一、引言
想实现一个空白的画板,上面可以画出手滑动的轨迹,就这么一个小需求。一般就来讲就两种实现方式,view或者surfaceview。下面看看两种是如何实现的。
二、实现原理
先简单说一下实现原理:
(1)用一张白色的Bitmap作为画板
(2)用canvas在bitmap上画线
(3)为了画出平滑的曲线,要用canvas的drawPath(Path,Paint)方法。
(4)同时使用贝塞尔曲线来使曲线更加平滑
三、View实现
直接贴代码了:
package picturegame.view; import android.annotation.SuppressLint; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.Paint.Style; import android.graphics.Path; import android.util.AttributeSet; import android.view.MotionEvent; import android.view.View; import com.winton.picturegame.R; /** * @ClassName: GameView * @Description: TODO(这里用一句话描述这个类的作用) * @author Winton winton_by@126.com * @date 2015年9月26日 上午8:54:37 * */ public class GameView extends View{ private Paint paint = null; // private Bitmap originalBitmap = null;//原始图 private Bitmap new1Bitmap = null; private Bitmap new2Bitmap = null; private float clickX =0; private float clickY=0; private float startX=0; private float startY=0; private boolean isMove = true; private boolean isClear = false; private int color =Color.RED;//默认画笔颜色 private float strokeWidth =20f;//默认画笔宽度 Path mPath; public GameView(Context context) { this(context,null); // TODO Auto-generated constructor stub } public GameView(Context context,AttributeSet atts) { this(context,atts,0); // TODO Auto-generated constructor stub } @SuppressWarnings("static-access") public GameView(Context context,AttributeSet atts,int defStyle) { super(context,atts,defStyle); // TODO Auto-generated constructor stub originalBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.default_pic).copy(Bitmap.Config.ARGB_8888, true);//白色的画板 new1Bitmap=originalBitmap.createBitmap(originalBitmap); mPath=new Path(); } //清楚 @SuppressWarnings("static-access") public void clear(){ isClear =true; new2Bitmap=originalBitmap.createBitmap(originalBitmap); invalidate();//重置 } public void setStrokeWidth(float width){ this.strokeWidth=width; initPaint(); } @Override protected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); canvas.drawBitmap(writer(new1Bitmap),0,0, null); } @SuppressLint("ClickableViewAccessibility") @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub clickX =event.getX(); clickY=event.getY(); if(event.getAction()==MotionEvent.ACTION_DOWN){ //手指点下屏幕时触发 startX=clickX; startY=clickY; mPath.reset(); mPath.moveTo(clickX, clickY); // isMove =false; // invalidate(); // return true; } else if(event.getAction()==MotionEvent.ACTION_MOVE){ //手指移动时触发 float dx=Math.abs(clickX-startX); float dy=Math.abs(clickY-startY); // if(dx>=3||dy>=3){ //设置贝塞尔曲线的操作点为起点和终点的一半 float cX = (clickX + startX) / 2; float cY = (clickY + startY) / 2; mPath.quadTo(startX,startY, cX, cY); startX=clickX; startY=clickY; // } // isMove =true; // invalidate(); // return true; } invalidate(); return true; } /** * @Title: writer * @Description: TODO(这里用一句话描述这个方法的作用) * @param @param pic * @param @return 设定文件 * @return Bitmap 返回类型 * @throws */ public Bitmap writer(Bitmap pic){ initPaint(); Canvas canvas =null; if(isClear){ canvas=new Canvas(new2Bitmap); }else{ canvas=new Canvas(pic); } //canvas.drawLine(startX, startY, clickX, clickY, paint);//画线 canvas.drawPath(mPath, paint); if(isClear){ return new2Bitmap; } return pic; } private void initPaint(){ paint = new Paint();//初始化画笔 paint.setStyle(Style.STROKE);//设置为画线 paint.setAntiAlias(true);//设置画笔抗锯齿 paint.setColor(color);//设置画笔颜色 paint.setStrokeWidth(strokeWidth);//设置画笔宽度 } /** * @Title: setColor * @Description: TODO(设置画笔颜色) * @param @param color 设定文件 * @return void 返回类型 * @throws */ public void setColor(int color){ this.color=color; initPaint(); } public Bitmap getPaint(){ return new1Bitmap; } }
看一下效果:
基本满足需求
三、surfaceView实现
package picturegame.view; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.Paint.Style; import android.graphics.Path; import android.util.AttributeSet; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceHolder.Callback; import android.view.SurfaceView; import com.winton.picturegame.R; public class GameViewSurface extends SurfaceView implements Callback,Runnable{ /** 控制游戏更新循环 **/ boolean mRunning = false; /**控制游戏循环**/ boolean mIsRunning = false; /**每50帧刷新一次屏幕**/ public static final int TIME_IN_FRAME = 50; private int paintColor=android.graphics.Color.WHITE;//默认画笔颜色为黑色 private float paintWidth=2f;//默认画笔宽度 private Style paintStyle=Style.STROKE;//默认画笔风格 private int paintAlph=255;//默认不透明 private Path mPath;//轨迹 private Paint mPaint;//画笔 private float startX=0.0f;//初始x private float startY=0.0f;//初始Y private SurfaceHolder surfaceHolder; public Canvas mCanvas; public boolean first=true; Bitmap bg; public GameViewSurface(Context context){ this(context,null); } public GameViewSurface(Context context,AttributeSet attrs){ this(context,attrs,0); } public GameViewSurface(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); // TODO Auto-generated constructor stub this.setFocusable(true);//设置当前view拥有触摸事件 surfaceHolder=getHolder(); surfaceHolder.addCallback(this); mPath=new Path(); initPaint(); bg = BitmapFactory.decodeResource(getResources(), R.drawable.default_pic).copy(Bitmap.Config.ARGB_8888, true);//白色的画板 } /** * @Title: initPaint * @Description: TODO(初始化画笔) * @param 设定文件 * @return void 返回类型 * @throws */ private void initPaint(){ mPaint=new Paint(); mPaint.setAntiAlias(true);//消除锯齿 mPaint.setColor(paintColor);//画笔颜色 mPaint.setAlpha(paintAlph);//画笔透明度 mPaint.setStyle(paintStyle);//设置画笔风格 mPaint.setStrokeWidth(paintWidth);//设置画笔宽度 } public void doDraw(){ mCanvas=surfaceHolder.lockCanvas(); mCanvas.drawPath(mPath, mPaint);//绘制 surfaceHolder.unlockCanvasAndPost(mCanvas); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //手接触屏幕时触发 doTouchDown(event); break; case MotionEvent.ACTION_MOVE: //手滑动时触发 doTouchMove(event); break; case MotionEvent.ACTION_UP: //手抬起时触发 break; default: break; } return true; } /** * @Title: doTouchDown * @Description: TODO(手触摸到屏幕时需要做的事情) * @param @param event 设定文件 * @return void 返回类型 * @throws */ private void doTouchDown(MotionEvent event){ float touchX=event.getX(); float touchY=event.getY(); startX=touchX; startY=touchY; mPath.reset(); mPath.moveTo(touchX, touchY); } /** * @Title: doTouchMove * @Description: TODO(手在屏幕上滑动时要做的事情) * @param @param event 设定文件 * @return void 返回类型 * @throws */ private void doTouchMove(MotionEvent event){ float touchX=event.getX(); float touchY=event.getY(); float dx=Math.abs(touchX-startX);//移动的距离 float dy =Math.abs(touchY-startX);//移动的距离 if(dx>3||dy>3){ float cX=(touchX+startX)/2; float cY=(touchY+startY)/2; mPath.quadTo(startX, startY, cX, cY); startX=touchX; startY=touchY; } } public void setPaintColor(int paintColor) { this.paintColor = paintColor; initPaint(); } public void setPaintWidth(float paintWidth) { this.paintWidth = paintWidth; initPaint(); } public void setPaintStyle(Style paintStyle) { this.paintStyle = paintStyle; initPaint(); } public void setPaintAlph(int paintAlph) { this.paintAlph = paintAlph; initPaint(); } @Override public void run() { // TODO Auto-generated method stub while (mIsRunning) { /** 取得更新游戏之前的时间 **/ long startTime = System.currentTimeMillis(); /** 在这里加上线程安全锁 **/ synchronized(surfaceHolder){ doDraw(); } /** 取得更新游戏结束的时间 **/ long endTime = System.currentTimeMillis(); /** 计算出游戏一次更新的毫秒数 **/ int diffTime = (int) (endTime - startTime); /** 确保每次更新时间为50帧 **/ while (diffTime <= TIME_IN_FRAME) { diffTime = (int) (System.currentTimeMillis() - startTime); /** 线程等待 **/ Thread.yield(); } } } @Override public void surfaceCreated(SurfaceHolder holder) { // TODO Auto-generated method stub mCanvas =surfaceHolder.lockCanvas(); mCanvas.drawBitmap(bg, 0,0, null); surfaceHolder.unlockCanvasAndPost(mCanvas); mIsRunning=true; new Thread(this).start(); } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { // TODO Auto-generated method stub } @Override public void surfaceDestroyed(SurfaceHolder holder) { // TODO Auto-generated method stub mIsRunning = false; } }
看看运行效果:
当我不设置背景时是没问题的,但使用了背景就不停的闪烁了,不知道有没同学知道的,可以说一下。
大家可以阅读本文《解决Android SurfaceView绘制触摸轨迹闪烁问题的方法》,或许对大家的学习有所帮助。
五、总结
两种方式都是可以实现的,而且仔细对比发现surfaceview响应的速度比view快很多,view想必与surfaceview更容易实现。
view用于显示被动更新的动画,即需要操作才会更新的动画,而surfaceview则用于主动更新的动画,如在界面上显示一个奔跑的小狗。
view更新界面是在UI主线程。surfaceview是自己起一个线程更新界面。
以上就是本文的全部内容,希望大家喜欢。