简单实现电影院选座效果

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这是一个简单的电影院选座效果,实现该效果大致分为三步:

  1. 自定义view进行绘制;
  2. 手势缩放效果的实现;
  3. 手势触摸被选和未被选效果的实现;

先来看第一步,效果的绘制;

public class MoveSeatView extends View {    private final boolean DBG = false;    private Paint paint = new Paint();    private Matrix matrix = new Matrix();    private Matrix tempMatrix = new Matrix();    //座位水平间距    private int spacing;    //座位垂直间距    private int verSpacing;    //行号宽度    private int numberWidth;    //行数    private int row;    //列数    private int column;    //可选座位的图片    private Bitmap seatBitmap;    //选中时座位的图片    private Bitmap checkedSeatBitmap;    private int lastX;    private int lastY;    //整个座位图的宽度    private int seatBitmapWidth;    private int seatBitmapHeight;    private float screenHeight;    //屏幕的最小宽度    private int defaultScreenWidth;    //标识是否正在缩放    private boolean isScaling;    private float scaleX, scaleY;    //是否是第一次缩放    private boolean firstScale = true;    private boolean isOnClick;    private int downX, downY;    private boolean pointer;    //用于存储已经选在好的座位    public ArrayList<Point> list;    /**     * 默认的座位图片的宽度,如果使用的自己的座位的图片比这个尺寸大或者小,会缩放到这个大小     */    private float defaultImgW = 40;    private float defaultImgH = 34;    /**     * 座位图片的宽度     */    private int seatWidth = 40;    /**     * 座位图片的高度     */    private int seatHeight = 34;    private float zoom;    float xScalel = 1;    float yScalel = 1;     public MoveSeatView(Context context) {        this(context, null);    }     public MoveSeatView(Context context, AttributeSet attrs) {        this(context, attrs, 0);    }     public MoveSeatView(Context context, AttributeSet attrs, int defStyleAttr) {        super(context, attrs, defStyleAttr);     }     private void init() {        spacing = (int) dip2px(5);        verSpacing = (int) dip2px(10);        defaultScreenWidth = (int) dip2px(80);        seatBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.seat_default);        xScalel = defaultImgW / seatBitmap.getWidth();        yScalel = defaultImgH / seatBitmap.getHeight();        checkedSeatBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.seat_green);        seatBitmapWidth = (int) (column * seatBitmap.getWidth() * xScalel + (column - 1) * spacing);        seatBitmapHeight = (int) (row * seatBitmap.getHeight() * yScalel + (row - 1) * verSpacing);        paint.setColor(Color.RED);        numberWidth = (int) dip2px(20);        screenHeight = dip2px(20);        list = new ArrayList<>();        matrix.postTranslate(numberWidth + spacing, screenHeight + 1 + verSpacing);    }}

上面这些都是一些初始化动作,接下来在onDraw方法中进行绘制;

@Override    protected void onDraw(Canvas canvas) {        if (row <= 0 || column <= 0) {            return;        }        drawSeat(canvas);        super.onDraw(canvas);    }

具体的绘制逻辑实在drawSeat(),方法中实现的;

/**     * 绘制     *     * @param canvas     */    private void drawSeat(Canvas canvas) {        zoom = getMatrixScaleX();        float translateX = getTranslateX();        float translateY = getTranslateY();        float scaleX = zoom;        float scaleY = zoom;        for (int i = 0; i < row; i++) {            float top = i * seatBitmap.getHeight() * yScalel * scaleY + i * verSpacing * scaleY + translateY;            float bottom = top + seatBitmap.getHeight() * yScalel * scaleY;            for (int j = 0; j < column; j++) {                float left = j * seatBitmap.getWidth() * xScalel * scaleX + j * spacing * xScalel * scaleX + translateX;                float right = left + seatBitmap.getWidth() * xScalel * scaleX;                tempMatrix.setTranslate(left, top);                tempMatrix.postScale(xScalel, yScalel, left, top);                tempMatrix.postScale(scaleX, scaleY, left, top);                if (isHave(i, j)) {                    //绘制被选                    canvas.drawBitmap(checkedSeatBitmap, tempMatrix, paint);                    //绘制文字                    drawText(canvas, i, j, top, left);                } else {                    //绘制普通                    canvas.drawBitmap(seatBitmap, tempMatrix, paint);                }            }        }    }

主要是计算绘制的位置,矩阵的缩放,根据是否被选进行绘制不同的效果;

/**     * 绘制文字     *     * @param canvas     * @param row     * @param column     * @param top     * @param left     */    private void drawText(Canvas canvas, int row, int column, float top, float left) {        String txt = (row + 1) + "排";        String txt1 = (column + 1) + "座";        //实例化文字画笔        TextPaint txtPaint = new TextPaint(Paint.ANTI_ALIAS_FLAG);        txtPaint.setColor(Color.WHITE);        //设置字体样式        txtPaint.setTypeface(Typeface.DEFAULT_BOLD);        float seatHeight = this.seatHeight * getMatrixScaleX();        float seatWidth = this.seatWidth * getMatrixScaleX();        txtPaint.setTextSize(seatHeight / 3);        //获取中间线        float center = seatHeight / 2;        float txtWidth = txtPaint.measureText(txt);        float startX = left + seatWidth / 2 - txtWidth / 2;        //只绘制一行文字        if (txt1 == null) {            canvas.drawText(txt, startX, getBaseLine(txtPaint, top, top + seatHeight), txtPaint);        } else {            canvas.drawText(txt, startX, getBaseLine(txtPaint, top, top + center), txtPaint);            canvas.drawText(txt1, startX, getBaseLine(txtPaint, top + center, top + center + seatHeight / 2), txtPaint);        }        if (DBG) {            Log.d("drawTest", "top" + top);         }    }

这里是使用TextPaint画笔进行文字的绘制,在绘制文字的时候要注意基准线;

/**     * 获取基准线     * @param p     * @param top     * @param bottom     * @return     */    private float getBaseLine(Paint p, float top, float bottom) {        Paint.FontMetrics fontMetrics = p.getFontMetrics();        int baseLine = (int) ((bottom + top - fontMetrics.bottom - fontMetrics.top) / 2);        return baseLine;    }

这样大致的绘制做完成了,剩下的第二步和第三步都涉及到手势触摸,在onTouchEvent方法中去实现具体的逻辑;

@Override    public boolean onTouchEvent(MotionEvent event) {        int x = (int) event.getX();        int y = (int) event.getY();        //手势缩放        scaleGuestureDetector.onTouchEvent(event);        //手势        gestureDetector.onTouchEvent(event);        //获取当前操作的手指数量        int pointerCount = event.getPointerCount();        if (pointerCount > 1) {            //多手指操作            pointer = true;        }        switch (event.getAction()) {            case MotionEvent.ACTION_DOWN:                pointer = false;                downX = x;                downY = y;                invalidate();                break;            case MotionEvent.ACTION_UP:                autoScale();                break;            case MotionEvent.ACTION_MOVE:                if (!isScaling && !isOnClick) {                    int downDX = Math.abs(x - downX);                    int downDY = Math.abs(y - downY);                    if ((downDX > 10 || downDY > 10) && !pointer) {                        int dx = x - lastX;                        int dy = y - lastY;                        matrix.postTranslate(dx, dy);                        invalidate();                    }                }                lastX = x;                lastY = y;                isOnClick = false;                break;        }        return true;    }

刚触摸去选择的时候会有个手势缩放的效果,手势缩放系统提供了ScaleGestureDetector类可以很容易的实现,具体的逻辑系统都已经处理好了,在对应的回调方法里面去实现就可以了;

/**     * 手势缩放     */    ScaleGestureDetector scaleGuestureDetector = new ScaleGestureDetector(getContext(), new ScaleGestureDetector.OnScaleGestureListener() {        @Override        public boolean onScale(ScaleGestureDetector detector) {            //正在缩放的时候回调            isScaling = true;            float scaleFactor = detector.getScaleFactor();            if (getMatrixScaleY() * scaleFactor > 3) {                scaleFactor = 3 / getMatrixScaleY();            }            if (firstScale) {                scaleX = detector.getCurrentSpanX();                scaleY = detector.getCurrentSpanY();                firstScale = false;            }            if (getMatrixScaleY() * scaleFactor < 0.5) {                scaleFactor = 0.5f * getMatrixScaleY();            }            matrix.postScale(scaleFactor, scaleFactor, scaleX, scaleY);            invalidate();            return true;        }         @Override        public boolean onScaleBegin(ScaleGestureDetector detector) {            //开始缩放的时候回调            return false;        }         @Override        public void onScaleEnd(ScaleGestureDetector detector) {            //缩放完成回调            isScaling = false;            firstScale = true;         }    });

其他的手势操作系统还提供了GestureDetector类,可以使用GestureDetector来实现具体的效果;

GestureDetector gestureDetector = new GestureDetector(getContext(), new GestureDetector.SimpleOnGestureListener() {        @Override        public boolean onSingleTapConfirmed(MotionEvent e) {            int x = (int) e.getX();            int y = (int) e.getY();            for (int i = 0; i < row; i++) {                for (int j = 0; j < column; j++) {                    int tempX = (int) ((j * seatWidth + j * spacing) * getMatrixScaleX() + getTranslateX());                    int maxTempX = (int) (tempX + seatWidth * getMatrixScaleX());                    int tempY = (int) ((seatHeight * i + i * verSpacing) * getMatrixScaleY() + getTranslateY());                    int maxTempY = (int) (tempY + seatHeight * getMatrixScaleY());                    if (x >= tempX && x <= maxTempX && y >= tempY && y <= maxTempY) {                        if (isHave(i, j)) {                            remove(i, j);                        } else {                            list.add(new Point(i, j));                        }                    }                }            }            float currentScaleY = getMatrixScaleY();            if (currentScaleY < 1.7) {                scaleX = x;                scaleY = y;                zoomAnimate(currentScaleY, 1.9f);            }            invalidate();            return true;        }    });

完成上面三步,效果也就大致实现了,提供外部设置的方法供调用就可以了;

/**     * 对外界提供的设置方法     * @param row     * @param column     */    public void setData(int row, int column) {        this.row = row;        this.column = column;        init();        invalidate();    }

源码地址:

https://pan.baidu.com/s/1JH-HQ6_sVE1sqtTtALydOw

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