package cn.flightfeather.thirdapp.view;
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/**
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* url www.johdan.com
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* @author johdan
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*
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*/
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import android.app.Activity;
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import android.content.Context;
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import android.graphics.Bitmap;
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import android.graphics.Canvas;
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import android.graphics.Color;
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import android.graphics.Paint;
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import android.graphics.Path;
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import android.util.AttributeSet;
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import android.util.DisplayMetrics;
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import android.view.MotionEvent;
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import android.view.View;
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import java.util.ArrayList;
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import java.util.Iterator;
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import java.util.List;
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public class TuyaView extends View {
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private Bitmap mBitmap;
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private Canvas mCanvas;
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private Path mPath;
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private Paint mBitmapPaint;// 画布的画笔
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private Paint mPaint;// 真实的画笔
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private float mX, mY;// 临时点坐标
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private static final float TOUCH_TOLERANCE = 4;
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// 保存Path路径的集合,用List集合来模拟栈,用于后退步骤
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private static List<DrawPath> savePath;
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// 保存Path路径的集合,用List集合来模拟栈,用于前进步骤
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private static List<DrawPath> canclePath;
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// 记录Path路径的对象
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private DrawPath dp;
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private int screenWidth, screenHeight;// 屏幕長寬
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private class DrawPath {
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public Path path;// 路径
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public Paint paint;// 画笔
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}
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//背景颜色
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// public static int color = Color.RED;
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public static int color = Color.BLACK;
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public static int srokeWidth = 10;
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/**
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* 得到画笔
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* @return
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*/
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public Paint getPaint() {
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return mPaint;
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}
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/**
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* 设置画笔
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* @param mPaint
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*/
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public void setPaint(Paint mPaint) {
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this.mPaint = mPaint;
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}
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private void init(int w, int h) {
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screenWidth = w;
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screenHeight = h;
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mBitmap = Bitmap.createBitmap(screenWidth, screenHeight,
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Bitmap.Config.ARGB_8888);
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// 保存一次一次绘制出来的图形
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mCanvas = new Canvas(mBitmap);
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mBitmapPaint = new Paint(Paint.DITHER_FLAG);
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mPaint = new Paint();
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mPaint.setAntiAlias(true);
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// mPaint.setStyle(Paint.Style.STROKE);
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// mPaint.setStrokeJoin(Paint.Join.ROUND);// 设置外边缘
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// mPaint.setStrokeCap(Paint.Cap.SQUARE);// 形状
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mPaint.setStyle(Paint.Style.STROKE);
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mPaint.setStrokeJoin(Paint.Join.ROUND);// 设置外边缘
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mPaint.setStrokeCap(Paint.Cap.ROUND);// 形状
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mPaint.setStrokeWidth(srokeWidth);// 画笔宽度
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mPaint.setColor(color);
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savePath = new ArrayList<DrawPath>();
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canclePath = new ArrayList<DrawPath>();
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}
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private void initPaint(){
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mPaint = new Paint();
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mPaint.setAntiAlias(true);
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// mPaint.setStyle(Paint.Style.STROKE);
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// mPaint.setStrokeJoin(Paint.Join.ROUND);// 设置外边缘
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// mPaint.setStrokeCap(Paint.Cap.SQUARE);// 形状
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mPaint.setStyle(Paint.Style.STROKE);
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mPaint.setStrokeJoin(Paint.Join.ROUND);// 设置外边缘
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mPaint.setStrokeCap(Paint.Cap.ROUND);// 形状
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mPaint.setStrokeWidth(srokeWidth);// 画笔宽度
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mPaint.setColor(color);
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}
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public TuyaView(Context context, AttributeSet attrs, int defStyle) {
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super(context, attrs, defStyle);
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// TODO Auto-generated constructor stub
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DisplayMetrics dm = new DisplayMetrics();
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((Activity) context).getWindowManager().getDefaultDisplay().getMetrics(dm);
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init(dm.widthPixels, dm.heightPixels);
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}
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public TuyaView(Context context, AttributeSet attrs) {
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super(context, attrs);
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// TODO Auto-generated constructor stub
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DisplayMetrics dm = new DisplayMetrics();
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((Activity) context).getWindowManager().getDefaultDisplay().getMetrics(dm);
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init(dm.widthPixels, dm.heightPixels);
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}
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public TuyaView(Context context, int w, int h) {
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super(context);
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DisplayMetrics dm = new DisplayMetrics();
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((Activity) context).getWindowManager().getDefaultDisplay().getMetrics(dm);
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init(dm.widthPixels, dm.heightPixels);
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}
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@Override
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public void onDraw(Canvas canvas) {
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//背景颜色,这里颜色应该是
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// canvas.drawColor(color);
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// 将前面已经画过得显示出来
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canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
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if (mPath != null) {
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// 实时的显示
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canvas.drawPath(mPath, mPaint);
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}
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}
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private void touch_start(float x, float y) {
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mPath.moveTo(x, y);
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mX = x;
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mY = y;
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}
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private void touch_move(float x, float y) {
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float dx = Math.abs(x - mX);
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float dy = Math.abs(mY - y);
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if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
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// 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)
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mPath.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
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mX = x;
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mY = y;
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}
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}
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private void touch_up() {
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mPath.lineTo(mX, mY);
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mCanvas.drawPath(mPath, mPaint);
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// 将一条完整的路径保存下来(相当于入栈操作)
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savePath.add(dp);
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mPath = null;// 重新置空
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}
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/**
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* 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。
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*/
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public int undo() {
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mBitmap = Bitmap.createBitmap(screenWidth, screenHeight,
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Bitmap.Config.ARGB_8888);
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mCanvas.setBitmap(mBitmap);// 重新设置画布,相当于清空画布
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// 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…
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if (savePath != null && savePath.size() > 0) {
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DrawPath dPath =savePath.get(savePath.size() - 1);
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canclePath.add(dPath);
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// 移除最后一个path,相当于出栈操作
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savePath.remove(savePath.size() - 1);
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Iterator<DrawPath> iter = savePath.iterator();
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while (iter.hasNext()) {
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DrawPath drawPath = iter.next();
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mCanvas.drawPath(drawPath.path, drawPath.paint);
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}
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invalidate();// 刷新
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}else{
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return -1;
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}
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return savePath.size();
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}
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/**
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* 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。
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*/
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public int redo() {
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// 如果撤销你懂了的话,那就试试重做吧。
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if(canclePath.size()<1)
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return canclePath.size();
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mBitmap = Bitmap.createBitmap(screenWidth, screenHeight,
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Bitmap.Config.ARGB_8888);
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mCanvas.setBitmap(mBitmap);// 重新设置画布,相当于清空画布
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// 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…
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if (canclePath != null && canclePath.size() > 0) {
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// 移除最后一个path,相当于出栈操作
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DrawPath dPath = canclePath.get(canclePath.size() - 1);
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savePath.add(dPath);
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canclePath.remove(canclePath.size() - 1);
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Iterator<DrawPath> iter = savePath.iterator();
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while (iter.hasNext()) {
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DrawPath drawPath = iter.next();
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mCanvas.drawPath(drawPath.path, drawPath.paint);
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}
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invalidate();// 刷新
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}
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return canclePath.size();
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}
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@Override
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public boolean onTouchEvent(MotionEvent event) {
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float x = event.getX();
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float y = event.getY();
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switch (event.getAction()) {
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case MotionEvent.ACTION_DOWN:
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initPaint();
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//重置下一步操作
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canclePath = new ArrayList<DrawPath>();
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// 每次down下去重新new一个Path
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mPath = new Path();
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// 每一次记录的路径对象是不一样的
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dp = new DrawPath();
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dp.path = mPath;
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dp.paint = mPaint;
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touch_start(x, y);
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invalidate();
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break;
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case MotionEvent.ACTION_MOVE:
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touch_move(x, y);
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invalidate();
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break;
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case MotionEvent.ACTION_UP:
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touch_up();
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invalidate();
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break;
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}
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return true;
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}
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}
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