是否有可能檢測到每個被觸摸的像素?更具體地說,當用戶觸摸屏幕時,是否有可能跟蹤用戶觸摸的點集羣的所有x-y座標?我如何分辨用戶用拇指進行繪圖時以及用手指尖進行繪製時的區別?我想根據用戶觸摸屏幕來反映畫筆的差異,並且還想跟蹤所有正在觸摸的像素。從觸摸點獲取單個像素
我目前使用下面的代碼從蘋果開發者網站的GLPaint樣本:
http://developer.apple.com/library/ios/#samplecode/GLPaint/Introduction/Intro.html
樣本代碼允許預定義的畫筆大小繪製和跟蹤沿途的X-Y座標。如何根據用戶觸摸屏幕的方式更改畫筆並隨着時間的推移跟蹤所有正在觸摸的像素?
// Drawings a line onscreen based on where the user touches
- (void) renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end
{
NSLog(@"x:%f y:%f",start.x, start.y);
static GLfloat* vertexBuffer = NULL;
static NSUInteger vertexMax = 64;
NSUInteger vertexCount = 0,
count,
i;
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// Convert locations from Points to Pixels
CGFloat scale = self.contentScaleFactor;
start.x *= scale;
start.y *= scale;
end.x *= scale;
end.y *= scale;
// Allocate vertex array buffer
if(vertexBuffer == NULL)
vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));
// Add points to the buffer so there are drawing points every X pixels
count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y))/kBrushPixelStep), 1);
for(i = 0; i < count; ++i) {
if(vertexCount == vertexMax) {
vertexMax = 2 * vertexMax;
vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
}
vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i/(GLfloat)count);
vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i/(GLfloat)count);
vertexCount += 1;
}
// Render the vertex array
glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
glDrawArrays(GL_POINTS, 0, vertexCount);
// Display the buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
// Handles the start of a touch
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch* touch = [[event touchesForView:self] anyObject];
firstTouch = YES;
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
location = [touch locationInView:self];
location.y = bounds.size.height - location.y;
}
// Handles the continuation of a touch.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch* touch = [[event touchesForView:self] anyObject];
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
if (firstTouch) {
firstTouch = NO;
previousLocation = [touch previousLocationInView:self];
previousLocation.y = bounds.size.height - previousLocation.y;
} else {
location = [touch locationInView:self];
location.y = bounds.size.height - location.y;
previousLocation = [touch previousLocationInView:self];
previousLocation.y = bounds.size.height - previousLocation.y;
}
// Render the stroke
[self renderLineFromPoint:previousLocation toPoint:location];
}
// Handles the end of a touch event when the touch is a tap.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CGRect bounds = [self bounds];
UITouch* touch = [[event touchesForView:self] anyObject];
if (firstTouch) {
firstTouch = NO;
previousLocation = [touch previousLocationInView:self];
previousLocation.y = bounds.size.height - previousLocation.y;
[self renderLineFromPoint:previousLocation toPoint:location];
}
}
// Handles the end of a touch event.
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
// If appropriate, add code necessary to save the state of the application.
// This application is not saving state.
}
非常感謝您的回覆。你知道這是否可能在Android上? – HappyAppDeveloper 2012-04-04 17:06:41
我不知道,對不起,我不爲Android開發。不過,我確信其他人會有答案。如果您在搜索中找不到任何內容,我建議發佈標記爲Android的新問題。 – 2012-04-04 17:10:20