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 colorDefault,int bound,int centerBound,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,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 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,colorSuccess,colorFailed,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,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 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,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); } }
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: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(),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(),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编程小技巧。
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