強力なグラフィックボード(2)
24779 ワード
:[ ](http://blog.csdn.net/songhengqian/article/details/51792420) , 。
, , , , ( , )。 , , , onSizeChanged() :
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
if (bitmap_bg==null){
bitmap_bg=Bitmap.createBitmap(getWidth(),getHeight(), Bitmap.Config.ARGB_4444);
Drawable drawable=getResources().getDrawable(R.drawable.p1);
BitmapDrawable bitmapDrawable= (BitmapDrawable) drawable;
bitmap_bg= bitmapDrawable.getBitmap();
bitmapWidth= bitmap_bg.getWidth();
bitmapHeight=bitmap_bg.getHeight();
mBitmapBgmMatix.postScale(scaleX,scaleY);
}
if (bitmap_fg == null && bitmap_bg!=null) {
bitmap_fg=Bitmap.createBitmap(bitmapWidth,bitmapHeight, Bitmap.Config.ARGB_4444);
//
bitmap_fg.eraseColor(Color.alpha(0));
mCanvas=new Canvas(bitmap_fg);// mCanvas mBitmap
mCanvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
sourceBitmap=bitmap_fg;
}
}
将来性のバックグラウンドを同期し、必要な変数定数を宣言しましょう.
/**
*
*/
public static final int STATUS_INIT = 1;
/**
*
*/
public static final int STATUS_ZOOM_OUT = 2;
/**
*
*/
public static final int STATUS_ZOOM_IN = 3;
/**
* , STATUS_INIT、STATUS_ZOOM_OUT、STATUS_ZOOM_IN STATUS_MOVE
*/
private int currentStatus;
//
private Bitmap sourceBitmap;
//
private int width;
private int height;
/**
*
*/
private float totalTranslateX;
/**
*
*/
private float totalTranslateY;
/**
*
*/
private float totalRatio;
/**
*
*/
private float scaledRatio;
/**
*
*/
private float initRatio;
/**
* , ,
*/
private float currentBitmapWidth;
/**
* , ,
*/
private float currentBitmapHeight;
/**
* ,
*/
private float centerPointX;
/**
* ,
*/
private float centerPointY;
/**
*
*/
private float movedDistanceX;
/**
*
*/
private float movedDistanceY;
/**
*
*/
private float lastXMove = -1;
/**
*
*/
private float lastYMove = -1;
/**
*
*/
private double lastFingerDis;
インタフェースを初期化するには、画像の中央表示を保証する必要があります.
/**
* , , 。
*
* @param canvas
*/
private void initBitmap(Canvas canvas) {
if (sourceBitmap != null) {
mMatrix.reset();
int bitmapWidth = sourceBitmap.getWidth();
int bitmapHeight = sourceBitmap.getHeight();
if (bitmapWidth > width || bitmapHeight > height) {
if (bitmapWidth - width > bitmapHeight - height) {
// , ,
float ratio = width / (bitmapWidth * 1.0f);
mMatrix.postScale(ratio, ratio);
float translateY = (height - (bitmapHeight * ratio)) / 2f;
// ,
mMatrix.postTranslate(0, translateY);
totalTranslateY = translateY;
totalRatio = initRatio = ratio;
} else {
// , ,
float ratio = height / (bitmapHeight * 1.0f);
mMatrix.postScale(ratio, ratio);
float translateX = (width - (bitmapWidth * ratio)) / 2f;
// ,
mMatrix.postTranslate(translateX, 0);
totalTranslateX = translateX;
totalRatio = initRatio = ratio;
}
currentBitmapWidth = bitmapWidth * initRatio;
currentBitmapHeight = bitmapHeight * initRatio;
} else {
// ,
float translateX = (width - sourceBitmap.getWidth()) / 2f;
float translateY = (height - sourceBitmap.getHeight()) / 2f;
mMatrix.postTranslate(translateX, translateY);
totalTranslateX = translateX;
totalTranslateY = translateY;
totalRatio = initRatio = 1f;
currentBitmapWidth = bitmapWidth;
currentBitmapHeight = bitmapHeight;
}
canvas.drawBitmap(bitmap_bg, mMatrix, mPaint);
canvas.drawBitmap(sourceBitmap, mMatrix, mPaint);
}
}
インタフェースの初期化が完了すると、スケールの平行移動を開始できます.
/**
* 。
*
* @param canvas
*/
private void scale(Canvas canvas) {
mMatrix.reset();
//
mMatrix.postScale(totalRatio, totalRatio);
float scaledWidth = sourceBitmap.getWidth() * totalRatio;
float scaledHeight = sourceBitmap.getHeight() * totalRatio;
float translateX = 0f;
float translateY = 0f;
// , 。
if (currentBitmapWidth < width) {
translateX = (width - scaledWidth) / 2f;
} else {
translateX = totalTranslateX * scaledRatio + centerPointX * (1 - scaledRatio);
// ,
if (translateX > 0) {
translateX = 0;
} else if (width - translateX > scaledWidth) {
translateX = width - scaledWidth;
Log.e(TAG, "translateX......" + translateX);
Log.e(TAG, "scaledWidth....." + scaledWidth);
}
}
// , 。
if (currentBitmapHeight < height) {
translateY = (height - scaledHeight) / 2f;
} else {
translateY = totalTranslateY * scaledRatio + centerPointY * (1 - scaledRatio);
// ,
if (translateY > 0) {
translateY = 0;
} else if (height - translateY > scaledHeight) {
translateY = height - scaledHeight;
}
}
// ,
mMatrix.postTranslate(translateX, translateY);
totalTranslateX = translateX;
totalTranslateY = translateY;
currentBitmapWidth = scaledWidth;
currentBitmapHeight = scaledHeight;
canvas.drawBitmap(bitmap_bg, mMatrix, mPaint);
canvas.drawBitmap(sourceBitmap, mMatrix, mPaint);
}
/**
*
*
* @param canvas
*/
private void translate(Canvas canvas) {
mMatrix.reset();
//
float translateX = totalTranslateX + movedDistanceX;
float translateY = totalTranslateY + movedDistanceY;
//
mMatrix.postScale(totalRatio, totalRatio);
//
mMatrix.postTranslate(translateX, translateY);
totalTranslateX = translateX;
totalTranslateY = translateY;
canvas.drawBitmap(bitmap_bg, mMatrix, mPaint);
canvas.drawBitmap(sourceBitmap, mMatrix, mPaint);
}
/**
*
*
* @param event
*/
private void move(MotionEvent event) {
if (event.getPointerCount() == 1) {
// ,
float xMove = event.getX();
float yMove = event.getY();
if (lastXMove == -1 && lastYMove == -1) {
lastXMove = xMove;
lastYMove = yMove;
}
currentStatus = STATUS_MOVE;
movedDistanceX = xMove - lastXMove;
movedDistanceY = yMove - lastYMove;
// ,
if (totalTranslateX + movedDistanceX > 0) {
movedDistanceX = 0;
} else if (width - (totalTranslateX + movedDistanceX) > currentBitmapWidth) {
movedDistanceX = 0;
}
if (totalTranslateY + movedDistanceY > 0) {
movedDistanceY = 0;
} else if (height - (totalTranslateY + movedDistanceY) > currentBitmapHeight) {
movedDistanceY = 0;
}
// onDraw()
invalidate();
lastXMove = xMove;
lastYMove = yMove;
} else if (event.getPointerCount() == 2) {
// ,
centerPointBetweenFingers(event);
double fingerDis = distanceBetweenFingers(event);
if (fingerDis > lastFingerDis) {
currentStatus = STATUS_ZOOM_OUT;
} else {
currentStatus = STATUS_ZOOM_IN;
}
// , 4 ,
if ((currentStatus == STATUS_ZOOM_OUT && totalRatio < 4 * initRatio)
|| (currentStatus == STATUS_ZOOM_IN && totalRatio > initRatio)) {
scaledRatio = (float) (fingerDis / lastFingerDis);
totalRatio = totalRatio * scaledRatio;
if (totalRatio >= 4 * initRatio) {
totalRatio = 4 * initRatio;
} else if (totalRatio < initRatio) {
totalRatio = initRatio;
}
// onDraw()
invalidate();
lastFingerDis = fingerDis;
}
}
}
/**
* 。
*
* @param event
* @return
*/
private double distanceBetweenFingers(MotionEvent event) {
float disX = Math.abs(event.getX(0) - event.getX(1));
float disY = Math.abs(event.getY(0) - event.getY(1));
return Math.sqrt(disX * disX + disY * disY);
}
/**
* 。
*
* @param event
*/
private void centerPointBetweenFingers(MotionEvent event) {
float xPoint0 = event.getX(0);
float yPoint0 = event.getY(0);
float xPoint1 = event.getX(1);
float yPoint1 = event.getY(1);
centerPointX = (xPoint0 + xPoint1) / 2;
centerPointY = (yPoint0 + yPoint1) / 2;
}
ズームシフトの方法があり、スクリーンの境界検出も実現したので、タッチメソッドを呼び出して、本当にズームシフト機能を実現しなければなりません.
@Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getActionMasked()){
case MotionEvent.ACTION_DOWN:
onTouchDown(event);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
onTouchMove(event);
if (paintState==paint.PEN){
mCanvas.drawPath(mPath,mPaint);
currentStatus=0;
}else if (paintState==paint.ERASER){
mCanvas.drawPath(mPath,mEraser);
currentStatus=0;
}else if(paintState==paint.NONE) {
move(event);
}
invalidate();
break;
case MotionEvent.ACTION_UP:
if(paintState==paint.NONE) {
//
lastXMove = -1;
lastYMove = -1;
}else{
onTouchUp(event);
invalidate();
}
break;
case MotionEvent.ACTION_POINTER_DOWN:
if(paintState==paint.NONE) {
if (event.getPointerCount() == 2) {
// ,
lastFingerDis = distanceBetweenFingers(event);
}
}
break;
case MotionEvent.ACTION_POINTER_UP:
if (paintState == paint.NONE) {
if (event.getPointerCount() == 2) {
//
lastXMove = -1;
lastYMove = -1;
}
}
break;
case MotionEvent.ACTION_CANCEL:
break;
default:
break;
}
return true;
}
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (bitmap_fg!=null){
Log.e(TAG,"ondraw....");
switch (currentStatus) {
case STATUS_ZOOM_OUT:
case STATUS_ZOOM_IN:
scale(canvas);
break;
case STATUS_MOVE:
translate(canvas);
break;
case STATUS_INIT:
initBitmap(canvas);
default:
canvas.drawBitmap(bitmap_bg, mMatrix, mPaint);
canvas.drawBitmap(sourceBitmap, mMatrix, mPaint);
break;
}
}
}
OKの大功は成し遂げて、何の難点もなくて、私達は主に変数によって前回のスケールを保存して、平行移動の量と、このように私達は平行移動しても尺度変更しても1つの行列で解決することができます.ここまで素晴らしいと思いますが、満足しないでください.次のブログでは、筆画の取り消しと復元、画像保存の機能を実現しますので、引き続き注目してください.ソースダウンロードリンク:グラフィックボード2