SurfaceView继承自View
但与View不同的是,View通过onDraw方法在UI线程进行绘制。
而SurfaceView则是在子线程进行绘制,这样可以避免阻塞主线程,所以在游戏中经常使用SurfaceView。
SurfaceView中包含一个专门用于绘制的Surface,Surface中包含一个Canvas。
怎么获取Canvas:
通过getHolder方法获取到SurfaceHolder,
通过SurfaceHolder就可以得到Canvas
SurfaceHolder还管理SurfaceView的生命周期:
SurfaceCreated
SurfaceChanged
SurfaceDestoryed
1.编写surfaceView的模板
public class SurfaceViewTempalte extends SurfaceView implements Callback, Runnable {
private SurfaceHolder mHolder;
private Canvas mCanvas;
/**
* 用于绘制的线程
*/
private Thread t;
/**
* 线程的绘制开关
* @param context
*/
private boolean isRunning;
public SurfaceViewTempalte(Context context) {
this(context,null);
}
public SurfaceViewTempalte(Context context, AttributeSet attrs) {
super(context, attrs);
mHolder=getHolder();
//管理SurfaceView的生命周期
mHolder.addCallback(this);
//可获得焦点
setFocusable(true);
setFocusableInTouchMode(true);
//设置常量
setKeepScreenOn(true);
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
//开启绘制的子线程
isRunning=true;
t=new Thread(this);
t.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
//关闭子线程
isRunning=false;
}
@Override
public void run() {
//不断绘制
while (isRunning) {
draw();
}
}
private void draw() {
try {
mCanvas=mHolder.lockCanvas();
if (mCanvas!=null) {
//绘制的逻辑
}
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
finally {
if (mCanvas!=null) {
mHolder.unlockCanvasAndPost(mCanvas);
}
}
}
2.接下来我们要绘制出这样的转盘:(没有指针)
首先定义相关的成员变量,接下来在构造函数或者SurfaceCreated里初始化相关的成员变量,最后在子线程绘制转盘。
public class LuckyPan extends SurfaceView implements Callback, Runnable {
private SurfaceHolder mHolder;
private Canvas mCanvas;
/**
* 用于绘制的线程
*/
private Thread t;
/**
* 线程的绘制开关
*
*/
private boolean isRunning;
/**
* 获奖上对应的文字
*
*/
private String[] msts=new String[]{"单反相机","IPAD","恭喜发财","IPHONE","服装一套","恭喜发财"};
/**
* 奖盘上对应的图片
*/
private int[] mImages=new int[]{R.drawable.danfan,R.drawable.ipad,R.drawable.f015,
R.drawable.iphone,R.drawable.meizi,R.drawable.f040};
/**
* 盘块上对应的bitmap
*/
private Bitmap[] mBitmaps;
/**
* 奖盘上对应的颜色
*
*/
private int[] mColor=new int[]{0xFFFFC300,0XFFF17E01,0xFFFFC300,
0XFFF17E01,0xFFFFC300,0XFFF17E01};
/**
* 盘块的范围
*/
private RectF mRange=new RectF();
/**
* 盘块的直径
*
*/
private int mRadius;
/**
* 绘制盘块的画笔
*/
private Paint mArcPaint;
/**
* 绘制文本的画笔
*/
private Paint mTextPaint;
private Bitmap mBgBitmap=BitmapFactory.
decodeResource(getResources(), R.drawable.bg2);
private float mTextSize=TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_SP, 20,
getResources().getDisplayMetrics());
/**
* 盘块的数量
*
*/
private int mItemCount=6;
/**
* 滚动的速度
*/
private double mSpeed;
/**
* 绘制的角度,volatile保证两个线程间的可见性
*/
private volatile int mStartAngle=0;
/**
* 是否点击了停止按钮
*/
private boolean isShouleEnd;
/**
* 转盘的中心位置
*/
private int mCenter;
/**
* 转盘的边距
*/
private int mPadding;
public LuckyPan(Context context) {
this(context,null);
// TODO Auto-generated constructor stub
}
public LuckyPan(Context context, AttributeSet attrs) {
super(context, attrs);
mHolder=getHolder();
mHolder.addCallback(this);
//可获得焦点
setFocusable(true);
setFocusableInTouchMode(true);
//设置常量
setKeepScreenOn(true);
}
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
// TODO Auto-generated method stub
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
int width=Math.min(getMeasuredHeight(), getMeasuredWidth());
mPadding=getPaddingLeft();
//直径
mRadius=width-mPadding*2;
//中心点
mCenter=width/2;
setMeasuredDimension(width, width);
}
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
//初始化绘制盘块的画笔
mArcPaint=new Paint();
mArcPaint.setAntiAlias(true);
mArcPaint.setDither(true);
//初始化绘制文本的画笔
mTextPaint=new Paint();
mTextPaint.setColor(0xffffffff);
mTextPaint.setTextSize(mTextSize);
//初始化盘块绘制的范围,四个参数分别是矩形的左边的x坐标,上边的y坐标,右边的x坐标,下边的y坐标
mRange=new RectF(mPadding,mPadding,mPadding+mRadius,mPadding+mRadius);
//初始化图片
mBitmaps=new Bitmap[mItemCount];
for(int i=0;i<mItemCount;i++){
mBitmaps[i]=BitmapFactory.decodeResource(getResources(), mImages[i]);
}
isRunning=true;
t=new Thread(this);
t.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
isRunning=false;
}
@Override
public void run() {
//不断绘制
while (isRunning) {
//开始绘制的时间
long start=System.currentTimeMillis();
draw();
//结束绘制的时间
long end=System.currentTimeMillis();
//每隔50毫秒绘制一次
if (end-start<50) {
try {
Thread.sleep(50-(end-start));
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
private void draw() {
try {
mCanvas=mHolder.lockCanvas();
if (mCanvas!=null) {
/**
* 要绘制4个东西:
* 绘制背景
* 绘制盘块
* 绘制盘块上的文字
* 绘制盘块上的图片
*
*/
//1.绘制背景
drawBg();
//绘制的起始的角度
float temAngle=mStartAngle;
//绘制的角度
float sweepAngle=360/mItemCount;
for(int i=0;i<mItemCount;i++){
//2.绘制盘块
//设置绘制的盘块的颜色
mArcPaint.setColor(mColor[i]);
mCanvas.drawArc(mRange, temAngle, sweepAngle, true, mArcPaint);
//3.绘制盘块的文本
drawText(temAngle,sweepAngle,msts[i]);
//4.绘制转盘上的图片
drawIcon(temAngle,mBitmaps[i]);
temAngle+=sweepAngle;
}
//绘制的起始角度与速度关联,形成盘块在不断旋转的效果
mStartAngle+=mSpeed;
if (isShouleEnd) {
mSpeed-=1;
}
if (mSpeed<0) {
mSpeed=0;
isShouleEnd=false;
}
}
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
finally {
if (mCanvas!=null) {
mHolder.unlockCanvasAndPost(mCanvas);
}
}
}
/**
* 点击启动旋转
*/
public void luckyStart() {
mSpeed=50;
isShouleEnd=false;
}
/**
* 停止旋转
*/
public void luckyend() {
isShouleEnd=true;
}
public boolean isStart() {
return mSpeed!=0;
}
public boolean isShouldend() {
return isShouleEnd;
}
private void drawIcon(float temAngle, Bitmap bitmap) {
//图片的宽度是直径的八分之一
int imageWidth=mRadius/8;
//图片中心点的弧度
float angle=(float) ((temAngle+360/mItemCount/2)*Math.PI/180);
//图片中心点的坐标
int x=(int) (mCenter+mRadius/2/2*Math.cos(angle));
int y=(int) (mCenter+mRadius/2/2*Math.sin(angle));
//定义图片的矩形边框
RectF rectF=new RectF(x-imageWidth/2,y-imageWidth/2,x+imageWidth/2,y+imageWidth/2);
mCanvas.drawBitmap(bitmap, null,rectF, null);
}
private void drawText(float temAngle, float sweepAngle, String string) {
Path path=new Path();
path.addArc(mRange, temAngle, sweepAngle);
//利用水平偏移量=弧度的一半-文字长度的一半
float textWidth=mTextPaint.measureText(string);
int hOffset=(int) (mRadius*Math.PI/2/mItemCount-textWidth/2);
//垂直的偏移量,向圆心的偏移
int vOffset=mRadius/12;
mCanvas.drawTextOnPath(string, path,hOffset,vOffset , mTextPaint);
}
private void drawBg() {
mCanvas.drawColor(0xFFFFFFFF);
mCanvas.drawBitmap(mBgBitmap, null, new RectF(mPadding/2,mPadding/2,getMeasuredWidth()-mPadding/2,
getMeasuredHeight()-mPadding/2), null);
}
}
3.在activity_main添加转盘和指针(控制转盘的开始和结束)
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:background="#ffffffff"
>
<com.example.luckypan.LuckyPan
android:id="@+id/luckyPan"
android:layout_height="match_parent"
android:layout_width="match_parent"
android:layout_centerInParent="true"
android:padding="30dp"
/>
<ImageView
android:id="@+id/iv_start_end"
android:layout_height="wrap_content"
android:layout_width="wrap_content"
android:layout_centerInParent="true"
android:src="@drawable/start"
/>
</RelativeLayout>
4.控制转盘的转动和停止
public class MainActivity extends ActionBarActivity implements OnClickListener {
private LuckyPan luckyPan;
private ImageView Con;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
luckyPan=(LuckyPan) findViewById(R.id.luckyPan);
Con=(ImageView) findViewById(R.id.iv_start_end);
Con.setOnClickListener(this);
}
@Override
public void onClick(View v) {
// TODO Auto-generated method stub
if (!luckyPan.isStart()) {//转盘没有转动的时候,点击指针,开始转动
luckyPan.luckyStart();
//指针的图标改为停止图标
Con.setImageResource(R.drawable.stop);
}
else {
if (!luckyPan.isShouldend()) {
luckyPan.luckyend();
Con.setImageResource(R.drawable.start );
}
}
}
}