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Android自定義View手勢(shì)密碼

發(fā)布時(shí)間:2020-09-11 03:39:31 來(lái)源:腳本之家 閱讀:166 作者:Young_Time 欄目:移動(dòng)開(kāi)發(fā)

 Android 自定義View 當(dāng)然是十分重要的,筆者這兩天寫(xiě)了一個(gè)自定義 View 的手勢(shì)密碼,和大家分享分享:

Android自定義View手勢(shì)密碼

首先,我們來(lái)創(chuàng)建一個(gè)表示點(diǎn)的類(lèi),Point.java:

public class Point {
 
 // 點(diǎn)的三種狀態(tài)
 public static final int POINT_STATUS_NORMAL = 0;
 public static final int POINT_STATUS_CLICK = 1;
 public static final int POINT_STATUS_ERROR = 2;
 
 // 默認(rèn)狀態(tài)
 public int state = POINT_STATUS_NORMAL;
 
 // 點(diǎn)的坐標(biāo)
 public float mX;
 public float mY;
 
 public Point(float x,float y){
  this.mX = x;
  this.mY = y;
 }
 
 // 獲取兩個(gè)點(diǎn)的距離
 public float getInstance(Point a){
  return (float) Math.sqrt((mX-a.mX)*(mX-a.mX)+(mY-a.mY)*(mY-a.mY));
 }
 
}

然后我們創(chuàng)建一個(gè) HandleLock.java 繼承自 View,并重寫(xiě)其三種構(gòu)造方法(不重寫(xiě)帶兩個(gè)參數(shù)的構(gòu)造方法會(huì)導(dǎo)致程序出錯(cuò)):

首先,我們先把后面需要用的變量寫(xiě)出來(lái),方便大家明白這些變量是干嘛的:

// 三種畫(huà)筆
 private Paint mNormalPaint;
 private Paint mClickPaint;
 private Paint mErrorPaint;
 
 // 點(diǎn)的半徑
 private float mRadius;
 
 // 九個(gè)點(diǎn),使用二維數(shù)組
 private Point[][] mPoints = new Point[3][3];
 
 // 保存手勢(shì)劃過(guò)的點(diǎn)
 private ArrayList<Point> mClickPointsList = new ArrayList<Point>();
 // 手勢(shì)的 x 坐標(biāo),y 坐標(biāo)
 private float mHandleX;
 private float mHandleY;
 
 private OnDrawFinishListener mListener;
 
 // 保存滑動(dòng)路徑
 private StringBuilder mRoute = new StringBuilder();
 // 是否在畫(huà)錯(cuò)誤狀態(tài)
 private boolean isDrawError = false;
 接下來(lái)我們來(lái)初始化數(shù)據(jù):

// 初始化數(shù)據(jù)
 private void initData() {
 
  // 初始化三種畫(huà)筆,正常狀態(tài)為灰色,點(diǎn)下?tīng)顟B(tài)為藍(lán)色,錯(cuò)誤為紅色
  mNormalPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
  mNormalPaint.setColor(Color.parseColor("#ABABAB"));
  mClickPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
  mClickPaint.setColor(Color.parseColor("#1296db"));
  mErrorPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
  mErrorPaint.setColor(Color.parseColor("#FB0C13"));
 
  // 獲取點(diǎn)間隔
  float offset = 0;
  if (getWidth() > getHeight()) {
   // 橫屏
   offset = getHeight() / 7;
   mRadius = offset / 2;
   mPoints[0][0] = new Point(getWidth() / 2 - offset * 2, offset + mRadius);
   mPoints[0][1] = new Point(getWidth() / 2, offset + mRadius);
   mPoints[0][2] = new Point(getWidth() / 2 + offset * 2, offset + mRadius);
   mPoints[1][0] = new Point(getWidth() / 2 - offset * 2, offset * 3 + mRadius);
   mPoints[1][1] = new Point(getWidth() / 2, offset * 3 + mRadius);
   mPoints[1][2] = new Point(getWidth() / 2 + offset * 2, offset * 3 + mRadius);
   mPoints[2][0] = new Point(getWidth() / 2 - offset * 2, offset * 5 + mRadius);
   mPoints[2][1] = new Point(getWidth() / 2, offset * 5 + mRadius);
   mPoints[2][2] = new Point(getWidth() / 2 + offset * 2, offset * 5 + mRadius);
  } else {
   // 豎屏
   offset = getWidth() / 7;
   mRadius = offset / 2;
   mPoints[0][0] = new Point(offset + mRadius, getHeight() / 2 - 2 * offset);
   mPoints[0][1] = new Point(offset * 3 + mRadius, getHeight() / 2 - 2 * offset);
   mPoints[0][2] = new Point(offset * 5 + mRadius, getHeight() / 2 - 2 * offset);
   mPoints[1][0] = new Point(offset + mRadius, getHeight() / 2);
   mPoints[1][1] = new Point(offset * 3 + mRadius, getHeight() / 2);
   mPoints[1][2] = new Point(offset * 5 + mRadius, getHeight() / 2);
   mPoints[2][0] = new Point(offset + mRadius, getHeight() / 2 + 2 * offset);
   mPoints[2][1] = new Point(offset * 3 + mRadius, getHeight() / 2 + 2 * offset);
   mPoints[2][2] = new Point(offset * 5 + mRadius, getHeight() / 2 + 2 * offset);
  }
 
 
 }

大家可以看到,我來(lái)給點(diǎn)定坐標(biāo)是,是按照比較窄的邊的 1/7 作為點(diǎn)的直徑,這樣保證了,不管你怎么定義 handleLock 的寬高,都可以使里面的九個(gè)點(diǎn)看起來(lái)位置很舒服。

接下來(lái)我們就需要寫(xiě)一些函數(shù),將點(diǎn)、線(xiàn)繪制到控件上,我自己把繪制分成了三部分,一部分是點(diǎn),一部分是點(diǎn)與點(diǎn)之間的線(xiàn),一部分是手勢(shì)的小點(diǎn)和手勢(shì)到最新點(diǎn)的線(xiàn)。

// 畫(huà)點(diǎn),按照我們選擇的半徑畫(huà)九個(gè)圓
 private void drawPoints(Canvas canvas) {
  // 便利所有的點(diǎn),并且判斷這些點(diǎn)的狀態(tài)
  for (int i = 0; i < 3; i++) {
   for (int j = 0; j < 3; j++) {
    Point point = mPoints[i][j];
    switch (point.state) {
     case Point.POINT_STATUS_NORMAL:
      canvas.drawCircle(point.mX, point.mY, mRadius, mNormalPaint);
      break;
     case Point.POINT_STATUS_CLICK:
      canvas.drawCircle(point.mX, point.mY, mRadius, mClickPaint);
      break;
     case Point.POINT_STATUS_ERROR:
      canvas.drawCircle(point.mX, point.mY, mRadius, mErrorPaint);
      break;
     default:
      break;
 
    }
   }
  }
 }
 // 畫(huà)點(diǎn)與點(diǎn)之間的線(xiàn)
 private void drawLines(Canvas canvas) {
  // 判斷手勢(shì)是否已經(jīng)劃過(guò)點(diǎn)了
  if (mClickPointsList.size() > 0) {
   Point prePoint = mClickPointsList.get(0);
   // 將所有已選擇點(diǎn)的按順序連線(xiàn)
   for (int i = 1; i < mClickPointsList.size(); i++) {
    // 判斷已選擇點(diǎn)的狀態(tài)
    if (prePoint.state == Point.POINT_STATUS_CLICK) {
     mClickPaint.setStrokeWidth(7);
     canvas.drawLine(prePoint.mX, prePoint.mY, mClickPointsList.get(i).mX, mClickPointsList.get(i).mY, mClickPaint);
    }
    if (prePoint.state == Point.POINT_STATUS_ERROR) {
     mErrorPaint.setStrokeWidth(7);
     canvas.drawLine(prePoint.mX, prePoint.mY, mClickPointsList.get(i).mX, mClickPointsList.get(i).mY, mErrorPaint);
    }
    prePoint = mClickPointsList.get(i);
   }
 
  }
 
 }
 // 畫(huà)手勢(shì)點(diǎn)
 private void drawFinger(Canvas canvas) {
  // 有選擇點(diǎn)后再出現(xiàn)手勢(shì)點(diǎn)
  if (mClickPointsList.size() > 0) {
   canvas.drawCircle(mHandleX, mHandleY, mRadius / 2, mClickPaint);
  }
  // 最新點(diǎn)到手指的連線(xiàn),判斷是否有已選擇的點(diǎn),有才能畫(huà)
  if (mClickPointsList.size() > 0) {
   canvas.drawLine(mClickPointsList.get(mClickPointsList.size() - 1).mX, mClickPointsList.get(mClickPointsList.size() - 1).mY,
     mHandleX, mHandleY, mClickPaint);
  }
 }

上面的代碼我們看到需要使用到手勢(shì)劃過(guò)的點(diǎn),我們是怎么選擇的呢?

// 獲取手指移動(dòng)中選取的點(diǎn)
private int[] getPositions() {
 Point point = new Point(mHandleX, mHandleY);
 int[] position = new int[2];
 // 遍歷九個(gè)點(diǎn),看手勢(shì)的坐標(biāo)是否在九個(gè)圓內(nèi),有則返回這個(gè)點(diǎn)的兩個(gè)下標(biāo)
 for (int i = 0; i < 3; i++) {
  for (int j = 0; j < 3; j++) {
   if (mPoints[i][j].getInstance(point) <= mRadius) {
    position[0] = i;
    position[1] = j;
    return position;
   }
  }
 
 }
 return null;
}

我們需要重寫(xiě)其 onTouchEvent 來(lái)通過(guò)手勢(shì)動(dòng)作來(lái)提交選擇的點(diǎn),并更新視圖:

// 重寫(xiě)點(diǎn)擊事件
 @Override
 public boolean onTouchEvent(MotionEvent event) {
  // 獲取手勢(shì)的坐標(biāo)
  mHandleX = event.getX();
  mHandleY = event.getY();
  int[] position;
  switch (event.getAction()) {
   case MotionEvent.ACTION_DOWN:
    position = getPositions();
    // 判斷點(diǎn)下時(shí)是否選擇到點(diǎn)
    if (position != null) {
     // 添加到已選擇點(diǎn)中,并改變其狀態(tài)
     mClickPointsList.add(mPoints[position[0]][position[1]]);
     mPoints[position[0]][position[1]].state = Point.POINT_STATUS_CLICK;
     // 保存路徑,依次保存其橫縱下標(biāo)
     mRoute.append(position[0]);
     mRoute.append(position[1]);
    }
    break;
   case MotionEvent.ACTION_MOVE:
    position = getPositions();
    // 判斷手勢(shì)移動(dòng)時(shí)是否選擇到點(diǎn)
    if (position != null) {
     // 判斷當(dāng)前選擇的點(diǎn)是否已經(jīng)被選擇過(guò)
     if (!mClickPointsList.contains(mPoints[position[0]][position[1]])) {
      // 添加到已選擇點(diǎn)中,并改變其狀態(tài)
      mClickPointsList.add(mPoints[position[0]][position[1]]);
      mPoints[position[0]][position[1]].state = Point.POINT_STATUS_CLICK;
      // 保存路徑,依次保存其橫縱下標(biāo)
      mRoute.append(position[0]);
      mRoute.append(position[1]);
     }
    }
    break;
   case MotionEvent.ACTION_UP:
    // 重置數(shù)據(jù)
    resetData();
    break;
   default:
    break;
  }
  // 更新視圖
  invalidate();
 
  return true;
 }
// 重置數(shù)據(jù)
 private void resetData() {
  // 將所有選擇過(guò)的點(diǎn)的狀態(tài)改為正常
  for (Point point :
    mClickPointsList) {
   point.state = Point.POINT_STATUS_NORMAL;
  }
  // 清空已選擇點(diǎn)
  mClickPointsList.clear();
  // 清空保存的路徑
  mRoute = new StringBuilder();
  // 不再畫(huà)錯(cuò)誤狀態(tài)
  isDrawError = false;
 }

那我們?cè)趺蠢L制視圖呢?我們通過(guò)重寫(xiě)其 onDraw() 方法:

@Override
 protected void onDraw(Canvas canvas) {
  super.onDraw(canvas);
  // 判斷是否畫(huà)錯(cuò)誤狀態(tài),畫(huà)錯(cuò)誤狀態(tài)不需要畫(huà)手勢(shì)點(diǎn)已經(jīng)于最新選擇點(diǎn)的連線(xiàn)
  if (isDrawError) {
   drawPoints(canvas);
   drawLines(canvas);
  } else {
   drawPoints(canvas);
   drawLines(canvas);
   drawFinger(canvas);
  }
 }

那么這個(gè)手勢(shì)密碼繪制過(guò)程就結(jié)束了,但是整個(gè)控件還沒(méi)有結(jié)束,我們還需要給它一個(gè)監(jiān)聽(tīng)器,監(jiān)聽(tīng)其繪制完成,選擇后續(xù)事件:

private OnDrawFinishListener mListener;
 
 // 定義繪制完成的接口
 public interface OnDrawFinishListener {
  public boolean drawFinish(String route);
 }
 
 // 定義繪制完成的方法,傳入接口
 public void setOnDrawFinishListener(OnDrawFinishListener listener) {
  this.mListener = listener;
 }

然后我們就需要在手勢(shì)離開(kāi)的時(shí)候 ,來(lái)進(jìn)行繪制完成時(shí)的事件:

case MotionEvent.ACTION_UP:
    // 完成時(shí)回調(diào)繪制完成的方法,返回比對(duì)結(jié)果,判斷手勢(shì)密碼是否正確
    mListener.drawFinish(mRoute.toString());
    // 返回錯(cuò)誤,則將所有已選擇點(diǎn)狀態(tài)改為錯(cuò)誤
    if (!mListener.drawFinish(mRoute.toString())) {
     for (Point point :
       mClickPointsList) {
      point.state = Point.POINT_STATUS_ERROR;
     }
     // 將是否繪制錯(cuò)誤設(shè)為 true
     isDrawError = true;
     // 刷新視圖
     invalidate();
     // 這里我們使用 handler 異步操作,使其錯(cuò)誤狀態(tài)保持 0.5s
     new Thread(new Runnable() {
      @Override
      public void run() {
       if (!mListener.drawFinish(mRoute.toString())) {
        Message message = new Message();
        message.arg1 = 0;
        handler.sendMessage(message);
       }
      }
     }).run();
    } else {
     resetData();
    }
    invalidate();
 
    break;
private Handler handler = new Handler() {
  @Override
  public void handleMessage(Message msg) {
   switch (msg.arg1) {
    case 0:
     try {
      // 沉睡 0.5s
      Thread.sleep(500);
     } catch (InterruptedException e) {
      e.printStackTrace();
     }
     // 重置數(shù)據(jù),并刷新視圖
     resetData();
     invalidate();
     break;
    default:
     break;
   }
 
  }
 };

 好了,handleLock,整個(gè)過(guò)程就結(jié)束了,筆者這里定義了一個(gè)監(jiān)聽(tīng)器只是給大家提供一種思路,筆者將保存的大路徑傳給了使用者,是為了保證使用者可以自己保存密碼,并作相關(guān)操作,大家也可以使用 HandleLock 來(lái)  保存密碼,不傳給使用者,根據(jù)自己的需求寫(xiě)出更多更豐富的監(jiān)聽(tīng)器,而且這里筆者在 MotionEvent.ACTION_UP 中直接回調(diào)了 drawFinish() 方法,就意味著要使用該 HandleLock 就必須給它設(shè)置監(jiān)聽(tīng)器。

接下來(lái)我們說(shuō)說(shuō) HandleLock 的使用,首先是在布局文件中使用:

<com.example.a01378359.testapp.lock.HandleLock
  android:id="@+id/handlelock_test"
  android:layout_width="match_parent"
  android:layout_height="match_parent" />

接下來(lái)是代碼中使用:

handleLock = findViewById(R.id.handlelock_test);
  handleLock.setOnDrawFinishListener(new HandleLock.OnDrawFinishListener() {
   @Override
   public boolean drawFinish(String route) {
    // 第一次滑動(dòng),則保存密碼
    if (count == 0){
     password = route;
     count++;
     Toast.makeText(LockTestActivity.this,"已保存密碼",Toast.LENGTH_SHORT).show();
     return true;
    }else {
     // 與保存密碼比較,返回結(jié)果,并且做出相應(yīng)事件
     if (password.equals(route)){
      Toast.makeText(LockTestActivity.this,"密碼正確",Toast.LENGTH_SHORT).show();
      return true;
     }else {
      Toast.makeText(LockTestActivity.this,"密碼錯(cuò)誤",Toast.LENGTH_SHORT).show();
      return false;
     }
    }
   }
  });

項(xiàng)目地址:源代碼

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持億速云。

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