本系列,将经过 Flutter 完成一个全平台的像素修改器应用。源码见开源项目 【pix_editor】

上一篇咱们完成了修改装备,能够设置网格数、背景色、画笔色彩。本篇将引入 图层 的概念,支撑新建图层进行制作,各图层间的像素内容互不干涉,能够点击切换激活的图层进行修改,效果如下:


1. 需求分析与数据规划

在当时功用中,展现数据由单个变为了列表。此刻期望每个图层都能够独立装备网格数量,能够将队伍数视为视图中的数据,每层独立保护。另外,有一个很重要的优化点:

如下所示,需要在图层中展现缩小版的当时内容。假如从头画一遍,那么每次视图变化就会制作 两次相同内容,包括遍历像素点数据,这是色彩、制作矩形。有种办法能够优化这种制作场景,那就是 canvas.drawPicture

Flutter 像素修改器#03 | 像素图层


将两处的制作运用同一个 Picture 图形,经过缩放的办法完成大小的不同。如下所示,界说 PaintLayer 作为图层的顶层笼统,其间持有 Picture 数据,经过 update 办法创立或更新图形数据。这儿制作视口一致运用 1024*1024 ; 并笼统出 paint 办法,处理制作逻辑:

abstract class PaintLayer {
  static Size kPaintViewPort = const Size(1024, 1024);
  String name;
  final String id;
  late Picture picture;
  PaintLayer({
    required this.id,
    this.name = '新建图层',
  });
  void update() {
    PictureRecorder recorder = PictureRecorder();
    Canvas canvas = Canvas(recorder);
    paint(canvas, kPaintViewPort);
    picture = recorder.endRecording();
  }
  void paint(Canvas canvas, Size size);
}

然后派生出 PixLayer 负责制作像素图层,其间持有队伍格数和像素数据列表 pixCells。然后完成 paint 办法,在 1024*1024 的画板上制作内容:

class PixLayer extends PaintLayer {
  int row;
  int column;
  final List<PixCell> pixCells;
  PixLayer({
    required this.row,
    required this.column,
    required this.pixCells,
    super.name,
    required super.id,
  });
  @override
  void paint(Canvas canvas, Size size) {
    Paint cellPaint = Paint();
    double side = min(size.width, size.height);
    double stepH = side / column;
    double stepW = side / row;
    for (int i = 0; i < pixCells.length; i++) {
      PixCell cell = pixCells[i];
      double top = cell.position.$1 * stepW;
      double left = cell.position.$2 * stepH;
      Rect rect = Rect.fromLTWH(top, left, stepW, stepH);
      canvas.drawRect(rect.deflate(-0.2), cellPaint..color = cell.color);
    }
  }
}

2.事务逻辑处理

此刻处理制作逻辑的 PixPaintLogic 类,需要保护 PaintLayer 列表数据,由于需要切换激活的图层,运用保护 activeLayerId 作为激活索引。另外,基于激活图层和图层列表,能够供给一些 get 办法便于拜访数据:

class PixPaintLogic with ChangeNotifier {
  String activeLayerId = '';
  final List<PaintLayer> _layers = [];
  PixLayer get activePixLayer => _layers.whereType<PixLayer>().singleWhere((e) => e.id == activeLayerId);
  List<PixCell> get pixCells => activePixLayer.pixCells;
  int get row => activePixLayer.row;
  int get column => activePixLayer.column;

  • 增加图层: addPixLayer 处理逻辑

运用 Uuid 作为仅有标识,创立 PixLayer 目标,并参加 _layers 列表中,假如有激活的索引,插入在它上方:并触发 changeActiveLayer 办法,更新激活索引

PixPaintLogic() {
  addPixLayer();
}
void addPixLayer() {
  int activeIndex = 0;
  if (activeLayerId.isNotEmpty) {
    activeIndex = _layers.indexWhere((e) => e.id == activeLayerId);
  }
  String id = const Uuid().v4();
  PixLayer pixLayer =
      PixLayer(name: "像素图层", row: 32, column: 32, pixCells: [], id: id)
        ..update();
  _layers.insert(activeIndex, pixLayer);
  changeActiveLayer(id);
}

  • 激活图层: changeActiveLayer 处理逻辑

激活图层十分简单,需要更新 activeLayerId ,并经过 activePixLayer.update 更新图层中的 picture 数据即可。这样在 notifyListeners 之后,两处的制作逻辑中拜访的就是新版的 picture 目标。

void changeActiveLayer(String layerId) {
  activeLayerId = layerId;
  activePixLayer.update();
  notifyListeners();
}

  • 删去激活图层:removeActiveLayer 处理逻辑

删去图层时,当只有一个时制止删去。假如当时激活图层不是最终一个,删去后会激活下一个图层。假如激活图层是最终一个,则激活前一个:

void removeActiveLayer() {
  if (_layers.length == 1) {
    return;
  }
  int currentIndex = 0;
  int activeIndex = 0;
  if (activeLayerId.isNotEmpty) {
    currentIndex = _layers.indexWhere((e) => e.id == activeLayerId);
  }
  if (currentIndex == _layers.length - 1) {
    activeIndex = currentIndex - 1;
  } else {
    activeIndex = currentIndex + 1;
  }
  activeLayerId = _layers[activeIndex].id;
  _layers.removeAt(currentIndex);
  notifyListeners();
}

3. 视图层处理

首先中心区域的 PixEditorPainter 制作逻辑中,经过缩放的办法,对激活图层中的 picture 进行制作:

Flutter 像素修改器#03 | 像素图层

@override
void paint(Canvas canvas, Size size) {
  Paint bgPaint = Paint()..color = config.backgroundColor;
  canvas.drawRect(Offset.zero & size, bgPaint);
  /// 制作激活图层的 picture 
  canvas.save();
  double rate = size.height / PaintLayer.kPaintViewPort.height;
  canvas.scale(rate);
  canvas.drawPicture(pixPaintLogic.activePixLayer.picture);
  canvas.restore();
  if (config.showGrid) {
    drawGrid(canvas, size);
  }
}

缩略图封装为 LayerPreview 组件,运用 LayerPreviewPainter 进行制作。其间制作的内容也是激活图层中的 picture 目标,以此完成了两个制作区域,运用同一份制作资源:

Flutter 像素修改器#03 | 像素图层

class LayerPreview extends StatelessWidget {
  final Picture picture;
  const LayerPreview({super.key, required this.picture});
  @override
  Widget build(BuildContext context) {
    return CustomPaint(
      painter: LayerPreviewPainter(picture),
    );
  }
}
class LayerPreviewPainter extends CustomPainter {
  final Picture picture;
  LayerPreviewPainter(this.picture);
  @override
  void paint(Canvas canvas, Size size) {
    canvas.drawRect(Offset.zero & size, Paint()..color = Colors.white);
    canvas.save();
    canvas.translate((size.width - size.height) / 2, 0);
    double rate = size.height / PaintLayer.kPaintViewPort.height;
    canvas.scale(rate);
    canvas.drawPicture(picture);
    canvas.restore();
    canvas.drawRect(Offset.zero & size, Paint()..style = PaintingStyle.stroke);
  }
  @override
  bool shouldRepaint(covariant LayerPreviewPainter oldDelegate) {
    return picture != oldDelegate.picture;
  }
}

图层的操作面板,运用 ListView 展现 PaintLayer 列表数据。条目构造的细节没什么难度,就不多说了,能够详见源码。

Flutter 像素修改器#03 | 像素图层

ListView.separated(
  separatorBuilder: (_, __) => const Divider(),
  itemBuilder: (_, index) => LayerItem(
    onSelectLayer: (layer) {
      logic.changeActiveLayer(layer.id);
    },
    active: layers[index].id == logic.activeLayerId,
    layer: layers[index],
  ),
  itemCount: layers.length,
),

目前为止,已经引入了图层的概念,并且支撑新建、删去、切换图层。至于图层更多的功用、比方确定、合并、复制、修改等,将在后续逐步完善。那本文就到这儿,谢谢观看~