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怎么在Android應(yīng)用中實(shí)現(xiàn)一個(gè)圖案解鎖功能

發(fā)布時(shí)間:2020-12-05 15:39:51 來源:億速云 閱讀:161 作者:Leah 欄目:移動(dòng)開發(fā)

這期內(nèi)容當(dāng)中小編將會(huì)給大家?guī)碛嘘P(guān)怎么在Android應(yīng)用中實(shí)現(xiàn)一個(gè)圖案解鎖功能,文章內(nèi)容豐富且以專業(yè)的角度為大家分析和敘述,閱讀完這篇文章希望大家可以有所收獲。

1.最關(guān)健的就是那個(gè)自定義九宮格View,代碼來自framework下:LockPatternView,原生系統(tǒng)用的圖片資源比較多,好像有7、8張吧,而且繪制的比較復(fù)雜,我找尋半天,眼睛都找瞎了,發(fā)現(xiàn)解壓的QQ里面就3張圖片,一個(gè)圈圈,兩個(gè)點(diǎn),沒辦法,只能修改代碼了,在修改的過程中,才發(fā)現(xiàn),其實(shí)可以把原生的LockPatternView給簡化,繪制更少的圖片,達(dá)到更好的效果??偣矁?yōu)化有:①去掉了連線的箭頭,②原生的連線只有白色一種,改成根據(jù)不同狀態(tài)顯示黃色和紅色兩張色,③.原生view是先畫點(diǎn)再畫線,使得線覆蓋在點(diǎn)的上面,影響美觀,改成先畫連線再畫點(diǎn)。

關(guān)健部分代碼onDraw函數(shù):

@Override 
protected void onDraw(Canvas canvas) { 
 final ArrayList<Cell> pattern = mPattern; 
 final int count = pattern.size(); 
 final boolean[][] drawLookup = mPatternDrawLookup; 
 
 if (mPatternDisplayMode == DisplayMode.Animate) { 
 
 // figure out which circles to draw 
 
 // + 1 so we pause on complete pattern 
 final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; 
 final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) 
 % oneCycle; 
 final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; 
 
 clearPatternDrawLookup(); 
 for (int i = 0; i < numCircles; i++) { 
 final Cell cell = pattern.get(i); 
 drawLookup[cell.getRow()][cell.getColumn()] = true; 
 } 
 
 // figure out in progress portion of ghosting line 
 
 final boolean needToUpdateInProgressPoint = numCircles > 0 
 && numCircles < count; 
 
 if (needToUpdateInProgressPoint) { 
 final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) 
  / MILLIS_PER_CIRCLE_ANIMATING; 
 
 final Cell currentCell = pattern.get(numCircles - 1); 
 final float centerX = getCenterXForColumn(currentCell.column); 
 final float centerY = getCenterYForRow(currentCell.row); 
 
 final Cell nextCell = pattern.get(numCircles); 
 final float dx = percentageOfNextCircle 
  * (getCenterXForColumn(nextCell.column) - centerX); 
 final float dy = percentageOfNextCircle 
  * (getCenterYForRow(nextCell.row) - centerY); 
 mInProgressX = centerX + dx; 
 mInProgressY = centerY + dy; 
 } 
 // TODO: Infinite loop here... 
 invalidate(); 
 } 
 
 final float squareWidth = mSquareWidth; 
 final float squareHeight = mSquareHeight; 
 
 float radius = (squareWidth * mDiameterFactor * 0.5f); 
 mPathPaint.setStrokeWidth(radius); 
 
 final Path currentPath = mCurrentPath; 
 currentPath.rewind(); 
 
 // TODO: the path should be created and cached every time we hit-detect 
 // a cell 
 // only the last segment of the path should be computed here 
 // draw the path of the pattern (unless the user is in progress, and 
 // we are in stealth mode) 
 final boolean drawPath = (!mInStealthMode || mPatternDisplayMode == DisplayMode.Wrong); 
 
 // draw the arrows associated with the path (unless the user is in 
 // progress, and 
 // we are in stealth mode) 
 boolean oldFlag = (mPaint.getFlags() & Paint.FILTER_BITMAP_FLAG) != 0; 
 mPaint.setFilterBitmap(true); // draw with higher quality since we 
   // render with transforms 
 // draw the lines 
 if (drawPath) { 
 boolean anyCircles = false; 
 for (int i = 0; i < count; i++) { 
 Cell cell = pattern.get(i); 
 
 // only draw the part of the pattern stored in 
 // the lookup table (this is only different in the case 
 // of animation). 
 if (!drawLookup[cell.row][cell.column]) { 
 break; 
 } 
 anyCircles = true; 
 
 float centerX = getCenterXForColumn(cell.column); 
 float centerY = getCenterYForRow(cell.row); 
 if (i == 0) { 
 currentPath.moveTo(centerX, centerY); 
 } else { 
 currentPath.lineTo(centerX, centerY); 
 } 
 } 
 
 // add last in progress section 
 if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) 
 && anyCircles) { 
 currentPath.lineTo(mInProgressX, mInProgressY); 
 } 
 // chang the line color in different DisplayMode 
 if (mPatternDisplayMode == DisplayMode.Wrong) 
 mPathPaint.setColor(Color.RED); 
 else 
 mPathPaint.setColor(Color.YELLOW); 
 canvas.drawPath(currentPath, mPathPaint); 
 } 
 
 // draw the circles 
 final int paddingTop = getPaddingTop(); 
 final int paddingLeft = getPaddingLeft(); 
 
 for (int i = 0; i < 3; i++) { 
 float topY = paddingTop + i * squareHeight; 
 // float centerY = mPaddingTop + i * mSquareHeight + (mSquareHeight 
 // / 2); 
 for (int j = 0; j < 3; j++) { 
 float leftX = paddingLeft + j * squareWidth; 
 drawCircle(canvas, (int) leftX, (int) topY, drawLookup[i][j]); 
 } 
 } 
 
 mPaint.setFilterBitmap(oldFlag); // restore default flag 
} 

2.第二個(gè)值得學(xué)習(xí)的地方是(代碼來自設(shè)置應(yīng)用中):在創(chuàng)建解鎖圖案時(shí)的枚舉使用,原生代碼中使用了很多枚舉,將繪制圖案時(shí)的狀態(tài)、底部兩個(gè)按鈕狀態(tài)、頂部一個(gè)TextView顯示的提示文字都緊密的聯(lián)系起來。因此,只用監(jiān)聽LockPatternView動(dòng)態(tài)變化,對(duì)應(yīng)改變底部Button和頂部TextView的狀態(tài)即可實(shí)現(xiàn)聯(lián)動(dòng),簡單的方法可以實(shí)現(xiàn)很多代碼才能實(shí)現(xiàn)的邏輯,個(gè)人很喜歡。

①全局的狀態(tài): 

/** 
 * Keep track internally of where the user is in choosing a pattern. 
 */ 
 protected enum Stage { 
 // 初始狀態(tài) 
 Introduction(R.string.lockpattern_recording_intro_header, 
 LeftButtonMode.Cancel, RightButtonMode.ContinueDisabled, 
 ID_EMPTY_MESSAGE, true), 
 // 幫助狀態(tài) 
 HelpScreen(R.string.lockpattern_settings_help_how_to_record, 
 LeftButtonMode.Gone, RightButtonMode.Ok, ID_EMPTY_MESSAGE, 
 false), 
 // 繪制過短 
 ChoiceTooShort(R.string.lockpattern_recording_incorrect_too_short, 
 LeftButtonMode.Retry, RightButtonMode.ContinueDisabled, 
 ID_EMPTY_MESSAGE, true), 
 // 第一次繪制圖案 
 FirstChoiceValid(R.string.lockpattern_pattern_entered_header, 
 LeftButtonMode.Retry, RightButtonMode.Continue, 
 ID_EMPTY_MESSAGE, false), 
 // 需要再次繪制確認(rèn) 
 NeedToConfirm(R.string.lockpattern_need_to_confirm, 
 LeftButtonMode.Cancel, RightButtonMode.ConfirmDisabled, 
 ID_EMPTY_MESSAGE, true), 
 // 確認(rèn)出錯(cuò) 
 ConfirmWrong(R.string.lockpattern_need_to_unlock_wrong, 
 LeftButtonMode.Cancel, RightButtonMode.ConfirmDisabled, 
 ID_EMPTY_MESSAGE, true), 
 // 選擇確認(rèn) 
 ChoiceConfirmed(R.string.lockpattern_pattern_confirmed_header, 
 LeftButtonMode.Cancel, RightButtonMode.Confirm, 
 ID_EMPTY_MESSAGE, false); 
 
 /** 
 * @param headerMessage 
 * The message displayed at the top. 
 * @param leftMode 
 * The mode of the left button. 
 * @param rightMode 
 * The mode of the right button. 
 * @param footerMessage 
 * The footer message. 
 * @param patternEnabled 
 * Whether the pattern widget is enabled. 
 */ 
 Stage(int headerMessage, LeftButtonMode leftMode, 
 RightButtonMode rightMode, int footerMessage, 
 boolean patternEnabled) { 
 this.headerMessage = headerMessage; 
 this.leftMode = leftMode; 
 this.rightMode = rightMode; 
 this.footerMessage = footerMessage; 
 this.patternEnabled = patternEnabled; 
 } 
 
 final int headerMessage; 
 final LeftButtonMode leftMode; 
 final RightButtonMode rightMode; 
 final int footerMessage; 
 final boolean patternEnabled; 
 } 

②.底部兩個(gè)按鈕的狀態(tài)枚舉:

/** 
 * The states of the left footer button. 
 */ 
 enum LeftButtonMode { 
 // 取消 
 Cancel(android.R.string.cancel, true), 
 // 取消時(shí)禁用 
 CancelDisabled(android.R.string.cancel, false), 
 // 重試 
 Retry(R.string.lockpattern_retry_button_text, true), 
 // 重試時(shí)禁用 
 RetryDisabled(R.string.lockpattern_retry_button_text, false), 
 // 消失 
 Gone(ID_EMPTY_MESSAGE, false); 
 
 /** 
 * @param text 
 * The displayed text for this mode. 
 * @param enabled 
 * Whether the button should be enabled. 
 */ 
 LeftButtonMode(int text, boolean enabled) { 
 this.text = text; 
 this.enabled = enabled; 
 } 
 
 final int text; 
 final boolean enabled; 
 } 
 
 /** 
 * The states of the right button. 
 */ 
 enum RightButtonMode { 
 // 繼續(xù) 
 Continue(R.string.lockpattern_continue_button_text, true), 
 //繼續(xù)時(shí)禁用 
 ContinueDisabled(R.string.lockpattern_continue_button_text, false), 
 //確認(rèn) 
 Confirm(R.string.lockpattern_confirm_button_text, true), 
 //確認(rèn)是禁用 
 ConfirmDisabled(R.string.lockpattern_confirm_button_text, false), 
 //OK 
 Ok(android.R.string.ok, true); 
 
 /** 
 * @param text 
 * The displayed text for this mode. 
 * @param enabled 
 * Whether the button should be enabled. 
 */ 
 RightButtonMode(int text, boolean enabled) { 
 this.text = text; 
 this.enabled = enabled; 
 } 
 
 final int text; 
 final boolean enabled; 
 } 

就這樣,只要LockPatternView的狀態(tài)一發(fā)生改變,就會(huì)動(dòng)態(tài)改變底部兩個(gè)Button的文字和狀態(tài)。很簡潔,邏輯性很強(qiáng)。

3.第三個(gè)個(gè)人覺得比較有用的就是加密這一塊了,為了以后方便使用,我把圖案加密和字符加密分成兩個(gè)工具類:LockPatternUtils和LockPasswordUtils兩個(gè)文件,本文使用到的是LockPatternUtils。其實(shí)所謂的圖案加密也是將其通過SHA-1加密轉(zhuǎn)化成二進(jìn)制數(shù)再保存到文件中(原生系統(tǒng)保存在/system/目錄下,我這里沒有權(quán)限,就保存到本應(yīng)用目錄下),解密時(shí),也是將獲取到用戶的輸入通過同樣的方法加密,再與保存到文件中的對(duì)比,相同則密碼正確,不同則密碼錯(cuò)誤。關(guān)健代碼就是以下4個(gè)函數(shù):

/** 
 * Serialize a pattern. 加密 
 * 
 * @param pattern 
 * The pattern. 
 * @return The pattern in string form. 
 */ 
public static String patternToString(List<LockPatternView.Cell> pattern) { 
 if (pattern == null) { 
 return ""; 
 } 
 final int patternSize = pattern.size(); 
 
 byte[] res = new byte[patternSize]; 
 for (int i = 0; i < patternSize; i++) { 
 LockPatternView.Cell cell = pattern.get(i); 
 res[i] = (byte) (cell.getRow() * 3 + cell.getColumn()); 
 } 
 return new String(res); 
} 
 
/** 
 * Save a lock pattern. 
 * 
 * @param pattern 
 * The new pattern to save. 
 * @param isFallback 
 * Specifies if this is a fallback to biometric weak 
 */ 
public void saveLockPattern(List<LockPatternView.Cell> pattern) { 
 // Compute the hash 
 final byte[] hash = LockPatternUtils.patternToHash(pattern); 
 try { 
 // Write the hash to file 
 RandomAccessFile raf = new RandomAccessFile(sLockPatternFilename, 
 "rwd"); 
 // Truncate the file if pattern is null, to clear the lock 
 if (pattern == null) { 
 raf.setLength(0); 
 } else { 
 raf.write(hash, 0, hash.length); 
 } 
 raf.close(); 
 } catch (FileNotFoundException fnfe) { 
 // Cant do much, unless we want to fail over to using the settings 
 // provider 
 Log.e(TAG, "Unable to save lock pattern to " + sLockPatternFilename); 
 } catch (IOException ioe) { 
 // Cant do much 
 Log.e(TAG, "Unable to save lock pattern to " + sLockPatternFilename); 
 } 
} 
 
/* 
 * Generate an SHA-1 hash for the pattern. Not the most secure, but it is at 
 * least a second level of protection. First level is that the file is in a 
 * location only readable by the system process. 
 * 
 * @param pattern the gesture pattern. 
 * 
 * @return the hash of the pattern in a byte array. 
 */ 
private static byte[] patternToHash(List<LockPatternView.Cell> pattern) { 
 if (pattern == null) { 
 return null; 
 } 
 
 final int patternSize = pattern.size(); 
 byte[] res = new byte[patternSize]; 
 for (int i = 0; i < patternSize; i++) { 
 LockPatternView.Cell cell = pattern.get(i); 
 res[i] = (byte) (cell.getRow() * 3 + cell.getColumn()); 
 } 
 try { 
 MessageDigest md = MessageDigest.getInstance("SHA-1"); 
 byte[] hash = md.digest(res); 
 return hash; 
 } catch (NoSuchAlgorithmException nsa) { 
 return res; 
 } 
} 
 
/** 
 * Check to see if a pattern matches the saved pattern. If no pattern 
 * exists, always returns true. 
 * 
 * @param pattern 
 * The pattern to check. 
 * @return Whether the pattern matches the stored one. 
 */ 
public boolean checkPattern(List<LockPatternView.Cell> pattern) { 
 try { 
 // Read all the bytes from the file 
 RandomAccessFile raf = new RandomAccessFile(sLockPatternFilename, 
 "r"); 
 final byte[] stored = new byte[(int) raf.length()]; 
 int got = raf.read(stored, 0, stored.length); 
 raf.close(); 
 if (got <= 0) { 
 return true; 
 } 
 // Compare the hash from the file with the entered pattern's hash 
 return Arrays.equals(stored, 
 LockPatternUtils.patternToHash(pattern)); 
 } catch (FileNotFoundException fnfe) { 
 return true; 
 } catch (IOException ioe) { 
 return true; 
 } 
} 

上述就是小編為大家分享的怎么在Android應(yīng)用中實(shí)現(xiàn)一個(gè)圖案解鎖功能了,如果剛好有類似的疑惑,不妨參照上述分析進(jìn)行理解。如果想知道更多相關(guān)知識(shí),歡迎關(guān)注億速云行業(yè)資訊頻道。

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