當我們需要在銀幕上畫線,常常會用到Path元件,而Path元件的lineTo和quadTo這兩種方法所繪製出的線段形式是不一樣的,主要差別為,
Path->quadTo(float x1, float y1, float x2, float y2):
example:
此方式不僅畫一條線甚至是畫弧線時會形成平滑的曲線,該曲線又稱為「貝塞爾曲線」(Bezier curve),其中,x1,y1為控制點的坐標值,x2,y2為終點的坐標值。貝塞爾曲線的形成,就比如我們把一條橡皮筋拉直,橡皮筋的頭尾部對應起點和終點,然後從拉直的橡皮筋中選擇任意一點(除頭尾對應的點外)扯動橡皮筋形成的彎曲形狀,而那個扯動橡皮筋的點就是控制點。
Path->lineTo(float x, float y) :
example:
此方法是將畫出兩點之間的線段,直接連成一線
對比前面quadTo方法繪製的S,lineTo繪製的S在彎曲部分很明顯的不能形成平滑的彎曲,會出現明顯的兩點形成一線的突起。可能圖片看的不是清楚,自行運行這個Demo,然後在銀幕上繪製彎曲曲線或者圓,對比他們的形狀區別就一目了然。
Path->quadTo(float x1, float y1, float x2, float y2):
example:
MainActivity:
package com.feixun.hu.pt;
import android.app.Activity;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class MainActivity extends Activity
{
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
//setContentView(new MySurfaceView(this));
//setContentView(new DrawingWithBezier(this));
setContentView(new DrawingWithoutBezier(this));
}
}
QUADTO.java:
package com.feixun.hu.pt;
import android.content.Context;
import android.gesture.GestureStroke;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Rect;
import android.graphics.Paint.Style;
import android.view.MotionEvent;
import android.view.View;
import android.widget.Toast;
public class DrawingWithBezier extends View
{
private float mX;
private float mY;
private final Paint mGesturePaint = new Paint();
private final Path mPath = new Path();
public DrawingWithBezier(Context context)
{
super(context);
mGesturePaint.setAntiAlias(true);
mGesturePaint.setStyle(Style.STROKE);
mGesturePaint.setStrokeWidth(5);
mGesturePaint.setColor(Color.WHITE);
}
@Override
public boolean onTouchEvent(MotionEvent event)
{
// TODO Auto-generated method stub
switch (event.getAction())
{
case MotionEvent.ACTION_DOWN:
touchDown(event);
break;
case MotionEvent.ACTION_MOVE:
touchMove(event);
}
//重新繪圖
invalidate();
return true;
}
@Override
protected void onDraw(Canvas canvas)
{
// TODO Auto-generated method stub
super.onDraw(canvas);
//以畫布繪圖
canvas.drawPath(mPath, mGesturePaint);
}
//點擊觸控銀幕時的反應
private void touchDown(MotionEvent event)
{
//mPath.rewind();
//重新設定繪製的線段
mPath.reset();
float x = event.getX();
float y = event.getY();
mX = x;
mY = y;
//畫線起點
mPath.moveTo(x, y);
}
//手指在觸控銀幕上滑動時的動作
private void touchMove(MotionEvent event)
{
final float x = event.getX();
final float y = event.getY();
final float previousX = mX;
final float previousY = mY;
final float dx = Math.abs(x - previousX);
final float dy = Math.abs(y - previousY);
//兩點之間的距離大於等於3時,產生貝塞爾繪製曲線
if (dx >= 3 || dy >= 3)
{
//設置貝塞爾曲線的操作點為起點和終點的一半
float cX = (x + previousX) / 2;
float cY = (y + previousY) / 2;
//二次貝塞爾,實現平滑曲線;previousX, previousY為操作點,cX, cY為終點
mPath.quadTo(previousX, previousY, cX, cY);
//第二次執行時,第一次結束使用的座標值將作為第二次使用的初始座標
mX = x;
mY = y;
}
}
}
此方式不僅畫一條線甚至是畫弧線時會形成平滑的曲線,該曲線又稱為「貝塞爾曲線」(Bezier curve),其中,x1,y1為控制點的坐標值,x2,y2為終點的坐標值。貝塞爾曲線的形成,就比如我們把一條橡皮筋拉直,橡皮筋的頭尾部對應起點和終點,然後從拉直的橡皮筋中選擇任意一點(除頭尾對應的點外)扯動橡皮筋形成的彎曲形狀,而那個扯動橡皮筋的點就是控制點。
Path->lineTo(float x, float y) :
example:
MainActivity:
package com.feixun.hu.pt;
import android.app.Activity;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class MainActivity extends Activity
{
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
//setContentView(new MySurfaceView(this));
//setContentView(new DrawingWithBezier(this));
setContentView(new DrawingWithoutBezier(this));
}
}
LINETO.java
package com.feixun.hu.pt;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Bitmap.Config;
import android.graphics.Paint.Style;
import android.view.MotionEvent;
import android.view.View;
import android.widget.Toast;
public class DrawingWithoutBezier extends View
{
private float mX;
private float mY;
private final Paint mGesturePaint = new Paint();
private final Path mPath = new Path();
public DrawingWithoutBezier(Context context)
{
super(context);
mGesturePaint.setAntiAlias(true);
mGesturePaint.setStyle(Style.STROKE);
mGesturePaint.setStrokeWidth(5);
mGesturePaint.setColor(Color.WHITE);
}
@Override
public boolean onTouchEvent(MotionEvent event)
{
// TODO Auto-generated method stub
switch (event.getAction())
{
case MotionEvent.ACTION_DOWN:
touchDown(event);
break;
case MotionEvent.ACTION_MOVE:
touchMove(event);
}
//重新繪圖
invalidate();
return true;
}
@Override
protected void onDraw(Canvas canvas)
{
// TODO Auto-generated method stub
super.onDraw(canvas);
canvas.drawPath(mPath, mGesturePaint);
}
//點擊觸控銀幕時的反應
private void touchDown(MotionEvent event)
{
//mPath.rewind();
mPath.reset();
float x = event.getX();
float y = event.getY();
mX = x;
mY = y;
//畫線起點
mPath.moveTo(x, y);
}
//手指在觸控銀幕上滑動時的動作
private void touchMove(MotionEvent event)
{
final float x = event.getX();
final float y = event.getY();
final float previousX = mX;
final float previousY = mY;
final float dx = Math.abs(x - previousX);
final float dy = Math.abs(y - previousY);
//兩點之間的距離大於等於3時,產生貝塞爾繪製曲線
if (dx >= 3 || dy >= 3)
{
//兩點連成直線
mPath.lineTo(x, y);
//第二次執行時,第一次結束使用的座標值將作為第二次使用的初始座標
mX = x;
mY = y;
}
}
}
此方法是將畫出兩點之間的線段,直接連成一線
對比前面quadTo方法繪製的S,lineTo繪製的S在彎曲部分很明顯的不能形成平滑的彎曲,會出現明顯的兩點形成一線的突起。可能圖片看的不是清楚,自行運行這個Demo,然後在銀幕上繪製彎曲曲線或者圓,對比他們的形狀區別就一目了然。
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