所谓的双缓冲技术其实是,当程序需要在指定View上进行绘制时,并不直接绘制到该View组件上,而是先绘制到一个内存中的Bitmap图片(这就是缓冲)上,等到内存中的Bitmap绘制好之后,再一次性地将Bitmap绘制到View组件上。
自定义View代码如下。
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Bitmap.Config;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.view.MotionEvent;
import android.view.View;
public class DrawView extends View {
float preX;
float preY;
private Path path;
public Paint paint = null;
final int VIEW_WIDTH=320;
final int VIEW_HEIGHT=480;
// 定义一个内存中的图片,该图片将作为缓冲区
Bitmap cacheBitmap =null;
//定义 cacheBitmap上的Canvas对象
Canvas cacheCanvas = null;
public DrawView(Context context) {
super(context);
//创建一个与该View相同大小的缓存区
cacheBitmap = Bitmap.createBitmap(VIEW_WIDTH,VIEW_HEIGHT,Config.ARGB_8888);
cacheCanvas = new Canvas();
path = new Path();
//设置cacheCanvas将会绘制到内存中的cacheBitmap上
cacheCanvas.setBitmap(cacheBitmap);
paint = new Paint(Paint.DITHER_FLAG);
paint.setColor(Color.RED);
//设置画笔风格
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(1);
//反锯齿
paint.setAntiAlias(true);
paint.setDither(true);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
//获取拖动事件的发生位置
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
path.moveTo(x, y);
preX = x;
preY=y;
break;
case MotionEvent.ACTION_MOVE:
path.quadTo(preX, preY, x, y);
preX = x;
preY=y;
break;
case MotionEvent.ACTION_UP:
//向缓冲绘图
cacheCanvas.drawPath(path, paint);
path.reset();
break;
default:
break;
}
invalidate();
//返回true表明处理方法已经处理该事件
return true;
}
@Override
protected void onDraw(Canvas canvas) {
Paint bmpPaint = new Paint();
//将cacheBitmap绘制到该View组件上
canvas.drawBitmap(cacheBitmap, 0,0, bmpPaint);
//沿着path绘制
canvas.drawPath(path, bmpPaint);
}
}
这个例子说明用canvas.drawBitmap( )方法时,参数里的bitmap改变,绘制的组件也会随着改变