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本文转自:http://www.eoeandroid.com/forum.php?mod=viewthread&tid=173234
- public class TuyaView extends View {
- private Bitmap mBitmap;
- private Canvas mCanvas;
- private Path mPath;
- private Paint mBitmapPaint;// 画布的画笔
- private Paint mPaint;// 真实的画笔
- private float mX, mY;// 临时点坐标
- private static final float TOUCH_TOLERANCE = 4;
- // 保存Path路径的集合,用List集合来模拟栈
- private static List<DrawPath> savePath;
- // 记录Path路径的对象
- private DrawPath dp;
- private int screenWidth, screenHeight;// 屏幕長寬
- private class DrawPath {
- public Path path;// 路径
- public Paint paint;// 画笔
- }
- public TuyaView(Context context, int w, int h) {
- super(context);
- screenWidth = w;
- screenHeight = h;
- mBitmap = Bitmap.createBitmap(screenWidth, screenHeight, Bitmap.Config.ARGB_8888);
- // 保存一次一次绘制出来的图形
- mCanvas = new Canvas(mBitmap);
- mBitmapPaint = new Paint(Paint.DITHER_FLAG);
- mPaint = new Paint();
- mPaint.setAntiAlias(true);
- mPaint.setStyle(Paint.Style.STROKE);
- mPaint.setStrokeJoin(Paint.Join.ROUND);// 设置外边缘
- mPaint.setStrokeCap(Paint.Cap.SQUARE);// 形状
- mPaint.setStrokeWidth(5);// 画笔宽度
- savePath = new ArrayList<DrawPath>();
- }
- @Override
- public void onDraw(Canvas canvas) {
- canvas.drawColor(0xFFAAAAAA);
- // 将前面已经画过得显示出来
- canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
- if (mPath != null) {
- // 实时的显示
- canvas.drawPath(mPath, mPaint);
- }
- }
- private void touch_start(float x, float y) {
- mPath.moveTo(x, y);
- mX = x;
- mY = y;
- }
- private void touch_move(float x, float y) {
- float dx = Math.abs(x - mX);
- float dy = Math.abs(mY - y);
- if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
- // 从x1,y1到x2,y2画一条贝塞尔曲线,更平滑(直接用mPath.lineTo也是可以的)
- mPath.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
- mX = x;
- mY = y;
- }
- }
- private void touch_up() {
- mPath.lineTo(mX, mY);
- mCanvas.drawPath(mPath, mPaint);
- //将一条完整的路径保存下来(相当于入栈操作)
- savePath.add(dp);
- mPath = null;// 重新置空
- }
- /**
- * 撤销的核心思想就是将画布清空,
- * 将保存下来的Path路径最后一个移除掉,
- * 重新将路径画在画布上面。
- */
- public void undo() {
- mBitmap = Bitmap.createBitmap(screenWidth, screenHeight,
- Bitmap.Config.ARGB_8888);
- mCanvas.setBitmap(mBitmap);// 重新设置画布,相当于清空画布
- // 清空画布,但是如果图片有背景的话,则使用上面的重新初始化的方法,用该方法会将背景清空掉...
- if (savePath != null && savePath.size() > 0) {
- // 移除最后一个path,相当于出栈操作
- savePath.remove(savePath.size() - 1);
- Iterator<DrawPath> iter = savePath.iterator();
- while (iter.hasNext()) {
- DrawPath drawPath = iter.next();
- mCanvas.drawPath(drawPath.path, drawPath.paint);
- }
- invalidate();// 刷新
- /*在这里保存图片纯粹是为了方便,保存图片进行验证*/
- String fileUrl = Environment.getExternalStorageDirectory()
- .toString() + "/android/data/test.png";
- try {
- FileOutputStream fos = new FileOutputStream(new File(fileUrl));
- mBitmap.compress(CompressFormat.PNG, 100, fos);
- fos.flush();
- fos.close();
- } catch (FileNotFoundException e) {
- e.printStackTrace();
- } catch (IOException e) {
- e.printStackTrace();
- }
- }
- }
- /**
- * 重做的核心思想就是将撤销的路径保存到另外一个集合里面(栈),
- * 然后从redo的集合里面取出最顶端对象,
- * 画在画布上面即可。
- */
- public void redo(){
- //如果撤销你懂了的话,那就试试重做吧。
- }
- @Override
- public boolean onTouchEvent(MotionEvent event) {
- float x = event.getX();
- float y = event.getY();
- switch (event.getAction()) {
- case MotionEvent.ACTION_DOWN:
- // 每次down下去重新new一个Path
- mPath = new Path();
- //每一次记录的路径对象是不一样的
- dp = new DrawPath();
- dp.path = mPath;
- dp.paint = mPaint;
- touch_start(x, y);
- invalidate();
- break;
- case MotionEvent.ACTION_MOVE:
- touch_move(x, y);
- invalidate();
- break;
- case MotionEvent.ACTION_UP:
- touch_up();
- invalidate();
- break;
- }
- return true;
- }
- }
- public class TuyaActivity extends Activity {
- private TuyaView tuyaView = null;
- @Override
- public void onCreate(Bundle savedInstanceState) {
- super.onCreate(savedInstanceState);
- DisplayMetrics dm = new DisplayMetrics();
- getWindowManager().getDefaultDisplay().getMetrics(dm);
- tuyaView = new TuyaView(this, dm.widthPixels, dm.heightPixels);
- setContentView(tuyaView);
- }
- @Override
- public boolean onKeyDown(int keyCode, KeyEvent event) {
- if (keyCode == KeyEvent.KEYCODE_BACK) {// 返回键
- tuyaView.undo();
- return true;
- }
- return super.onKeyDown(keyCode, event);
- }
- }
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