我从一个询问如何在 Android 中绘图的问题的答案中得到了这段代码,但是当我在我的应用程序中使用它并测试它时,我发现它在绘制大东西或许多路径时效率不高。问题来自内部代码,onDraw
因为每次invalidate()
调用onDraw
都包含一个循环,该循环将所有内容paths
再次绘制到canvas
,并且通过向其添加更多路径,它变得非常非常慢。
这是课程:
public class DrawingView extends View implements OnTouchListener {
private Canvas m_Canvas;
private Path m_Path;
private Paint m_Paint;
ArrayList<Pair<Path, Paint>> paths = new ArrayList<Pair<Path, Paint>>();
ArrayList<Pair<Path, Paint>> undonePaths = new ArrayList<Pair<Path, Paint>>();
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
public static boolean isEraserActive = false;
private int color = Color.BLACK;
private int stroke = 6;
public DrawingView(Context context, AttributeSet attr) {
super(context);
setFocusable(true);
setFocusableInTouchMode(true);
setBackgroundColor(Color.WHITE);
this.setOnTouchListener(this);
onCanvasInitialization();
}
public void onCanvasInitialization() {
m_Paint = new Paint();
m_Paint.setAntiAlias(true);
m_Paint.setDither(true);
m_Paint.setColor(Color.parseColor("#000000"));
m_Paint.setStyle(Paint.Style.STROKE);
m_Paint.setStrokeJoin(Paint.Join.ROUND);
m_Paint.setStrokeCap(Paint.Cap.ROUND);
m_Paint.setStrokeWidth(2);
m_Canvas = new Canvas();
m_Path = new Path();
Paint newPaint = new Paint(m_Paint);
paths.add(new Pair<Path, Paint>(m_Path, newPaint));
}
@Override
public void setBackground(Drawable background) {
mBackground = background;
super.setBackground(background);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
}
public boolean onTouch(View arg0, MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
@Override
protected void onDraw(Canvas canvas) {
for (Pair<Path, Paint> p : paths) {
canvas.drawPath(p.first, p.second);
}
}
private void touch_start(float x, float y) {
if (isEraserActive) {
m_Paint.setColor(Color.WHITE);
m_Paint.setStrokeWidth(50);
Paint newPaint = new Paint(m_Paint); // Clones the mPaint object
paths.add(new Pair<Path, Paint>(m_Path, newPaint));
} else {
m_Paint.setColor(color);
m_Paint.setStrokeWidth(stroke);
Paint newPaint = new Paint(m_Paint); // Clones the mPaint object
paths.add(new Pair<Path, Paint>(m_Path, newPaint));
}
m_Path.reset();
m_Path.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
m_Path.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
mX = x;
mY = y;
}
}
private void touch_up() {
m_Path.lineTo(mX, mY);
// commit the path to our offscreen
m_Canvas.drawPath(m_Path, m_Paint);
// kill this so we don't double draw
m_Path = new Path();
Paint newPaint = new Paint(m_Paint); // Clones the mPaint object
paths.add(new Pair<Path, Paint>(m_Path, newPaint));
}
public void onClickUndo() {
if (!paths.isEmpty()) {//paths.size() > 0) {
undonePaths.add(paths.remove(paths.size() - 1));
undo = true;
invalidate();
}
}
public void onClickRedo() {
if (!undonePaths.isEmpty()){//undonePaths.size() > 0) {
paths.add(undonePaths.remove(undonePaths.size() - 1));
undo = true;
invalidate();
}
}}
但是我又在网上搜索,想找到更好的画法,于是找到了以下内容:
1 将以下内容添加到构造函数中:
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
2 使用以下代码覆盖 onSizeChanged:
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_4444);
m_Canvas = new Canvas(mBitmap);
}
3把这个放在onDraw中:
protected void onDraw(Canvas canvas) {
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
if (!paths.isEmpty())
canvas.drawPath(paths.get(paths.size() - 1).first, paths.get(paths.size() - 1).second);
}
这种方法有效并且不会减慢视图的速度,但这种方法的问题是我不能拥有撤消和重做功能。
我尝试了很多方法来使用第二种方法进行撤消和重做,但我做不到。所以我在这里要问的是三件事之一: 1. 使用第二种方法进行撤消和重做的方法 2. 另一种可以进行撤消和重做的方法 3. 一个已经完成所有事情的全新类,比如开源库什么的。
如果可以的话请帮忙。谢谢
编辑 1
好的,所以我把它限制在这个范围内,然后我不能再做任何事情了,我已经尝试了 8 个多小时了。它一直有效直到撤消(您可以撤消任意数量的路径),然后当再次绘制所有剩余路径时,所有剩余路径都消失了,我不知道是什么让它这样做。
@Override
protected void onDraw(Canvas canvas) {
if (mBitmap != null)
canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
if (!paths.isEmpty() && !undo)
canvas.drawPath(paths.get(paths.size() - 1).first, paths.get(paths.size() - 1).second);
if (undo) {
setBackground(mBackground);
for (Pair<Path, Paint> p : paths)
canvas.drawPath(p.first, p.second);
mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_4444);
m_Canvas = new Canvas(mBitmap);
undo = false;
}
}
所以基本上我所做的是首先使用第一种方法(在调用撤消之前),然后如果单击撤消,undo
则设置为true
并执行下面的代码,if (undo)
这实际上是第一种方法(再次计算所有路径),然后我绘制再次计算所有路径的结果,mBitmap
因此每当onDraw
再次调用它时,它都会在此基础上绘制,但该部分仍需要工作,我希望有人可以帮助解决该部分。