温馨提示×

温馨提示×

您好,登录后才能下订单哦!

密码登录×
登录注册×
其他方式登录
点击 登录注册 即表示同意《亿速云用户服务条款》

Android如何自定义球型水波纹带圆弧进度效果

发布时间:2021-09-27 13:56:22 来源:亿速云 阅读:132 作者:小新 栏目:编程语言

这篇文章主要为大家展示了“Android如何自定义球型水波纹带圆弧进度效果”,内容简而易懂,条理清晰,希望能够帮助大家解决疑惑,下面让小编带领大家一起研究并学习一下“Android如何自定义球型水波纹带圆弧进度效果”这篇文章吧。

需求

如下,实现一个圆形水波纹,带进度,两层水波纹需要渐变显示,且外围有一个圆弧进度。

思路

外围圆弧进度:可以通过canvas.drawArc()实现。由于圆弧需要实现渐变,可以通过给画笔设置shader(SweepGradient)渲染,为了保证圆弧起始的颜色值始终一致,需要动态调整shader的参数。具体参见

SweepGradient(centerX.toFloat(), centerY.toFloat(), circleColors[0], floatArrayOf(0f, value / 100f))

第四个参数需要根据当前进度填写对应数据比例。不懂的同学可以自行百度查阅。

水波纹的实现:直接使用贝塞尔曲线Path.quadTo()实现,通过拉伸水平直线绘制波浪效果。可以通过控制拉伸点(waveAmplitude)距离水平线的高度,达到波浪高度的控制。至于波浪的移动,可以通过移动平移水平线的起始位置来实现,在使用动画循环即可,为了能够稳定的显示,绘制波浪时需要严格绘制整数倍周期的波浪。

园形的实现:绘制一个完整的圆形,然后通过Path.op()合并裁剪水波纹path。注意点就是Android6有个坑,使用该方法会有明显的抖动,为了解决该问题,我的做法是多画一层圆弧以掩盖此抖动。

生命周期的控制:为了减少某些时刻CPU的损耗,通过控制变量自定义lifeDelegate(基于kotlin的代理模式实现)来控制动画的开始暂停。由于笔者使用的框架基于MVVM,所以代码就没有使用attrs控制属性,这里就不做过多的修改了。

整体实现

class WaveView(context: Context, attributeSet: AttributeSet? = null) : View(context, attributeSet) { companion object {  const val RESUME = 0x1  const val STOP = 0x2  const val DESTROY = 0x3 } private var mWidth = 0 //控件整体宽度 private var mHeight = 0 //控件整体高度 //控件中心位置,x,y坐标 private var centerX = 0 private var centerY = 0 private var outerRadius = 0//外圈圆环的半径 private var innerRadius = 250f//内部圆圈的半径 private var radiusDist = 50f//内外圆圈的半径差距 private var fWaveShader: LinearGradient? = null private var sWaveShader: LinearGradient? = null private var wavePath = Path() private var waveCirclePath = Path() private val waveNum = 2 //波浪的渐变颜色数组 private val waveColors by lazy {  arrayListOf(    //深红色    intArrayOf(Color.parseColor("#E8E6421A"), Color.parseColor("#E2E96827")),    intArrayOf(Color.parseColor("#E8E6421A"), Color.parseColor("#E2F19A7F")),    //橙色    intArrayOf(Color.parseColor("#E8FDA085"), Color.parseColor("#E2F6D365")),    intArrayOf(Color.parseColor("#E8FDA085"), Color.parseColor("#E2F5E198")),    //绿色    intArrayOf(Color.parseColor("#E8009EFD"), Color.parseColor("#E22AF598")),    intArrayOf(Color.parseColor("#E8009EFD"), Color.parseColor("#E28EF0C6"))  ) } //外围圆环的渐变色 private val circleColors by lazy {  arrayListOf(    //深红色    intArrayOf(Color.parseColor("#FFF83600"), Color.parseColor("#FFF9D423")),    //橙色    intArrayOf(Color.parseColor("#FFFDA085"), Color.parseColor("#FFF6D365")),    //绿色    intArrayOf(Color.parseColor("#FF2AF598"), Color.parseColor("#FF009EFD"))  ) } private val wavePaint by lazy {  val paint = Paint()  paint.isAntiAlias = true  paint.strokeWidth = 1f  paint } //波浪高度比例 private var waveWaterLevelRatio = 0f //波浪的振幅 private var waveAmplitude = 0f //波浪最大振幅高度 private var maxWaveAmplitude = 0f //外围圆圈的画笔 private val outerCirclePaint by lazy {  val paint = Paint()  paint.strokeWidth = 20f  paint.strokeCap = Paint.Cap.ROUND  paint.style = Paint.Style.STROKE  paint.isAntiAlias = true  paint } private val outerNormalCirclePaint by lazy {  val paint = Paint()  paint.strokeWidth = 20f  paint.color = Color.parseColor("#FFF2F3F3")  paint.style = Paint.Style.STROKE  paint.isAntiAlias = true  paint } private val bgCirclePaint by lazy {  val paint = Paint()  paint.color = Color.parseColor("#FFF6FAFF")  paint.style = Paint.Style.FILL  paint.isAntiAlias = true  paint } private val textPaint by lazy {  val paint = Paint()  paint.style = Paint.Style.FILL  paint.textAlign = Paint.Align.CENTER  paint.isFakeBoldText = true  paint.isAntiAlias = true  paint } private val ringPaint by lazy {  val paint = Paint()  paint.style = Paint.Style.STROKE  paint.color = Color.WHITE  paint.isAntiAlias = true  paint } //外围圆圈所在的矩形 private val outerCircleRectf by lazy {  val rectF = RectF()  rectF.set(    centerX - outerRadius + outerCirclePaint.strokeWidth,    centerY - outerRadius + outerCirclePaint.strokeWidth,    centerX + outerRadius - outerCirclePaint.strokeWidth,    centerY + outerRadius - outerCirclePaint.strokeWidth  )  rectF } //外围圆圈的颜色渐变器矩阵,用于从90度开启渐变,由于线条头部有个小圆圈会导致显示差异,因此从88度开始绘制 private val sweepMatrix by lazy {  val matrix = Matrix()  matrix.setRotate(88f, centerX.toFloat(), centerY.toFloat())  matrix } //进度 0-100 var percent = 0  set(value) {   field = value   waveWaterLevelRatio = value / 100f   //y = -4 * x2 + 4x抛物线计算振幅,水波纹振幅规律更加真实   waveAmplitude =     (-4 * (waveWaterLevelRatio * waveWaterLevelRatio) + 4 * waveWaterLevelRatio) * maxWaveAmplitude//   waveAmplitude = if (value < 50) 2f * waveWaterLevelRatio * maxWaveAmplitude else (-2 * waveWaterLevelRatio + 2) * maxWaveAmplitude   val shader = when (value) {    in 0..46 -> {     fWaveShader = LinearGradient(       0f, mHeight.toFloat(), 0f, mHeight * (1 - waveWaterLevelRatio),       waveColors[0],       null, Shader.TileMode.CLAMP     )     sWaveShader = LinearGradient(       0f, mHeight.toFloat(), 0f, mHeight * (1 - waveWaterLevelRatio),       waveColors[1],       null, Shader.TileMode.CLAMP     )     SweepGradient(       centerX.toFloat(),       centerY.toFloat(),       circleColors[0],       floatArrayOf(0f, value / 100f)     )    }    in 47..54 -> {     fWaveShader = LinearGradient(       0f, mHeight.toFloat(), 0f, mHeight * (1 - waveWaterLevelRatio),       waveColors[2],       null, Shader.TileMode.CLAMP     )     sWaveShader = LinearGradient(       0f, mHeight.toFloat(), 0f, mHeight * (1 - waveWaterLevelRatio),       waveColors[3],       null, Shader.TileMode.CLAMP     )     SweepGradient(       centerX.toFloat(),       centerY.toFloat(),       circleColors[1],       floatArrayOf(0f, value / 100f)     )    }    else -> {     fWaveShader = LinearGradient(       0f, mHeight.toFloat(), 0f, mHeight * (1 - waveWaterLevelRatio),       waveColors[4],       null, Shader.TileMode.CLAMP     )     sWaveShader = LinearGradient(       0f, mHeight.toFloat(), 0f, mHeight * (1 - waveWaterLevelRatio),       waveColors[5],       null, Shader.TileMode.CLAMP     )     SweepGradient(       centerX.toFloat(),       centerY.toFloat(),       circleColors[2],       floatArrayOf(0f, value / 100f)     )    }   }   shader.setLocalMatrix(sweepMatrix)   outerCirclePaint.shader = shader   invalidate()  } private val greedTip = "Greed Index" //文本的字体大小 private var percentSize = 80f private var greedSize = 30f private var textColor = Color.BLACK //外围圆圈的画笔大小 private var outerStrokeWidth = 10f private var fAnimatedValue = 0f private var sAnimatedValue = 0f //动画 private val fValueAnimator by lazy {  val valueAnimator = ValueAnimator()  valueAnimator.duration = 1500  valueAnimator.repeatCount = ValueAnimator.INFINITE  valueAnimator.interpolator = LinearInterpolator()  valueAnimator.setFloatValues(0f, waveWidth)  valueAnimator.addUpdateListener { animation ->   fAnimatedValue = animation.animatedValue as Float   invalidate()  }  valueAnimator } private val sValueAnimator by lazy {  val valueAnimator = ValueAnimator()  valueAnimator.duration = 2000  valueAnimator.repeatCount = ValueAnimator.INFINITE  valueAnimator.interpolator = LinearInterpolator()  valueAnimator.setFloatValues(0f, waveWidth)  valueAnimator.addUpdateListener { animation ->   sAnimatedValue = animation.animatedValue as Float   invalidate()  }  valueAnimator } //一小段完整波浪的宽度 private var waveWidth = 0f var lifeDelegate by Delegates.observable(0) { _, old, new ->  when (new) {   RESUME -> onResume()   STOP -> onPause()   DESTROY -> onDestroy()  } } //设置中间进度文本的字体大小 fun setPercentSize(size: Float) {  percentSize = size  invalidate() } //设置中间提示文本的字体大小 fun setGreedSize(size: Float) {  greedSize = size  invalidate() } //设置文本颜色 fun setTextColor(color: Int) {  textColor = color  textPaint.color = textColor  invalidate() } //设置外围圆圈的宽度 fun setOuterStrokeWidth(width: Float) {  outerStrokeWidth = width  outerCirclePaint.strokeWidth = outerStrokeWidth  outerNormalCirclePaint.strokeWidth = outerStrokeWidth  invalidate() } //设置内圆半径 fun setInnerRadius(radius: Float) {  innerRadius = radius  invalidate() } override fun onSizeChanged(w: Int, h: Int, oldw: Int, oldh: Int) {  super.onSizeChanged(w, h, oldw, oldh)  mWidth = width - paddingStart - paddingEnd  mHeight = height - paddingTop - paddingBottom  centerX = mWidth / 2  centerY = mHeight / 2  outerRadius = mWidth.coerceAtMost(mHeight) / 2  radiusDist = outerRadius - innerRadius  waveWidth = mWidth * 1.8f  maxWaveAmplitude = mHeight * 0.15f } private fun onResume() {  if (fValueAnimator.isStarted) {   animatorResume()  } else {   fValueAnimator.start()   sValueAnimator.start()  } } private fun animatorResume() {  if (fValueAnimator.isPaused || !fValueAnimator.isRunning) {   fValueAnimator.resume()  }  if (sValueAnimator.isPaused || !sValueAnimator.isRunning) {   sValueAnimator.resume()  } } private fun onPause() {  if (fValueAnimator.isRunning) {   fValueAnimator.pause()  }  if (sValueAnimator.isRunning) {   sValueAnimator.pause()  } } private fun onDestroy() {  fValueAnimator.cancel()  sValueAnimator.cancel() } //当前窗口销毁时,回收动画资源 override fun onDetachedFromWindow() {  onDestroy()  super.onDetachedFromWindow() } override fun onDraw(canvas: Canvas) {  drawCircle(canvas)  drawWave(canvas)  drawText(canvas) } private fun drawWave(canvas: Canvas) {  //波浪当前高度  val level = (1 - waveWaterLevelRatio) * innerRadius * 2 + radiusDist  //绘制所有波浪  for (num in 0 until waveNum) {   //重置path   wavePath.reset()   waveCirclePath.reset()   var startX = if (num == 0) {//第一条波浪的起始位置    wavePath.moveTo(-waveWidth + fAnimatedValue, level)    -waveWidth + fAnimatedValue   } else {//第二条波浪的起始位置    wavePath.moveTo(-waveWidth + sAnimatedValue, level)    -waveWidth + sAnimatedValue   }   while (startX < mWidth + waveWidth) {    wavePath.quadTo(      startX + waveWidth / 4,      level + waveAmplitude,      startX + waveWidth / 2,      level    )    wavePath.quadTo(      startX + waveWidth / 4 * 3,      level - waveAmplitude,      startX + waveWidth,      level    )    startX += waveWidth   }   wavePath.lineTo(startX, mHeight.toFloat())   wavePath.lineTo(0f, mHeight.toFloat())   wavePath.close()   waveCirclePath.addCircle(     centerX.toFloat(),     centerY.toFloat(),     innerRadius,     Path.Direction.CCW   )   waveCirclePath.op(wavePath, Path.Op.INTERSECT)   //绘制波浪渐变色   wavePaint.shader = if (num == 0) {    sWaveShader   } else {    fWaveShader   }   canvas.drawPath(waveCirclePath, wavePaint)  }  //Fixme android6设置Path.op存在明显抖动,因此多画一圈圆环  val ringWidth = outerRadius - outerStrokeWidth - innerRadius  ringPaint.strokeWidth = ringWidth / 2  canvas.drawCircle(centerX.toFloat(), centerY.toFloat(), innerRadius + ringWidth / 4, ringPaint) } private fun drawText(canvas: Canvas) {  //绘制进度文字  textPaint.isFakeBoldText = true  textPaint.textSize = percentSize  canvas.drawText(    percent.toString(),    centerX.toFloat(),    centerY.toFloat() + textPaint.textSize / 2,    textPaint  )  textPaint.isFakeBoldText = false  textPaint.textSize = greedSize  canvas.drawText(    greedTip,    centerX.toFloat(),    centerY.toFloat() - textPaint.textSize * 2,    textPaint  ) } private fun drawCircle(canvas: Canvas) {  //绘制外围进度圆圈  canvas.drawArc(outerCircleRectf, 0f, 360f, false, outerNormalCirclePaint)  canvas.drawArc(outerCircleRectf, 90f, percent * 3.6f, false, outerCirclePaint)  canvas.drawCircle(    centerX.toFloat(),    centerY.toFloat(),    innerRadius,    bgCirclePaint  ) }}

以上是“Android如何自定义球型水波纹带圆弧进度效果”这篇文章的所有内容,感谢各位的阅读!相信大家都有了一定的了解,希望分享的内容对大家有所帮助,如果还想学习更多知识,欢迎关注亿速云行业资讯频道!

向AI问一下细节

免责声明:本站发布的内容(图片、视频和文字)以原创、转载和分享为主,文章观点不代表本网站立场,如果涉及侵权请联系站长邮箱:is@yisu.com进行举报,并提供相关证据,一经查实,将立刻删除涉嫌侵权内容。

AI