onDraw代码如下:
@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 Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < 3; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < 3; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float translationY = cellState.translationY; if (isHardwareAccelerated() && cellState.hwAnimating) { DisplayListCanvas displayListCanvas = (DisplayListCanvas) canvas; displayListCanvas.drawCircle(cellState.hwCenterX, cellState.hwCenterY, cellState.hwRadius, cellState.hwPaint); } else { drawCircle(canvas, (int) centerX, (int) centerY + translationY, cellState.radius, drawLookup[i][j], cellState.alpha); } } } // 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 we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; 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) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); mPathPaint.setAlpha((int) (calculateLastSegmentAlpha( mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }这部分代码比较长,这里就不细细分析了,主要流程就是:
判断当前显示模式是否是正在绘制。如果是,保存连接的点的状态,计算手指当前所在的点坐标;如果不是,进入第2步。
根据1中保存的状态,绘制选中的点,已更改选中的点的样式。
选中的点和未选中的点的状态都是在这部分实时完成的,通过遍历9个点,根据1中保存的状态改变画笔属性绘制不同的样式。
绘制连接线(path)。主要是获得路径,然后drawPath。
最后就是onTouchEvent处理手指ACTION事件,包括ACTION_DOWN、ACTION_UP、ACTION_MOVE、ACTION_CANCEL事件。每种事件,判断手势绘制是否结束、改变显示模式、刷新View、回调方法。