Android提高第二篇之SurfaceView的基本使用

               

本文来自http://blog.csdn.net/hellogv/ ,引用必须注明出处!

         上次介绍MediaPlayer的时候稍微介绍了SurfaceView,SurfaceView由于可以直接从内存或者DMA等硬件接口取得图像数据,因此是个非常重要的绘图容器,这次我就用两篇文章来介绍SurfaceView的用法。网上介绍SurfaceView的用法有很多,写法也层出不同,例如继承SurfaceView类,或者继承SurfaceHolder.Callback类等,这个可以根据功能实际需要自己选择,我这里就直接在普通的用户界面调用SurfaceHolder的lockCanvas和unlockCanvasAndPost。

        先来看看程序运行的截图:

截图1主要演示了直接把正弦波绘画在SurfaceView上

对比上面的左右两图,右图用.lockCanvas(null),而左图用.lockCanvas(new Rect(oldX, 0, oldX + length,
    getWindowManager().getDefaultDisplay().getHeight())),对比一下两个效果,由于左图是按指定Rect绘画,所以效率会比右图的全控件绘画高些,并且在清屏之后(canvas.drawColor(Color.BLACK))不会留有上次绘画的残留。

 

接下来贴出main.xml的源码:

<?xml version="1.0" encoding="utf-8"?><LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical"> <LinearLayout android:id="@+id/LinearLayout01"  android:layout_width="wrap_content" android:layout_height="wrap_content">  <Button android:id="@+id/Button01" android:layout_width="wrap_content"   android:layout_height="wrap_content" android:text="简单绘画"></Button>  <Button android:id="@+id/Button02" android:layout_width="wrap_content"   android:layout_height="wrap_content" android:text="定时器绘画"></Button> </LinearLayout> <SurfaceView android:id="@+id/SurfaceView01"  android:layout_width="fill_parent" android:layout_height="fill_parent"></SurfaceView></LinearLayout>

接下来贴出程序源码:

package com.testSurfaceView;import java.util.Timer;import java.util.TimerTask;import android.app.Activity;import android.graphics.Canvas;import android.graphics.Color;import android.graphics.Paint;import android.graphics.Rect;import android.os.Bundle;import android.util.Log;import android.view.SurfaceHolder;import android.view.SurfaceView;import android.view.View;import android.widget.Button;public class testSurfaceView extends Activity { /** Called when the activity is first created. */ Button btnSimpleDraw, btnTimerDraw; SurfaceView sfv; SurfaceHolder sfh; private Timer mTimer; private MyTimerTask mTimerTask; int Y_axis[],//保存正弦波的Y轴上的点 centerY,//中心线 oldX,oldY,//上一个XY点  currentX;//当前绘制到的X轴上的点 @Override public void onCreate(Bundle savedInstanceState) {  super.onCreate(savedInstanceState);  setContentView(R.layout.main);  btnSimpleDraw = (Button) this.findViewById(R.id.Button01);  btnTimerDraw = (Button) this.findViewById(R.id.Button02);  btnSimpleDraw.setOnClickListener(new ClickEvent());  btnTimerDraw.setOnClickListener(new ClickEvent());  sfv = (SurfaceView) this.findViewById(R.id.SurfaceView01);  sfh = sfv.getHolder();  //动态绘制正弦波的定时器  mTimer = new Timer();  mTimerTask = new MyTimerTask();  // 初始化y轴数据  centerY = (getWindowManager().getDefaultDisplay().getHeight() - sfv    .getTop()) / 2;  Y_axis = new int[getWindowManager().getDefaultDisplay().getWidth()];  for (int i = 1; i < Y_axis.length; i++) {// 计算正弦波   Y_axis[i - 1] = centerY     - (int) (100 * Math.sin(i * 2 * Math.PI / 180));  } } class ClickEvent implements View.OnClickListener {  @Override  public void onClick(View v) {   if (v == btnSimpleDraw) {    SimpleDraw(Y_axis.length-1);//直接绘制正弦波      } else if (v == btnTimerDraw) {    oldY = centerY;    mTimer.schedule(mTimerTask, 0, 5);//动态绘制正弦波   }  } } class MyTimerTask extends TimerTask {  @Override  public void run() {   SimpleDraw(currentX);   currentX++;//往前进   if (currentX == Y_axis.length - 1) {//如果到了终点,则清屏重来    ClearDraw();    currentX = 0;    oldY = centerY;   }  } }  /*  * 绘制指定区域  */ void SimpleDraw(int length) {  if (length == 0)   oldX = 0;  Canvas canvas = sfh.lockCanvas(new Rect(oldX, 0, oldX + length,    getWindowManager().getDefaultDisplay().getHeight()));// 关键:获取画布  Log.i("Canvas:",    String.valueOf(oldX) + "," + String.valueOf(oldX + length));  Paint mPaint = new Paint();  mPaint.setColor(Color.GREEN);// 画笔为绿色  mPaint.setStrokeWidth(2);// 设置画笔粗细  int y;  for (int i = oldX + 1; i < length; i++) {// 绘画正弦波   y = Y_axis[i - 1];   canvas.drawLine(oldX, oldY, i, y, mPaint);   oldX = i;   oldY = y;  }  sfh.unlockCanvasAndPost(canvas);// 解锁画布,提交画好的图像 } void ClearDraw() {  Canvas canvas = sfh.lockCanvas(null);  canvas.drawColor(Color.BLACK);// 清除画布  sfh.unlockCanvasAndPost(canvas); }}

注意一下 for (int i = oldX + 1; i < length; i++) {// 绘画正弦波 这句,在.lockCanvas()指定Rect内减少循环画线的次数,可以提高绘图效率。

           
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