提高Android应用手写流畅度(基础篇)

    在使用android类的手写应用时,整体上都有这样一个印象:android的手写不流畅、不自然,和苹果应用比起来相差太远。本文结合作者亲身经历,介绍一下有效提高手写流畅度的几种方法:

 

1、未做任何处理的手写效果:

 

      这是一个自定义的view,通过在onTouchEvent时间中捕获系统回调的触摸点信息,然后再onDraw方法里面刷新,可以明显地感觉到线条很生硬,并且在手写的过程中跟随感很差,反应迟钝,具体代码如下:

 

package com.mingy.paint.view;
 
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
 
public class PaintOrignalView extends View {
	public PaintOrignalView(Context context, AttributeSet attrs, int defStyle) {
		super(context, attrs, defStyle);
		initPaintView();
	}
 
	public PaintOrignalView(Context context, AttributeSet attrs) {
		super(context, attrs);
		initPaintView();
	}
 
	public PaintOrignalView(Context context) {
		super(context);
		initPaintView();
	}
	
	public void clear( ){
		if( null != mPath ){
			mPath.reset( );
			invalidate( );
		}
	}
 
	private void initPaintView() {
		mPaint.setAntiAlias(true);
		mPaint.setColor(Color.BLACK);
		mPaint.setStyle(Paint.Style.STROKE);
		mPaint.setStrokeJoin(Paint.Join.ROUND);
		mPaint.setStrokeWidth(5f);
	}
 
	@Override
	protected void onDraw(Canvas canvas) {
		canvas.drawPath(mPath, mPaint);
	}
 
	@Override
	public boolean onTouchEvent(MotionEvent event) {
		float eventX = event.getX();
		float eventY = event.getY();
 
		switch (event.getAction()) {
		case MotionEvent.ACTION_DOWN: {
			mPath.moveTo(eventX, eventY);
			invalidate();
		}
			return true;
		case MotionEvent.ACTION_MOVE: {
			mPath.lineTo(eventX, eventY);
			invalidate();
		}
			break;
		case MotionEvent.ACTION_UP: {
			mPath.lineTo(eventX, eventY);
			invalidate();
		}
			break;
		default: {
 
		}
			return false;
		}
 
		return true;
	}
 
	private Paint mPaint = new Paint();
	private Path mPath = new Path();
}

 

  通过分析,发现效率低下的原因是:
      (1)底层回调给onTouchEvent方法中的点太少(单位时间内点信息少导致跟随感差,快速手写时点之间距离过长);

      (2)捕获点信息后通知View刷新时,刷新不及时(刷新区域太大);

结合查阅的MotionEvent和View的api文档,发现可以从如下两个方向着手来提高手写体验:

2、增加触摸点个数:

       显然我们无法改善系统回调onTouchEvent的次数,所以只能通过插值的方式来增加触摸点个数,但遗憾的时通过插值计算出来的点是没有压力值的,不方便做笔锋效果,通过查阅MotionEvent的api文档发现,Android对触屏事件进行批量处理。传递给onTouchEvent()的每一个MotionEvent都包含上至前一个onTouchEvent()调用之间捕获的若干个坐标点。如果将这些点都加入到绘制中,可使手写效果更加平滑。Android Developers对MotionEvent的介绍如下:

 将这些点取出来,跟随感有明显改善,并且随着单位时间内点数的增多,快速手写时点之间距离减小,看上去更为平滑:

 

 

    修改后的代码如下:

 


package com.mingy.paint.view;
 
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
 
public class PaintMorePointsView extends View {
	public PaintMorePointsView(Context context, AttributeSet attrs, int defStyle) {
		super(context, attrs, defStyle);
		initPaintView();
	}
 
	public PaintMorePointsView(Context context, AttributeSet attrs) {
		super(context, attrs);
		initPaintView();
	}
 
	public PaintMorePointsView(Context context) {
		super(context);
		initPaintView();
	}
	
	public void clear( ){
		if( null != mPath ){
			mPath.reset( );
			invalidate( );
		}
	}
 
	private void initPaintView() {
		mPaint.setAntiAlias(true);
		mPaint.setColor(Color.BLACK);
		mPaint.setStyle(Paint.Style.STROKE);
		mPaint.setStrokeJoin(Paint.Join.ROUND);
		mPaint.setStrokeWidth(5f);
	}
 
	@Override
	protected void onDraw(Canvas canvas) {
		canvas.drawPath(mPath, mPaint);
	}
 
	@Override
	public boolean onTouchEvent(MotionEvent event) {
		float eventX = event.getX();
		float eventY = event.getY();
 
		switch (event.getAction()) {
		case MotionEvent.ACTION_DOWN: {
			mPath.moveTo(eventX, eventY);
			invalidate();
		}
			return true;
		case MotionEvent.ACTION_MOVE: {
			int historySize = event.getHistorySize();
	        for (int i = 0; i < historySize; i++) {
	          float historicalX = event.getHistoricalX(i);
	          float historicalY = event.getHistoricalY(i);
	          mPath.lineTo(historicalX, historicalY);
	        }
	        
			mPath.lineTo(eventX, eventY);
			invalidate();
		}
			break;
		case MotionEvent.ACTION_UP: {
			int historySize = event.getHistorySize();
	        for (int i = 0; i < historySize; i++) {
	          float historicalX = event.getHistoricalX(i);
	          float historicalY = event.getHistoricalY(i);
	          mPath.lineTo(historicalX, historicalY);
	        }
	        
			mPath.lineTo(eventX, eventY);
			invalidate();
		}
			break;
		default: {
 
		}
			return false;
		}
 
		return true;
	}
 
	private Paint mPaint = new Paint();
	private Path mPath = new Path();
}

--------------------- 
作者:张明云 
来源:CSDN 
原文:https://blog.csdn.net/ekeuy/article/details/37961199 
版权声明:本文为博主原创文章,转载请附上博文链接!

3、减少每次刷新的区域:
       通过2改善了手写流畅度和平滑度,但是还可以做进一步改善,通过减小每次刷新的区域(使用invalidate(Rect rect)方法),可以提高刷新的效率,上面的代码都是对整个view进行刷新,当view过大(比如填充整个屏幕)时,手写过程中还是能够感觉到迟钝的现象,改善后的效果如下:
--------------------- 

代码如下:

package com.mingy.paint.view;
 
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.RectF;
import android.util.AttributeSet;
import android.view.MotionEvent;
import android.view.View;
 
public class PaintInvalidateRectView extends View {
	public PaintInvalidateRectView(Context context, AttributeSet attrs,
			int defStyle) {
		super(context, attrs, defStyle);
		initPaintView();
	}
 
	public PaintInvalidateRectView(Context context, AttributeSet attrs) {
		super(context, attrs);
		initPaintView();
	}
 
	public PaintInvalidateRectView(Context context) {
		super(context);
		initPaintView();
	}
 
	public void clear() {
		if (null != mPath) {
			mPath.reset();
			invalidate();
		}
	}
 
	private void initPaintView() {
		mPaint.setAntiAlias(true);
		mPaint.setColor(Color.BLACK);
		mPaint.setStyle(Paint.Style.STROKE);
		mPaint.setStrokeJoin(Paint.Join.ROUND);
		mPaint.setStrokeWidth(5f);
	}
 
	@Override
	protected void onDraw(Canvas canvas) {
		canvas.drawPath(mPath, mPaint);
	}
 
	@Override
	public boolean onTouchEvent(MotionEvent event) {
		float eventX = event.getX();
		float eventY = event.getY();
 
		switch (event.getAction()) {
		case MotionEvent.ACTION_DOWN: {
			mPath.moveTo(eventX, eventY);
			mLastTouchX = eventX;
			mLastTouchY = eventY;
		}
			return true;
 
		case MotionEvent.ACTION_MOVE:
		case MotionEvent.ACTION_UP: {
			resetDirtyRect(eventX, eventY);
			int historySize = event.getHistorySize();
			for (int i = 0; i < historySize; i++) {
				float historicalX = event.getHistoricalX(i);
				float historicalY = event.getHistoricalY(i);
				getDirtyRect(historicalX, historicalY);
				mPath.lineTo(historicalX, historicalY);
			}
 
			mPath.lineTo(eventX, eventY);
 
			invalidate((int) (mDirtyRect.left - HALF_STROKE_WIDTH),
					(int) (mDirtyRect.top - HALF_STROKE_WIDTH),
					(int) (mDirtyRect.right + HALF_STROKE_WIDTH),
					(int) (mDirtyRect.bottom + HALF_STROKE_WIDTH));
 
			mLastTouchX = eventX;
			mLastTouchY = eventY;
		}
			break;
 
		default:
			return false;
		}
 
		return true;
	}
 
	private void getDirtyRect(float historicalX, float historicalY) {
		if (historicalX < mDirtyRect.left) {
			mDirtyRect.left = historicalX;
		} else if (historicalX > mDirtyRect.right) {
			mDirtyRect.right = historicalX;
		}
		if (historicalY < mDirtyRect.top) {
			mDirtyRect.top = historicalY;
		} else if (historicalY > mDirtyRect.bottom) {
			mDirtyRect.bottom = historicalY;
		}
	}
 
	private void resetDirtyRect(float eventX, float eventY) {
		mDirtyRect.left = Math.min(mLastTouchX, eventX);
		mDirtyRect.right = Math.max(mLastTouchX, eventX);
		mDirtyRect.top = Math.min(mLastTouchY, eventY);
		mDirtyRect.bottom = Math.max(mLastTouchY, eventY);
	}
 
	private static final float STROKE_WIDTH = 5f;
	private static final float HALF_STROKE_WIDTH = STROKE_WIDTH / 2;
	private float mLastTouchX = 0;
	private float mLastTouchY = 0;
 
	private final RectF mDirtyRect = new RectF();
	private Paint mPaint = new Paint();
	private Path mPath = new Path();
}

后记:
       由于Android的消息传递机制问题,驱动层传递给上层的点由于延时会丢失一部分,导致上层应用获取的点相对于系统给的点大大减少,虽然人眼在1秒钟内只要看到超过24帧就不能看出卡顿的现象,但由于刷新机制和由于其它原因(比如:UI线程阻塞)导致看上去不连续。本文通过增加触摸点、减少刷新区域后,手写效率和效果得到明显改善,当然通过软件的进一步处理,手写效果还能得到进一步改善,这需要通过软件做插值处理(压力值也可以考虑通过插值算法算出来),具体在后面介绍。
--------------------- 
作者:张明云 
来源:CSDN 
原文:https://blog.csdn.net/ekeuy/article/details/37961199 
版权声明:本文为博主原创文章,转载请附上博文链接!

 

 

 

 

 

 

 

 

 

 

 

 

  • 0
    点赞
  • 3
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值