flutter绘制图,获取压力和速率
时间: 2024-02-04 18:01:59 浏览: 39
要在Flutter中绘制图形并获取压力和速率,可以使用Flutter提供的GestureDetector和CustomPaint组件。GestureDetector可以检测用户的手势,而CustomPaint可以自定义绘制的内容。
首先,在GestureDetector的onPanStart、onPanUpdate和onPanEnd回调中,可以获取用户手指的位置、压力和速率信息。这些信息可以通过DragDownDetails、DragUpdateDetails和DragEndDetails类的属性来获取。
然后,在CustomPaint的paint回调中,可以使用Canvas类的drawPath方法绘制路径。要根据用户手指的压力和速率来绘制不同的路径,可以根据这些信息来调整画笔的宽度和颜色。
以下是一个简单的示例代码,可以绘制用户手势路径,并根据压力和速率来调整画笔的宽度和颜色:
```
import 'package:flutter/material.dart';
class DrawingPage extends StatefulWidget {
@override
_DrawingPageState createState() => _DrawingPageState();
}
class _DrawingPageState extends State<DrawingPage> {
List<Offset> _points = <Offset>[];
double _pressure = 0.0;
double _velocity = 0.0;
@override
Widget build(BuildContext context) {
return GestureDetector(
onPanStart: _handlePanStart,
onPanUpdate: _handlePanUpdate,
onPanEnd: _handlePanEnd,
child: CustomPaint(
painter: _DrawingPainter(_points, _pressure, _velocity),
size: Size.infinite,
),
);
}
void _handlePanStart(DragStartDetails details) {
setState(() {
_points = <Offset>[details.localPosition];
_pressure = details.pressure;
_velocity = details.velocity.pixelsPerSecond.distance;
});
}
void _handlePanUpdate(DragUpdateDetails details) {
setState(() {
_points = List.from(_points)..add(details.localPosition);
_pressure = details.pressure;
_velocity = details.velocity.pixelsPerSecond.distance;
});
}
void _handlePanEnd(DragEndDetails details) {
setState(() {
_points = List.from(_points)..add(details.localPosition);
_pressure = 0.0;
_velocity = 0.0;
});
}
}
class _DrawingPainter extends CustomPainter {
final List<Offset> points;
final double pressure;
final double velocity;
_DrawingPainter(this.points, this.pressure, this.velocity);
@override
void paint(Canvas canvas, Size size) {
var paint = Paint()
..color = Colors.black
..strokeWidth = 2.0 + pressure * 10.0
..strokeCap = StrokeCap.round;
for (var i = 0; i < points.length - 1; i++) {
var p1 = points[i];
var p2 = points[i + 1];
var dist = p1.distanceTo(p2);
var width = paint.strokeWidth * velocity / dist;
var color = paint.color.withOpacity(pressure);
paint = Paint()
..color = color
..strokeWidth = width
..strokeCap = StrokeCap.round;
canvas.drawLine(p1, p2, paint);
}
}
@override
bool shouldRepaint(_DrawingPainter oldDelegate) {
return oldDelegate.points != points ||
oldDelegate.pressure != pressure ||
oldDelegate.velocity != velocity;
}
}
```
注意,在实际应用中,要根据具体的需求来调整绘制和处理手势的逻辑。