ScreenUnLock 与智能手机上的图案解锁功能一样。通过绘制图形达到解锁或记忆图形的目的。
本人突发奇想,把手机上的图形解锁功能移植到WPF中。也应用到了公司的项目中。
在创建ScreenUnLock之前,先来分析一下图形解锁的实现思路。
1.创建九宫格原点(或更多格子),每个点定义一个坐标值
2.提供图形解锁相关扩展属性和事件,方便调用者定义。比如:点和线的颜色(Color),操作模式(Check|Remember),验证正确的颜色(RightColor), 验证失败的颜色(ErrorColor), 解锁事件 OnCheckedPoint,记忆事件 OnRememberPoint 等;
3.定义MouseMove事件监听画线行为。 画线部分也是本文的核心。在画线过程中。程序需判断,线条从哪个点开始绘制,经过了哪个点(排除已经记录的点)。是否完成了绘制等等。
4.画线完成,根据操作模式处理画线完成行为。并调用相关自定义事件
大致思路如上,下面开始一步一步编写ScreenUnLock吧
创建ScreenUnLock
public partial class ScreenUnlock : UserControl
定义相关属性
/// <summary> /// 验证正确的颜色 /// </summary> private SolidColorBrush rightColor; /// <summary> /// 验证失败的颜色 /// </summary> private SolidColorBrush errorColor; /// <summary> /// 图案是否在检查中 /// </summary> private bool isChecking; public static readonly DependencyProperty PointArrayProperty = DependencyProperty.Register("PointArray", typeof(IList<string>), typeof(ScreenUnlock)); /// <summary> /// 记忆的坐标点 /// </summary> public IList<string> PointArray { get { return GetValue(PointArrayProperty) as IList<string>; } set { SetValue(PointArrayProperty, value); } } /// <summary> /// 当前坐标点集合 /// </summary> private IList<string> currentPointArray; /// <summary> /// 当前线集合 /// </summary> private IList<Line> currentLineList; /// <summary> /// 点集合 /// </summary> private IList<Ellipse> ellipseList; /// <summary> /// 当前正在绘制的线 /// </summary> private Line currentLine; public static readonly DependencyProperty OperationPorperty = DependencyProperty.Register("Operation", typeof(ScreenUnLockOperationType), typeof(ScreenUnlock), new FrameworkPropertyMetadata(ScreenUnLockOperationType.Remember)); /// <summary> /// 操作类型 /// </summary> public ScreenUnLockOperationType Operation { get { return (ScreenUnLockOperationType)GetValue(OperationPorperty); } set { SetValue(OperationPorperty, value); } } public static readonly DependencyProperty PointSizeProperty = DependencyProperty.Register("PointSize", typeof(double), typeof(ScreenUnlock), new FrameworkPropertyMetadata(15.0)); /// <summary> /// 坐标点大小 /// </summary> public double PointSize { get { return Convert.ToDouble(GetValue(PointSizeProperty)); } set { SetValue(PointSizeProperty, value); } } public static readonly DependencyProperty ColorProperty = DependencyProperty.Register("Color", typeof(SolidColorBrush), typeof(ScreenUnlock), new FrameworkPropertyMetadata(new SolidColorBrush(Colors.White), new PropertyChangedCallback((s, e) => { (s as ScreenUnlock).Refresh(); }))); /// <summary> /// 坐标点及线条颜色 /// </summary> public SolidColorBrush Color { get { return GetValue(ColorProperty) as SolidColorBrush; } set { SetValue(ColorProperty, value); } } /// <summary> /// 操作类型 /// </summary> public enum ScreenUnLockOperationType { Remember = 0, Check = 1 }
初始化ScreenUnLock
public ScreenUnlock() { InitializeComponent(); this.Loaded += ScreenUnlock_Loaded; this.Unloaded += ScreenUnlock_Unloaded; this.MouseMove += ScreenUnlock_MouseMove; //监听绘制事件 } private void ScreenUnlock_Loaded(object sender, RoutedEventArgs e) { isChecking = false; rightColor = new SolidColorBrush(Colors.Green); errorColor = new SolidColorBrush(Colors.Red); currentPointArray = new List<string>(); currentLineList = new List<Line>(); ellipseList = new List<Ellipse>(); CreatePoint(); } private void ScreenUnlock_Unloaded(object sender, RoutedEventArgs e) { rightColor = null; errorColor = null; if (currentPointArray != null) this.currentPointArray.Clear(); if (currentLineList != null) this.currentLineList.Clear(); if (ellipseList != null) ellipseList.Clear(); this.canvasRoot.Children.Clear(); }
创建点
/// <summary> /// 创建点 /// </summary> private void CreatePoint() { canvasRoot.Children.Clear(); int row = 3, column = 3; //三行三列,九宫格 double oneColumnWidth = (this.ActualWidth == 0 "{0}{1}", i, j) }; Canvas.SetLeft(ellipse, j * oneColumnWidth + leftDistance); Canvas.SetTop(ellipse, i * oneRowHeight + topDistance); canvasRoot.Children.Add(ellipse); ellipseList.Add(ellipse); } } }
创建线
private Line CreateLine() { Line line = new Line() { Stroke = Color, StrokeThickness = 2 }; return line; }
点和线都创建都定义好了,可以开始监听绘制事件了
private void ScreenUnlock_MouseMove(object sender, System.Windows.Input.MouseEventArgs e) { if (isChecking) //如果图形正在检查中,不响应后续处理 return; if (e.LeftButton == System.Windows.Input.MouseButtonState.Pressed) { var point = e.GetPosition(this); HitTestResult result = VisualTreeHelper.HitTest(this, point); Ellipse ellipse = result.VisualHit as Ellipse; if (ellipse != null) { if (currentLine == null) { //从头开始绘制 currentLine = CreateLine(); var ellipseCenterPoint = GetCenterPoint(ellipse); currentLine.X1 = currentLine.X2 = ellipseCenterPoint.X; currentLine.Y1 = currentLine.Y2 = ellipseCenterPoint.Y; currentPointArray.Add(ellipse.Tag.ToString()); Console.WriteLine(string.Join(",", currentPointArray)); currentLineList.Add(currentLine); canvasRoot.Children.Add(currentLine); } else { //遇到下一个点,排除已经经过的点 if (currentPointArray.Contains(ellipse.Tag.ToString())) return; OnAfterByPoint(ellipse); } } else if (currentLine != null) { //绘制过程中 currentLine.X2 = point.X; currentLine.Y2 = point.Y; //判断当前Line是否经过点 ellipse = IsOnLine(); if (ellipse != null) OnAfterByPoint(ellipse); } } else { if (currentPointArray.Count == 0) return; isChecking = true; if (currentLineList.Count + 1 != currentPointArray.Count) { //最后一条线的终点不在点上 //两点一线,点的个数-1等于线的条数 currentLineList.Remove(currentLine); //从已记录的线集合中删除最后一条多余的线 canvasRoot.Children.Remove(currentLine); //从界面上删除最后一条多余的线 currentLine = null; } if (Operation == ScreenUnLockOperationType.Check) { Console.WriteLine("playAnimation Check"); var result = CheckPoint(); //执行图形检查 //执行完成动画并触发检查事件 PlayAnimation(result, () => { if (OnCheckedPoint != null) { this.Dispatcher.BeginInvoke(OnCheckedPoint, this, new CheckPointArgs() { Result = result }); //触发检查完成事件 } }); } else if (Operation == ScreenUnLockOperationType.Remember) { Console.WriteLine("playAnimation Remember"); RememberPoint(); //记忆绘制的坐标 var args = new RememberPointArgs() { PointArray = this.PointArray }; //执行完成动画并触发记忆事件 PlayAnimation(true, () => { if (OnRememberPoint != null) { this.Dispatcher.BeginInvoke(OnRememberPoint, this, args); //触发图形记忆事件 } }); } } }
判断线是否经过了附近的某个点
/// <summary> /// 两点计算一线的长度 /// </summary> /// <param name="pt1"></param> /// <param name="pt2"></param> /// <returns></returns> private double GetLineLength(double x1, double y1, double x2, double y2) { return Math.Sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2)); //根据两点计算线段长度公式 √((x1-x2)²x(y1-y2)²) } /// <summary> /// 判断线是否经过了某个点 /// </summary> /// <param name="ellipse"></param> /// <returns></returns> private Ellipse IsOnLine() { double lineAB = 0; //当前画线的长度 double lineCA = 0; //当前点和A点的距离 double lineCB = 0; //当前点和B点的距离 double dis = 0; double deciation = 1; //允许的偏差距离 lineAB = GetLineLength(currentLine.X1, currentLine.Y1, currentLine.X2, currentLine.Y2); //计算当前画线的长度 foreach (Ellipse ellipse in ellipseList) { if (currentPointArray.Contains(ellipse.Tag.ToString())) //排除已经经过的点 continue; var ellipseCenterPoint = GetCenterPoint(ellipse); //取当前点的中心点 lineCA = GetLineLength(currentLine.X1, currentLine.Y1, ellipseCenterPoint.X, ellipseCenterPoint.Y); //计算当前点到线A端的长度 lineCB = GetLineLength(currentLine.X2, currentLine.Y2, ellipseCenterPoint.X, ellipseCenterPoint.Y); //计算当前点到线B端的长度 dis = Math.Abs(lineAB - (lineCA + lineCB)); //线CA的长度+线CB的长度>当前线AB的长度 说明点不在线上 if (dis <= deciation) //因为绘制的点具有一个宽度和高度,所以需设定一个允许的偏差范围,让线靠近点就命中之(吸附效果) { return ellipse; } } return null; }
检查点是否正确,按数组顺序逐个匹配之
/// <summary> /// 检查坐标点是否正确 /// </summary> /// <returns></returns> private bool CheckPoint() { //PointArray:正确的坐标值数组 //currentPointArray:当前绘制的坐标值数组 if (currentPointArray.Count != PointArray.Count) return false; for (var i = 0; i < currentPointArray.Count; i++) { if (currentPointArray[i] != PointArray[i]) return false; } return true; }
记录经过点,并创建一条新的线
/// <summary> /// 记录经过的点 /// </summary> /// <param name="ellipse"></param> private void OnAfterByPoint(Ellipse ellipse) { var ellipseCenterPoint = GetCenterPoint(ellipse); currentLine.X2 = ellipseCenterPoint.X; currentLine.Y2 = ellipseCenterPoint.Y; currentLine = CreateLine(); currentLine.X1 = currentLine.X2 = ellipseCenterPoint.X; currentLine.Y1 = currentLine.Y2 = ellipseCenterPoint.Y; currentPointArray.Add(ellipse.Tag.ToString()); Console.WriteLine(string.Join(",", currentPointArray)); currentLineList.Add(currentLine); canvasRoot.Children.Add(currentLine); }
/// <summary> /// 获取原点的中心点坐标 /// </summary> /// <param name="ellipse"></param> /// <returns></returns> private Point GetCenterPoint(Ellipse ellipse) { Point p = new Point(Canvas.GetLeft(ellipse) + ellipse.Width / 2, Canvas.GetTop(ellipse) + ellipse.Height / 2); return p; }
当绘制完成时,执行完成动画并触发响应模式的事件
/// <summary> /// 执行动画 /// </summary> /// <param name="result"></param> private void PlayAnimation(bool result, Action callback = null) { Task.Factory.StartNew(() => { this.Dispatcher.Invoke((Action)delegate { foreach (Line l in currentLineList) l.Stroke = result "htmlcode"><local:ScreenUnlock Width="500" Height="500" PointArray="{Binding PointArray, Mode=TwoWay, UpdateSourceTrigger=PropertyChanged}" Operation="Check"> <!--或Remember--> <i:Interaction.Triggers> <i:EventTrigger EventName="OnCheckedPoint"> <Custom:EventToCommand Command="{Binding OnCheckedPoint}" PassEventArgsToCommand="True"/> </i:EventTrigger> <i:EventTrigger EventName="OnRememberPoint"> <Custom:EventToCommand Command="{Binding OnRememberPoint}" PassEventArgsToCommand="True"/> </i:EventTrigger> </i:Interaction.Triggers> </local:ScreenUnlock>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。
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