package com.bestapp.yikuair.customview; import java.util.ArrayList; import java.util.Iterator; import java.util.List; //import com.johdan.paint.view.TuyaView.DrawPath; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.Path; import android.util.AttributeSet; import android.util.DisplayMetrics; import android.view.MotionEvent; import android.view.View; public class SketchView extends View { private Bitmap mBitmap; private Canvas mCanvas; private Path mPath; private Paint mBitmapPaint;// 画布的画笔 private Paint mPaint;// 真实的画笔 private float mX, mY;// 临时点坐标 private static final float TOUCH_TOLERANCE = 4; // 保存Path路径的集合,用List集合来模拟栈,用于后退步骤 private static List<DrawPath> savePath; // 保存Path路径的集合,用List集合来模拟栈,用于前进步骤 private static List<DrawPath> canclePath; // 记录Path路径的对象 private DrawPath dp; private int screenWidth, screenHeight;// 屏幕長寬 private class DrawPath { public Path path;// 路径 public Paint paint;// 画笔 } // 背景颜色 // public static int color = Color.RED; public static int color = Color.parseColor("#fe0000"); public static int srokeWidth = 15; /** * 得到画笔 * * @return */ public Paint getPaint() { return mPaint; } /** * 设置画笔 * * @param mPaint */ public void setPaint(Paint mPaint) { this.mPaint = mPaint; } private void init(int w, int h) { screenWidth = w; screenHeight = h; mBitmap = Bitmap.createBitmap(screenWidth, screenHeight, Bitmap.Config.ARGB_8888); // 保存一次一次绘制出来的图形 mCanvas = new Canvas(mBitmap); mBitmapPaint = new Paint(Paint.DITHER_FLAG); mPaint = new Paint(); mPaint.setAntiAlias(true); // mPaint.setStyle(Paint.Style.STROKE); // mPaint.setStrokeJoin(Paint.Join.ROUND);// 设置外边缘 // mPaint.setStrokeCap(Paint.Cap.SQUARE);// 形状 mPaint.setStyle(Paint.Style.STROKE); mPaint.setStrokeJoin(Paint.Join.ROUND);// 设置外边缘 mPaint.setStrokeCap(Paint.Cap.ROUND);// 形状 mPaint.setStrokeWidth(srokeWidth);// 画笔宽度 mPaint.setColor(color); savePath = new ArrayList<DrawPath>(); canclePath = new ArrayList<DrawPath>(); } private void initPaint() { mPaint = new Paint(); mPaint.setAntiAlias(true); // mPaint.setStyle(Paint.Style.STROKE); // mPaint.setStrokeJoin(Paint.Join.ROUND);// 设置外边缘 // mPaint.setStrokeCap(Paint.Cap.SQUARE);// 形状 mPaint.setStyle(Paint.Style.STROKE); mPaint.setStrokeJoin(Paint.Join.ROUND);// 设置外边缘 mPaint.setStrokeCap(Paint.Cap.ROUND);// 形状 mPaint.setStrokeWidth(srokeWidth);// 画笔宽度 mPaint.setColor(color); } public SketchView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); // TODO Auto-generated constructor stub DisplayMetrics dm = new DisplayMetrics(); ((Activity) context).getWindowManager().getDefaultDisplay() .getMetrics(dm); init(dm.widthPixels, dm.heightPixels); } public SketchView(Context context, AttributeSet attrs) { super(context, attrs); // TODO Auto-generated constructor stub DisplayMetrics dm = new DisplayMetrics(); Activity activity = (Activity) context; activity.getWindowManager().getDefaultDisplay().getMetrics(dm); init(dm.widthPixels, dm.heightPixels); } public SketchView(Context context, int w, int h) { super(context); DisplayMetrics dm = new DisplayMetrics(); Activity activity = (Activity) context; activity.getWindowManager().getDefaultDisplay().getMetrics(dm); init(dm.widthPixels, dm.heightPixels); } @Override public void onDraw(Canvas canvas) { // 背景颜色,这里颜色应该是 // canvas.drawColor(color); // 将前面已经画过得显示出来 canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint); if (mPath != null) { // 实时的显示 canvas.drawPath(mPath, mPaint); } } private void touch_start(float x, float y) { mPath.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(mY - y); if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) { // 从x1,y1到x2,y2画一条贝塞尔曲线,更平滑(直接用mPath.lineTo也是可以的) mPath.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2); mX = x; mY = y; } } private void touch_up() { mPath.lineTo(mX, mY); mCanvas.drawPath(mPath, mPaint); // 将一条完整的路径保存下来(相当于入栈操作) savePath.add(dp); mPath = null;// 重新置空 } /** * 撤销的核心思想就是将画布清空, 将保存下来的Path路径最后一个移除掉, 重新将路径画在画布上面。 */ public int undo() { mBitmap = Bitmap.createBitmap(screenWidth, screenHeight, Bitmap.Config.ARGB_8888); mCanvas.setBitmap(mBitmap);// 重新设置画布,相当于清空画布 // 清空画布,但是如果图片有背景的话,则使用上面的重新初始化的方法,用该方法会将背景清空掉… if (savePath != null && savePath.size() > 0) { DrawPath dPath = savePath.get(savePath.size() - 1); canclePath.add(dPath); // 移除最后一个path,相当于出栈操作 savePath.remove(savePath.size() - 1); Iterator<DrawPath> iter = savePath.iterator(); while (iter.hasNext()) { DrawPath drawPath = iter.next(); mCanvas.drawPath(drawPath.path, drawPath.paint); } invalidate();// 刷新 } else { return -1; } return savePath.size(); } public int clear() { mBitmap = Bitmap.createBitmap(screenWidth, screenHeight, Bitmap.Config.ARGB_8888); mCanvas.setBitmap(mBitmap); if (savePath != null && savePath.size() > 0) { DrawPath dPath = savePath.get(0); canclePath.clear(); savePath.clear(); invalidate(); } else { return -1; } return savePath.size(); } /** * 重做的核心思想就是将撤销的路径保存到另外一个集合里面(栈), 然后从redo的集合里面取出最顶端对象, 画在画布上面即可。 */ public int redo() { // 如果撤销你懂了的话,那就试试重做吧。 if (canclePath.size() < 1) return canclePath.size(); mBitmap = Bitmap.createBitmap(screenWidth, screenHeight, Bitmap.Config.ARGB_8888); mCanvas.setBitmap(mBitmap);// 重新设置画布,相当于清空画布 // 清空画布,但是如果图片有背景的话,则使用上面的重新初始化的方法,用该方法会将背景清空掉… if (canclePath != null && canclePath.size() > 0) { // 移除最后一个path,相当于出栈操作 DrawPath dPath = canclePath.get(canclePath.size() - 1); savePath.add(dPath); canclePath.remove(canclePath.size() - 1); Iterator<DrawPath> iter = savePath.iterator(); while (iter.hasNext()) { DrawPath drawPath = iter.next(); mCanvas.drawPath(drawPath.path, drawPath.paint); } invalidate();// 刷新 } return canclePath.size(); } @Override public boolean onTouchEvent(MotionEvent event) { float x = event.getX(); float y = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: initPaint(); // 重置下一步操作 canclePath = new ArrayList<DrawPath>(); // 每次down下去重新new一个Path mPath = new Path(); // 每一次记录的路径对象是不一样的 dp = new DrawPath(); dp.path = mPath; dp.paint = mPaint; 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; } }