The file containing the source code shown below is located in the corresponding directory in <sdk>/samples/android-<version>/...
/* * Copyright (C) 2007 The Android开源工程 * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.example.android.apis.graphics; import android.content.Context; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.Rect; import android.graphics.RectF; import android.os.Bundle; import android.os.Handler; import android.os.Message; import android.view.Menu; import android.view.MenuItem; import android.view.MotionEvent; import android.view.View; import java.util.Random; /** * Demonstrates the handling of touch screen, stylus, mouse and trackball events to * implement a simple painting app. * <p> * Drawing with a touch screen is accomplished by drawing a point at the * location of the touch. When pressure information is available, it is used * to change the intensity of the color. When size and orientation information * is available, it is used to directly adjust the size and orientation of the * brush. * </p><p> * Drawing with a stylus is similar to drawing with a touch screen, with a * few added refinements. First, there may be multiple tools available including * an eraser tool. Second, the tilt angle and orientation of the stylus can be * used to control the direction of paint. Third, the stylus buttons can be used * to perform various actions. Here we use one button to cycle colors and the * other to airbrush from a distance. * </p><p> * Drawing with a mouse is similar to drawing with a touch screen, but as with * a stylus we have extra buttons. Here we use the primary button to draw, * the secondary button to cycle colors and the tertiary button to airbrush. * </p><p> * Drawing with a trackball is a simple matter of using the relative motions * of the trackball to move the paint brush around. The trackball may also * have a button, which we use to cycle through colors. * </p> */ public class TouchPaint extends GraphicsActivity { /** Used as a pulse to gradually fade the contents of the window. */ private static final int MSG_FADE = 1; /** Menu ID for the command to clear the window. */ private static final int CLEAR_ID = Menu.FIRST; /** Menu ID for the command to toggle fading. */ private static final int FADE_ID = Menu.FIRST+1; /** How often to fade the contents of the window (in ms). */ private static final int FADE_DELAY = 100; /** Colors to cycle through. */ static final int[] COLORS = new int[] { Color.WHITE, Color.RED, Color.YELLOW, Color.GREEN, Color.CYAN, Color.BLUE, Color.MAGENTA, }; /** Background color. */ static final int BACKGROUND_COLOR = Color.BLACK; /** The view responsible for drawing the window. */ PaintView mView; /** Is fading mode enabled? */ boolean mFading; /** The index of the current color to use. */ int mColorIndex; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Create and attach the view that is responsible for painting. mView = new PaintView(this); setContentView(mView); mView.requestFocus(); // Restore the fading option if we are being thawed from a // previously saved state. Note that we are not currently remembering // the contents of the bitmap. if (savedInstanceState != null) { mFading = savedInstanceState.getBoolean("fading", true); mColorIndex = savedInstanceState.getInt("color", 0); } else { mFading = true; mColorIndex = 0; } } @Override public boolean onCreateOptionsMenu(Menu menu) { menu.add(0, CLEAR_ID, 0, "Clear"); menu.add(0, FADE_ID, 0, "Fade").setCheckable(true); return super.onCreateOptionsMenu(menu); } @Override public boolean onPrepareOptionsMenu(Menu menu) { menu.findItem(FADE_ID).setChecked(mFading); return super.onPrepareOptionsMenu(menu); } @Override public boolean onOptionsItemSelected(MenuItem item) { switch (item.getItemId()) { case CLEAR_ID: mView.clear(); return true; case FADE_ID: mFading = !mFading; if (mFading) { startFading(); } else { stopFading(); } return true; default: return super.onOptionsItemSelected(item); } } @Override protected void onResume() { super.onResume(); // If fading mode is enabled, then as long as we are resumed we want // to run pulse to fade the contents. if (mFading) { startFading(); } } @Override protected void onSaveInstanceState(Bundle outState) { super.onSaveInstanceState(outState); // Save away the fading state to restore if needed later. Note that // we do not currently save the contents of the display. outState.putBoolean("fading", mFading); outState.putInt("color", mColorIndex); } @Override protected void onPause() { super.onPause(); // Make sure to never run the fading pulse while we are paused or // stopped. stopFading(); } /** * Start up the pulse to fade the screen, clearing any existing pulse to * ensure that we don't have multiple pulses running at a time. */ void startFading() { mHandler.removeMessages(MSG_FADE); scheduleFade(); } /** * Stop the pulse to fade the screen. */ void stopFading() { mHandler.removeMessages(MSG_FADE); } /** * Schedule a fade message for later. */ void scheduleFade() { mHandler.sendMessageDelayed(mHandler.obtainMessage(MSG_FADE), FADE_DELAY); } private Handler mHandler = new Handler() { @Override public void handleMessage(Message msg) { switch (msg.what) { // Upon receiving the fade pulse, we have the view perform a // fade and then enqueue a new message to pulse at the desired // next time. case MSG_FADE: { mView.fade(); scheduleFade(); break; } default: super.handleMessage(msg); } } }; enum PaintMode { Draw, Splat, Erase, } /** * This view implements the drawing canvas. * * It handles all of the input events and drawing functions. */ class PaintView extends View { private static final int FADE_ALPHA = 0x06; private static final int MAX_FADE_STEPS = 256 / FADE_ALPHA + 4; private static final int TRACKBALL_SCALE = 10; private static final int SPLAT_VECTORS = 40; private final Random mRandom = new Random(); private Bitmap mBitmap; private Canvas mCanvas; private final Paint mPaint; private final Paint mFadePaint; private float mCurX; private float mCurY; private int mOldButtonState; private int mFadeSteps = MAX_FADE_STEPS; public PaintView(Context c) { super(c); setFocusable(true); mPaint = new Paint(); mPaint.setAntiAlias(true); mFadePaint = new Paint(); mFadePaint.setColor(BACKGROUND_COLOR); mFadePaint.setAlpha(FADE_ALPHA); } public void clear() { if (mCanvas != null) { mPaint.setColor(BACKGROUND_COLOR); mCanvas.drawPaint(mPaint); invalidate(); mFadeSteps = MAX_FADE_STEPS; } } public void fade() { if (mCanvas != null && mFadeSteps < MAX_FADE_STEPS) { mCanvas.drawPaint(mFadePaint); invalidate(); mFadeSteps++; } } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { int curW = mBitmap != null ? mBitmap.getWidth() : 0; int curH = mBitmap != null ? mBitmap.getHeight() : 0; if (curW >= w && curH >= h) { return; } if (curW < w) curW = w; if (curH < h) curH = h; Bitmap newBitmap = Bitmap.createBitmap(curW, curH, Bitmap.Config.ARGB_8888); Canvas newCanvas = new Canvas(); newCanvas.setBitmap(newBitmap); if (mBitmap != null) { newCanvas.drawBitmap(mBitmap, 0, 0, null); } mBitmap = newBitmap; mCanvas = newCanvas; mFadeSteps = MAX_FADE_STEPS; } @Override protected void onDraw(Canvas canvas) { if (mBitmap != null) { canvas.drawBitmap(mBitmap, 0, 0, null); } } @Override public boolean onTrackballEvent(MotionEvent event) { final int action = event.getActionMasked(); if (action == MotionEvent.ACTION_DOWN) { // Advance color when the trackball button is pressed. advanceColor(); } if (action == MotionEvent.ACTION_DOWN || action == MotionEvent.ACTION_MOVE) { final int N = event.getHistorySize(); final float scaleX = event.getXPrecision() * TRACKBALL_SCALE; final float scaleY = event.getYPrecision() * TRACKBALL_SCALE; for (int i = 0; i < N; i++) { moveTrackball(event.getHistoricalX(i) * scaleX, event.getHistoricalY(i) * scaleY); } moveTrackball(event.getX() * scaleX, event.getY() * scaleY); } return true; } private void moveTrackball(float deltaX, float deltaY) { final int curW = mBitmap != null ? mBitmap.getWidth() : 0; final int curH = mBitmap != null ? mBitmap.getHeight() : 0; mCurX = Math.max(Math.min(mCurX + deltaX, curW - 1), 0); mCurY = Math.max(Math.min(mCurY + deltaY, curH - 1), 0); paint(PaintMode.Draw, mCurX, mCurY); } @Override public boolean onTouchEvent(MotionEvent event) { return onTouchOrHoverEvent(event, true /*isTouch*/); } @Override public boolean onHoverEvent(MotionEvent event) { return onTouchOrHoverEvent(event, false /*isTouch*/); } private boolean onTouchOrHoverEvent(MotionEvent event, boolean isTouch) { final int buttonState = event.getButtonState(); int pressedButtons = buttonState & ~mOldButtonState; mOldButtonState = buttonState; if ((pressedButtons & MotionEvent.BUTTON_SECONDARY) != 0) { // Advance color when the right mouse button or first stylus button // is pressed. advanceColor(); } PaintMode mode; if ((buttonState & MotionEvent.BUTTON_TERTIARY) != 0) { // Splat paint when the middle mouse button or second stylus button is pressed. mode = PaintMode.Splat; } else if (isTouch || (buttonState & MotionEvent.BUTTON_PRIMARY) != 0) { // Draw paint when touching or if the primary button is pressed. mode = PaintMode.Draw; } else { // Otherwise, do not paint anything. return false; } final int action = event.getActionMasked(); if (action == MotionEvent.ACTION_DOWN || action == MotionEvent.ACTION_MOVE || action == MotionEvent.ACTION_HOVER_MOVE) { final int N = event.getHistorySize(); final int P = event.getPointerCount(); for (int i = 0; i < N; i++) { for (int j = 0; j < P; j++) { paint(getPaintModeForTool(event.getToolType(j), mode), event.getHistoricalX(j, i), event.getHistoricalY(j, i), event.getHistoricalPressure(j, i), event.getHistoricalTouchMajor(j, i), event.getHistoricalTouchMinor(j, i), event.getHistoricalOrientation(j, i), event.getHistoricalAxisValue(MotionEvent.AXIS_DISTANCE, j, i), event.getHistoricalAxisValue(MotionEvent.AXIS_TILT, j, i)); } } for (int j = 0; j < P; j++) { paint(getPaintModeForTool(event.getToolType(j), mode), event.getX(j), event.getY(j), event.getPressure(j), event.getTouchMajor(j), event.getTouchMinor(j), event.getOrientation(j), event.getAxisValue(MotionEvent.AXIS_DISTANCE, j), event.getAxisValue(MotionEvent.AXIS_TILT, j)); } mCurX = event.getX(); mCurY = event.getY(); } return true; } private PaintMode getPaintModeForTool(int toolType, PaintMode defaultMode) { if (toolType == MotionEvent.TOOL_TYPE_ERASER) { return PaintMode.Erase; } return defaultMode; } private void advanceColor() { mColorIndex = (mColorIndex + 1) % COLORS.length; } private void paint(PaintMode mode, float x, float y) { paint(mode, x, y, 1.0f, 0, 0, 0, 0, 0); } private void paint(PaintMode mode, float x, float y, float pressure, float major, float minor, float orientation, float distance, float tilt) { if (mBitmap != null) { if (major <= 0 || minor <= 0) { // If size is not available, use a default value. major = minor = 16; } switch (mode) { case Draw: mPaint.setColor(COLORS[mColorIndex]); mPaint.setAlpha(Math.min((int)(pressure * 128), 255)); drawOval(mCanvas, x, y, major, minor, orientation, mPaint); break; case Erase: mPaint.setColor(BACKGROUND_COLOR); mPaint.setAlpha(Math.min((int)(pressure * 128), 255)); drawOval(mCanvas, x, y, major, minor, orientation, mPaint); break; case Splat: mPaint.setColor(COLORS[mColorIndex]); mPaint.setAlpha(64); drawSplat(mCanvas, x, y, orientation, distance, tilt, mPaint); break; } } mFadeSteps = 0; invalidate(); } /** * Draw an oval. * * When the orienation is 0 radians, orients the major axis vertically, * angles less than or greater than 0 radians rotate the major axis left or right. */ private final RectF mReusableOvalRect = new RectF(); private void drawOval(Canvas canvas, float x, float y, float major, float minor, float orientation, Paint paint) { canvas.save(Canvas.MATRIX_SAVE_FLAG); canvas.rotate((float) (orientation * 180 / Math.PI), x, y); mReusableOvalRect.left = x - minor / 2; mReusableOvalRect.right = x + minor / 2; mReusableOvalRect.top = y - major / 2; mReusableOvalRect.bottom = y + major / 2; canvas.drawOval(mReusableOvalRect, paint); canvas.restore(); } /** * Splatter paint in an area. * * Chooses random vectors describing the flow of paint from a round nozzle * across a range of a few degrees. Then adds this vector to the direction * indicated by the orientation and tilt of the tool and throws paint at * the canvas along that vector. * * Repeats the process until a masterpiece is born. */ private void drawSplat(Canvas canvas, float x, float y, float orientation, float distance, float tilt, Paint paint) { float z = distance * 2 + 10; // Calculate the center of the spray. float nx = (float) (Math.sin(orientation) * Math.sin(tilt)); float ny = (float) (- Math.cos(orientation) * Math.sin(tilt)); float nz = (float) Math.cos(tilt); if (nz < 0.05) { return; } float cd = z / nz; float cx = nx * cd; float cy = ny * cd; for (int i = 0; i < SPLAT_VECTORS; i++) { // Make a random 2D vector that describes the direction of a speck of paint // ejected by the nozzle in the nozzle's plane, assuming the tool is // perpendicular to the surface. double direction = mRandom.nextDouble() * Math.PI * 2; double dispersion = mRandom.nextGaussian() * 0.2; double vx = Math.cos(direction) * dispersion; double vy = Math.sin(direction) * dispersion; double vz = 1; // Apply the nozzle tilt angle. double temp = vy; vy = temp * Math.cos(tilt) - vz * Math.sin(tilt); vz = temp * Math.sin(tilt) + vz * Math.cos(tilt); // Apply the nozzle orientation angle. temp = vx; vx = temp * Math.cos(orientation) - vy * Math.sin(orientation); vy = temp * Math.sin(orientation) + vy * Math.cos(orientation); // Determine where the paint will hit the surface. if (vz < 0.05) { continue; } float pd = (float) (z / vz); float px = (float) (vx * pd); float py = (float) (vy * pd); // Throw some paint at this location, relative to the center of the spray. mCanvas.drawCircle(x + px - cx, y + py - cy, 1.0f, paint); } } } }