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如何繪制箭頭(在 Android 中)?

[英]How do I draw an arrowhead (in Android)?

我對 Android 還很陌生,並且一直在玩弄 Canvas。 我正在嘗試畫一個箭頭,但我只是很幸運地畫了軸,沒有一個箭頭在工作。

我搜索了一下,發現了一個 Java 示例,但是 Android 沒有GeneralPathAffineTransform

現在我的代碼如下所示(箭頭看起來不像箭頭):

public class DrawableView extends View {
    Context mContext;
    private int centerX;
    private int centerY;
    private int radius;
    private double arrLength;
    private double arrHeading;
    private int margin = 10;

    public DrawableView(Context context) {
        super(context);
        mContext = context;
    }


    @Override
    protected void onDraw(Canvas canvas) {
        //Paint Background
        Paint background = new Paint();
        background.setColor(getResources().getColor(R.color.background);
        canvas.drawRect(0, 0, getWidth(), getHeight(), background);

        //Set vars for Arrow Paint
        Paint paint = new Paint();
        paint.setColor(getResources().getColor(R.color.arrowColor);
        centerX = getWidth() / 2;
        centerY = getHeight() / 2;
        arrLength = radius - 10;

        if(centerX < centerY)
            radius = centerX - margin;
        else 
            radius = centerY - margin;

        //Draw Shaft
        int[] xy = findArrowPos(arrLength, arrHeading);
        canvas.drawLine(centerX, centerY, xy[0], xy[1], paint);

        //Draw ArrowHead
            //This is where I'm confused

    }

    private int[] findArrowPos(double length, double angle) {
        int[] points = new int[2];
        double theta = Math.toRadians(angle);
        points[0] = centerX + (int) (length * Math.cos(theta));
        points[1] = centerY + (int) (length * Math.sin(theta));
        return points;
    }
}

我查看了以下線程以獲得指導:
* http://www.java-forums.org/awt-swing/6241-how-u-rotate-arrow-mark-line-moves-accordingly.html
* 如何在 Java 中繪制有向箭頭線?

使用“Path myPath = new Path();”怎么樣? 您將在其中給出 x 和 y 位置以使用線條創建三角形並填充它。 您可以閱讀它,這是我從某個地方獲取的示例。

// create and draw triangles
// use a Path object to store the 3 line segments
// use .offset to draw in many locations
// note: this triangle is not centered at 0,0
paint.setStyle(Paint.Style.STROKE);
paint.setStrokeWidth(2);
paint.setColor(Color.RED);
Path path = new Path();
path.moveTo(0, -10);
path.lineTo(5, 0);
path.lineTo(-5, 0);
path.close();
path.offset(10, 40);
canvas.drawPath(path, paint);
path.offset(50, 100);
canvas.drawPath(path, paint);
// offset is cumlative
// next draw displaces 50,100 from previous
path.offset(50, 100);
canvas.drawPath(path, paint);

我的箭頭繪圖代碼,也許對某人有用:

    /**
 * Draw an arrow
 * change internal radius and angle to change appearance
 * - angle : angle in degrees of the arrows legs
 * - radius : length of the arrows legs
 * @author Steven Roelants 2017
 *
 * @param paint
 * @param canvas
 * @param from_x
 * @param from_y
 * @param to_x
 * @param to_y
 */
private void drawArrow(Paint paint, Canvas canvas, float from_x, float from_y, float to_x, float to_y)
{
    float angle,anglerad, radius, lineangle;

    //values to change for other appearance *CHANGE THESE FOR OTHER SIZE ARROWHEADS*
    radius=10;
    angle=15;

    //some angle calculations
    anglerad= (float) (PI*angle/180.0f);
    lineangle= (float) (atan2(to_y-from_y,to_x-from_x));

    //tha line
    canvas.drawLine(from_x,from_y,to_x,to_y,paint);

    //tha triangle
    Path path = new Path();
    path.setFillType(Path.FillType.EVEN_ODD);
    path.moveTo(to_x, to_y);
    path.lineTo((float)(to_x-radius*cos(lineangle - (anglerad / 2.0))),
            (float)(to_y-radius*sin(lineangle - (anglerad / 2.0))));
    path.lineTo((float)(to_x-radius*cos(lineangle + (anglerad / 2.0))),
            (float)(to_y-radius*sin(lineangle + (anglerad / 2.0))));
    path.close();

    canvas.drawPath(path, paint);
}

我嘗試了這段代碼,它一直運行良好:

switch (event.getAction())
{
   case MotionEvent.ACTION_DOWN:
        mPath.reset();
        mPath.moveTo(x, y);
        mX = x;
        mY = y;
        startPoint = new PointF(event.getX(), event.getY());
        endPoint = new PointF();
        invalidate();
        break;
    case MotionEvent.ACTION_MOVE:
            float dx = Math.abs(x - mX);
        System.out.println("action move");
        float dy = Math.abs(y - mY);
        if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE)
        {
        //  currentDrawingPath.path.quadTo(mX,mY,(x + mX)/2, (y + mY)/2);
        }
        mX = x;
        mY = y;
          endPoint.x = event.getX();
          endPoint.y = event.getY();
          isDrawing = true;
          invalidate();
        break;
    case MotionEvent.ACTION_UP:
           mPath.lineTo(mX, mY);
           float deltaX =   endPoint.x-startPoint.x;
           float deltaY =   endPoint.y-startPoint.y;
           float frac = (float) 0.1;
     float point_x_1 = startPoint.x + (float) ((1 - frac) * deltaX + frac * deltaY);
     float point_y_1 = startPoint.y + (float) ((1 - frac) * deltaY - frac * deltaX);
           float point_x_2 = endPoint.x;
           float point_y_2 = endPoint.y;
     float point_x_3 = startPoint.x + (float) ((1 - frac) * deltaX - frac * deltaY);
     float point_y_3 = startPoint.y + (float) ((1 - frac) * deltaY + frac * deltaX);
           mPath.moveTo(point_x_1, point_y_1);
           mPath.lineTo(point_x_2, point_y_2);
           mPath.lineTo(point_x_3, point_y_3);
           mPath.lineTo(point_x_1, point_y_1);
           mPath.lineTo(point_x_1, point_y_1);
            mCanvas.drawPath(mPath, ppaint);
            endPoint.x = event.getX();
            endPoint.y = event.getY();
            isDrawing = false;
            invalidate();
        break;
    default:
        break;
}       

我一直有同樣的問題,我需要一個箭頭指向某個方向。 在玩弄了繪圖算法之后,我決定最簡單的方法是使用 bitmap 並簡單地使用矩陣來旋轉它,例如

ImageView image = (ImageView) findViewById(R.id.bitmap_image);
Bitmap bMap = BitmapFactory.decodeResource(getResources(), R.drawable.test);
Matrix mat = new Matrix();
mat.postRotate(90);
Bitmap bMapRotate = Bitmap.createBitmap(bMap, 0, 0, bMap.getWidth(), bMap.getHeight(), mat, true);
image.setImageBitmap(bMapRotate);

那么你的 bitmap 可以是你喜歡的任何花哨的箭頭。

如果您正在尋找在一秒鍾內用固定長度的頭線繪制數千個箭頭的解決方案,請試試這個 function(僅繪制箭頭):

private void fillArrow(Paint paint, Canvas canvas, float x0, float y0, float x1, float y1) {
    paint.setStyle(Paint.Style.STROKE);

    int arrowHeadLenght = 10;
    int arrowHeadAngle = 45;
    float[] linePts = new float[] {x1 - arrowHeadLenght, y1, x1, y1};
    float[] linePts2 = new float[] {x1, y1, x1, y1 + arrowHeadLenght};
    Matrix rotateMat = new Matrix();

    //get the center of the line
    float centerX = x1;
    float centerY = y1;

    //set the angle
    double angle = Math.atan2(y1 - y0, x1 - x0) * 180 / Math.PI + arrowHeadAngle;

    //rotate the matrix around the center
    rotateMat.setRotate((float) angle, centerX, centerY);
    rotateMat.mapPoints(linePts);
    rotateMat.mapPoints(linePts2);

    canvas.drawLine(linePts [0], linePts [1], linePts [2], linePts [3], paint);
    canvas.drawLine(linePts2 [0], linePts2 [1], linePts2 [2], linePts2 [3], paint);
}

基於https://gamedev.stackexchange.com/questions/44456/drawing-lines-on-android-with-matrix

這是非常適合我在 canvas 上畫線時繪制箭頭的代碼

package com.example.canvasexample;

import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Matrix;
import android.graphics.Paint;
import android.graphics.Path;
import android.support.annotation.NonNull;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;

import java.util.ArrayList;

import static android.view.MotionEvent.ACTION_DOWN;
import static android.view.MotionEvent.ACTION_MOVE;
import static android.view.MotionEvent.ACTION_UP;

public class DrawerViewArrow extends View {
    private ArrayList<Path> drawingLinePath;
    private ArrayList<Path> drawingArrowPath;
    private ArrayList<Paint> drawingLinePaint;
    private int pathIndex = 0;
    private float startX = -1, startY = -1;
    private float mX = -1, mY = -1;

    public int arrowLength = 80;
    public int arrowWidth = 45;
    public int strokeWidth = 10;

    public DrawerViewArrow(Context context) {
        super(context);
        initPath();
    }

    public DrawerViewArrow(Context context, @NonNull AttributeSet attrs) {
        super(context, attrs);
        initPath();
    }

    public DrawerViewArrow(Context context, @NonNull AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);
        initPath();
    }

    private Paint initPaint() {
        Paint mPaint = new Paint();
        mPaint.setAntiAlias(true);
        mPaint.setDither(true);
        mPaint.setColor(Color.GREEN);
        mPaint.setStyle(Paint.Style.FILL_AND_STROKE);
        mPaint.setStrokeJoin(Paint.Join.ROUND);
        mPaint.setStrokeCap(Paint.Cap.ROUND);
        mPaint.setStrokeWidth(strokeWidth);
        return mPaint;
    }

    private void initPath() {
        drawingLinePath = new ArrayList<>();
        drawingArrowPath = new ArrayList<>();
        drawingLinePath.add(new Path());
        drawingArrowPath.add(new Path());
        drawingLinePaint = new ArrayList<>();
        drawingLinePaint.add(initPaint());
        pathIndex++;
    }

    private Path createPath(MotionEvent event) {
        Path path = new Path();
        path.moveTo(event.getX(), event.getY());
        return path;
    }

    private void updateIndex(MotionEvent event) {
        if (pathIndex == drawingLinePath.size()) {
            drawingLinePath.add(createPath(event));
            drawingArrowPath.add(createPath(event));
            drawingLinePaint.add(initPaint());
            pathIndex++;
        }
    }


    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);

        if (startX > -1 && mX > -1) {
            canvas.drawLine(startX, startY, mX, mY, initPaint());
            drawArrow(canvas);
        }

        for (int index = 0; index < pathIndex; index++) {
            Path path = drawingLinePath.get(index);
            Path arrow_path = drawingArrowPath.get(index);
            Paint paint = drawingLinePaint.get(index);
            canvas.drawPath(path, paint);
            canvas.drawPath(arrow_path, paint);
        }
    }

    private void drawArrow(Canvas canvas) {
        double angle = calculateAngle(startX, startY, mX, mY);

        float final_angle = (float) (180 - angle);

        Path arrow_path = new Path();

        Matrix arrow_matrix = new Matrix();

        arrow_matrix.postRotate(final_angle, mX, mY);

        arrow_path.moveTo(mX, mY);
        arrow_path.lineTo(mX - arrowWidth, mY + arrowLength);
        arrow_path.moveTo(mX, mY);
        arrow_path.lineTo(mX + arrowWidth, mY + arrowLength);
        arrow_path.lineTo(mX - (arrowWidth), mY + arrowLength);
        arrow_path.transform(arrow_matrix);

        canvas.drawPath(arrow_path, initPaint());
    }

    private void saveArrow() {
        if (mX == -1 || mY == -1) {
            return;
        }

        double angle = calculateAngle(startX, startY, mX, mY);

        float final_angle = (float) (180 - angle);

        Path arrow_path = drawingArrowPath.get(pathIndex - 1);

        Matrix arrow_matrix = new Matrix();

        arrow_matrix.postRotate(final_angle, mX, mY);

        arrow_path.moveTo(mX, mY);
        arrow_path.lineTo(mX - arrowWidth, mY + arrowLength);
        arrow_path.moveTo(mX, mY);
        arrow_path.lineTo(mX + arrowWidth, mY + arrowLength);
        arrow_path.lineTo(mX - (arrowWidth), mY + arrowLength);
        arrow_path.transform(arrow_matrix);
    }

    public double calculateAngle(double x1, double y1, double x2, double y2) {
        double angle = Math.toDegrees(Math.atan2(x2 - x1, y2 - y1));

        angle = angle + Math.ceil(-angle / 360) * 360; //Keep angle between 0 and 360

        return angle;
    }

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        switch (event.getAction()) {
            case ACTION_UP:
                actionUp(event);
                break;
            case ACTION_MOVE:
                actionMove(event);
                break;
            case ACTION_DOWN:
                actionDown(event);
                break;
        }
        invalidate();
        return true;
    }

    private void actionDown(MotionEvent event) {
        updateIndex(event);
        startX = event.getX();
        startY = event.getY();
    }

    private void actionMove(MotionEvent event) {
        mX = event.getX();
        mY = event.getY();
    }

    private void actionUp(MotionEvent event) {
        drawingLinePath.get(pathIndex - 1).lineTo(event.getX(), event.getY());
        saveArrow();
        startX = -1;
        startY = -1;
        mX = -1;
        mY = -1;
    }
}

使用如下路徑並相應地調整坐標:

// Construct a wedge-shaped path
Path mPath = new Path();
mPath.moveTo(0, -50);
mPath.lineTo(-20, 60);
mPath.lineTo(0, 50);
mPath.lineTo(20, 60);
mPath.close();

從這個答案復制過去 https://stackoverflow.com/a/29383352/9975029

private void fillArrow(Canvas canvas, float x0, float y0, float x1, float y1) {
    paint.setStyle(Paint.Style.FILL);

    float deltaX = x1 - x0;
    float deltaY = y1 - y0;
    double distance = Math.sqrt((deltaX * deltaX) + (deltaY * deltaY));
    float frac = (float) (1 / (distance / 30));

    float point_x_1 = x0 + (float) ((1 - frac) * deltaX + frac * deltaY);
    float point_y_1 = y0 + (float) ((1 - frac) * deltaY - frac * deltaX);

    float point_x_2 = x1;
    float point_y_2 = y1;

    float point_x_3 = x0 + (float) ((1 - frac) * deltaX - frac * deltaY);
    float point_y_3 = y0 + (float) ((1 - frac) * deltaY + frac * deltaX);

    Path path = new Path();
    path.setFillType(Path.FillType.EVEN_ODD);

    path.moveTo(point_x_1, point_y_1);
    path.lineTo(point_x_2, point_y_2);
    path.lineTo(point_x_3, point_y_3);
    path.lineTo(point_x_1, point_y_1);
    path.lineTo(point_x_1, point_y_1);
    path.close();

    canvas.drawPath(path, paint);
}

這是我的箭頭繪制代碼,沒有顯式使用三角函數(盡管基礎數學顯然使用三角函數)數學使箭頭頭像一個正方形的一半(對角線切割),其中變量 L 是對角線的長度。 此外,箭頭在點 p2 結束,這意味着對於 p2 和 p1 之間的微小差異,箭頭將在 p2 之前繪制足夠的 L。此外,如果 p1 和 p2 相同,則不會繪制箭頭,因為數學會導致除以零。 我建議你使用 Paint.Style.FILL_AND_STROKE 來繪制這個箭頭。 我願意接受任何問題。

void drawArrow(Canvas canvas, Point p1, Point p2, float L) {
        float fsin, fcos;
        double d;

        if(p1.equals(p2))
            return;

        d = Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2));
        fsin = (p2.y - p1.y)/(float)d;
        fcos = (p2.x - p1.x)/(float)d;
        PointF p3 = new PointF(p2.x - L/2*(fsin + fcos), p2.y + L/2*(fcos - fsin));
        PointF p4 = new PointF(p2.x + L/2*(fsin - fcos), p2.y - L/2*(fsin + fcos));

        canvas.drawLine(p1.x, p1.y, p2.x, p2.y, arrowPaint);

        Path path = new Path();
        path.setFillType(Path.FillType.EVEN_ODD);
        path.moveTo(p2.x, p2.y);
        path.lineTo(p3.x, p3.y);
        path.lineTo(p4.x, p4.y);
        path.close();

        canvas.drawPath(path, arrowPaint);
    }

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