsum += sir[1];
boutsum += sir[2]; rinsum -= sir[0];
ginsum -= sir[1];
binsum -= sir[2]; yi += w;
}
} bitmap.setPixels(pix, 0, w, 0, 0, w, h); return (bitmap);
}
}

android 获取当前屏幕作为毛玻璃模糊背景Acitivity作为弹出框。的更多相关文章

  1. Android 学习笔记之AndBase框架学习(二) 使用封装好的进度框,Toast框,弹出框,确认框...

    PS:渐渐明白,在实验室呆三年都不如在企业呆一年... 学习内容: 1.使用AbActivity内部封装的方法实现进度框,Toast框,弹出框,确认框...   AndBase中AbActivity封 ...

  2. Android 自定义界面的弹出框(可输入数据)

    上午写了一篇博文,介绍了如何定义从屏幕底部弹出PopupWindow,写完之后,突然想起之前写过自定义内容显示的弹出框,就随手写了两个实例,分享出来: 第一种实现方式:继承Dialog 1.1 线定义 ...

  3. Android Animation动画实战(二):从屏幕底部弹出PopupWindow

    在这篇文章之前,我已经陆陆续续写了几篇博客,介绍了Android Animation是如何使用的,有还不明白的,可以点击查看: 1. Android Animation动画详解(一): 补间动画 2. ...

  4. ALV屏幕捕捉回车及下拉框事件&ALV弹出框回车及下拉框事件

    示例展示: 屏幕依据输入的物料编码或下拉框物料编码拍回车自动带出物料描述: 点击弹出框,输入物料编码拍回车带出物料描述,点击确认,更新ALV: 1.创建屏幕9000,用于处理ALV弹出框: 2.针对屏 ...

  5. 【Android】各式各样的弹出框与对菜单键、返回键的监听

    Android自带各式各样的弹出框.弹出框也是安卓主要的组件之中的一个.同一时候安卓程序能够对菜单键.返回键的监听.但在安卓4.0之后就禁止对Home键的屏蔽与监听,强制保留为系统守护按键.假设非要对 ...

  6. android自定义弹出框样式实现

    前言: 做项目时,感觉Android自带的弹出框样式比较丑,很多应用都是自己做的弹出框,这里也试着自己做了一个. 废话不说先上图片: 实现机制 1.先自定义一个弹出框的样式 2.自己实现CustomD ...

  7. android 三种弹出框之一PopupWindow

    PopupWindow 在android的弹出框我目前了解到的是有三种:AlertDialog,PopupWindow,Activity伪弹框, AlertDialog太熟悉了,这里就不介绍了 就先看 ...

  8. android 弹出框(输入框和选择框)

    1.输入框: final EditText inputServer = new EditText(this); inputServer.setFilters(new InputFilter[]{new ...

  9. 自设table表格,获取内容,并经弹出框的url传参,获取结果显示在弹出框,并加载合计

    table表格,选择框 form id="editForm1"> <table class="table_form"> <td > ...

随机推荐

  1. Java 23种设计模式

    转自: http://zz563143188.iteye.com/blog/1847029 ; i<count; i++){ list.add(new MailSender()); } } pu ...

  2. 菜鸟带你飞______DP基础26道水题

    DP 158:11:22 1205:00:00   Overview Problem Status Rank (56) Discuss Current Time: 2015-11-26 19:11:2 ...

  3. linux /etc/rc.d/目录的详解

    rc.d的内容如下: init.d/ :各种服务器和程序的二进制文件存放目录. rcx.d/: 各个启动级别的执行程序连接目录.里头的东西都是指向init.d/的一些软连接.具体的后边叙述. 还有三个 ...

  4. php __set() __get() __isset() __unset()四个方法的应用

    一般来说,总是把类的属性定义为private,这更符合现实的逻辑.但是,对属性的读取 和赋值操作是非常频繁的,因此在PHP5 中,预定义了两个函数“__get()”和“__set()”来获 取和赋值其 ...

  5. 如何让你的scrapy爬虫不再被ban

    前面用scrapy编写爬虫抓取了自己博客的内容并保存成json格式的数据(scrapy爬虫成长日记之创建工程-抽取数据-保存为json格式的数据)和写入数据库(scrapy爬虫成长日记之将抓取内容写入 ...

  6. visual studio的项目属性表

    最近发现一个有趣的东西:visual studio的项目属性表 我下载了cocos2d-x-3.0alpha1,然后发现HelloLua项目配置里没有配include搜索目录和依赖库以及一个Marco ...

  7. ios学习总结(2) -- UIButton的使用

    原文地址 UIButton的类是一个UIControl子类,它实现了在触摸屏上的按钮.触摸一个按钮拦截事件和动作消息发送到目标对象时,它的挖掘.设定的目标和行动方法都继承自UIControl.这个类提 ...

  8. [产品相关] A/B测试终极指南(翻译)

    转载地址: http://blog.sina.com.cn/s/blog_9149268d0100zrx7.html 还记得以前导师说看了英文的文章就把它翻译一下吧,这样会对文章更好地理解,也会有更深 ...

  9. 如何识别是visual studio下头的哪种类型程序

    可以通过文件来判断 比如MFC, 那它就会包括xxxview.cpp文件. win32又分为win32项目和console(即控制台应用程序),看主函数 win32控制台应用程序的主函数为_tmain ...

  10. Diablo3

    1.装备 主手:元素弓 副手:精细箭袋 头: 胸:燃火外套 手:娜塔亚的手感 护腕:稳击护腕 戒指:罗盘玫瑰+布尔凯索的婚戒 颈部:旅者之誓 腰:科雷姆的强力腰带(速度加25%) 腿:深渊挖掘裤 脚: ...