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Android自定义控件实现手势密码

施景同
2023-03-14
本文向大家介绍Android自定义控件实现手势密码,包括了Android自定义控件实现手势密码的使用技巧和注意事项,需要的朋友参考一下

Android手势解锁密码效果图 

     首先呢想写这个手势密码的想法呢,完全是凭空而来的,然后笔者就花了一天时间弄出来了。本以为这个东西很简单,实际上手的时候发现,还有很多逻辑需要处理,稍不注意就容易乱套。写个UI效果图大约只花了3个小时,但是处理逻辑就处理了2个小时!废话不多说,下面开始讲解。 
    楼主呢,自己比较自定义控件,什么东西都掌握在自己的手里感觉那是相当不错(对于赶工期的小伙瓣儿们还是别手贱了,非常容易掉坑),一有了这个目标,我就开始构思实现方式。 
    1、整个自定义控件是继承View还是SurfaceView呢?我的经验告诉我:需要一直不断绘制的最好继承SurfaceView,而需要频繁与用户交互的最好就继承View。(求大神来打脸) 
    2、为了实现控件的屏幕适配性,当然必须重写onMeasure方法,然后在onDraw方法中进行绘制。 
    3、面向对象性:这个控件其实由两个对象组成:1、9个圆球;2、圆球之间的连线。 
    4、仔细观察圆球的特征:普通状态是白色、touch状态是蓝色、错误状态是红色、整体分为外围空心圆和内实心圆、所代表的位置信息(密码值) 
    5、仔细观察连线的特征:普通状态为蓝色、错误状态为红色、始终连接两个圆的中心、跟随手指移动而拓展连线、连线之间未点亮的圆球也要点亮。 
    6、通过外露参数来设置圆球的颜色、大小等等 
    7、通过上面的分析,真个控件可模块化为三个任务:onMeasure计算控件宽高以及小球半径、onDraw绘制小球与连线、onTouchEvent控制绘制变化。 

    我把整个源码分为三个类文件:LockView、Circle、Util,其中LockView代表整个控件,Circle代表小圆球、Util封装工具方法(Path因为太简单就没封装,若有代码洁癖请自行封装),下面展示Util类的源代码。 

public class Util{
 
 private static final String SP_NAME = "LOCKVIEW";
 private static final String SP_KEY = "PASSWORD";

 public static void savePwd(Context mContext ,List<Integer> password){
  SharedPreferences sp = mContext.getSharedPreferences(SP_NAME, Context.MODE_PRIVATE);
  sp.edit().putString(SP_KEY, listToString(password)).commit();
 }
 
 public static String getPwd(Context mContext){
  SharedPreferences sp = mContext.getSharedPreferences(SP_NAME, Context.MODE_PRIVATE);
  return sp.getString(SP_KEY, "");
 }
 
 public static void clearPwd(Context mContext){
  SharedPreferences sp = mContext.getSharedPreferences(SP_NAME, Context.MODE_PRIVATE);
  sp.edit().remove(SP_KEY).commit();
 }
 
 public static String listToString(List<Integer> lists){
  StringBuffer sb = new StringBuffer();
  for(int i = 0; i < lists.size(); i++){
   sb.append(lists.get(i));
  }
  return sb.toString();
 }
 
 public static List<Integer> stringToList(String string){
  List<Integer> lists = new ArrayList<>();
  for(int i = 0; i < string.length(); i++){
   lists.add(Integer.parseInt(string.charAt(i) + ""));
  }
  return lists;
 }
}

     这个工具方法其实很简单,就是对SharedPreferences的一个读写,还有就是List与String类型的互相转换。这里就不描述了。下面展示Circle的源码 

public class Circle{
 //默认值
 public static final int DEFAULT_COLOR = Color.WHITE;
 public static final int DEFAULT_BOUND = 5;
 public static final int DEFAULT_CENTER_BOUND = 15;
 //状态值
 public static final int STATUS_DEFAULT = 0;
 public static final int STATUS_TOUCH = 1;
 public static final int STATUS_SUCCESS = 2;
 public static final int STATUS_FAILED = 3;
 
 //圆形的中点X、Y坐标
 private int centerX;
 private int centerY;
 //圆形的颜色值
 private int colorDefault = DEFAULT_COLOR;
 private int colorSuccess;
 private int colorFailed;
 //圆形的宽度
 private int bound = DEFAULT_BOUND;
 //中心的宽度
 private int centerBound = DEFAULT_CENTER_BOUND;
 //圆形的半径
 private int radius;
 //圆形的状态
 private int status = STATUS_DEFAULT;
 //圆形的位置
 private int position;
 
 public Circle(int centerX, int centerY, int colorSuccess, int colorFailed, int radius, int position){
  super();
  this.centerX = centerX;
  this.centerY = centerY;
  this.colorSuccess = colorSuccess;
  this.colorFailed = colorFailed;
  this.radius = radius;
  this.position = position;
 }

 public Circle(int centerX, int centerY, int colorDefault, int colorSuccess, int colorFailed, int bound,
   int centerBound, int radius, int status, int position){
  super();
  this.centerX = centerX;
  this.centerY = centerY;
  this.colorDefault = colorDefault;
  this.colorSuccess = colorSuccess;
  this.colorFailed = colorFailed;
  this.bound = bound;
  this.centerBound = centerBound;
  this.radius = radius;
  this.status = status;
  this.position = position;
 }

 public int getCenterX(){
  return centerX;
 }

 public void setCenterX(int centerX){
  this.centerX = centerX;
 }

 public int getCenterY(){
  return centerY;
 }

 public void setCenterY(int centerY){
  this.centerY = centerY;
 }

 public int getColorDefault(){
  return colorDefault;
 }

 public void setColorDefault(int colorDefault){
  this.colorDefault = colorDefault;
 }

 public int getColorSuccess(){
  return colorSuccess;
 }

 public void setColorSuccess(int colorSuccess){
  this.colorSuccess = colorSuccess;
 }

 public int getColorFailed(){
  return colorFailed;
 }

 public void setColorFailed(int colorFailed){
  this.colorFailed = colorFailed;
 }

 public int getBound(){
  return bound;
 }

 public void setBound(int bound){
  this.bound = bound;
 }

 public int getCenterBound(){
  return centerBound;
 }

 public void setCenterBound(int centerBound){
  this.centerBound = centerBound;
 }

 public int getRadius(){
  return radius;
 }

 public void setRadius(int radius){
  this.radius = radius;
 }

 public int getStatus(){
  return status;
 }

 public void setStatus(int status){
  this.status = status;
 }

 public int getPosition(){
  return position;
 }

 public void setPosition(int position){
  this.position = position;
 }

 /** 
  * @Description:改变圆球当前状态 
 */
 public void changeStatus(int status){
  this.status = status;
 }
 
 /** 
  * @Description:绘制这个圆形 
 */
 public void draw(Canvas canvas ,Paint paint){
  switch(status){
   case STATUS_DEFAULT:
    paint.setColor(colorDefault);
    break;
   case STATUS_TOUCH:
   case STATUS_SUCCESS:
    paint.setColor(colorSuccess);
    break;
   case STATUS_FAILED:
    paint.setColor(colorFailed);
    break;
   default:
    paint.setColor(colorDefault);
    break;
  }
  paint.setStyle(Paint.Style.FILL);
  //绘制中心实心圆
  canvas.drawCircle(centerX, centerY, centerBound, paint);
  //绘制空心圆
  paint.setStyle(Paint.Style.STROKE);
  paint.setStrokeWidth(bound);
  canvas.drawCircle(centerX, centerY, radius, paint);
 }
}

     这个Circle其实也非常简单。上面定义的成员变量一眼便明,并且有注释。重点在最后的draw方法,首先呢根据当前圆球的不同状态设置不同的颜色值,然后绘制中心的实心圆,再绘制外围的空心圆。所有的参数要么是外界传递,要么是默认值。(ps:面向对象真的非常有用,解耦良好的代码写起来也舒服看起来也舒服)。 

    最后的重点来了,LockView的源码,首先贴源码,然后再针对性讲解。 

public class LockView extends View{
 
 private static final int COUNT_PER_RAW = 3;
 private static final int DURATION = 1500;
 private static final int MIN_PWD_NUMBER = 6;
 //@Fields STATUS_NO_PWD : 当前没有保存密码
 public static final int STATUS_NO_PWD = 0;
 //@Fields STATUS_RETRY_PWD : 需要再输入一次密码
 public static final int STATUS_RETRY_PWD = 1;
 //@Fields STATUS_SAVE_PWD : 成功保存密码
 public static final int STATUS_SAVE_PWD = 2;
 //@Fields STATUS_SUCCESS_PWD : 成功验证密码
 public static final int STATUS_SUCCESS_PWD = 3;
 //@Fields STATUS_FAILED_PWD : 验证密码失败
 public static final int STATUS_FAILED_PWD = 4;
 //@Fields STATUS_ERROR : 输入密码长度不够
 public static final int STATUS_ERROR = 5;
 
 private int width;
 private int height;
 private int padding = 0;
 private int colorSuccess = Color.BLUE;
 private int colorFailed = Color.RED;
 private int minPwdNumber = MIN_PWD_NUMBER;
 private List<Circle> circles = new ArrayList<>();
 private Paint mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
 private Path mPath = new Path();
 private Path backupsPath = new Path();
 private List<Integer> result = new ArrayList<>();
 private int status = STATUS_NO_PWD;
 private OnLockListener listener;
 private Handler handler = new Handler();

 public LockView(Context context, AttributeSet attrs, int defStyle){
  super(context, attrs, defStyle);
  initStatus();
 }

 public LockView(Context context, AttributeSet attrs){
  super(context, attrs);
  initStatus();
 }

 public LockView(Context context){
  super(context);
  initStatus();
 }

 /** 
  * @Description:初始化当前密码的状态
 */
 public void initStatus(){
  if(TextUtils.isEmpty(Util.getPwd(getContext()))){
   status = STATUS_NO_PWD;
  }else{
   status = STATUS_SAVE_PWD;
  }
 }
 
 public int getCurrentStatus(){
  return status;
 }

 /** 
  * @Description:初始化参数,若不调用则使用默认值
  * @param padding 圆球之间的间距
  * @param colorSuccess 密码正确时圆球的颜色
  * @param colorFailed 密码错误时圆球的颜色
  * @return LockView
 */
 public LockView initParam(int padding ,int colorSuccess ,int colorFailed ,int minPwdNumber){
  this.padding = padding;
  this.colorSuccess = colorSuccess;
  this.colorFailed = colorFailed;
  this.minPwdNumber = minPwdNumber;
  init();
  return this;
 }
 
 /** 
  * @Description:若第一次调用则创建圆球,否则更新圆球
 */
 private void init(){
  int circleRadius = (width - (COUNT_PER_RAW + 1) * padding) / COUNT_PER_RAW /2;
  if(circles.size() == 0){   
   for(int i = 0; i < COUNT_PER_RAW * COUNT_PER_RAW; i++){
    createCircles(circleRadius, i);
   }
  }else{
   for(int i = 0; i < COUNT_PER_RAW * COUNT_PER_RAW; i++){
    updateCircles(circles.get(i), circleRadius);
   }
  }
 }
 
 private void createCircles(int radius, int position){
  int centerX = (position % 3 + 1) * padding + (position % 3 * 2 + 1) * radius;
  int centerY = (position / 3 + 1) * padding + (position / 3 * 2 + 1) * radius;
  Circle circle = new Circle(centerX, centerY, colorSuccess, colorFailed, radius, position);
  circles.add(circle);
 }
 
 private void updateCircles(Circle circle ,int radius){
  int centerX = (circle.getPosition() % 3 + 1) * padding + (circle.getPosition() % 3 * 2 + 1) * radius;
  int centerY = (circle.getPosition() / 3 + 1) * padding + (circle.getPosition() / 3 * 2 + 1) * radius;
  circle.setCenterX(centerX);
  circle.setCenterY(centerY);
  circle.setRadius(radius);
  circle.setColorSuccess(colorSuccess);
  circle.setColorFailed(colorFailed);
 }

 @Override
 protected void onDraw(Canvas canvas){
  init();
  //绘制圆
  for(int i = 0; i < circles.size() ;i++){
   circles.get(i).draw(canvas, mPaint);
  }
  if(result.size() != 0){   
   //绘制Path
   Circle temp = circles.get(result.get(0));
   mPaint.setColor(temp.getStatus() == Circle.STATUS_FAILED ? colorFailed : colorSuccess);
   mPaint.setStrokeWidth(Circle.DEFAULT_CENTER_BOUND);
   canvas.drawPath(mPath, mPaint);
  }
 }
 
 @Override
 public boolean onTouchEvent(MotionEvent event){
  switch(event.getAction()){
   case MotionEvent.ACTION_DOWN:
    backupsPath.reset();
    for(int i = 0; i < circles.size() ;i++){
     Circle circle = circles.get(i);
     if(event.getX() >= circle.getCenterX() - circle.getRadius()
       && event.getX() <= circle.getCenterX() + circle.getRadius()
       && event.getY() >= circle.getCenterY() - circle.getRadius()
       && event.getY() <= circle.getCenterY() + circle.getRadius()){
      circle.setStatus(Circle.STATUS_TOUCH);
      //将这个点放入Path
      backupsPath.moveTo(circle.getCenterX(), circle.getCenterY());
      //放入结果
      result.add(circle.getPosition());
      break;
     }
    }
    invalidate();
    return true;
    
   case MotionEvent.ACTION_MOVE:
    for(int i = 0; i < circles.size() ;i++){
     Circle circle = circles.get(i);
     if(event.getX() >= circle.getCenterX() - circle.getRadius()
       && event.getX() <= circle.getCenterX() + circle.getRadius()
       && event.getY() >= circle.getCenterY() - circle.getRadius()
       && event.getY() <= circle.getCenterY() + circle.getRadius()){
      if(!result.contains(circle.getPosition())){       
       circle.setStatus(Circle.STATUS_TOUCH);
       //首先判断是否连线中间也有满足条件的圆
       Circle lastCircle = circles.get(result.get(result.size() - 1));
       int cx = (lastCircle.getCenterX() + circle.getCenterX()) / 2;
       int cy = (lastCircle.getCenterY() + circle.getCenterY()) / 2;
       for(int j = 0; j < circles.size(); j++){
        Circle tempCircle = circles.get(j);
        if(cx >= tempCircle.getCenterX() - tempCircle.getRadius()
          && cx <= tempCircle.getCenterX() + tempCircle.getRadius()
          && cy >= tempCircle.getCenterY() - tempCircle.getRadius()
          && cy <= tempCircle.getCenterY() + tempCircle.getRadius()){
         //处理满足条件的圆
         backupsPath.lineTo(tempCircle.getCenterX(), tempCircle.getCenterY());
         //放入结果
         tempCircle.setStatus(Circle.STATUS_TOUCH);
         result.add(tempCircle.getPosition());
        }
       }
       //处理现在的圆
       backupsPath.lineTo(circle.getCenterX(), circle.getCenterY());
       //放入结果
       circle.setStatus(Circle.STATUS_TOUCH);
       result.add(circle.getPosition());
       break;
      }
     }
    }
    mPath.reset();
    mPath.addPath(backupsPath);
    mPath.lineTo(event.getX(), event.getY());
    invalidate();
    break;
    
   case MotionEvent.ACTION_UP:
    mPath.reset();
    mPath.addPath(backupsPath);
    invalidate();
    if(result.size() < minPwdNumber){
     if(listener != null){      
      listener.onError();
     }
     if(status == STATUS_RETRY_PWD){
      Util.clearPwd(getContext());
     }
     status = STATUS_ERROR;
     for(int i = 0; i < result.size(); i++){
      circles.get(result.get(i)).setStatus(Circle.STATUS_FAILED);
     }
    }else{
     if(status == STATUS_NO_PWD){ //当前没有密码
      //保存密码,重新录入
      Util.savePwd(getContext(), result);
      status = STATUS_RETRY_PWD;
      if(listener != null){
       listener.onTypeInOnce(Util.listToString(result));
      }
     }else if(status == STATUS_RETRY_PWD){ //需要重新绘制密码
      //判断两次输入是否相等
      if(Util.getPwd(getContext()).equals(Util.listToString(result))){
       status = STATUS_SAVE_PWD;
       if(listener != null){
        listener.onTypeInTwice(Util.listToString(result), true);
       }
       for(int i = 0; i < result.size(); i++){
        circles.get(result.get(i)).setStatus(Circle.STATUS_SUCCESS);
       }
      }else{
       status = STATUS_NO_PWD;
       Util.clearPwd(getContext());
       if(listener != null){
        listener.onTypeInTwice(Util.listToString(result), false);
       }
       for(int i = 0; i < result.size(); i++){
        circles.get(result.get(i)).setStatus(Circle.STATUS_FAILED);
       }
      }
     }else if(status == STATUS_SAVE_PWD){ //验证密码
      //判断密码是否正确
      if(Util.getPwd(getContext()).equals(Util.listToString(result))){
       status = STATUS_SUCCESS_PWD;
       if(listener != null){
        listener.onUnLock(Util.listToString(result), true);
       }
       for(int i = 0; i < result.size(); i++){
        circles.get(result.get(i)).setStatus(Circle.STATUS_SUCCESS);
       }
      }else{
       status = STATUS_FAILED_PWD;
       if(listener != null){
        listener.onUnLock(Util.listToString(result), false);
       }
       for(int i = 0; i < result.size(); i++){
        circles.get(result.get(i)).setStatus(Circle.STATUS_FAILED);
       }
      }
     }
    }
    invalidate();
    handler.postDelayed(new Runnable(){
     
     @Override
     public void run(){
      result.clear();
      mPath.reset();
      backupsPath.reset();
     //  initStatus();
      // 重置下状态
      if(status == STATUS_SUCCESS_PWD || status == STATUS_FAILED_PWD){
       status = STATUS_SAVE_PWD;
      }else if(status == STATUS_ERROR){
       initStatus();
      }
      for(int i = 0; i < circles.size(); i++){
       circles.get(i).setStatus(Circle.STATUS_DEFAULT);
      }
      invalidate();
     }
    }, DURATION);
    break;
   default:
    break;
  }
  return super.onTouchEvent(event);
 }

 @Override
 protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec){
  width = MeasureSpec.getSize(widthMeasureSpec);
  height = width - getPaddingLeft() - getPaddingRight() + getPaddingTop() + getPaddingBottom();
  setMeasuredDimension(width, height);
 }
 
 public void setOnLockListener(OnLockListener listener){
  this.listener = listener;
 }
 
 public interface OnLockListener{
  /** 
   * @Description:没有密码时,第一次录入密码触发器
  */
  void onTypeInOnce(String input);
  /**
   * @Description:已经录入第一次密码,录入第二次密码触发器
   */
  void onTypeInTwice(String input ,boolean isSuccess);
  /** 
   * @Description:验证密码触发器 
  */
  void onUnLock(String input ,boolean isSuccess);
  
  /**
   * @Description:密码长度不够
   */
  void onError();
 }
}

好了,逐次讲解。 

 首先是对status的初始化,其实在static域我已经申明了6个状态,分别是: 

 //当前没有保存密码
 public static final int STATUS_NO_PWD = 0;
 //需要再输入一次密码
 public static final int STATUS_RETRY_PWD = 1;
 //成功保存密码
 public static final int STATUS_SAVE_PWD = 2;
 //成功验证密码
 public static final int STATUS_SUCCESS_PWD = 3;
 //验证密码失败
 public static final int STATUS_FAILED_PWD = 4;
 //输入密码长度不够
 public static final int STATUS_ERROR = 5; 

 在刚初始化的时候,就初始化当前的状态,初始化状态就只有2个状态:有密码、无密码。 

 public void initStatus(){
  if(TextUtils.isEmpty(Util.getPwd(getContext()))){
   status = STATUS_NO_PWD;
  }else{
   status = STATUS_SAVE_PWD;
  }
 }
 
 public int getCurrentStatus(){
  return status;
 }

     然后就是通过外界的设置初始化一些参数(若不调用initParam方法,则采用默认值): 

 public LockView initParam(int padding ,int colorSuccess ,int colorFailed ,int minPwdNumber){
  this.padding = padding;
  this.colorSuccess = colorSuccess;
  this.colorFailed = colorFailed;
  this.minPwdNumber = minPwdNumber;
  init();
  return this;
 }
 
 /** 
  * @Description:若第一次调用则创建圆球,否则更新圆球
 */
 private void init(){
  int circleRadius = (width - (COUNT_PER_RAW + 1) * padding) / COUNT_PER_RAW /2;
  if(circles.size() == 0){   
   for(int i = 0; i < COUNT_PER_RAW * COUNT_PER_RAW; i++){
    createCircles(circleRadius, i);
   }
  }else{
   for(int i = 0; i < COUNT_PER_RAW * COUNT_PER_RAW; i++){
    updateCircles(circles.get(i), circleRadius);
   }
  }
 }

上述代码主要根据设置的padding值,计算出小球的大小,然后判断是否是初始化小球,还是更新小球。 

 private void createCircles(int radius, int position){
  int centerX = (position % 3 + 1) * padding + (position % 3 * 2 + 1) * radius;
  int centerY = (position / 3 + 1) * padding + (position / 3 * 2 + 1) * radius;
  Circle circle = new Circle(centerX, centerY, colorSuccess, colorFailed, radius, position);
  circles.add(circle);
 }
 
 private void updateCircles(Circle circle ,int radius){
  int centerX = (circle.getPosition() % 3 + 1) * padding + (circle.getPosition() % 3 * 2 + 1) * radius;
  int centerY = (circle.getPosition() / 3 + 1) * padding + (circle.getPosition() / 3 * 2 + 1) * radius;
  circle.setCenterX(centerX);
  circle.setCenterY(centerY);
  circle.setRadius(radius);
  circle.setColorSuccess(colorSuccess);
  circle.setColorFailed(colorFailed);
 }

别忘了上面的方法依赖一个width值,这个值是在onMeasure中计算出来的 

 @Override
 protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec){
  width = MeasureSpec.getSize(widthMeasureSpec);
  height = width - getPaddingLeft() - getPaddingRight() + getPaddingTop() + getPaddingBottom();
  setMeasuredDimension(width, height);
 }

然后就是绘制方法了,因为我们的高度解耦性,本应该非常复杂的onDraw方法,却如此简单。就只绘制了小球和路径。 

 @Override
 protected void onDraw(Canvas canvas){
  init();
  //绘制圆
  for(int i = 0; i < circles.size() ;i++){
   circles.get(i).draw(canvas, mPaint);
  }
  if(result.size() != 0){   
   //绘制Path
   Circle temp = circles.get(result.get(0));
   mPaint.setColor(temp.getStatus() == Circle.STATUS_FAILED ? colorFailed : colorSuccess);
   mPaint.setStrokeWidth(Circle.DEFAULT_CENTER_BOUND);
   canvas.drawPath(mPath, mPaint);
  }
 }

控件是需要和外界进行交互的,我喜欢的方法就是自定义监听器,然后接口回调。 

 public void setOnLockListener(OnLockListener listener){
  this.listener = listener;
 }
 
 public interface OnLockListener{
  /** 
   * @Description:没有密码时,第一次录入密码触发器
  */
  void onTypeInOnce(String input);
  /**
   * @Description:已经录入第一次密码,录入第二次密码触发器
   */
  void onTypeInTwice(String input ,boolean isSuccess);
  /** 
   * @Description:验证密码触发器 
  */
  void onUnLock(String input ,boolean isSuccess);
  
  /**
   * @Description:密码长度不够
   */
  void onError();
 }

最后最最最重要的一个部分来了,onTouchEvent方法,这个方法其实也可以分为三个部分讲解:down事件、move事件和up事件。首先贴出down事件代码 

 case MotionEvent.ACTION_DOWN:
    backupsPath.reset();
    for(int i = 0; i < circles.size() ;i++){
     Circle circle = circles.get(i);
     if(event.getX() >= circle.getCenterX() - circle.getRadius()
       && event.getX() <= circle.getCenterX() + circle.getRadius()
       && event.getY() >= circle.getCenterY() - circle.getRadius()
       && event.getY() <= circle.getCenterY() + circle.getRadius()){
      circle.setStatus(Circle.STATUS_TOUCH);
      //将这个点放入Path
      backupsPath.moveTo(circle.getCenterX(), circle.getCenterY());
      //放入结果
      result.add(circle.getPosition());
      break;
     }
    }
    invalidate();
    return true;

也就是对按下的x、y坐标进行判断,是否属于我们的小球范围内,若属于,则放入路径集合、更改状态、加入密码结果集。这里别忘了return true,大家都知道吧。 
然后是move事件,move事件主要做三件事情:变更小球的状态、添加到路径集合、对路径覆盖的未点亮小球进行点亮。代码有详细注释就不过多讲解了。 

case MotionEvent.ACTION_MOVE:
    for(int i = 0; i < circles.size() ;i++){
     Circle circle = circles.get(i);
     if(event.getX() >= circle.getCenterX() - circle.getRadius()
       && event.getX() <= circle.getCenterX() + circle.getRadius()
       && event.getY() >= circle.getCenterY() - circle.getRadius()
       && event.getY() <= circle.getCenterY() + circle.getRadius()){
      if(!result.contains(circle.getPosition())){       
       circle.setStatus(Circle.STATUS_TOUCH);
       //首先判断是否连线中间也有满足条件的圆
       Circle lastCircle = circles.get(result.get(result.size() - 1));
       int cx = (lastCircle.getCenterX() + circle.getCenterX()) / 2;
       int cy = (lastCircle.getCenterY() + circle.getCenterY()) / 2;
       for(int j = 0; j < circles.size(); j++){
        Circle tempCircle = circles.get(j);
        if(cx >= tempCircle.getCenterX() - tempCircle.getRadius()
          && cx <= tempCircle.getCenterX() + tempCircle.getRadius()
          && cy >= tempCircle.getCenterY() - tempCircle.getRadius()
          && cy <= tempCircle.getCenterY() + tempCircle.getRadius()){
         //处理满足条件的圆
         backupsPath.lineTo(tempCircle.getCenterX(), tempCircle.getCenterY());
         //放入结果
         tempCircle.setStatus(Circle.STATUS_TOUCH);
         result.add(tempCircle.getPosition());
        }
       }
       //处理现在的圆
       backupsPath.lineTo(circle.getCenterX(), circle.getCenterY());
       //放入结果
       circle.setStatus(Circle.STATUS_TOUCH);
       result.add(circle.getPosition());
       break;
      }
     }
    }
    mPath.reset();
    mPath.addPath(backupsPath);
    mPath.lineTo(event.getX(), event.getY());
    invalidate();
    break;

这里我用了两个Path对象,backupsPath用于只存放小球的中点坐标,mPath不仅要存储小球的中点坐标,还要存储当前手指触碰坐标,为了实现连线跟随手指运动的效果。 
最后是up事件,这里有太多复杂的状态转换,我估计文字讲解是描述不清的,大家还是看源代码吧。           

 case MotionEvent.ACTION_UP:
    mPath.reset();
    mPath.addPath(backupsPath);
    invalidate();
    if(result.size() < minPwdNumber){
     if(listener != null){      
      listener.onError();
     }
     if(status == STATUS_RETRY_PWD){
      Util.clearPwd(getContext());
     }
     status = STATUS_ERROR;
     for(int i = 0; i < result.size(); i++){
      circles.get(result.get(i)).setStatus(Circle.STATUS_FAILED);
     }
    }else{
     if(status == STATUS_NO_PWD){ //当前没有密码
      //保存密码,重新录入
      Util.savePwd(getContext(), result);
      status = STATUS_RETRY_PWD;
      if(listener != null){
       listener.onTypeInOnce(Util.listToString(result));
      }
     }else if(status == STATUS_RETRY_PWD){ //需要重新绘制密码
      //判断两次输入是否相等
      if(Util.getPwd(getContext()).equals(Util.listToString(result))){
       status = STATUS_SAVE_PWD;
       if(listener != null){
        listener.onTypeInTwice(Util.listToString(result), true);
       }
       for(int i = 0; i < result.size(); i++){
        circles.get(result.get(i)).setStatus(Circle.STATUS_SUCCESS);
       }
      }else{
       status = STATUS_NO_PWD;
       Util.clearPwd(getContext());
       if(listener != null){
        listener.onTypeInTwice(Util.listToString(result), false);
       }
       for(int i = 0; i < result.size(); i++){
        circles.get(result.get(i)).setStatus(Circle.STATUS_FAILED);
       }
      }
     }else if(status == STATUS_SAVE_PWD){ //验证密码
      //判断密码是否正确
      if(Util.getPwd(getContext()).equals(Util.listToString(result))){
       status = STATUS_SUCCESS_PWD;
       if(listener != null){
        listener.onUnLock(Util.listToString(result), true);
       }
       for(int i = 0; i < result.size(); i++){
        circles.get(result.get(i)).setStatus(Circle.STATUS_SUCCESS);
       }
      }else{
       status = STATUS_FAILED_PWD;
       if(listener != null){
        listener.onUnLock(Util.listToString(result), false);
       }
       for(int i = 0; i < result.size(); i++){
        circles.get(result.get(i)).setStatus(Circle.STATUS_FAILED);
       }
      }
     }
    }
    invalidate();
    handler.postDelayed(new Runnable(){
     
     @Override
     public void run(){
      result.clear();
      mPath.reset();
      backupsPath.reset();
     //  initStatus();
      // 重置下状态
      if(status == STATUS_SUCCESS_PWD || status == STATUS_FAILED_PWD){
       status = STATUS_SAVE_PWD;
      }else if(status == STATUS_ERROR){
       initStatus();
      }
      for(int i = 0; i < circles.size(); i++){
       circles.get(i).setStatus(Circle.STATUS_DEFAULT);
      }
      invalidate();
     }
    }, DURATION);
    break;

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持小牛知识库。

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