Android点击屏幕出现水波纹效果

来源:互联网 发布:大疆 算法工程师 编辑:程序博客网 时间:2024/04/30 02:31

在http://blog.csdn.net/poison_h/article/details/43635955这篇文章,介绍了如何给按钮设置水波纹效果。

可能有人会想到可不可以点击背景的时候也出现水波纹效果呢?其实当时我也是这样想的。没有想到Google下,还真的找到了,又一次站在了巨人的肩上。虽然是站在巨人的肩上,但是也要自己懂得才行,要转变自己得知识才是最棒的

好了,先看下效果图:



1.首先我们需要重写SurfaceView:

SurfaceView是视图(View)的继承类,这个视图里内嵌了一个专门用于绘制的Surface。你可以控制这个Surface的格式和尺寸。Surfaceview控制这个Surface的绘制位置。
        surface是纵深排序(Z-ordered)的,这表明它总在自己所在窗口的后面。surfaceview提供了一个可见区域,只有在这个可见区域内 的surface部分内容才可见,可见区域外的部分不可见。surface的排版显示受到视图层级关系的影响,它的兄弟视图结点会在顶端显示。这意味者 surface的内容会被它的兄弟视图遮挡,这一特性可以用来放置遮盖物(overlays)(例如,文本和按钮等控件)。注意,如果surface上面 有透明控件,那么它的每次变化都会引起框架重新计算它和顶层控件的透明效果,这会影响性能。
        你可以通过SurfaceHolder接口访问这个surface,getHolder()方法可以得到这个接口。
        surfaceview变得可见时,surface被创建;surfaceview隐藏前,surface被销毁。这样能节省资源。如果你要查看 surface被创建和销毁的时机,可以重载surfaceCreated(SurfaceHolder)和 surfaceDestroyed(SurfaceHolder)。
        surfaceview的核心在于提供了两个线程:UI线程和渲染线程。这里应注意:
        1> 所有SurfaceView和SurfaceHolder.Callback的方法都应该在UI线程里调用,一般来说就是应用程序主线程。渲染线程所要访问的各种变量应该作同步处理。
        2> 由于surface可能被销毁,它只在SurfaceHolder.Callback.surfaceCreated()和 SurfaceHolder.Callback.surfaceDestroyed()之间有效,所以要确保渲染线程访问的是合法有效的surface。

(1)、第一步在onSizeChanged()方法中,设置背景图片,并且根据背景图片设置两个波能缓冲区大小,并初始化。

// 背景图bgImage = BitmapFactory.decodeResource(this.getResources(), R.drawable.bg);bgImage = Bitmap.createScaledBitmap(bgImage, w, h, false);// 缩放而已backWidth = bgImage.getWidth();backHeight = bgImage.getHeight();buf2 = new short[backWidth * backHeight];buf1 = new short[backWidth * backHeight];bitmap2 = new int[backWidth * backHeight];bitmap1 = new int[backWidth * backHeight];// 将bgImage的像素拷贝到bitmap1数组中,用于渲染。。。bgImage.getPixels(bitmap1, 0, backWidth, 0, 0, backWidth, backHeight);bgImage.getPixels(bitmap2, 0, backWidth, 0, 0, backWidth, backHeight);for (int i = 0; i < backWidth * backHeight; ++i){buf2[i] = 0;buf1[i] = 0;}

2.计算波能数据缓冲区

while (i < loopTime){// 波能扩散buf2[k] = (short) (((buf1[k - 2] + buf1[k + 2] + buf1[k - doubleWidth] + buf1[k + doubleWidth]) >> 1) - buf2[k]);// 波能衰减buf2[k] = (short) (buf2[k] - (buf2[k] >> 5));// 求出该点的左上的那个点xoff,yoffcp = k - doubleWidth - 2;xoff = buf2[cp - 2] - buf2[cp + 2];yoff = buf2[cp - doubleWidth] - buf2[k - 2];tarClr = k + yoff * doubleWidth + xoff;if (tarClr > bitmapLen || tarClr < 0){k += 2;continue;}// 复制象素bitmap2[k] = bitmap1[tarClr];k += 2;++i;}

3.最后分别对move和down事件分别进行填充不同的波能缓冲池

// 产生波源,填充前导波能缓冲池int endStoneX = x + stonesize;int endStoneY = y + stonesize;int squaSize = stonesize * stonesize;int posy = y - stonesize;int posx = x - stonesize;for (posy = y - stonesize; posy < endStoneY; ++posy){for (posx = x - stonesize; posx < endStoneX; ++posx){if ((posx - x) * (posx - x) + (posy - y) * (posy - y) < squaSize){buf1[backWidth * posy + posx] = (short) -stoneweight;}}}


详细代码:

import android.content.Context;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.graphics.Canvas;import android.view.MotionEvent;import android.view.SurfaceHolder;import android.view.SurfaceView;public class WaterWaveView extends SurfaceView implements SurfaceHolder.Callback{// 背景图的宽度和高度private int backWidth;private int backHeight;/** * buf1 和 buf2是波能缓冲区,分别代表了每个点的前一时刻和后一时刻的波幅数据 */private short[] buf1;private short[] buf2;private int[] bitmap1;private int[] bitmap2;private Bitmap bgImage = null;// 是否第一次加载private boolean firstLoad = false;WavingThread wavingThread = new WavingThread();// 显示一个surface的抽象接口,使你可以控制surface的大小和格式, 以及在surface上编辑像素,和监视surace的改变SurfaceHolder mSurfaceHolder = null;private int doubleWidth;private int fiveWidth;// 持续时间private int loopTime;private int bitmapLen;public WaterWaveView(Context context){super(context);mSurfaceHolder = getHolder();mSurfaceHolder.addCallback(this);}@Overrideprotected void onSizeChanged(int w, int h, int oldw, int oldh){if (!firstLoad){// 背景图bgImage = BitmapFactory.decodeResource(this.getResources(), R.drawable.bg);bgImage = Bitmap.createScaledBitmap(bgImage, w, h, false);// 缩放而已backWidth = bgImage.getWidth();backHeight = bgImage.getHeight();buf2 = new short[backWidth * backHeight];buf1 = new short[backWidth * backHeight];bitmap2 = new int[backWidth * backHeight];bitmap1 = new int[backWidth * backHeight];// 将bgImage的像素拷贝到bitmap1数组中,用于渲染。。。bgImage.getPixels(bitmap1, 0, backWidth, 0, 0, backWidth, backHeight);bgImage.getPixels(bitmap2, 0, backWidth, 0, 0, backWidth, backHeight);for (int i = 0; i < backWidth * backHeight; ++i){buf2[i] = 0;buf1[i] = 0;}doubleWidth = backWidth << 1;fiveWidth = 5 * backWidth;loopTime = ((backHeight - 4) * backWidth) >> 1;bitmapLen = backWidth * backHeight - 1;firstLoad = true;}}class WavingThread extends Thread{boolean running = true;public void setRunning(boolean running){this.running = running;}@Overridepublic void run(){Canvas c = null;while (running){c = mSurfaceHolder.lockCanvas();makeRipple();doDraw(c);mSurfaceHolder.unlockCanvasAndPost(c);}}}/******************************************************* * 计算波能数据缓冲区 *******************************************************/private void makeRipple(){int k = fiveWidth;int xoff = 0, yoff = 0;int cp = 0;int tarClr = 0;int i = fiveWidth;while (i < loopTime){// 波能扩散buf2[k] = (short) (((buf1[k - 2] + buf1[k + 2] + buf1[k - doubleWidth] + buf1[k + doubleWidth]) >> 1) - buf2[k]);// 波能衰减buf2[k] = (short) (buf2[k] - (buf2[k] >> 5));// 求出该点的左上的那个点xoff,yoffcp = k - doubleWidth - 2;xoff = buf2[cp - 2] - buf2[cp + 2];yoff = buf2[cp - doubleWidth] - buf2[k - 2];tarClr = k + yoff * doubleWidth + xoff;if (tarClr > bitmapLen || tarClr < 0){k += 2;continue;}// 复制象素bitmap2[k] = bitmap1[tarClr];k += 2;++i;}short[] tmpBuf = buf2;buf2 = buf1;buf1 = tmpBuf;}/***************************************************** * 增加波源 x坐标 y坐标 波源半径 波源能量 *****************************************************/private void touchWater(int x, int y, int stonesize, int stoneweight){// 判断坐标是否在屏幕范围内if (x + stonesize > backWidth){return;}if (y + stonesize > backHeight){return;}if (x - stonesize < 0){return;}if (y - stonesize < 0){return;}// 产生波源,填充前导波能缓冲池int endStoneX = x + stonesize;int endStoneY = y + stonesize;int squaSize = stonesize * stonesize;int posy = y - stonesize;int posx = x - stonesize;for (posy = y - stonesize; posy < endStoneY; ++posy){for (posx = x - stonesize; posx < endStoneX; ++posx){if ((posx - x) * (posx - x) + (posy - y) * (posy - y) < squaSize){buf1[backWidth * posy + posx] = (short) -stoneweight;}}}}/***************************************************** * 增加波源 x坐标 y坐标 波源半径 波源能量 *****************************************************/private void trickWater(int x, int y, int stonesize, int stoneweight){// 判断坐标是否在屏幕范围内if (x + stonesize > backWidth){return;}if (y + stonesize > backHeight){return;}if (x - stonesize < 0){return;}if (y - stonesize < 0){return;}// 产生波源,填充波能缓冲池int endStoneX = x + stonesize;int endStoneY = y + stonesize;int posy = y - stonesize;int posx = x - stonesize;for (posy = y - stonesize; posy < endStoneY; ++posy){for (posx = x - stonesize; posx < endStoneX; ++posx){if (posy >= 0 && posy < backHeight && posx >= 0 && posx < backWidth){buf1[backWidth * posy + posx] = (short) -stoneweight;}}}}@Overridepublic boolean onTouchEvent(MotionEvent event){if (event.getAction() == MotionEvent.ACTION_DOWN){// 设置波源半径和波源能量touchWater((int) event.getX(), (int) event.getY(), 4, 160);} else if (event.getAction() == MotionEvent.ACTION_MOVE){trickWater((int) event.getX(), (int) event.getY(), 2, 64);}return true;}protected void doDraw(Canvas canvas){/** * Parameters: 1.colors 2.offset 3.stride 4.x 5. y 6.width 7.height * 8.hasAlpha 9. paint *///绘制canvas.drawBitmap(bitmap2, 0, backWidth, 0, 0, backWidth, backHeight, false, null);}@Overridepublic void surfaceCreated(SurfaceHolder holder){wavingThread.setRunning(true);wavingThread.start();}@Overridepublic void surfaceDestroyed(SurfaceHolder holder){boolean retry = true;wavingThread.setRunning(false);// 非暴力关闭线程,直到此次该线程运行结束之前,主线程停止运行,以防止Surface被重新激活while (retry){try{wavingThread.join(); // 阻塞current// Thread(当前执行线程)直到被调用线程(thread)完成。retry = false;} catch (InterruptedException e){}}}@Overridepublic void surfaceChanged(SurfaceHolder holder, int format, int width, int height){// TODO Auto-generated method stub}}



最后在我MainActivity中调用:

waterWaveView = new WaterWaveView(this);setContentView(waterWaveView);




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