我有需要改进的代码。
这是错的:它有点慢而且波涛汹涌,这意味着线条不平滑而且绘图有点延迟。
public void touchStarted(Point point) {
if (null == drawingModePath) {
drawingModePath = new Path();
}
drawingModePath.moveTo(point.x, point.y);
}
public void touchMoved(Point point) {
drawingModePath.lineTo(point.x, point.y);
Bitmap bitmap = Bitmap.createBitmap((int) getWindowManager()
.getDefaultDisplay().getWidth(), (int) getWindowManager()
.getDefaultDisplay().getHeight(), Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
mainDrawingView.setImageBitmap(bitmap);
// Path
paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.WHITE);
canvas.drawPath(drawingModePath, paint);
}
public void touchEnded(Point point) {
touchMoved(point);
}
实质上,此代码的作用是基于touchStarted,touchMoved和touchEnded绘制路径。如果有人可以帮助我优化这一点,我将不胜感激。也许如果每次touchMoved发生时我都不重新创建位图?这里不确定...不确定...我使用UIBezierPath在iOS上执行此代码,它更快(更顺畅)。无论如何,我来找你帮忙。投入赞赏。
答案 0 :(得分:0)
你正在重新创造每一个动作。这将影响绘图的性能。事件每8ms触发一次(或16ms我不确定),想象你每8ms重新实例化一次?那太难了。
所以这必须在实例化部分
Bitmap bitmap = Bitmap.createBitmap((int) getWindowManager()
.getDefaultDisplay().getWidth(), (int) getWindowManager()
.getDefaultDisplay().getHeight(), Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
mainDrawingView.setImageBitmap(bitmap);
paint = new Paint();
paint.setStyle(Paint.Style.STROKE);
paint.setColor(Color.WHITE);
touchMoved()
应仅记录新路径并调用invalidate()以使View重绘自身,从而调用draw方法(onDraw()
)。
public void touchMoved(Point point) {
drawingModePath.lineTo(point.x, point.y);
invalidate();
}
然后实施onDraw()
方法进行绘图
下面我在我的一个项目中如何绘制绘图界面:
public class SignatureView extends View {
public SignatureView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
// instantiating my paint object
paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.BLACK);
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(5);
path = new Path();
}
@Override
protected void onSizeChanged(int xNew, int yNew, int xOld, int yOld)
{
// this is where i initialize my canvas, because in constructor, the view is not completely instantiated yet, so getting the height and width there will result in null exception.
bitmap = Bitmap.createBitmap(xNew, yNew, Bitmap.Config.ARGB_8888);
background_canvas = new Canvas(bitmap);
}
@Override
protected void onDraw(Canvas canvas)
{
// draw the new path to a buffer canvas
background_canvas.drawPath(path, paint);
// put the buffer in the real canvas
canvas.drawBitmap(bitmap, 0, 0, paint);
}
@Override
public boolean onTouchEvent(MotionEvent ev)
{
//this is like your move event, it just records the new path every move.
int action = ev.getActionMasked();
if ( action == MotionEvent.ACTION_DOWN )
{
path.moveTo(ev.getX(), ev.getY());
}
else if ( action == MotionEvent.ACTION_MOVE )
{
path.lineTo(ev.getX(), ev.getY());
// call invalidate() to make the view redraw itself, resulting in calling the onDraw() method.
invalidate();
}
else if ( action == MotionEvent.ACTION_UP )
{
onDone.method();
}
return true;
}
public void clear()
{
background_canvas.drawColor(Color.WHITE);
path.reset();
invalidate();
}
interface OnDone{
void method();
}
public void setOnDone(OnDone new_onDone)
{
onDone = new_onDone;
}
OnDone onDone;
private Paint paint;
private Bitmap bitmap;
private Canvas background_canvas;
private Path path;
public Bitmap getBitmap()
{
return bitmap;
}
}