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:
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:
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:
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:
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。