package com.example.yanlei.yl;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Matrix;
import android.graphics.PointF;
import android.util.DisplayMetrics;
import android.util.FloatMath;
import android.view.MotionEvent;
import android.widget.ImageView;
//自定义MyView类继承自ImageView
public class MyView extends ImageView {
private float x_down = 0;
private float y_down = 0;
//起始点的坐标
private PointF start = new PointF();
//中心点的坐标
private PointF mid = new PointF();
private float oldDist = 1f;
private float oldRotation = 0;
private Matrix matrix = new Matrix();
private Matrix matrix1 = new Matrix();
private Matrix savedMatrix = new Matrix();
private static final int NONE = 0;
private static final int DRAG = 1;
private static final int ZOOM = 2;
private int mode = NONE;
private boolean matrixCheck = false;
//记录当前屏幕的宽度
private int widthScreen;
//记录当前屏幕的高度
private int heightScreen;
//在页面中显示的Bitmap图片
private Bitmap kenan;
public MyView(Activity activity) {
super(activity);
//通过Bitampfactory读取drawable目录下的kenan资源
kenan = BitmapFactory.
decodeResource(getResources(), R.drawable.kenan);
//定义图片一个显示矩阵
DisplayMetrics dm = new DisplayMetrics();
//得到当前屏幕的显示矩阵存入dm变量
activity.getWindowManager().
getDefaultDisplay().getMetrics(dm);
//通过显示矩阵得到当前屏幕的宽度和高度的像素值
widthScreen = dm.widthPixels;
heightScreen = dm.heightPixels;
matrix = new Matrix();
}
//显示view的时候回调onDraw
protected void onDraw(Canvas canvas) {
//首先保存当前页面已有的图像
canvas.save();
//按照当前的矩阵绘制kenan图片
canvas.drawBitmap(kenan, matrix, null);
//画图板恢复
canvas.restore();
}
//当用户触摸此视图的时候回调次方法
public boolean onTouchEvent(MotionEvent event) {
//得到touch的事件类型
switch (event.getAction() & MotionEvent.ACTION_MASK) {
case MotionEvent.ACTION_DOWN:
//当按下屏幕时,记录当前的状态为拖动
mode = DRAG;
//记录xy坐标
x_down = event.getX();
y_down = event.getY();
//保存当前的矩阵
savedMatrix.set(matrix);
break;
case MotionEvent.ACTION_POINTER_DOWN:
//多个手指触摸的状态
mode = ZOOM;
//记录之前的两手指间距
oldDist = spacing(event);
//记录之前的角度
oldRotation = rotation(event);
//保存当前的图片矩阵
savedMatrix.set(matrix);
//得到旋转的中心点
midPoint(mid, event);
break;
case MotionEvent.ACTION_MOVE:
//当手指移动时的状态
if (mode == ZOOM) {
//缩放并且平移
matrix1.set(savedMatrix);
//得到旋转的角度
float rotation =
rotation(event) - oldRotation;
//得到距离
float newDist = spacing(event);
//得到放大倍数
float scale = newDist / oldDist;
//缩放倍数
matrix1.postScale(scale, scale, mid.x, mid.y);
//得到旋转角度
matrix1.postRotate(rotation, mid.x, mid.y);
//得到图片是否出边界
matrixCheck = matrixCheck();
if (matrixCheck == false) {
matrix.set(matrix1);
invalidate();
}
} else if (mode == DRAG) {
//平行移动
matrix1.set(savedMatrix);
matrix1.postTranslate(event.getX() - x_down
, event.getY() - y_down);// 平移
matrixCheck = matrixCheck();
matrixCheck = matrixCheck();
if (matrixCheck == false) {
matrix.set(matrix1);
invalidate();
}
}
break;
case MotionEvent.ACTION_UP:
case MotionEvent.ACTION_POINTER_UP:
mode = NONE;
break;
}
return true;
}
//对图片的矩阵进行检测
private boolean matrixCheck() {
float[] f = new float[9];
matrix1.getValues(f);
// 图片4个顶点的坐标
float x1 = f[0] * 0 + f[1] * 0 + f[2];
float y1 = f[3] * 0 + f[4] * 0 + f[5];
float x2 = f[0] * kenan.getWidth()
+ f[1] * 0 + f[2];
float y2 = f[3] * kenan.getWidth()
+ f[4] * 0 + f[5];
float x3 = f[0] * 0 + f[1] *
kenan.getHeight() + f[2];
float y3 = f[3] * 0 + f[4] *
kenan.getHeight() + f[5];
float x4 = f[0] * kenan.getWidth() +
f[1] * kenan.getHeight() + f[2];
float y4 = f[3] * kenan.getWidth() +
f[4] * kenan.getHeight() + f[5];
// 图片现宽度
double width = Math.sqrt((x1 - x2) *
(x1 - x2) + (y1 - y2) * (y1 - y2));
// 缩放比率判断
if (width < widthScreen / 3 || width > widthScreen * 3) {
return true;
}
// 出界判断
if ((x1 < widthScreen / 3 && x2 < widthScreen / 3
&& x3 < widthScreen / 3
&& x4 < widthScreen / 3)
|| (x1 > widthScreen * 2 / 3
&& x2 > widthScreen * 2 / 3
&& x3 > widthScreen * 2 / 3
&& x4 > widthScreen * 2 / 3)
|| (y1 < heightScreen / 3
&& y2 < heightScreen / 3
&& y3 < heightScreen / 3
&& y4 < heightScreen / 3)
|| (y1 > heightScreen * 2 / 3
&& y2 > heightScreen * 2 / 3
&& y3 > heightScreen * 2 / 3
&& y4 > heightScreen * 2 / 3)) {
return true;
}
return false;
}
// 触碰两点间距离
private float spacing(MotionEvent event) {
//通过三角函数得到两点间的距离
float x = event.getX(0) - event.getX(1);
float y = event.getY(0) - event.getY(1);
return FloatMath.sqrt(x * x + y * y);
}
// 取手势中心点
private void midPoint(PointF point, MotionEvent event) {
//得到手势中心点的位置
float x = event.getX(0) + event.getX(1);
float y = event.getY(0) + event.getY(1);
point.set(x / 2, y / 2);
}
// 取旋转角度
private float rotation(MotionEvent event) {
//得到两个手指间的旋转角度
double delta_x = (event.getX(0) - event.getX(1));
double delta_y = (event.getY(0) - event.getY(1));
double radians = Math.atan2(delta_y, delta_x);
return (float) Math.toDegrees(radians);
}
}