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 stuboriginalBitmap = 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();}@Overrideprotected void onDraw(Canvas canvas) { // TODO Auto-generated method stub super.onDraw(canvas); canvas.drawBitmap(writer(new1Bitmap),0,0, null); }@SuppressLint("ClickableViewAccessibility")@Overridepublic 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xprivate float startY=0.0f;//初始Yprivate 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);} @Overridepublic boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stubswitch (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();}@Overridepublic 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();}} }@Overridepublic 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();}@Overridepublic void surfaceChanged(SurfaceHolder holder, int format, int width,int height) { // TODO Auto-generated method stub }@Overridepublic void surfaceDestroyed(SurfaceHolder holder) { // TODO Auto-generated method stubmIsRunning = 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。