上次介紹MediaPlayer的時候稍微介紹了SurfaceView,SurfaceView由於可以直接從內存或者DMA等硬件接口取得圖像數據,因此是個非常重要的繪圖容器,這次我就用兩篇文章來介紹SurfaceView的用法。網上介紹SurfaceView的用法有很多,寫法也層出不同,例如繼承SurfaceView類,或者繼承SurfaceHolder.Callback類等,這個可以根據功能實際需要自己選擇,我這裡就直接在普通的用戶界面調用SurfaceHolder的lockCanvas和unlockCanvasAndPost。
先來看看程序運行的截圖:
截圖1主要演示了直接把正弦波繪畫在SurfaceView上
對比上面的左右兩圖,右圖用.lockCanvas(null),而左圖用.lockCanvas(new Rect(oldX, 0, oldX + length, getWindowManager().getDefaultDisplay().getHeight())),對比一下兩個效果,由於左圖是按指定Rect繪畫,所以效率會比右圖的全控件繪畫高些,並且在清屏之後(canvas.drawColor(Color.BLACK))不會留有上次繪畫的殘留。
接下來貼出main.xml的源碼:
XML/HTML代碼
- <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="簡單繪畫">
- <button android:id="@+id/Button02" android:layout_width="wrap_content"
- android:layout_height="wrap_content" android:text="定時器繪畫">
-
- <surfaceview android:id="@+id/SurfaceView01"
- android:layout_width="fill_parent" android:layout_height="fill_parent">
接下來貼出程序源碼:
Java代碼
- 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軸上的點
- centerY,//中心線
- oldX,oldY,//上一個XY點
- currentX;//當前繪制到的X軸上的點
-
- @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();
-
- //動態繪制正弦波的定時器
- mTimer = new Timer();
- mTimerTask = new MyTimerTask();
-
- // 初始化y軸數據
- centerY = (getWindowManager().getDefaultDisplay().getHeight() - sfv
- .getTop()) / 2;
- Y_axis = new int[getWindowManager().getDefaultDisplay().getWidth()];
- for (int i = 1; i < Y_axis.length; i++) {// 計算正弦波
- 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);//直接繪制正弦波
-
- } else if (v == btnTimerDraw) {
- oldY = centerY;
- mTimer.schedule(mTimerTask, 0, 5);//動態繪制正弦波
- }
-
- }
-
- }
-
- class MyTimerTask extends TimerTask {
- @Override
- public void run() {
-
- SimpleDraw(currentX);
- currentX++;//往前進
- if (currentX == Y_axis.length - 1) {//如果到了終點,則清屏重來
- ClearDraw();
- currentX = 0;
- oldY = centerY;
- }
- }
-
- }
-
- /*
- * 繪制指定區域
- */
- void SimpleDraw(int length) {
- if (length == 0)
- oldX = 0;
- Canvas canvas = sfh.lockCanvas(new Rect(oldX, 0, oldX + length,
- getWindowManager().getDefaultDisplay().getHeight()));// 關鍵:獲取畫布
- Log.i("Canvas:",
- String.valueOf(oldX) + "," + String.valueOf(oldX + length));
-
- Paint mPaint = new Paint();
- mPaint.setColor(Color.GREEN);// 畫筆為綠色
- mPaint.setStrokeWidth(2);// 設置畫筆粗細
-
- int y;
- for (int i = oldX + 1; i < length; i++) {// 繪畫正弦波
- y = Y_axis[i - 1];
- canvas.drawLine(oldX, oldY, i, y, mPaint);
- oldX = i;
- oldY = y;
- }
- sfh.unlockCanvasAndPost(canvas);// 解鎖畫布,提交畫好的圖像
- }
-
- void ClearDraw() {
- Canvas canvas = sfh.lockCanvas(null);
- canvas.drawColor(Color.BLACK);// 清除畫布
- sfh.unlockCanvasAndPost(canvas);
-
- }
- }
注意一下 for (int i = oldX + 1; i < length; i++) {// 繪畫正弦波 這句,在.lockCanvas()指定Rect內減少循環畫線的次數,可以提高繪圖效率。