什么是双缓冲技术?双缓冲技术就是当用户操作界面完成后,会有一个缓冲区保存用户操作的结果。
为什么要使用双缓冲技术?拿Android 游戏开发来说,界面贞每次都是全部重画的,也就说画了新的,旧的就没了,所以需要使用双缓冲技术保存之前的内容。
如何实现双缓冲?使用一个Bitmap对象保留之前的画布即可。
package com.example.phonegaptest; import android.content.Context; import android.graphics.Bitmap; import android.graphics.Bitmap.Config; 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 DrawView extends View { float preX; float preY; private Path path; public Paint paint = null; final int VIEW_WIDTH = 320; final int VIEW_HEIGHT = 480; Bitmap cacheBitmap = null; Canvas cacheCanvas = null; public DrawView(Context context, AttributeSet set) { super(context, set); cacheBitmap = Bitmap.createBitmap(VIEW_WIDTH, VIEW_HEIGHT, Config.ARGB_8888); cacheCanvas = new Canvas(); path = new Path(); cacheCanvas.setBitmap(cacheBitmap); paint = new Paint(Paint.DITHER_FLAG); paint.setColor(Color.RED); paint.setStyle(Paint.Style.STROKE); paint.setStrokeWidth(1); paint.setAntiAlias(true); paint.setDither(true); } @Override public boolean onTouchEvent(MotionEvent event) { float x = event.getX(); float y = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: path.moveTo(x, y); preX = x; preY = y; break; case MotionEvent.ACTION_MOVE: path.quadTo(preX, preY, x, y); preX = x; preY = y; break; case MotionEvent.ACTION_UP: cacheCanvas.drawPath(path, paint); path.reset(); break; } invalidate(); return true; } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); Paint bmpPaint = new Paint(); canvas.drawBitmap(cacheBitmap, 0, 0, bmpPaint); canvas.drawPath(path, paint); } }
以上就是对Android双缓冲技术实现画板应用实例,有需要的朋友可以参考下。
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