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java - onDraw优化,如何提高性能?

转载 作者:行者123 更新时间:2023-12-01 13:13:22 24 4
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我正在尝试在 .png 图像上绘图,但速度非常慢。如果我在没有 .png 文件的 imageView 上绘图,它可以正常工作。我该如何解决这个问题?据我所知,我需要防止“一直有很多图画”,我怎样才能实现这一点?

代码:

public class Draw
extends Activity{

DrawingView dv ;
private Paint mPaint;

@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
dv = new DrawingView(this);
setContentView(dv);
mPaint = new Paint();
mPaint.setAntiAlias(true);
mPaint.setDither(true);
mPaint.setColor(Color.GREEN);
mPaint.setStyle(Paint.Style.STROKE);
mPaint.setStrokeJoin(Paint.Join.ROUND);
mPaint.setStrokeCap(Paint.Cap.ROUND);
mPaint.setStrokeWidth(12);
}

public class DrawingView extends View {

public int width;
public int height;
private Bitmap mBitmap;
private Canvas mCanvas;
private Path mPath;
private Paint mBitmapPaint;
Context context;
private Paint circlePaint;
private Path circlePath;

public DrawingView(Context c) {
super(c);
context=c;
mPath = new Path();
mBitmapPaint = new Paint(Paint.DITHER_FLAG);
circlePaint = new Paint();
circlePath = new Path();
circlePaint.setAntiAlias(true);
circlePaint.setColor(Color.BLUE);
circlePaint.setStyle(Paint.Style.STROKE);
circlePaint.setStrokeJoin(Paint.Join.MITER);
circlePaint.setStrokeWidth(4f);


}

@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);

mBitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
mCanvas = new Canvas(mBitmap);

}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
Bitmap bm = BitmapFactory.decodeFile(Environment.getExternalStorageDirectory() + "/MANUAL/workflow" + "/img.png");
int targetWidth = bm.getWidth() / 1;
int targetHeight = bm.getHeight() / 1;
Matrix matrix = new Matrix();
matrix.postScale(0.7f, 0.65f);
Bitmap size = Bitmap.createBitmap(bm, 0, 0, targetWidth, targetHeight, matrix, true);
Paint paint = new Paint();
paint.setColor(Color.RED);
canvas.drawBitmap(size, 0, 0, paint);

canvas.drawBitmap( mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath( mPath, mPaint);
canvas.drawPath( circlePath, circlePaint);
}

private float mX, mY;
private static final float TOUCH_TOLERANCE = 4;

private void touch_start(float x, float y) {
mPath.reset();
mPath.moveTo(x, y);
mX = x;
mY = y;
}
private void touch_move(float x, float y) {
float dx = Math.abs(x - mX);
float dy = Math.abs(y - mY);
if (dx >= TOUCH_TOLERANCE || dy >= TOUCH_TOLERANCE) {
mPath.quadTo(mX, mY, (x + mX)/2, (y + mY)/2);
mX = x;
mY = y;

circlePath.reset();
circlePath.addCircle(mX, mY, 30, Path.Direction.CW);
}
}
private void touch_up() {
mPath.lineTo(mX, mY);
circlePath.reset();
// commit the path to our offscreen
mCanvas.drawPath(mPath, mPaint);
// kill this so we don't double draw
mPath.reset();
}

@Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();

switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
touch_start(x, y);
invalidate();
break;
case MotionEvent.ACTION_MOVE:
touch_move(x, y);
invalidate();
break;
case MotionEvent.ACTION_UP:
touch_up();
invalidate();
break;
}
return true;
}
}

最佳答案

您的 onDraw() 方法应如下所示:

@Override
protected void onDraw(Canvas canvas) {

paint.setColor(Color.RED);
canvas.drawBitmap(size, 0, 0, paint);
canvas.drawBitmap( mBitmap, 0, 0, mBitmapPaint);
canvas.drawPath( mPath, mPaint);
canvas.drawPath( circlePath, circlePaint);
}

所有位图解码和调整大小都应该在外部完成(在构造函数中或仅在调整 View 大小时),无需每次都进行解码和调整大小,因为每次结果都相同。

关于java - onDraw优化,如何提高性能?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/22662666/

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