Android之高仿手机QQ图案解锁

本文源码(utf-8编码):http://download.csdn.net/detail/weidi1989/6628211

ps:请不要再问我,为什么导入之后会乱码了。

其实,代码基本上都是从原生系统中提取的:LockPatternView、加密工具类,以及解锁逻辑等,我只是稍作修改,大家都知道,原生系统界面比较丑陋,因此,我特意把QQ的apk解压了,从中拿了几张图案解锁的图片,一个简单的例子就这样诞生了。

好了,废话不多说,我们来看看效果(最后两张是最新4.4系统,炫一下,呵呵):

Android之高仿手机QQ图案解锁_第1张图片 Android之高仿手机QQ图案解锁_第2张图片 Android之高仿手机QQ图案解锁_第3张图片 Android之高仿手机QQ图案解锁_第4张图片 Android之高仿手机QQ图案解锁_第5张图片 Android之高仿手机QQ图案解锁_第6张图片Android之高仿手机QQ图案解锁_第7张图片 Android之高仿手机QQ图案解锁_第8张图片


1.最关健的就是那个自定义九宫格View,代码来自framework下:LockPatternView,原生系统用的图片资源比较多,好像有7、8张吧,而且绘制的比较复杂,我找寻半天,眼睛都找瞎了,发现解压的QQ里面就3张图片,一个圈圈,两个点,没办法,只能修改代码了,在修改的过程中,才发现,其实可以把原生的LockPatternView给简化,绘制更少的图片,达到更好的效果。总共优化有:①去掉了连线的箭头,②原生的连线只有白色一种,改成根据不同状态显示黄色和红色两张色,③.原生view是先画点再画线,使得线覆盖在点的上面,影响美观,改成先画连线再画点。

关健部分代码onDraw函数:

@Override
	protected void onDraw(Canvas canvas) {
		final ArrayList<Cell> pattern = mPattern;
		final int count = pattern.size();
		final boolean[][] drawLookup = mPatternDrawLookup;

		if (mPatternDisplayMode == DisplayMode.Animate) {

			// figure out which circles to draw

			// + 1 so we pause on complete pattern
			final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING;
			final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart)
					% oneCycle;
			final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING;

			clearPatternDrawLookup();
			for (int i = 0; i < numCircles; i++) {
				final Cell cell = pattern.get(i);
				drawLookup[cell.getRow()][cell.getColumn()] = true;
			}

			// figure out in progress portion of ghosting line

			final boolean needToUpdateInProgressPoint = numCircles > 0
					&& numCircles < count;

			if (needToUpdateInProgressPoint) {
				final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING))
						/ MILLIS_PER_CIRCLE_ANIMATING;

				final Cell currentCell = pattern.get(numCircles - 1);
				final float centerX = getCenterXForColumn(currentCell.column);
				final float centerY = getCenterYForRow(currentCell.row);

				final Cell nextCell = pattern.get(numCircles);
				final float dx = percentageOfNextCircle
						* (getCenterXForColumn(nextCell.column) - centerX);
				final float dy = percentageOfNextCircle
						* (getCenterYForRow(nextCell.row) - centerY);
				mInProgressX = centerX + dx;
				mInProgressY = centerY + dy;
			}
			// TODO: Infinite loop here...
			invalidate();
		}

		final float squareWidth = mSquareWidth;
		final float squareHeight = mSquareHeight;

		float radius = (squareWidth * mDiameterFactor * 0.5f);
		mPathPaint.setStrokeWidth(radius);

		final Path currentPath = mCurrentPath;
		currentPath.rewind();

		// TODO: the path should be created and cached every time we hit-detect
		// a cell
		// only the last segment of the path should be computed here
		// draw the path of the pattern (unless the user is in progress, and
		// we are in stealth mode)
		final boolean drawPath = (!mInStealthMode || mPatternDisplayMode == DisplayMode.Wrong);

		// draw the arrows associated with the path (unless the user is in
		// progress, and
		// we are in stealth mode)
		boolean oldFlag = (mPaint.getFlags() & Paint.FILTER_BITMAP_FLAG) != 0;
		mPaint.setFilterBitmap(true); // draw with higher quality since we
										// render with transforms
		// draw the lines
		if (drawPath) {
			boolean anyCircles = false;
			for (int i = 0; i < count; i++) {
				Cell cell = pattern.get(i);

				// only draw the part of the pattern stored in
				// the lookup table (this is only different in the case
				// of animation).
				if (!drawLookup[cell.row][cell.column]) {
					break;
				}
				anyCircles = true;

				float centerX = getCenterXForColumn(cell.column);
				float centerY = getCenterYForRow(cell.row);
				if (i == 0) {
					currentPath.moveTo(centerX, centerY);
				} else {
					currentPath.lineTo(centerX, centerY);
				}
			}

			// add last in progress section
			if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate)
					&& anyCircles) {
				currentPath.lineTo(mInProgressX, mInProgressY);
			}
			// chang the line color in different DisplayMode
			if (mPatternDisplayMode == DisplayMode.Wrong)
				mPathPaint.setColor(Color.RED);
			else
				mPathPaint.setColor(Color.YELLOW);
			canvas.drawPath(currentPath, mPathPaint);
		}

		// draw the circles
		final int paddingTop = getPaddingTop();
		final int paddingLeft = getPaddingLeft();

		for (int i = 0; i < 3; i++) {
			float topY = paddingTop + i * squareHeight;
			// float centerY = mPaddingTop + i * mSquareHeight + (mSquareHeight
			// / 2);
			for (int j = 0; j < 3; j++) {
				float leftX = paddingLeft + j * squareWidth;
				drawCircle(canvas, (int) leftX, (int) topY, drawLookup[i][j]);
			}
		}

		mPaint.setFilterBitmap(oldFlag); // restore default flag
	}

2.第二个值得学习的地方是(代码来自设置应用中):在创建解锁图案时的枚举使用,原生代码中使用了很多枚举,将绘制图案时的状态、底部两个按钮状态、顶部一个TextView显示的提示文字都紧密的联系起来。因此,只用监听LockPatternView动态变化,对应改变底部Button和顶部TextView的状态即可实现联动,简单的方法可以实现很多代码才能实现的逻辑,个人很喜欢。

①全局的状态:

/**
	 * Keep track internally of where the user is in choosing a pattern.
	 */
	protected enum Stage {
		// 初始状态
		Introduction(R.string.lockpattern_recording_intro_header,
				LeftButtonMode.Cancel, RightButtonMode.ContinueDisabled,
				ID_EMPTY_MESSAGE, true),
		// 帮助状态
		HelpScreen(R.string.lockpattern_settings_help_how_to_record,
				LeftButtonMode.Gone, RightButtonMode.Ok, ID_EMPTY_MESSAGE,
				false),
		// 绘制过短
		ChoiceTooShort(R.string.lockpattern_recording_incorrect_too_short,
				LeftButtonMode.Retry, RightButtonMode.ContinueDisabled,
				ID_EMPTY_MESSAGE, true),
		// 第一次绘制图案
		FirstChoiceValid(R.string.lockpattern_pattern_entered_header,
				LeftButtonMode.Retry, RightButtonMode.Continue,
				ID_EMPTY_MESSAGE, false),
		// 需要再次绘制确认
		NeedToConfirm(R.string.lockpattern_need_to_confirm,
				LeftButtonMode.Cancel, RightButtonMode.ConfirmDisabled,
				ID_EMPTY_MESSAGE, true),
		// 确认出错
		ConfirmWrong(R.string.lockpattern_need_to_unlock_wrong,
				LeftButtonMode.Cancel, RightButtonMode.ConfirmDisabled,
				ID_EMPTY_MESSAGE, true),
		// 选择确认
		ChoiceConfirmed(R.string.lockpattern_pattern_confirmed_header,
				LeftButtonMode.Cancel, RightButtonMode.Confirm,
				ID_EMPTY_MESSAGE, false);

		/**
		 * @param headerMessage
		 *            The message displayed at the top.
		 * @param leftMode
		 *            The mode of the left button.
		 * @param rightMode
		 *            The mode of the right button.
		 * @param footerMessage
		 *            The footer message.
		 * @param patternEnabled
		 *            Whether the pattern widget is enabled.
		 */
		Stage(int headerMessage, LeftButtonMode leftMode,
				RightButtonMode rightMode, int footerMessage,
				boolean patternEnabled) {
			this.headerMessage = headerMessage;
			this.leftMode = leftMode;
			this.rightMode = rightMode;
			this.footerMessage = footerMessage;
			this.patternEnabled = patternEnabled;
		}

		final int headerMessage;
		final LeftButtonMode leftMode;
		final RightButtonMode rightMode;
		final int footerMessage;
		final boolean patternEnabled;
	}

②.底部两个按钮的状态枚举:

/**
	 * The states of the left footer button.
	 */
	enum LeftButtonMode {
		// 取消
		Cancel(android.R.string.cancel, true),
		// 取消时禁用
		CancelDisabled(android.R.string.cancel, false),
		// 重试
		Retry(R.string.lockpattern_retry_button_text, true),
		// 重试时禁用
		RetryDisabled(R.string.lockpattern_retry_button_text, false),
		// 消失
		Gone(ID_EMPTY_MESSAGE, false);

		/**
		 * @param text
		 *            The displayed text for this mode.
		 * @param enabled
		 *            Whether the button should be enabled.
		 */
		LeftButtonMode(int text, boolean enabled) {
			this.text = text;
			this.enabled = enabled;
		}

		final int text;
		final boolean enabled;
	}

	/**
	 * The states of the right button.
	 */
	enum RightButtonMode {
		// 继续
		Continue(R.string.lockpattern_continue_button_text, true),
		//继续时禁用
		ContinueDisabled(R.string.lockpattern_continue_button_text, false),
		//确认
		Confirm(R.string.lockpattern_confirm_button_text, true),
		//确认是禁用
		ConfirmDisabled(R.string.lockpattern_confirm_button_text, false),
		//OK
		Ok(android.R.string.ok, true);

		/**
		 * @param text
		 *            The displayed text for this mode.
		 * @param enabled
		 *            Whether the button should be enabled.
		 */
		RightButtonMode(int text, boolean enabled) {
			this.text = text;
			this.enabled = enabled;
		}

		final int text;
		final boolean enabled;
	}

就这样,只要LockPatternView的状态一发生改变,就会动态改变底部两个Button的文字和状态。很简洁,逻辑性很强。

3.第三个个人觉得比较有用的就是加密这一块了,为了以后方便使用,我把图案加密和字符加密分成两个工具类:LockPatternUtils和LockPasswordUtils两个文件,本文使用到的是LockPatternUtils。其实所谓的图案加密也是将其通过SHA-1加密转化成二进制数再保存到文件中(原生系统保存在/system/目录下,我这里没有权限,就保存到本应用目录下),解密时,也是将获取到用户的输入通过同样的方法加密,再与保存到文件中的对比,相同则密码正确,不同则密码错误。关健代码就是以下4个函数:

/**
	 * Serialize a pattern. 加密
	 * 
	 * @param pattern
	 *            The pattern.
	 * @return The pattern in string form.
	 */
	public static String patternToString(List<LockPatternView.Cell> pattern) {
		if (pattern == null) {
			return "";
		}
		final int patternSize = pattern.size();

		byte[] res = new byte[patternSize];
		for (int i = 0; i < patternSize; i++) {
			LockPatternView.Cell cell = pattern.get(i);
			res[i] = (byte) (cell.getRow() * 3 + cell.getColumn());
		}
		return new String(res);
	}

	/**
	 * Save a lock pattern.
	 * 
	 * @param pattern
	 *            The new pattern to save.
	 * @param isFallback
	 *            Specifies if this is a fallback to biometric weak
	 */
	public void saveLockPattern(List<LockPatternView.Cell> pattern) {
		// Compute the hash
		final byte[] hash = LockPatternUtils.patternToHash(pattern);
		try {
			// Write the hash to file
			RandomAccessFile raf = new RandomAccessFile(sLockPatternFilename,
					"rwd");
			// Truncate the file if pattern is null, to clear the lock
			if (pattern == null) {
				raf.setLength(0);
			} else {
				raf.write(hash, 0, hash.length);
			}
			raf.close();
		} catch (FileNotFoundException fnfe) {
			// Cant do much, unless we want to fail over to using the settings
			// provider
			Log.e(TAG, "Unable to save lock pattern to " + sLockPatternFilename);
		} catch (IOException ioe) {
			// Cant do much
			Log.e(TAG, "Unable to save lock pattern to " + sLockPatternFilename);
		}
	}

	/*
	 * Generate an SHA-1 hash for the pattern. Not the most secure, but it is at
	 * least a second level of protection. First level is that the file is in a
	 * location only readable by the system process.
	 * 
	 * @param pattern the gesture pattern.
	 * 
	 * @return the hash of the pattern in a byte array.
	 */
	private static byte[] patternToHash(List<LockPatternView.Cell> pattern) {
		if (pattern == null) {
			return null;
		}

		final int patternSize = pattern.size();
		byte[] res = new byte[patternSize];
		for (int i = 0; i < patternSize; i++) {
			LockPatternView.Cell cell = pattern.get(i);
			res[i] = (byte) (cell.getRow() * 3 + cell.getColumn());
		}
		try {
			MessageDigest md = MessageDigest.getInstance("SHA-1");
			byte[] hash = md.digest(res);
			return hash;
		} catch (NoSuchAlgorithmException nsa) {
			return res;
		}
	}

	/**
	 * Check to see if a pattern matches the saved pattern. If no pattern
	 * exists, always returns true.
	 * 
	 * @param pattern
	 *            The pattern to check.
	 * @return Whether the pattern matches the stored one.
	 */
	public boolean checkPattern(List<LockPatternView.Cell> pattern) {
		try {
			// Read all the bytes from the file
			RandomAccessFile raf = new RandomAccessFile(sLockPatternFilename,
					"r");
			final byte[] stored = new byte[(int) raf.length()];
			int got = raf.read(stored, 0, stored.length);
			raf.close();
			if (got <= 0) {
				return true;
			}
			// Compare the hash from the file with the entered pattern's hash
			return Arrays.equals(stored,
					LockPatternUtils.patternToHash(pattern));
		} catch (FileNotFoundException fnfe) {
			return true;
		} catch (IOException ioe) {
			return true;
		}
	}

好了,代码就分析到这里,非常感谢你看到了文章末尾,很晚了,睡觉去,如果大家有什么问题或建议,欢迎留言,一起讨论,谢谢!


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