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是否可以检测到每个被触摸的像素?更具体地说,当用户触摸屏幕时,是否可以跟踪用户触摸的点簇的所有 xy 坐标?我如何区分用户何时用拇指绘图和何时用指尖绘图?我想根据用户触摸屏幕的方式来反映画笔差异,并且还想跟踪所有被触摸的像素。

我目前正在使用来自 Apple 开发人员网站的 GLPaint 示例中的以下代码:

http://developer.apple.com/library/ios/#samplecode/GLPaint/Introduction/Intro.html

示例代码允许使用预定义的画笔大小进行绘图并沿途跟踪 xy 坐标。如何根据用户触摸屏幕的方式更改画笔并跟踪所有被触摸的像素?

// Drawings a line onscreen based on where the user touches

- (void) renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end

{
     NSLog(@"x:%f   y:%f",start.x, start.y);

     static GLfloat*          vertexBuffer = NULL;

     static NSUInteger     vertexMax = 64;

     NSUInteger               vertexCount = 0,

                    count,

                    i;



     [EAGLContext setCurrentContext:context];

     glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);



     // Convert locations from Points to Pixels

     CGFloat scale = self.contentScaleFactor;

     start.x *= scale;

     start.y *= scale;

     end.x *= scale;

     end.y *= scale;



     // Allocate vertex array buffer

     if(vertexBuffer == NULL)

          vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));



     // Add points to the buffer so there are drawing points every X pixels

     count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1);

     for(i = 0; i < count; ++i) {

          if(vertexCount == vertexMax) {

               vertexMax = 2 * vertexMax;

               vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));

          }



          vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);

          vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);

          vertexCount += 1;

     }



     // Render the vertex array

     glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);

     glDrawArrays(GL_POINTS, 0, vertexCount);



     // Display the buffer

     glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);

     [context presentRenderbuffer:GL_RENDERBUFFER_OES];

}


// Handles the start of a touch

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event

{

     CGRect                    bounds = [self bounds];

     UITouch*     touch = [[event touchesForView:self] anyObject];

     firstTouch = YES;

     // Convert touch point from UIView referential to OpenGL one (upside-down flip)

     location = [touch locationInView:self];

     location.y = bounds.size.height - location.y;

}

// Handles the continuation of a touch.

- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event

{  

     CGRect                    bounds = [self bounds];

     UITouch*               touch = [[event touchesForView:self] anyObject];



     // Convert touch point from UIView referential to OpenGL one (upside-down flip)

     if (firstTouch) {

          firstTouch = NO;

          previousLocation = [touch previousLocationInView:self];

          previousLocation.y = bounds.size.height - previousLocation.y;

     } else {

          location = [touch locationInView:self];

         location.y = bounds.size.height - location.y;

          previousLocation = [touch previousLocationInView:self];

          previousLocation.y = bounds.size.height - previousLocation.y;

     }



     // Render the stroke

     [self renderLineFromPoint:previousLocation toPoint:location];

}



// Handles the end of a touch event when the touch is a tap.

- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event

{

     CGRect                    bounds = [self bounds];

    UITouch*     touch = [[event touchesForView:self] anyObject];

     if (firstTouch) {

          firstTouch = NO;

          previousLocation = [touch previousLocationInView:self];

          previousLocation.y = bounds.size.height - previousLocation.y;

          [self renderLineFromPoint:previousLocation toPoint:location];

     }

}


// Handles the end of a touch event.

- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event

{

     // If appropriate, add code necessary to save the state of the application.

     // This application is not saving state.

}
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2 回答 2

1

AFAIK 没有 API 可以访问触摸区域进行触摸。考虑到电容式触摸屏的限制,我什至不确定你想要的东西在物理上是否可行。我记得最近在 Cocoa Heads 上的一个演示文稿,其中展示了一些信息在 OS X(通过私有 API)上可用于触控板,但不适用于 iOS。

我相信这是图形输入板采用内置传感器技术的特殊触控笔的原因之一。

对于绘图应用程序,部分解决方法可能是像某些桌面应用程序那样模拟“墨迹书写”:如果用户的触摸停留在给定的位置,则绘制好像墨水从“笔”中流出并逐渐扩散到“纸。”

于 2012-04-04T16:59:29.123 回答
1

iPad 中的 Broadcomm 硬件以 64 Hz 的频率扫描屏幕。它通过在构成触摸屏电极的 39 个透明导电层上连续放置一个信号,每个信号持续 400 µs。如果您的手指在 0.015625 秒内移动超过一个像素距离,这很可能,硬件无法检测到这一点,因为它正忙于测量屏幕的其他部分以获取更多触摸事件。

无论 iOS 还是 Android,这都是一样的。廉价的 Android 平板电脑和大屏幕的扫描率较低,因此它们的触摸事件间隔更广。

Wacom 数位板以 100 Hz 的频率运行数字化仪,因此点的顺序会更精细,但仍然会错过触控笔在两次测量之间接触的那些像素。

于 2014-07-29T08:59:19.317 回答