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onResume时Android Canvas onDraw问题

[英]Android Canvas onDraw problems when onResume

我对android中画布有一个小问题。 我正在编写扫描仪。 扫描仪的功能运行完美。 但是我的目标是在扫描仪中绘制一些矩形 ,看起来像一个真正的扫描仪。 那有效一半时间。

如果我是第一次启动该应用程序,那一切都很好。 所有矩形和扫描仪线均绘制在中间。 但是,如果我关闭该应用程序并重新启动它,则矩形和线条会丢失

我有onDraw方法,而且我知道应用程序正在调用它(两次) 我已经检查了所有变量(案例:第一次启动,重新启动)。 如果我关闭设备电源并重新启动应用程序,那么它也可以使用。

也许我必须把这些要素放在最前面?

谢谢。

@SuppressLint("DrawAllocation")
    @Override
    public void onDraw(Canvas canvas) {

        setWillNotDraw(false);
        super.onDraw(canvas);

        if (cameraManager == null) {
            return; // not ready yet, early draw before done configuring
        }
        Rect frame = cameraManager.getFramingRect();
        Rect previewFrame = cameraManager.getFramingRectInPreview();

        if (frame == null || previewFrame == null) {
            return;
        }
        int width = canvas.getWidth();
        int height = canvas.getHeight();

        // Draw the exterior (i.e. outside the framing rect) darkened
        paint.setColor(resultBitmap != null ? resultColor : maskColor);
        canvas.drawRect(0, 0, width, frame.top, paint);
        canvas.drawRect(0, frame.top, frame.left, frame.bottom + 1, paint);
        canvas.drawRect(frame.right + 1, frame.top, width, frame.bottom + 1,
                paint);
        canvas.drawRect(0, frame.bottom + 1, width, height, paint);


        if (resultBitmap != null) {
            // Draw the opaque result bitmap over the scanning rectangle
            paint.setAlpha(CURRENT_POINT_OPACITY);
            canvas.drawBitmap(resultBitmap, null, frame, paint);
        } else {

            // Draw a red "laser scanner" line through the middle to show
            // decoding is active
            paint.setColor(laserColor);
            paint.setAlpha(SCANNER_ALPHA[scannerAlpha]);
            scannerAlpha = (scannerAlpha + 1) % SCANNER_ALPHA.length;
            int middle = frame.height() / 2 + frame.top;
            canvas.drawRect(frame.left + 2, middle - 1, frame.right - 1,
                    middle + 2, paint);



            float scaleX = frame.width() / (float) previewFrame.width();
            float scaleY = frame.height() / (float) previewFrame.height();

            List<ResultPoint> currentPossible = possibleResultPoints;
            List<ResultPoint> currentLast = lastPossibleResultPoints;
            int frameLeft = frame.left;
            int frameTop = frame.top;
            if (currentPossible.isEmpty()) {
                lastPossibleResultPoints = null;
            } else {
                possibleResultPoints = new ArrayList<ResultPoint>(5);
                lastPossibleResultPoints = currentPossible;
                paint.setAlpha(CURRENT_POINT_OPACITY);
                paint.setColor(resultPointColor);
                synchronized (currentPossible) {
                    for (ResultPoint point : currentPossible) {
                        canvas.drawCircle(frameLeft
                                + (int) (point.getX() * scaleX), frameTop
                                + (int) (point.getY() * scaleY), POINT_SIZE,
                                paint);
                    }
                }
            }
            if (currentLast != null) {
                paint.setAlpha(CURRENT_POINT_OPACITY / 2);
                paint.setColor(resultPointColor);
                synchronized (currentLast) {
                    float radius = POINT_SIZE / 2.0f;
                    for (ResultPoint point : currentLast) {
                        canvas.drawCircle(frameLeft
                                + (int) (point.getX() * scaleX), frameTop
                                + (int) (point.getY() * scaleY), radius, paint);
                    }
                }
            }

            // Request another update at the animation interval, but only
            // repaint the laser line,
            // not the entire viewfinder mask.
            postInvalidateDelayed(ANIMATION_DELAY, frame.left - POINT_SIZE,
                    frame.top - POINT_SIZE, frame.right + POINT_SIZE,
                    frame.bottom + POINT_SIZE);
        }




    }

我猜你在用相机。

如果关闭应用程序,则从头开始重复应用程序/ mainActivity的生命周期(如果您没有某些后台服务)。

新执行只能保留上一次执行的记忆,如果您没有在onPause()或onStop()或OnDestroy()等中正确释放摄像机资源的话...

你打过像

   if(camera!=null){
        camera.stopPreview();
        camera.setPreviewCallback(null);
        camera.release();
        camera = null;
    }

在保存相机的活动的OnDestroy()方法中还是在SurfaceDestroyed()中(如果使用的是SurfaceView)?

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