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;
}
}