根据你的建议我得到了代码:
public class FingerPaint extends Activity {
private RelativeLayout drawingLayout;
private MyView myView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
myView = new MyView(this);
setContentView(myView);
drawingLayout.addView(myView);
}
public class MyView extends View {
private Paint paint;
private Path path;
Bitmap mBitmap;
ProgressDialog pd;
final Point p1 = new Point();
Canvas canvas;
//Bitmap mutableBitmap ;
public MyView(Context context) {
super(context);
this.paint = new Paint();
this.paint.setAntiAlias(true);
pd = new ProgressDialog(context);
this.paint.setStyle(Paint.Style.STROKE);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeWidth(5f);
mBitmap = BitmapFactory.decodeResource(getResources(),
R.drawable.paint).copy(Bitmap.Config.ARGB_8888, true);
this.path = new Path();
}
@Override
protected void onDraw(Canvas canvas) {
this.canvas = canvas;
this.paint.setColor(Color.GREEN);
canvas.drawBitmap(mBitmap, 0, 0, paint);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
p1.x = (int) x;
p1.y = (int) y;
final int sourceColor = mBitmap.getPixel((int) x, (int) y);
final int targetColor = paint.getColor();
new TheTask(mBitmap, p1, sourceColor, targetColor).execute();
invalidate();
}
return true;
}
public void clear() {
path.reset();
invalidate();
}
public int getCurrentPaintColor() {
return paint.getColor();
}
class TheTask extends AsyncTask<Void, Integer, Void> {
Bitmap bmp;
Point pt;
int replacementColor, targetColor;
public TheTask(Bitmap bm, Point p, int sc, int tc) {
this.bmp = bm;
this.pt = p;
this.replacementColor = tc;
this.targetColor = sc;
pd.setMessage("Filling....");
pd.show();
}
@Override
protected void onPreExecute() {
pd.show();
}
@Override
protected void onProgressUpdate(Integer... values) {
}
@Override
protected Void doInBackground(Void... params) {
FloodFill f = new FloodFill();
f.floodFill(bmp, pt, targetColor, replacementColor);
return null;
}
@Override
protected void onPostExecute(Void result) {
pd.dismiss();
invalidate();
}
}
}
// flood fill
public class FloodFill {
public void floodFill(Bitmap image, Point node, int targetColor,
int replacementColor) {
int width = image.getWidth();
int height = image.getHeight();
int target = targetColor;
int replacement = replacementColor;
if (target != replacement) {
Queue<Point> queue = new LinkedList<Point>();
do {
int x = node.x;
int y = node.y;
while (x > 0 && image.getPixel(x - 1, y) == target) {
x--;
}
boolean spanUp = false;
boolean spanDown = false;
while (x < width && image.getPixel(x, y) == target) {
image.setPixel(x, y, replacement);
if (!spanUp && y > 0
&& image.getPixel(x, y - 1) == target) {
queue.add(new Point(x, y - 1));
spanUp = true;
} else if (spanUp && y > 0
&& image.getPixel(x, y - 1) != target) {
spanUp = false;
}
if (!spanDown && y < height - 1
&& image.getPixel(x, y + 1) == target) {
queue.add(new Point(x, y + 1));
spanDown = true;
} else if (spanDown && y < height - 1
&& image.getPixel(x, y + 1) != target) {
spanDown = false;
}
x++;
}
} while ((node = queue.poll()) != null);
}
}
}
}
现在工作正常.ThanQ
答案 0 :(得分:4)
使用异步任务。在Main Ui线程上运行每个操作可能会导致内存不足异常。我的建议,使用线程。在背景中进行Floodfill。检查此链接。可以帮助你。 Fill the complete canvas but keep the bound fill area as it is like circle, rectangle
private Paint paint;
private Path path;
Bitmap mBitmap;
ProgressDialog pd;
final Point p1 = new Point();
Canvas canvas;
private static final float TOUCH_TOLERANCE = 4;
float mX,mY;
public DrawingView(Context context ) {
super(context);
this.paint = new Paint();
this.paint.setAntiAlias(true);
pd= new ProgressDialog(context);
this.paint.setStyle(Paint.Style.STROKE);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStrokeWidth(5f);
mBitmap= BitmapFactory.decodeResource(getResources(), R.drawable.rose_sketch);
this.path = new Path();
}
@Override
protected void onDraw(Canvas canvas) {
this.canvas=canvas;
this.paint.setColor(Color.GREEN);
canvas.drawBitmap(mBitmap, 0, 0,paint);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch(event.getAction())
{
case MotionEvent.ACTION_DOWN:
//final Point p1 = new Point();
p1.x=(int) x;
p1.y=(int) y;
final int sourceColor= mBitmap.getPixel((int)x,(int) y);
final int targetColor = paint.getColor();
new TheTask(mBitmap, p1, sourceColor, targetColor).execute();
invalidate();
}
return true;
}
public void clear() {
path.reset();
invalidate();
}
public int getCurrentPaintColor() {
return paint.getColor();
}
class TheTask extends AsyncTask<Void, Integer, Void> {
Bitmap bmp;
Point pt;
int replacementColor,targetColor;
public TheTask(Bitmap bm,Point p, int sc, int tc)
{
this.bmp=bm;
this.pt=p;
this.replacementColor=tc;
this.targetColor=sc;
pd.setMessage("Filling....");
pd.show();
}
@Override
protected void onPreExecute() {
pd.show();
}
@Override
protected void onProgressUpdate(Integer... values) {
}
@Override
protected Void doInBackground(Void... params) {
FloodFill f= new FloodFill();
f.floodFill(bmp,pt,targetColor,replacementColor);
return null;
}
@Override
protected void onPostExecute(Void result) {
pd.dismiss();
invalidate();
}
}
}
现在使用FLOODFILL。
public class FloodFill {
public void floodFill(Bitmap image, Point node, int targetColor,
int replacementColor) {
int width = image.getWidth();
int height = image.getHeight();
int target = targetColor;
int replacement = replacementColor;
if (target != replacement) {
Queue<Point> queue = new LinkedList<Point>();
do {
int x = node.x;
int y = node.y;
while (x > 0 && image.getPixel(x - 1, y) == target) {
x--;
}
boolean spanUp = false;
boolean spanDown = false;
while (x < width && image.getPixel(x, y) == target) {
image.setPixel(x, y, replacement);
if (!spanUp && y > 0
&& image.getPixel(x, y - 1) == target) {
queue.add(new Point(x, y - 1));
spanUp = true;
} else if (spanUp && y > 0
&& image.getPixel(x, y - 1) != target) {
spanUp = false;
}
if (!spanDown && y < height - 1
&& image.getPixel(x, y + 1) == target) {
queue.add(new Point(x, y + 1));
spanDown = true;
} else if (spanDown && y < height - 1
&& image.getPixel(x, y + 1) != target) {
spanDown = false;
}
x++;
}
} while ((node = queue.poll()) != null);
}
}
}
编辑:
其中一位用户评论说@ Android flood-fill algorithm解决方案比此处发布的解决方案更快。所以请看看链接中的解决方案,虽然我自己没有测试过。
答案 1 :(得分:0)
在UI线程中进行了一些非常复杂的计算时,我已经看到了我的代码存在的这个问题。如果您在UI线程中实现了泛洪填充,则计算会导致99%的CPU使用率,因为其他应用程序和服务没有获得CPU的共享。因此,android将尝试杀死您的应用程序,以恢复系统的完整性。作为一个简单的解决方案,尝试将计算卸载到AsyncTask或线程。
答案 2 :(得分:-1)
我认为您必须切断屏幕的多分支,因为它耗尽了内存。...