zxing掃碼--鐳射線

同步發表於http://avenwu.net/2015/09/15/zxing_view_finder_laserjava

在不少應用中都有二維碼掃描的需求,好比微信,經過掃描電腦二維碼,實現用戶登陸受權;
Google出品的zxing時比較出名的二維碼掃描庫,可是和其餘開源組件不一樣,zxing包含了不少東西,同時github上的官方實例也較爲複雜,若是初次接觸,要很快集成掃碼並自定UI並不容易;
本文經過分析zxing官方app,揭開掃碼鐳射線的實現方案;android

https://github.com/zxing/zxing

http://7u2jir.com1.z0.glb.clouddn.com/zxing-project.png

http://7u2jir.com1.z0.glb.clouddn.com/zxing-github-component.png

鐳射線

以下圖,這是zxing實例的默認效果git

http://7u2jir.com1.z0.glb.clouddn.com/zxing-default.gif

可是在不少狀況下須要根據項目需求自定義,如相似微信的掃描框及掃描線github

http://7u2jir.com1.z0.glb.clouddn.com/zxing-laser.gif

源碼分析

經過分析zxing項目能夠知道掃描框對應的時一個自定義的view:ViewfinderView,但就這個類來講,代碼量200左右express

/*
 * Copyright (C) 2008 ZXing authors
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.google.zxing.client.android;

import com.google.zxing.ResultPoint;
import com.google.zxing.client.android.camera.CameraManager;

import android.annotation.SuppressLint;
import android.content.Context;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Rect;
import android.util.AttributeSet;
import android.view.View;

import java.util.ArrayList;
import java.util.List;

/**
 * This view is overlaid on top of the camera preview. It adds the viewfinder rectangle and partial
 * transparency outside it, as well as the laser scanner animation and result points.
 *
 * @author dswitkin@google.com (Daniel Switkin)
 */
public final class ViewfinderView extends View {

  private static final int[] SCANNER_ALPHA = {0, 64, 128, 192, 255, 192, 128, 64};
  private static final long ANIMATION_DELAY = 80L;
  private static final int CURRENT_POINT_OPACITY = 0xA0;
  private static final int MAX_RESULT_POINTS = 20;
  private static final int POINT_SIZE = 6;

  private CameraManager cameraManager;
  private final Paint paint;
  private Bitmap resultBitmap;
  private final int maskColor;
  private final int resultColor;
  private final int laserColor;
  private final int resultPointColor;
  private int scannerAlpha;
  private List<ResultPoint> possibleResultPoints;
  private List<ResultPoint> lastPossibleResultPoints;

  // This constructor is used when the class is built from an XML resource.
  public ViewfinderView(Context context, AttributeSet attrs) {
    super(context, attrs);

    // Initialize these once for performance rather than calling them every time in onDraw().
    paint = new Paint(Paint.ANTI_ALIAS_FLAG);
    Resources resources = getResources();
    maskColor = resources.getColor(R.color.viewfinder_mask);
    resultColor = resources.getColor(R.color.result_view);
    laserColor = resources.getColor(R.color.viewfinder_laser);
    resultPointColor = resources.getColor(R.color.possible_result_points);
    scannerAlpha = 0;
    possibleResultPoints = new ArrayList<>(5);
    lastPossibleResultPoints = null;
  }

  public void setCameraManager(CameraManager cameraManager) {
    this.cameraManager = cameraManager;
  }

  @SuppressLint("DrawAllocation")
  @Override
  public void onDraw(Canvas canvas) {
    if (cameraManager == null) {
      return; // not ready yet, early draw before done configuring
    }
    Rect frame = cameraManager.getFramingRect();
    Rect previewFrame = cameraManager.getFramingRectInPreview();    
    if (frame == null || previewFrame == null) {
      return;
    }
    int width = canvas.getWidth();
    int height = canvas.getHeight();

    // Draw the exterior (i.e. outside the framing rect) darkened
    paint.setColor(resultBitmap != null ? resultColor : maskColor);
    canvas.drawRect(0, 0, width, frame.top, paint);
    canvas.drawRect(0, frame.top, frame.left, frame.bottom + 1, paint);
    canvas.drawRect(frame.right + 1, frame.top, width, frame.bottom + 1, paint);
    canvas.drawRect(0, frame.bottom + 1, width, height, paint);

    if (resultBitmap != null) {
      // Draw the opaque result bitmap over the scanning rectangle
      paint.setAlpha(CURRENT_POINT_OPACITY);
      canvas.drawBitmap(resultBitmap, null, frame, paint);
    } else {

      // Draw a red "laser scanner" line through the middle to show decoding is active
      paint.setColor(laserColor);
      paint.setAlpha(SCANNER_ALPHA[scannerAlpha]);
      scannerAlpha = (scannerAlpha + 1) % SCANNER_ALPHA.length;
      int middle = frame.height() / 2 + frame.top;
      canvas.drawRect(frame.left + 2, middle - 1, frame.right - 1, middle + 2, paint);
      
      float scaleX = frame.width() / (float) previewFrame.width();
      float scaleY = frame.height() / (float) previewFrame.height();

      List<ResultPoint> currentPossible = possibleResultPoints;
      List<ResultPoint> currentLast = lastPossibleResultPoints;
      int frameLeft = frame.left;
      int frameTop = frame.top;
      if (currentPossible.isEmpty()) {
        lastPossibleResultPoints = null;
      } else {
        possibleResultPoints = new ArrayList<>(5);
        lastPossibleResultPoints = currentPossible;
        paint.setAlpha(CURRENT_POINT_OPACITY);
        paint.setColor(resultPointColor);
        synchronized (currentPossible) {
          for (ResultPoint point : currentPossible) {
            canvas.drawCircle(frameLeft + (int) (point.getX() * scaleX),
                              frameTop + (int) (point.getY() * scaleY),
                              POINT_SIZE, paint);
          }
        }
      }
      if (currentLast != null) {
        paint.setAlpha(CURRENT_POINT_OPACITY / 2);
        paint.setColor(resultPointColor);
        synchronized (currentLast) {
          float radius = POINT_SIZE / 2.0f;
          for (ResultPoint point : currentLast) {
            canvas.drawCircle(frameLeft + (int) (point.getX() * scaleX),
                              frameTop + (int) (point.getY() * scaleY),
                              radius, paint);
          }
        }
      }

      // Request another update at the animation interval, but only repaint the laser line,
      // not the entire viewfinder mask.
      postInvalidateDelayed(ANIMATION_DELAY,
                            frame.left - POINT_SIZE,
                            frame.top - POINT_SIZE,
                            frame.right + POINT_SIZE,
                            frame.bottom + POINT_SIZE);
    }
  }

  public void drawViewfinder() {
    Bitmap resultBitmap = this.resultBitmap;
    this.resultBitmap = null;
    if (resultBitmap != null) {
      resultBitmap.recycle();
    }
    invalidate();
  }

  /**
   * Draw a bitmap with the result points highlighted instead of the live scanning display.
   *
   * @param barcode An image of the decoded barcode.
   */
  public void drawResultBitmap(Bitmap barcode) {
    resultBitmap = barcode;
    invalidate();
  }

  public void addPossibleResultPoint(ResultPoint point) {
    List<ResultPoint> points = possibleResultPoints;
    synchronized (points) {
      points.add(point);
      int size = points.size();
      if (size > MAX_RESULT_POINTS) {
        // trim it
        points.subList(0, size - MAX_RESULT_POINTS / 2).clear();
      }
    }
  }

}

主要的繪製邏輯都在onDraw()內,這裏麪包含了掃描框的繪製,識別點的繪製,以及鐳射線的繪製,如今咱們只需關注其中的鐳射線和掃描框部分邏輯apache

  1. 首先肯定掃描框的位置,計算大小等
//這裏簡單判斷攝像頭相關的資源是否準備完畢,只有ok的狀況纔會繼續繪製
if (cameraManager == null) {
      return; // not ready yet, early draw before done configuring
    }
    //獲取攝像機畫面中用於防止掃描框的區域Rect
    Rect frame = cameraManager.getFramingRect();
    Rect previewFrame = cameraManager.getFramingRectInPreview();    
    if (frame == null || previewFrame == null) {
      return;
    }
    int width = canvas.getWidth();
    int height = canvas.getHeight();

    // Draw the exterior (i.e. outside the framing rect) darkened
    paint.setColor(resultBitmap != null ? resultColor : maskColor);
    canvas.drawRect(0, 0, width, frame.top, paint);
    canvas.drawRect(0, frame.top, frame.left, frame.bottom + 1, paint);
    canvas.drawRect(frame.right + 1, frame.top, width, frame.bottom + 1, paint);
    canvas.drawRect(0, frame.bottom + 1, width, height, paint);
  1. 接下來繪製掃描線
// Draw a red "laser scanner" line through the middle to show decoding is active
      paint.setColor(laserColor);
      paint.setAlpha(SCANNER_ALPHA[scannerAlpha]);
      //掃描線的alpha每次都不一樣,目的是經過刷新畫布,實現掃描線閃爍的效果
      scannerAlpha = (scannerAlpha + 1) % SCANNER_ALPHA.length;
      int middle = frame.height() / 2 + frame.top;
      canvas.drawRect(frame.left + 2, middle - 1, frame.right - 1, middle + 2, paint);
  1. 讓掃描線顯示並動起來
// Request another update at the animation interval, but only repaint the laser line,
        // not the entire viewfinder mask.
        postInvalidateDelayed(ANIMATION_DELAY,
            frame.left - POINT_SIZE,
            frame.top - POINT_SIZE,
            frame.right + POINT_SIZE,
            frame.bottom + POINT_SIZE);

這裏經過局部刷新的方式,每80毫秒重繪一次鐳射線;canvas

小結

實際上經過上面的三段代碼,咱們就已經實現了掃碼的一部分即貯備掃描框和鐳射線,後續會經過其餘文章繼續優化咱們的掃描框和攝像頭的使用;微信

項目位於:https://github.com/avenwu/zxing-support

本文所對應的代碼位於tag-v1:https://github.com/avenwu/zxing-support/releases/tag/tag-v1
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