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简单实现电影院选座效果php,Android实现电影院选座效果

android 电影选座

本文实例为大家分享了Android实现电影院选座效果展示的具体代码,供大家参考,具体内容如下

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这是一个简单的电影院选座效果,实现该效果大致分为三步:

1.自定义view进行绘制;

2.手势缩放效果的实现;

3.手势触摸被选和未被选效果的实现;

先来看第一步,效果的绘制;

public class MoveSeatView extends View {

private final boolean DBG = false;

private Paint paint = new Paint();

private Matrix matrix = new Matrix();

private Matrix tempMatrix = new Matrix();

//座位水平间距

private int spacing;

//座位垂直间距

private int verSpacing;

//行号宽度

private int numberWidth;

//行数

private int row;

//列数

private int column;

//可选座位的图片

private Bitmap seatBitmap;

//选中时座位的图片

private Bitmap checkedSeatBitmap;

private int lastX;

private int lastY;

//整个座位图的宽度

private int seatBitmapWidth;

private int seatBitmapHeight;

private float screenHeight;

//屏幕的最小宽度

private int defaultScreenWidth;

//标识是否正在缩放

private boolean isScaling;

private float scaleX, scaleY;

//是否是第一次缩放

private boolean firstScale = true;

private boolean isOnClick;

private int downX, downY;

private boolean pointer;

//用于存储已经选在好的座位

public ArrayList list;

/**

* 默认的座位图片的宽度,如果使用的自己的座位的图片比这个尺寸大或者小,会缩放到这个大小

*/

private float defaultImgW = 40;

private float defaultImgH = 34;

/**

* 座位图片的宽度

*/

private int seatWidth = 40;

/**

* 座位图片的高度

*/

private int seatHeight = 34;

private float zoom;

float xScalel = 1;

float yScalel = 1;

public MoveSeatView(Context context) {

this(context, null);

}

public MoveSeatView(Context context, AttributeSet attrs) {

this(context, attrs, 0);

}

public MoveSeatView(Context context, AttributeSet attrs, int defStyleAttr) {

super(context, attrs, defStyleAttr);

}

private void init() {

spacing = (int) dip2px(5);

verSpacing = (int) dip2px(10);

defaultScreenWidth = (int) dip2px(80);

seatBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.seat_default);

xScalel = defaultImgW / seatBitmap.getWidth();

yScalel = defaultImgH / seatBitmap.getHeight();

checkedSeatBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.seat_green);

seatBitmapWidth = (int) (column * seatBitmap.getWidth() * xScalel + (column - 1) * spacing);

seatBitmapHeight = (int) (row * seatBitmap.getHeight() * yScalel + (row - 1) * verSpacing);

paint.setColor(Color.RED);

numberWidth = (int) dip2px(20);

screenHeight = dip2px(20);

list = new ArrayList<>();

matrix.postTranslate(numberWidth + spacing, screenHeight + 1 + verSpacing);

}

}

上面这些都是一些初始化动作,接下来在onDraw方法中进行绘制;

@Override

protected void onDraw(Canvas canvas) {

if (row <= 0 || column <= 0) {

return;

}

drawSeat(canvas);

super.onDraw(canvas);

}

具体的绘制逻辑实在drawSeat(),方法中实现的;

/**

* 绘制

*

* @param canvas

*/

private void drawSeat(Canvas canvas) {

zoom = getMatrixScaleX();

float translateX = getTranslateX();

float translateY = getTranslateY();

float scaleX = zoom;

float scaleY = zoom;

for (int i = 0; i < row; i++) {

float top = i * seatBitmap.getHeight() * yScalel * scaleY + i * verSpacing * scaleY + translateY;

float bottom = top + seatBitmap.getHeight() * yScalel * scaleY;

for (int j = 0; j < column; j++) {

float left = j * seatBitmap.getWidth() * xScalel * scaleX + j * spacing * xScalel * scaleX + translateX;

float right = left + seatBitmap.getWidth() * xScalel * scaleX;

tempMatrix.setTranslate(left, top);

tempMatrix.postScale(xScalel, yScalel, left, top);

tempMatrix.postScale(scaleX, scaleY, left, top);

if (isHave(i, j)) {

//绘制被选

canvas.drawBitmap(checkedSeatBitmap, tempMatrix, paint);

//绘制文字

drawText(canvas, i, j, top, left);

} else {

//绘制普通

canvas.drawBitmap(seatBitmap, tempMatrix, paint);

}

}

}

}

主要是计算绘制的位置,矩阵的缩放,根据是否被选进行绘制不同的效果;

/**

* 绘制文字

*

* @param canvas

* @param row

* @param column

* @param top

* @param left

*/

private void drawText(Canvas canvas, int row, int column, float top, float left) {

String txt = (row + 1) + "排";

String txt1 = (column + 1) + "座";

//实例化文字画笔

TextPaint txtPaint = new TextPaint(Paint.ANTI_ALIAS_FLAG);

txtPaint.setColor(Color.WHITE);

//设置字体样式

txtPaint.setTypeface(Typeface.DEFAULT_BOLD);

float seatHeight = this.seatHeight * getMatrixScaleX();

float seatWidth = this.seatWidth * getMatrixScaleX();

txtPaint.setTextSize(seatHeight / 3);

//获取中间线

float center = seatHeight / 2;

float txtWidth = txtPaint.measureText(txt);

float startX = left + seatWidth / 2 - txtWidth / 2;

//只绘制一行文字

if (txt1 == null) {

canvas.drawText(txt, startX, getBaseLine(txtPaint, top, top + seatHeight), txtPaint);

} else {

canvas.drawText(txt, startX, getBaseLine(txtPaint, top, top + center), txtPaint);

canvas.drawText(txt1, startX, getBaseLine(txtPaint, top + center, top + center + seatHeight / 2), txtPaint);

}

if (DBG) {

Log.d("drawTest", "top" + top);

}

}

这里是使用TextPaint画笔进行文字的绘制,在绘制文字的时候要注意基准线;

/**

* 获取基准线

* @param p

* @param top

* @param bottom

* @return

*/

private float getBaseLine(Paint p, float top, float bottom) {

Paint.FontMetrics fontMetrics = p.getFontMetrics();

int baseLine = (int) ((bottom + top - fontMetrics.bottom - fontMetrics.top) / 2);

return baseLine;

}

这样大致的绘制做完成了,剩下的第二步和第三步都涉及到手势触摸,在onTouchEvent方法中去实现具体的逻辑;

@Override

public boolean onTouchEvent(MotionEvent event) {

int x = (int) event.getX();

int y = (int) event.getY();

//手势缩放

scaleGuestureDetector.onTouchEvent(event);

//手势

gestureDetector.onTouchEvent(event);

//获取当前操作的手指数量

int pointerCount = event.getPointerCount();

if (pointerCount > 1) {

//多手指操作

pointer = true;

}

switch (event.getAction()) {

case MotionEvent.ACTION_DOWN:

pointer = false;

downX = x;

downY = y;

invalidate();

break;

case MotionEvent.ACTION_UP:

autoScale();

break;

case MotionEvent.ACTION_MOVE:

if (!isScaling && !isOnClick) {

int downDX = Math.abs(x - downX);

int downDY = Math.abs(y - downY);

if ((downDX > 10 || downDY > 10) && !pointer) {

int dx = x - lastX;

int dy = y - lastY;

matrix.postTranslate(dx, dy);

invalidate();

}

}

lastX = x;

lastY = y;

isOnClick = false;

break;

}

return true;

}

刚触摸去选择的时候会有个手势缩放的效果,手势缩放系统提供了ScaleGestureDetector类可以很容易的实现,具体的逻辑系统都已经处理好了,在对应的回调方法里面去实现就可以了;

/**

* 手势缩放

*/

ScaleGestureDetector scaleGuestureDetector = new ScaleGestureDetector(getContext(), new ScaleGestureDetector.OnScaleGestureListener() {

@Override

public boolean onScale(ScaleGestureDetector detector) {

//正在缩放的时候回调

isScaling = true;

float scaleFactor = detector.getScaleFactor();

if (getMatrixScaleY() * scaleFactor > 3) {

scaleFactor = 3 / getMatrixScaleY();

}

if (firstScale) {

scaleX = detector.getCurrentSpanX();

scaleY = detector.getCurrentSpanY();

firstScale = false;

}

if (getMatrixScaleY() * scaleFactor < 0.5) {

scaleFactor = 0.5f * getMatrixScaleY();

}

matrix.postScale(scaleFactor, scaleFactor, scaleX, scaleY);

invalidate();

return true;

}

@Override

public boolean onScaleBegin(ScaleGestureDetector detector) {

//开始缩放的时候回调

return false;

}

@Override

public void onScaleEnd(ScaleGestureDetector detector) {

//缩放完成回调

isScaling = false;

firstScale = true;

}

});

其他的手势操作系统还提供了GestureDetector类,可以使用GestureDetector来实现具体的效果;

GestureDetector gestureDetector = new GestureDetector(getContext(), new GestureDetector.SimpleOnGestureListener() {

@Override

public boolean onSingleTapConfirmed(MotionEvent e) {

int x = (int) e.getX();

int y = (int) e.getY();

for (int i = 0; i < row; i++) {

for (int j = 0; j < column; j++) {

int tempX = (int) ((j * seatWidth + j * spacing) * getMatrixScaleX() + getTranslateX());

int maxTempX = (int) (tempX + seatWidth * getMatrixScaleX());

int tempY = (int) ((seatHeight * i + i * verSpacing) * getMatrixScaleY() + getTranslateY());

int maxTempY = (int) (tempY + seatHeight * getMatrixScaleY());

if (x >= tempX && x <= maxTempX && y >= tempY && y <= maxTempY) {

if (isHave(i, j)) {

remove(i, j);

} else {

list.add(new Point(i, j));

}

}

}

}

float currentScaleY = getMatrixScaleY();

if (currentScaleY < 1.7) {

scaleX = x;

scaleY = y;

zoomAnimate(currentScaleY, 1.9f);

}

invalidate();

return true;

}

});

完成上面三步,效果也就大致实现了,提供外部设置的方法供调用就可以了;

/**

* 对外界提供的设置方法

* @param row

* @param column

*/

public void setData(int row, int column) {

this.row = row;

this.column = column;

init();

invalidate();

}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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