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Android利用ViewDragHelper輕松實(shí)現(xiàn)拼圖游戲的示例

 更新時(shí)間:2017年11月01日 12:04:14   作者:Kevinmob  
本篇文章主要介紹了Android利用ViewDragHelper輕松實(shí)現(xiàn)拼圖游戲的示例,非常具有實(shí)用價(jià)值,需要的朋友可以參考下

前言

最近一段時(shí)間看了一些介紹ViewDragHelper的博客,感覺這是一個(gè)處理手勢滑動(dòng)的神奇,看完以后就想做點(diǎn)東西練練手,于是就做了這個(gè)Android拼圖小游戲。

先上個(gè)效果圖


源碼 https://github.com/kevin-mob/Puzzle

ViewDragHelper

其實(shí)ViewDragHelper并不是第一個(gè)用于分析手勢處理的類,gesturedetector也是,但是在和拖動(dòng)相關(guān)的手勢分析方面gesturedetector只能說是勉為其難。

關(guān)于ViewDragHelper有如下幾點(diǎn):

ViewDragHelper.Callback是連接ViewDragHelper與view之間的橋梁(這個(gè)view一般是指擁子view的容器即parentView);

ViewDragHelper的實(shí)例是通過靜態(tài)工廠方法創(chuàng)建的;

你能夠指定拖動(dòng)的方向;

 ViewDragHelper可以檢測到是否觸及到邊緣;

ViewDragHelper并不是直接作用于要被拖動(dòng)的View,而是使其控制的視圖容器中的子View可以被拖動(dòng),如果要指定某個(gè)子view的行為,需要在Callback中想辦法;

ViewDragHelper的本質(zhì)其實(shí)是分析onInterceptTouchEvent和onTouchEvent的MotionEvent參數(shù),然后根據(jù)分析的結(jié)果去改變一個(gè)容器中被拖動(dòng)子View的位置( 通過offsetTopAndBottom(int offset)和offsetLeftAndRight(int offset)方法 ),他能在觸摸的時(shí)候判斷當(dāng)前拖動(dòng)的是哪個(gè)子View;

雖然ViewDragHelper的實(shí)例方法 ViewDragHelper create(ViewGroup forParent, Callback cb) 可以指定一個(gè)被ViewDragHelper處理拖動(dòng)事件的對(duì)象 。

實(shí)現(xiàn)思路

  1. 自定義PuzzleLayout繼承自RelativeLayout。
  2. 將PuzzleLayout的onInterceptTouchEvent和onTouchEvent交給ViewDragHelper來處理。
  3. 將拼圖Bitmap按九宮格切割,生成ImageView添加到PuzzleLayout并進(jìn)行排列。
  4. 創(chuàng)建ImageView的對(duì)應(yīng)數(shù)據(jù)模型。
  5. ViewDragHelper.Callback控制滑動(dòng)邊界的實(shí)現(xiàn)。
  6. 打亂ImageView的擺放位置。

下面介紹一下以上5步的具體實(shí)現(xiàn)細(xì)節(jié)。

第一步: 創(chuàng)建一個(gè)PuzzleLayout繼承自RelativeLayout。

public class PuzzleLayout extends RelativeLayout {
 public PuzzleLayout(Context context) {
   super(context);
  }
 
  public PuzzleLayout(Context context, AttributeSet attrs) {
   super(context, attrs);
  }
 
  public PuzzleLayout(Context context, AttributeSet attrs, int defStyleAttr) {
  }
}

第二步:將PuzzleLayout的onInterceptTouchEvent和onTouchEvent交給ViewDragHelper來處理。

這里我們會(huì)用到ViewDragHelper這個(gè)處理手勢滑動(dòng)的神器。
在使用之前我們先簡單的了解一下它的相關(guān)函數(shù)。

/**
 * Factory method to create a new ViewDragHelper.
 *
 * @param forParent Parent view to monitor
 * @param sensitivity Multiplier for how sensitive the helper
 * should be about detecting the start of a drag. 
 * Larger values are more sensitive. 1.0f is normal.
 * @param cb Callback to provide information and receive events
 * @return a new ViewDragHelper instance
 */
public static ViewDragHelper create(ViewGroup forParent, float sensitivity, Callback cb)

上面這個(gè)是創(chuàng)建一個(gè)ViewDragHelper的靜態(tài)函數(shù),根據(jù)注釋我們可以了解到:

  1. 第一個(gè)參數(shù)是當(dāng)前的ViewGroup。
  2. 第二個(gè)參數(shù)是檢測拖動(dòng)開始的靈敏度,1.0f為正常值。
  3. 第三個(gè)參數(shù)Callback,是ViewDragHelper給ViewGroup的回調(diào)。

這里我們主要來看看Callback這個(gè)參數(shù),Callback會(huì)在手指觸摸當(dāng)前ViewGroup的過程中不斷返回解析到的相關(guān)事件和狀態(tài),并獲取ViewGroup返回給ViewDragHelper的狀態(tài),來決定接下來的操作是否需要執(zhí)行,從而達(dá)到了在ViewGroup中管理和控制ViewDragHelper的目的。

Callback的方法很多,這里主要介紹本文用到的幾個(gè)方法

public abstract boolean tryCaptureView(View child, int pointerId)

嘗試捕獲當(dāng)前手指觸摸到的子view, 返回true 允許捕獲,false不捕獲。

public int clampViewPositionHorizontal(View child, int left, int dx)

控制childView在水平方向的滑動(dòng),主要用來限定childView滑動(dòng)的左右邊界。

public int clampViewPositionVertical(View child, int top, int dy)

控制childView在垂直方向的滑動(dòng),主要用來限定childView滑動(dòng)的上下邊界。

public void onViewReleased(View releasedChild, float xvel, float yvel)

當(dāng)手指從childView上離開時(shí)回調(diào)。

有了以上這些函數(shù),我們的拼圖游戲大致就可以做出來了,通過ViewDragHelper.create()來創(chuàng)建一個(gè)ViewDragHelper,通過Callback中tryCaptureView來控制當(dāng)前觸摸的子view是否可以滑動(dòng),clampViewPositionHorizontal、clampViewPositionVertical來控制水平方向和垂直方向的移動(dòng)邊界,具體的方法實(shí)現(xiàn)會(huì)在后面講到。

public class PuzzleLayout extends RelativeLayout {
  private ViewDragHelper viewDragHelper;
  public PuzzleLayout(Context context) {
    super(context);
    init();
  }

  public PuzzleLayout(Context context, AttributeSet attrs) {
    super(context, attrs);
    init();
  }

  public PuzzleLayout(Context context, AttributeSet attrs, int defStyleAttr) {
    super(context, attrs, defStyleAttr);
    init();
  }

  private void init() {
    getViewTreeObserver().addOnPreDrawListener(new ViewTreeObserver.OnPreDrawListener() {
      @Override
      public boolean onPreDraw() {
        mHeight = getHeight();
        mWidth = getWidth();
        getViewTreeObserver().removeOnPreDrawListener(this);
        if(mDrawableId != 0 && mSquareRootNum != 0){
          createChildren();
        }
        return false;
      }
    });
    viewDragHelper = ViewDragHelper.create(this, 1.0f, new ViewDragHelper.Callback() {
      @Override
      public boolean tryCaptureView(View child, int pointerId) {
        return true;
      }

      @Override
      public int clampViewPositionHorizontal(View child, int left, int dx) {

        return left;
      }

      @Override
      public int clampViewPositionVertical(View child, int top, int dy) {
        return top;
      }

      @Override
      public void onViewReleased(View releasedChild, float xvel, float yvel) {
      }
    });
  }

  @Override
  public boolean onInterceptTouchEvent(MotionEvent event){
    return viewDragHelper.shouldInterceptTouchEvent(event);
  }

  @Override
  public boolean onTouchEvent(MotionEvent event) {
    viewDragHelper.processTouchEvent(event);
    return true;
  }
}

第三步,將拼圖Bitmap按九宮格切割,生成ImageView添加到PuzzleLayout并進(jìn)行排列。


首先,外界需要傳入一個(gè)切割參數(shù)mSquareRootNum做為寬和高的切割份數(shù),我們需要獲取PuzzleLayout的寬和高,然后計(jì)算出每一塊的寬mItemWidth和高mItemHeight, 將Bitmap等比例縮放到和PuzzleLayout大小相等,然后將圖片按照類似上面這張圖所標(biāo)的形式進(jìn)行切割,生成mSquareRootNum*mSquareRootNum份Bitmap,每個(gè)Bitmap對(duì)應(yīng)創(chuàng)建一個(gè)ImageView載體添加到PuzzleLayout中,并進(jìn)行布局排列。

創(chuàng)建子view, mHelper是封裝的用來操作對(duì)應(yīng)數(shù)據(jù)模型的幫助類DataHelper。

/**
 * 將子View index與mHelper中models的index一一對(duì)應(yīng),
 * 每次在交換子View位置的時(shí)候model同步更新currentPosition。
 */
private void createChildren(){
  mHelper.setSquareRootNum(mSquareRootNum);

  DisplayMetrics dm = getResources().getDisplayMetrics();
  BitmapFactory.Options options = new BitmapFactory.Options();
  options.inDensity = dm.densityDpi;

  Bitmap resource = BitmapFactory.decodeResource(getResources(), mDrawableId, options);
  Bitmap bitmap = BitmapUtil.zoomImg(resource, mWidth, mHeight);
  resource.recycle();

  mItemWidth = mWidth / mSquareRootNum;
  mItemHeight = mHeight / mSquareRootNum;

  for (int i = 0; i < mSquareRootNum; i++){
    for (int j = 0; j < mSquareRootNum; j++){
      Log.d(TAG, "mItemWidth * x " + (mItemWidth * i));
      Log.d(TAG, "mItemWidth * y " + (mItemWidth * j));
      ImageView iv = new ImageView(getContext());
      iv.setScaleType(ImageView.ScaleType.FIT_XY);
      LayoutParams lp = new LayoutParams(ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT);
      lp.leftMargin = j * mItemWidth;
      lp.topMargin = i * mItemHeight;
      iv.setLayoutParams(lp);
      Bitmap b = Bitmap.createBitmap(bitmap, lp.leftMargin, lp.topMargin, mItemWidth, mItemHeight);
      iv.setImageBitmap(b);
      addView(iv);
    }
  }
}

第四步,創(chuàng)建ImageView的對(duì)應(yīng)數(shù)據(jù)模型。

public class Block {
  public Block(int position, int vPosition, int hPosition){
    this.position = position;
    this.vPosition = vPosition;
    this.hPosition = hPosition;
  }
  public int position;
  public int vPosition;
  public int hPosition;
}

DataHelper.class

子View在父類的index與mHelper中model在models的index一一對(duì)應(yīng)

class DataHelper {
  static final int N = -1;
  static final int L = 0;
  static final int T = 1;
  static final int R = 2;
  static final int B = 3;
  private static final String TAG = DataHelper.class.getSimpleName();

  private int squareRootNum;
  private List<Block> models;

  DataHelper(){
    models = new ArrayList<>();
  }

  private void reset() {
    models.clear();
    int position = 0;
    for (int i = 0; i< squareRootNum; i++){
      for (int j = 0; j < squareRootNum; j++){
        models.add(new Block(position, i, j));
        position ++;
      }
    }
  }

  void setSquareRootNum(int squareRootNum){
    this.squareRootNum = squareRootNum;
    reset();
  }
}

第五步,ViewDragHelper.Callback控制滑動(dòng)邊界的實(shí)現(xiàn)。

tryCaptureView的實(shí)現(xiàn)

public boolean tryCaptureView(View child, int pointerId) {
      int index = indexOfChild(child);
      return mHelper.getScrollDirection(index) != DataHelper.N;
    }

DataHelper的getScrollDirection函數(shù)

/**
 * 獲取索引處model的可移動(dòng)方向,不能移動(dòng)返回 -1。
 */
int getScrollDirection(int index){

  Block model = models.get(index);
  int position = model.position;

  //獲取當(dāng)前view所在位置的坐標(biāo) x y
  /*
   *   * * * *
   *   * o * *
   *   * * * *
   *   * * * *
   */
  int x = position % squareRootNum;
  int y = position / squareRootNum;
  int invisibleModelPosition = models.get(0).position;

  /*
   * 判斷當(dāng)前位置是否可以移動(dòng),如果可以移動(dòng)就return可移動(dòng)的方向。
   */

  if(x != 0 && invisibleModelPosition == position - 1)
    return L;

  if(x != squareRootNum - 1 && invisibleModelPosition == position + 1)
    return R;

  if(y != 0 && invisibleModelPosition == position - squareRootNum)
    return T;

  if(y != squareRootNum - 1 && invisibleModelPosition == position + squareRootNum)
    return B;

  return N;
}

clampViewPositionHorizontal的實(shí)現(xiàn)細(xì)節(jié),獲取滑動(dòng)方向左或右,再控制對(duì)應(yīng)的滑動(dòng)區(qū)域。

public int clampViewPositionHorizontal(View child, int left, int dx) {

      int index = indexOfChild(child);
      int position = mHelper.getModel(index).position;
      int selfLeft = (position % mSquareRootNum) * mItemWidth;
      int leftEdge = selfLeft - mItemWidth;
      int rightEdge = selfLeft + mItemWidth;
      int direction = mHelper.getScrollDirection(index);
      //Log.d(TAG, "left " + left + " index" + index + " dx " + dx + " direction " + direction);
      switch (direction){
        case DataHelper.L:
          if(left <= leftEdge)
            return leftEdge;
          else if(left >= selfLeft)
            return selfLeft;
          else
            return left;

        case DataHelper.R:
          if(left >= rightEdge)
            return rightEdge;
          else if (left <= selfLeft)
            return selfLeft;
          else
            return left;
        default:
          return selfLeft;
      }
    }

clampViewPositionVertical的實(shí)現(xiàn)細(xì)節(jié),獲取滑動(dòng)方向上或下,再控制對(duì)應(yīng)的滑動(dòng)區(qū)域。

public int clampViewPositionVertical(View child, int top, int dy) {
      int index = indexOfChild(child);
      Block model = mHelper.getModel(index);
      int position = model.position;

      int selfTop = (position / mSquareRootNum) * mItemHeight;
      int topEdge = selfTop - mItemHeight;
      int bottomEdge = selfTop + mItemHeight;
      int direction = mHelper.getScrollDirection(index);
      //Log.d(TAG, "top " + top + " index " + index + " direction " + direction);
      switch (direction){
        case DataHelper.T:
          if(top <= topEdge)
            return topEdge;
          else if (top >= selfTop)
            return selfTop;
          else
            return top;
        case DataHelper.B:
          if(top >= bottomEdge)
            return bottomEdge;
          else if (top <= selfTop)
            return selfTop;
          else
            return top;
        default:
          return selfTop;
      }
    }

onViewReleased的實(shí)現(xiàn),當(dāng)松手時(shí),不可見View和松開的View之間進(jìn)行布局參數(shù)交換,同時(shí)對(duì)應(yīng)的model之間也需要通過swapValueWithInvisibleModel函數(shù)進(jìn)行數(shù)據(jù)交換。

public void onViewReleased(View releasedChild, float xvel, float yvel) {
      Log.d(TAG, "xvel " + xvel + " yvel " + yvel);
      int index = indexOfChild(releasedChild);
      boolean isCompleted = mHelper.swapValueWithInvisibleModel(index);
      Block item = mHelper.getModel(index);
      viewDragHelper.settleCapturedViewAt(item.hPosition * mItemWidth, item.vPosition * mItemHeight);
      View invisibleView = getChildAt(0);
      ViewGroup.LayoutParams layoutParams = invisibleView.getLayoutParams();
      invisibleView.setLayoutParams(releasedChild.getLayoutParams());
      releasedChild.setLayoutParams(layoutParams);
      invalidate();
      if(isCompleted){
        invisibleView.setVisibility(VISIBLE);
        mOnCompleteCallback.onComplete();
      }
    }

viewDragHelper.settleCapturedViewAt和viewDragHelper.continueSettling配合實(shí)現(xiàn)松手后的動(dòng)畫效果。

PuzzleLayout重寫computeScroll函數(shù)。

@Override
public void computeScroll() {
  if(viewDragHelper.continueSettling(true)) {
    invalidate();
  }
}

swapValueWithInvisibleModel函數(shù),每次交換完成后會(huì)return拼圖是否完成


/**
 * 將索引出的model的值與不可見
 * model的值互換。
 */
boolean swapValueWithInvisibleModel(int index){
  Block formModel = models.get(index);
  Block invisibleModel = models.get(0);
  swapValue(formModel, invisibleModel);
  return isCompleted();
}

/**
 * 交換兩個(gè)model的值
 */
private void swapValue(Block formModel, Block invisibleModel) {

  int position = formModel.position;
  int hPosition = formModel.hPosition;
  int vPosition = formModel.vPosition;

  formModel.position = invisibleModel.position;
  formModel.hPosition = invisibleModel.hPosition;
  formModel.vPosition = invisibleModel.vPosition;

  invisibleModel.position = position;
  invisibleModel.hPosition = hPosition;
  invisibleModel.vPosition = vPosition;
}

/**
 * 判斷是否拼圖完成。
 */
private boolean isCompleted(){
  int num = squareRootNum * squareRootNum;
  for (int i = 0; i < num; i++){
    Block model = models.get(i);
    if(model.position != i){
      return false;
    }
  }
  return true;
}

第六步,打亂ImageView的擺放位置。

這里不能隨意打亂順序,否則你可能永遠(yuǎn)也不能復(fù)原拼圖了,這里使用的辦法是每次在不可見View附近隨機(jī)找一個(gè)View與不可見View進(jìn)行位置交換,這里的位置交換指的是布局參數(shù)的交換,同時(shí)對(duì)應(yīng)的數(shù)據(jù)模型也需要進(jìn)行數(shù)據(jù)交換。

public void randomOrder(){
  int num = mSquareRootNum * mSquareRootNum * 8;
  View invisibleView = getChildAt(0);
  View neighbor;
  for (int i = 0; i < num; i ++){
    int neighborPosition = mHelper.findNeighborIndexOfInvisibleModel();
    ViewGroup.LayoutParams invisibleLp = invisibleView.getLayoutParams();
    neighbor = getChildAt(neighborPosition);
    invisibleView.setLayoutParams(neighbor.getLayoutParams());
    neighbor.setLayoutParams(invisibleLp);
    mHelper.swapValueWithInvisibleModel(neighborPosition);
  }
  invisibleView.setVisibility(INVISIBLE);
}

DataHelper中findNeighborIndexOfInvisibleModel函數(shù)

/**
 * 隨機(jī)查詢出不可見
 * 位置周圍的一個(gè)model的索引。
 */
public int findNeighborIndexOfInvisibleModel() {
  Block invisibleModel = models.get(0);
  int position = invisibleModel.position;
  int x = position % squareRootNum;
  int y = position / squareRootNum;
  int direction = new Random(System.nanoTime()).nextInt(4);
  Log.d(TAG, "direction " + direction);
  switch (direction){
    case L:
      if(x != 0)
        return getIndexByCurrentPosition(position - 1);
    case T:
      if(y != 0)
        return getIndexByCurrentPosition(position - squareRootNum);
    case R:
      if(x != squareRootNum - 1)
        return getIndexByCurrentPosition(position + 1);
    case B:
      if(y != squareRootNum - 1)
        return getIndexByCurrentPosition(position + squareRootNum);
  }
  return findNeighborIndexOfInvisibleModel();
}

/**
 * 通過給定的位置獲取model的索引
 */
private int getIndexByCurrentPosition(int currentPosition){
  int num = squareRootNum * squareRootNum;
  for (int i = 0; i < num; i++) {
    if(models.get(i).position == currentPosition)
      return i;
  }
  return -1;
}

以上為主要的代碼實(shí)現(xiàn),全部工程已上傳Github,歡迎學(xué)習(xí),歡迎star,傳送門
https://github.com/kevin-mob/Puzzle

以上就是本文的全部內(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腳本之家。

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