如何查找图像视图上触摸的所有像素?

时间:2014-12-23 22:31:07

标签: java android bitmap imageview pixel

在我的应用程序上,我有一个ImageView,我将其转换为Bitmap进行编辑。我需要检测用户触摸ImageView上的哪些像素。此外,如果用户用手指画线,我需要知道所有被触摸的像素才能更改它们。如何检测触摸了哪些像素?

2 个答案:

答案 0 :(得分:2)

好的Jonah,这里有一些指示。
我想你希望混合效果能够快速响应用户输入,所以首先你最好选择自定义SurfaceView而不是ImageView,因为它更适合绘制2D动作游戏和动画所需的高帧率动画。我强烈建议你阅读this guide;在进一步讨论之前,要特别注意有关使用SurfaceView的部分。您基本上需要创建一个扩展SurfaceView并实现SurfaceHolder.Callback的类。然后,该视图将负责监听用户触摸事件并渲染帧以设置混合效果的动画 请查看以下代码作为参考:

    public class MainView extends SurfaceView implements SurfaceHolder.Callback {
        public MainView(Context context, AttributeSet attrs) {
            super(context, attrs);
            SurfaceHolder holder = getHolder(); 
            holder.addCallback(this);        // Register this view as a surface change listener
            setFocusable(true);              // make sure we get key events
        }

        @Override
        public boolean onTouchEvent(MotionEvent event) {
            super.onTouchEvent(event);

            // Check if the touch pointer is the one you want
            if (event.getPointerId(event.getActionIndex()) == 0) {
                switch (event.getAction()) {
                case MotionEvent.ACTION_DOWN:
                    // User touched screen...
                case MotionEvent.ACTION_CANCEL:
                    // User dragged his finger out of the view bounds...
                case MotionEvent.ACTION_UP:
                    // User raised his finger...
                case MotionEvent.ACTION_MOVE:
                    // User dragged his finger...

                // Update the blending effect bitmap here and trigger a frame redraw,
                // if you don't already have an animation thread to do it for you.

                return true;
            }

            return false;
        }

        /*
         * Callback invoked when the Surface has been created and is ready to be
         * used.
         */
        public void surfaceCreated(SurfaceHolder holder) {
            // You need to wait for this call back before attempting to draw
        }

        /*
         * Callback invoked when the Surface has been destroyed and must no longer
         * be touched. WARNING: after this method returns, the Surface/Canvas must
         * never be touched again!
         */
        public void surfaceDestroyed(SurfaceHolder holder) {
            // You shouldn't draw to this surface after this method has been called
        }
    }

然后在“绘图”活动的布局上使用它,如下所示:

    <com.xxx.yyy.MainView
        android:id="@+id/main_view"
        android:layout_width="match_parent"
        android:layout_height="match_parent"/>

要绘制到此曲面,您需要以下代码:

        Canvas c = null;

        try {
            c = mSurfaceHolder.lockCanvas(null);

            synchronized (mSurfaceHolder) {
                if (c != null)
                    c.drawBitmap(blendingImage, 0, 0, null);   // Render blending effect
            }
        } catch (Exception e) {
            Log.e("SurfaceView", "Error drawing frame", e);
        } finally {
            // do this in a finally so that if an exception is thrown
            // during the above, we don't leave the Surface in an
            // inconsistent state
            if (c != null) {
                mSurfaceHolder.unlockCanvasAndPost(c);
            }
        }

一个功能齐全的例子对于回答是不切实际的,所以我建议你下载Lunar Lander sample game from Google以获得完整的工作示例。但是请注意,您不需要游戏动画线程(尽管它不会有任何影响),就像月球着陆器样本中编码的那样,如果您需要的只是混合效果。该线程的目的是创建一个游戏循环,其中不断生成游戏帧以动画可能或可能不依赖于用户输入的对象。在您的情况下,您只需要在处理每个触摸事件后触发帧重绘。

编辑:以下代码是获取您在评论中提供的代码的修复工具。
以下是MainActivity的更改:

@Override
protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    setContentView(R.layout.activity_main);

    // put pics from drawables to Bitmaps
    Resources res = getResources();
    BitmapDrawable bd1 = (BitmapDrawable) res.getDrawable(R.drawable.pic1);

    // FIX: This block makes `operation` a mutable bitmap version of the loaded resource
    // This is required because immutable bitmaps can't be changed
    Bitmap tmp = bd1.getBitmap();
    operation = Bitmap.createBitmap(tmp.getWidth(), tmp.getHeight(), Bitmap.Config.ARGB_8888);
    Canvas c = new Canvas(operation);
    Paint paint = new Paint();
    c.drawBitmap(tmp, 0f, 0f, paint);

    BitmapDrawable bd2 = (BitmapDrawable) res.getDrawable(R.drawable.pic2);
    bmp = bd2.getBitmap();

    myView = new MainView(this, operation, bmp);
    FrameLayout preview = (FrameLayout) findViewById(R.id.preview);
    preview.addView(myView);

}
...

以下是对MainView类的更改:

public class MainView extends SurfaceView implements Callback {

    private SurfaceHolder holder;
    private Bitmap operation;
    private Bitmap bmp2;
    private boolean surfaceReady;

    // took out AttributeSet attrs
    public MainView(Context context, Bitmap operation, Bitmap bmp2) {
        super(context);

        this.operation = operation;
        this.bmp2 = bmp2;

        holder = getHolder();     // Fix: proper reference the instance variable
        holder.addCallback(this); // Register this view as a surface change
                                    // listener
        setFocusable(true); // make sure we get key events
    }

    // Added so the blending operation is made in one place so it can be more easily upgraded
    private void blend(int x, int y) {
        if (x >= 0 && y >= 0 && x < bmp2.getWidth() && x < operation.getWidth() && y < bmp2.getHeight() && y < operation.getHeight())
            operation.setPixel(x, y, bmp2.getPixel(x, y));
    }

    // Added so the drawing is now made in one place
    private void drawOverlays() {
        Canvas c = null;
        try {
            c = holder.lockCanvas(null);
            synchronized (holder) {
                if (c != null)
                    c.drawBitmap(operation, 0, 0, null); // Render blending
                                                            // effect
            }
        } catch (Exception e) {
            Log.e("SurfaceView", "Error drawing frame", e);
        } finally {
            // do this in a finally so that if an exception is thrown
            // during the above, we don't leave the Surface in an
            // inconsistent state
            if (c != null) {
                holder.unlockCanvasAndPost(c);
            }
        }
    }

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        super.onTouchEvent(event);

        if (!surfaceReady)     // No attempt to blend or draw while surface isn't ready
            return false;

        // Check if the touch pointer is the one you want
        if (event.getPointerId(event.getActionIndex()) == 0) {
            switch (event.getAction()) {
            case MotionEvent.ACTION_DOWN:
                // User touched screen. Falls through ACTION_MOVE once there is no break

            case MotionEvent.ACTION_MOVE:
                // User dragged his finger...
                blend((int) event.getX(), (int) event.getY());

            }
            // Update the blending effect bitmap here and trigger a frame
            // redraw,
            // if you don't already have an animation thread to do it for you.
            drawOverlays();
            return true;
        }

        return false;
    }

    /*
     * Callback invoked when the Surface has been created and is ready to be
     * used.
     */
    public void surfaceCreated(SurfaceHolder holder) {
        surfaceReady = true;
        drawOverlays();
    }

    /*
     * Callback invoked when the Surface has been destroyed and must no longer
     * be touched. WARNING: after this method returns, the Surface/Canvas must
     * never be touched again!
     */
    public void surfaceDestroyed(SurfaceHolder holder) {
        // You shouldn't draw to this surface after this method has been called
        surfaceReady = false;
    }

    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width,
            int height) {
        // TODO Auto-generated method stub
    }

}

此代码适用于我。我只希望我没有忘记任何事情= :) 如果你还有问题,请告诉我,好吗?

答案 1 :(得分:0)

所以答案就是你必须要有点聪明,但它确实不应该那么糟糕。我不会发布所有代码来执行您想要执行的操作,而是会给您一个链接here和解释。

因此,通过管理应用程序的触摸事件,您可以计算出触摸事件的平均坐标。使用该信息,您可以确定所触摸的所有像素的中心,并在用手指绘制线条时继续跟踪该信息。要跟踪直线,请使用

case MotionEvent.ACTION_DOWN:
case MotionEvent.ACTION_UP:

子句用于确定行的开头和结尾。如果您想跟踪不直线和绘制的线条,您需要使用

进行更多跟踪
case MotionEvent.ACTION_MOVE:

这应该让你开始。您可能需要一些逻辑来处理这样一个事实,即您将画出一条很细的线条,我怀疑这并不是您想要的。也许是的。无论哪种方式,这应该是一个开始的好地方。

修改

关于您的第一条评论,here是您可以用作示例的链接。我必须做一个小的免责声明。为了使所有部分能够正确地协同工作,起初可能看起来并不那么简单。我向您保证,这是最简单的示例之一,并将教程分为几个部分。

对于你想做的事情,我想你会特别注意第2节(不要与第2步混淆):

 2. Facilitate Drawing

我建议这是因为它显示了使用TouchEvent信息的不同方法。第1部分中包含的内容将解释一下设置显示TouchEvent捕获数据的环境,而第3部分主要是关于美学。这可能不会直接回答你的问题,但我怀疑它会让你到达你需要的地方。

快乐的编码!如果您有任何疑问,请发表评论。