android 手写 流畅,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:

e09a6b3204d03462d6d9158d10538834.png

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:

e81743fd4c482582410d3ef2194aadd9.png

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:

2dd6da8f9ea605e6150183f6d135e321.png

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();

}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:

cdecaf43dfd47eea4115df96a12dbacf.png

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。

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