Android绘图视图非常慢



我从一个问题的答案中得到了这段代码,这个问题是问如何在Android中绘制,但当我在应用中使用它并测试它时,我发现它在绘制大的东西或多条路径时效率不高。问题来自onDraw内部的代码,因为每次invalidate()被调用时,onDraw被调用,其中包含一个循环,将所有paths再次绘制到canvas,并通过添加更多路径到它,它变得非常非常慢。

下面是Class:

public class DrawingView extends View implements OnTouchListener {
private Canvas m_Canvas;
private Path m_Path;
private Paint m_Paint;
ArrayList<Pair<Path, Paint>> paths = new ArrayList<Pair<Path, Paint>>();
ArrayList<Pair<Path, Paint>> undonePaths = new ArrayList<Pair<Path, Paint>>();
private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;
public static boolean isEraserActive = false; 
private int color = Color.BLACK;
private int stroke = 6;
public DrawingView(Context context, AttributeSet attr) {
    super(context);
    setFocusable(true);
    setFocusableInTouchMode(true);
    setBackgroundColor(Color.WHITE);
    this.setOnTouchListener(this);
    onCanvasInitialization();
}
public void onCanvasInitialization() {
    m_Paint = new Paint();
    m_Paint.setAntiAlias(true);
    m_Paint.setDither(true);
    m_Paint.setColor(Color.parseColor("#000000")); 
    m_Paint.setStyle(Paint.Style.STROKE);
    m_Paint.setStrokeJoin(Paint.Join.ROUND);
    m_Paint.setStrokeCap(Paint.Cap.ROUND);
    m_Paint.setStrokeWidth(2);
    m_Canvas = new Canvas();
    m_Path = new Path();
    Paint newPaint = new Paint(m_Paint);
    paths.add(new Pair<Path, Paint>(m_Path, newPaint));
}
@Override
public void setBackground(Drawable background) {
    mBackground = background;
    super.setBackground(background);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
    super.onSizeChanged(w, h, oldw, oldh);
}
public boolean onTouch(View arg0, MotionEvent event) {
    float x = event.getX();
    float y = event.getY();
    switch (event.getAction()) {
    case MotionEvent.ACTION_DOWN:
        touch_start(x, y);
        invalidate();
        break;
    case MotionEvent.ACTION_MOVE:
        touch_move(x, y);
        invalidate();
        break;
    case MotionEvent.ACTION_UP:
        touch_up();
        invalidate();
        break;
    }
    return true;
}
@Override
protected void onDraw(Canvas canvas) {
    for (Pair<Path, Paint> p : paths) {
        canvas.drawPath(p.first, p.second);
    }
}
private void touch_start(float x, float y) {
    if (isEraserActive) {
        m_Paint.setColor(Color.WHITE);
        m_Paint.setStrokeWidth(50);
        Paint newPaint = new Paint(m_Paint); // Clones the mPaint object
        paths.add(new Pair<Path, Paint>(m_Path, newPaint));
    } else { 
        m_Paint.setColor(color);
        m_Paint.setStrokeWidth(stroke);
        Paint newPaint = new Paint(m_Paint); // Clones the mPaint object
        paths.add(new Pair<Path, Paint>(m_Path, newPaint));
    }
    m_Path.reset();
    m_Path.moveTo(x, y);
    mX = x;
    mY = y;
}
private void touch_move(float x, float y) {
    float dx = Math.abs(x - mX);
    float dy = Math.abs(y - mY);
    if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
        m_Path.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
        mX = x;
        mY = y;
    }
}
private void touch_up() {
    m_Path.lineTo(mX, mY);
    // commit the path to our offscreen
    m_Canvas.drawPath(m_Path, m_Paint);
    // kill this so we don't double draw
    m_Path = new Path();
    Paint newPaint = new Paint(m_Paint); // Clones the mPaint object
    paths.add(new Pair<Path, Paint>(m_Path, newPaint));
}
public void onClickUndo() {
    if (!paths.isEmpty()) {//paths.size() > 0) {
        undonePaths.add(paths.remove(paths.size() - 1));
        undo = true;
        invalidate();
    }
}
public void onClickRedo() {
    if (!undonePaths.isEmpty()){//undonePaths.size() > 0) {
        paths.add(undonePaths.remove(undonePaths.size() - 1));
        undo = true;
        invalidate();
    }
}}

但是我又在网上搜索了一下,想找到一个更好的绘画方式,所以我发现了以下内容:

1在构造函数中添加以下内容:

mBitmapPaint = new Paint(Paint.DITHER_FLAG);

2用以下代码重写onsizechange:

protected void onSizeChanged(int w, int h, int oldw, int oldh) {
    super.onSizeChanged(w, h, oldw, oldh);
    mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_4444);
    m_Canvas = new Canvas(mBitmap);
}

把这个放到onDraw中:

protected void onDraw(Canvas canvas) {
    canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
    if (!paths.isEmpty())
        canvas.drawPath(paths.get(paths.size() - 1).first, paths.get(paths.size() - 1).second);
}

这个方法是有效的,它不会减慢视图的速度,但是这个方法的问题是我不能有撤销和重做的功能。

我用第二种方法尝试了很多很多东西来做撤销和重做,但我做不到。我想问的是以下三个问题中的一个:1. 一种用第二种方法做撤销和重做的方法2. 另一种使撤销和重做成为可能的方法3.一个全新的类,它已经完成了所有的事情,就像一个开源库或其他东西。

请帮助如果你可以。由于

编辑1

好的,所以我把它限制在这个范围内,然后我不能做任何事情,我已经尝试了8个多小时了。它一直工作到撤销(你可以撤销你想要的许多路径),然后当再次绘制所有剩余的路径消失,我不知道是什么让它这样做的。

@Override
protected void onDraw(Canvas canvas) {
    if (mBitmap != null)
        canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
    if (!paths.isEmpty() && !undo)
        canvas.drawPath(paths.get(paths.size() - 1).first, paths.get(paths.size() - 1).second);
    if (undo) {
        setBackground(mBackground);
        for (Pair<Path, Paint> p : paths)
            canvas.drawPath(p.first, p.second);
        mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_4444);
        m_Canvas = new Canvas(mBitmap);
        undo = false;
    }
}

基本上我所做的是首先使用第一种方法(之前撤销),如果点击撤销,undo true,代码在执行if (undo)实际上是第一种方法(重新计算所有路径),然后我画的结果计算所有路径到mBitmap所以每当onDraw又叫它吸引了最重要的是,但这部分仍然需要工作,我希望有人可以帮助一部分。

处理这种情况的方法是使用一个具有视图大小的位图。在触摸事件上,绘制到位图的画布中。在onDraw中,只需在画布0,0处绘制位图。撤销/重做,。您可以擦除位图并重新绘制所有路径。它可能会花费更长的时间,但每次撤销/重做只发生一次。如果用户通常只做一次撤销/重做。您可以通过使用另一个位图进行优化,仅后退一步。

好的,这是我最后想到的,问题是我在撤销创建位图之前绘制了画布的路径,这会导致撤销后onDraw的路径丢失:

@Override
    protected void onDraw(Canvas canvas) {
        if (mBitmap != null)
            canvas.drawBitmap(mBitmap, 0, 0, mBitmapPaint);
        if (!paths.isEmpty()) {
            canvas.drawPath(paths.get(paths.size() - 1).first, paths.get(paths.size() - 1).second);
        }
    }
    public void onClickUndo() {
        if (paths.size() >= 2) {
            undonePaths.add(paths.remove(paths.size() - 2));
            mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
            m_Canvas = new Canvas(mBitmap);
            for (Pair<Path, Paint> p : paths)
                m_Canvas.drawPath(p.first, p.second);
            invalidate();
        }
    }
    public void onClickRedo() {
        if (undonePaths.size() >= 2){
            paths.add(undonePaths.remove(undonePaths.size() - 2));
            mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
            m_Canvas = new Canvas(mBitmap);
            for (Pair<Path, Paint> p : paths)
                m_Canvas.drawPath(p.first, p.second);
            invalidate();
        }
    }

一次又一次地绘制所有路径仍然存在,但在onDraw()中没有,这大大提高了绘制的性能。但是如果用户在onClickUndo()onClickRedo()中绘制了很多路径,那么他可能会遇到一点延迟因为路径是从头开始绘制的,但每次点击只绘制一次。

我不确定这是否是撤消和重做的最佳方式。然而,下面的工作在我的设备(三星galaxy s3)。抽出似乎很快,撤销工作良好。我确实认为可以修改以下内容以进一步提高性能。

public class MainActivity extends Activity {
MyView mv;
LinearLayout ll;
private ArrayList<Path> undonePaths = new ArrayList<Path>();
private ArrayList<Path> paths = new ArrayList<Path>();
Button b;
    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);
         mv= new MyView(this);
            mv.setDrawingCacheEnabled(true);
            ll=  (LinearLayout) findViewById(R.id.ll);
            ll.addView(mv);
            b= (Button) findViewById(R.id.button1);
            b.setOnClickListener(new OnClickListener()
            {
                @Override
                public void onClick(View v) {
                    // TODO Auto-generated method stub
                     if (paths.size() > 0) {
                         undonePaths.add(paths
                                 .remove(paths.size()-2));
                         mv.invalidate();
                     }
                }
            });
    }
     public class MyView extends View implements OnTouchListener {
            private Canvas mCanvas;
            private Path mPath;
            private Paint mPaint;
            // private ArrayList<Path> undonePaths = new ArrayList<Path>();
            private float xleft, xright, xtop, xbottom;
            public MyView(Context context) {
                super(context);
                setFocusable(true);
                setFocusableInTouchMode(true);
                this.setOnTouchListener(this);
                mPaint = new Paint();
                mPaint.setAntiAlias(true);
                mPaint.setColor(Color.RED);
                mPaint.setStyle(Paint.Style.STROKE);
                mPaint.setStrokeJoin(Paint.Join.ROUND);
                mPaint.setStrokeCap(Paint.Cap.ROUND);
                mPaint.setStrokeWidth(6);
                mCanvas = new Canvas();
                mPath = new Path();
                paths.add(mPath);
            }
            @Override
            protected void onSizeChanged(int w, int h, int oldw, int oldh) {
                super.onSizeChanged(w, h, oldw, oldh);
            }
            @Override
            protected void onDraw(Canvas canvas) {
                for (Path p : paths) {
                    canvas.drawPath(p, mPaint);
                }
            }
            private float mX, mY;
            private static final float TOUCH_TOLERANCE = 0;
            private void touch_start(float x, float y) {
                mPath.reset();
                mPath.moveTo(x, y);
                mX = x;
                mY = y;
            }
            private void touch_move(float x, float y) {
                float dx = Math.abs(x - mX);
                float dy = Math.abs(y - mY);
                if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
                    mPath.quadTo(mX, mY, (x + mX) / 2, (y + mY) / 2);
                    mX = x;
                    mY = y;
                }
            }
            private void touch_up() {
                mPath.lineTo(mX, mY);
                // commit the path to our offscreen
                mCanvas.drawPath(mPath, mPaint);
                // kill this so we don't double draw
                mPath = new Path();
                paths.add(mPath);
            }
            @Override
            public boolean onTouch(View arg0, MotionEvent event) {
                float x = event.getX();
                float y = event.getY();
                switch (event.getAction()) {
                case MotionEvent.ACTION_DOWN:
                    touch_start(x, y);
                    invalidate();
                    break;
                case MotionEvent.ACTION_MOVE:
                    touch_move(x, y);
                    invalidate();
                    break;
                case MotionEvent.ACTION_UP:
                    touch_up();
                    invalidate();
                    break;
                }
                return true;
            }
        }
    }

activity_main.xml

<?xml version="1.0" encoding="utf-8"?>
<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/ll"
         android:layout_width="match_parent"
         android:layout_height="fill_parent"
         android:layout_weight="1"
         android:orientation="vertical" >
 </LinearLayout>
 <Button
     android:id="@+id/button1"
     android:layout_width="wrap_content"
     android:layout_height="wrap_content"
     android:layout_gravity="center"
     android:text="Undo" />
</LinearLayout>

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