hacer - ¿Cómo dibujar un camino en un lienzo Android con animación?
como hacer un paint en android studio (3)
Estoy haciendo una aplicación para Android y tengo algo difícil de hacer. Necesito dibujar un trazado en un lienzo, pero el dibujo debe estar animado (es decir, dibujar punto tras punto con un ligero retraso).
¿Es posible hacer algo como esto con Android SDK? Si no, ¿cómo podría producir este efecto?
Espero que esto sea lo que buscas. Dibuja el camino en el toque del usuario, simplemente puede modificarlo para lograr lo que desea.
public class MyCanvas extends Activity implements OnTouchListener{
DrawPanel dp;
private ArrayList<Path> pointsToDraw = new ArrayList<Path>();
private Paint mPaint;
Path path;
@Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
dp = new DrawPanel(this);
dp.setOnTouchListener(this);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN);
requestWindowFeature(Window.FEATURE_NO_TITLE);
mPaint = new Paint();
mPaint.setDither(true);
mPaint.setColor(Color.WHITE);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(30);
FrameLayout fl = new FrameLayout(this);
fl.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));
fl.addView(dp);
setContentView(fl);
}
@Override
protected void onPause() {
// TODO Auto-generated method stub
super.onPause();
dp.pause();
}
@Override
protected void onResume() {
// TODO Auto-generated method stub
super.onResume();
dp.resume();
}
public class DrawPanel extends SurfaceView implements Runnable{
Thread t = null;
SurfaceHolder holder;
boolean isItOk = false ;
public DrawPanel(Context context) {
super(context);
// TODO Auto-generated constructor stub
holder = getHolder();
}
@Override
public void run() {
// TODO Auto-generated method stub
while( isItOk == true){
if(!holder.getSurface().isValid()){
continue;
}
Canvas c = holder.lockCanvas();
c.drawARGB(255, 0, 0, 0);
onDraw(c);
holder.unlockCanvasAndPost(c);
}
}
@Override
protected void onDraw(Canvas canvas) {
// TODO Auto-generated method stub
super.onDraw(canvas);
synchronized(pointsToDraw)
{
for (Path path : pointsToDraw) {
canvas.drawPath(path, mPaint);
}
}
}
public void pause(){
isItOk = false;
while(true){
try{
t.join();
}catch(InterruptedException e){
e.printStackTrace();
}
break;
}
t = null;
}
public void resume(){
isItOk = true;
t = new Thread(this);
t.start();
}
}
@Override
public boolean onTouch(View v, MotionEvent me) {
// TODO Auto-generated method stub
synchronized(pointsToDraw)
{
if(me.getAction() == MotionEvent.ACTION_DOWN){
path = new Path();
path.moveTo(me.getX(), me.getY());
//path.lineTo(me.getX(), me.getY());
pointsToDraw.add(path);
}else if(me.getAction() == MotionEvent.ACTION_MOVE){
path.lineTo(me.getX(), me.getY());
}else if(me.getAction() == MotionEvent.ACTION_UP){
//path.lineTo(me.getX(), me.getY());
}
}
return true;
}
}
Esto podría ayudar ... Dibuja círculos adyacentes en lugar de una ruta para simular una ruta animable.
public class PathAnimatable {
private final float CIRCLE_SIZE = 2.5f;
public float SPPED_SCALE = 1f;
private float steps = 0;
private float pathLength;
private PathMeasure pathMeasure;
private float totalStepsNeeded;
private float[] point = new float[]{0f, 0f};
private float stride;
public PathAnimatable() {
this(null);
}
public PathAnimatable(Path path) {
super(path);
init();
}
private void init() {
pathMeasure = new PathMeasure(path, false);
pathLength = pathMeasure.getLength();
stride = CIRCLE_SIZE * 0.5f;
totalStepsNeeded = pathLength / stride;
steps = 0;
}
@Override
public void setPath(Path path) {
super.setPath(path);
init();
}
// Called this from your locked canvas loop function
public void drawShape(Canvas canvas, Paint paint) {
if (steps <= pathLength) {
for (float i = 0; i < steps ; i += stride) {
pathMeasure.getPosTan(i, point, null);
canvas.drawCircle(point[0], point[1], CIRCLE_SIZE, paint);
}
steps += stride * SPPED_SCALE;
} else {
steps = 0;
}
}
}
Prueba este código, lo usé para dibujar un latido usando Path
& Canvas
:
public class TestActivity extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(new HeartbeatView(this));
}
public static class HeartbeatView extends View {
private static Paint paint;
private int screenW, screenH;
private float X, Y;
private Path path;
private float initialScreenW;
private float initialX, plusX;
private float TX;
private boolean translate;
private int flash;
private Context context;
public HeartbeatView(Context context) {
super(context);
this.context=context;
paint = new Paint();
paint.setColor(Color.argb(0xff, 0x99, 0x00, 0x00));
paint.setStrokeWidth(10);
paint.setAntiAlias(true);
paint.setStrokeCap(Paint.Cap.ROUND);
paint.setStrokeJoin(Paint.Join.ROUND);
paint.setStyle(Paint.Style.STROKE);
paint.setShadowLayer(7, 0, 0, Color.RED);
path= new Path();
TX=0;
translate=false;
flash=0;
}
@Override
public void onSizeChanged (int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
screenW = w;
screenH = h;
X = 0;
Y = (screenH/2)+(screenH/4)+(screenH/10);
initialScreenW=screenW;
initialX=((screenW/2)+(screenW/4));
plusX=(screenW/24);
path.moveTo(X, Y);
}
@Override
public void onDraw(Canvas canvas) {
super.onDraw(canvas);
//canvas.save();
flash+=1;
if(flash<10 || (flash>20 && flash<30))
{
paint.setStrokeWidth(16);
paint.setColor(Color.RED);
paint.setShadowLayer(12, 0, 0, Color.RED);
}
else
{
paint.setStrokeWidth(10);
paint.setColor(Color.argb(0xff, 0x99, 0x00, 0x00));
paint.setShadowLayer(7, 0, 0, Color.RED);
}
if(flash==100)
{
flash=0;
}
path.lineTo(X,Y);
canvas.translate(-TX, 0);
if(translate==true)
{
TX+=4;
}
if(X<initialX)
{
X+=8;
}
else
{
if(X<initialX+plusX)
{
X+=2;
Y-=8;
}
else
{
if(X<initialX+(plusX*2))
{
X+=2;
Y+=14;
}
else
{
if(X<initialX+(plusX*3))
{
X+=2;
Y-=12;
}
else
{
if(X<initialX+(plusX*4))
{
X+=2;
Y+=6;
}
else
{
if(X<initialScreenW)
{
X+=8;
}
else
{
translate=true;
initialX=initialX+initialScreenW;
}
}
}
}
}
}
canvas.drawPath(path, paint);
//canvas.restore();
invalidate();
}
}
}
Utiliza dibujar un camino punto por punto con un par de efectos usando contadores. Puede tomar lo que necesite y transferirlo a SurfaceView, que es más eficiente.