Flutter 像素编辑器#03 | 像素图层

发布于:2024-04-18 ⋅ 阅读:(22) ⋅ 点赞:(0)

theme: cyanosis

本系列,将通过 Flutter 实现一个全平台的像素编辑器应用。源码见开源项目 【pix_editor】

110.gif


1. 需求分析与数据规划

在当前功能中,展示数据由单个变为了列表。此时希望每个图层都可以独立配置网格数量,可以将行列数视为视图中的数据,每层独立维护。另外,有一个很重要的优化点:

如下所示,需要在图层中展示缩小版的当前内容。如果重新画一遍,那么每次视图变化就会绘制 两次相同内容,包括遍历像素点数据,这是颜色、绘制矩形。有种方式可以优化这种绘制场景,那就是 canvas.drawPicture

image.png


将两处的绘制使用同一个 Picture 图形,通过缩放的方式实现大小的不同。如下所示,定义 PaintLayer 作为图层的顶层抽象,其中持有 Picture 数据,通过 update 方法创建或更新图形数据。这里绘制视口统一使用 1024*1024 ; 并抽象出 paint 方法,处理绘制逻辑:

```dart 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 负责绘制像素图层,其中持有行列格数和像素数据列表 pixCells。然后实现 paint 方法,在 1024*1024 的画板上绘制内容:

```dart class PixLayer extends PaintLayer { int row; int column; final List 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.业务逻辑处理

此时处理绘制逻辑的 PixPaintLogic 类,需要维护 PaintLayer 列表数据,由于需要切换激活的图层,使用维护 activeLayerId 作为激活索引。另外,基于激活图层和图层列表,可以提供一些 get 方法便于访问数据:

```dart class PixPaintLogic with ChangeNotifier {

String activeLayerId = ''; final List _layers = [];

PixLayer get activePixLayer => _layers.whereType ().singleWhere((e) => e.id == activeLayerId);

List get pixCells => activePixLayer.pixCells;

int get row => activePixLayer.row;

int get column => activePixLayer.column; ```


  • 添加图层: addPixLayer 处理逻辑

使用 Uuid 作为唯一标识,创建 PixLayer 对象,并加入 _layers 列表中,如果有激活的索引,插入在它上方:并触发 changeActiveLayer 方法,更新激活索引

111.gif

```dart 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

激活图层非常简单,需要更新 activeLayerId ,并通过 activePixLayer.update 更新图层中的 picture 数据即可。这样在 notifyListeners 之后,两处的绘制逻辑中访问的就是新版的 picture 对象。

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


  • 删除激活图层:removeActiveLayer 处理逻辑

删除图层时,当只有一个时禁止删除。如果当前激活图层不是最后一个,删除后会激活下一个图层。如果激活图层是最后一个,则激活前一个:

112.gif

```dart 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

首先中间区域的 PixEditorPainter 绘制逻辑中,通过缩放的方式,对激活图层中的 picture 进行绘制:

image.png

```dart @override void paint(Canvas canvas, Size size) { Paint bgPaint = Paint()..color = config.backgroundColor; canvas.drawRect(Offset.zero & size, bgPaint);

/// 绘制激活图层的 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,使用 LayerPreviewPainter 进行绘制。其中绘制的内容也是激活图层中的 picture 对象,以此实现了两个绘制区域,使用同一份绘制资源:

image.png

```dart 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,使用 ListView 展示 PaintLayer 列表数据。条目构造的细节没什么难度,就不多说了,可以详见源码。

image.png

dart 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,并且支持新建、删除、切换图层。至于图层更多的功能、比如锁定、合并、复制、编辑等,将在后续逐渐完善。那本文就到这里,谢谢观看~