作者:刀放下好好說話
部落格:https://www.jianshu.com/p/f22da1637b29
一、前言
最近關注了一下《愛情公墓》的票房,是以下載下傳了貓眼app,發現他的下拉重新整理動畫甚是好看:
是以想着仿着做一個,最終實作效果:
二、分析
貓眼的下拉頭部動畫是最具有美感的一個動畫效果。拆開來看,是由四個弧形,加一個中間的圖檔組成,下拉的時候,有一個水位上漲的效果,水位到頂後,開啟動畫,外面的圈旋轉,裡面的圖檔保持不動。
畫圓弧畫圖檔很簡單,但是這個水位上漲和旋轉的動畫有點麻煩。
如果不想在一個View裡面處理兩個動畫,實際上可以用一個組合的FrameLayout解決,底下是圓弧的View,上面是圖檔Logo的ImageView,功能能實作,但是不夠優雅,這裡就是用一個自定義View解決兩個動畫問題。
三、代碼實作
3.1 自定義View的模闆
public class RefreshImageView extends View { public RefreshImageView(Context context) { this(context, );
} public RefreshImageView(Context context, AttributeSet attrs) { super(context, attrs);
initView(context, attrs);
} private void initView(Context context, AttributeSet attrs) {
} @Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec);
} @Override
protected void onDraw(Canvas canvas) { super.onDraw(canvas);
}
}
3.2 onMeasure 處理
自定義第一步,你要知道自己的這個View需要多大的手機螢幕面積,也就是告訴手機我這個View的寬高。一般來說,是有固定的寫法的,先判斷是不是wrap_content的,是的話有兩種處理
1.給一個預設的值2.看子View需要多大空間計算得出 (當然這裡View沒有子類)
是以這裡簡化一點,不考慮wrap_content的情況了,直接認為使用的時候要麼是match_parent的要麼就是100dp這種确認的值,是以計算代碼如下:
public class RefreshImageView extends View { private int width; public RefreshImageView(Context context) { this(context, );
} public RefreshImageView(Context context, AttributeSet attrs) { super(context, attrs);
initView(context, attrs);
} private void initView(Context context, AttributeSet attrs) {
} @Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
width = MeasureSpec.getSize(widthMeasureSpec);
setMeasuredDimension(width, width);
} @Override
protected void onDraw(Canvas canvas) { super.onDraw(canvas);
}
}
這樣得到的View就是一個正方形。
3.3 圓弧Rect計算
我們知道,畫一段圓弧,一定要知道圓弧所在的正方形區域,而且,圓弧是畫在View的邊框上的,如果圓弧的寬度特别大的時候,實際上有一半的弧形是畫到邊界外面的,是以這裡我們需要計算圓弧的區域。
在确認了View的寬度width之後,直接在View内部減去一個弧形寬度的正方形區域内畫圓弧,這樣是不會超出View邊界的。
3.4 onDraw 畫弧形
四段弧形,直接一個for循環,預設是每畫80度灰色弧形,開一個10度的弧形空隙,繼續下一個弧形,這樣圖案就出來了:
3.5 onDraw 畫水位
這裡是根據進度來确定水位的高度的,是以需要從使用的地方傳遞進來一個浮點型progress。重要的一點是怎麼給進度以下的部分上色?這裡需要了解 圖像混合模式
我們在View的底部繪制一個逐漸上漲的水位矩形圖,但是由于設定了圖像混合模式,隻會顯示兩個圖案并集的部分,于是就實作了這種逐漸渲染的效果:
public class RefreshImageView extends View { private int width; private int borderWidth = 10; private RectF rectF; private Paint borderPaint; private float progress = 0.5f; private Paint progressPaint; private PorterDuffXfermode mXfermode; public RefreshImageView(Context context) { this(context, );
} public RefreshImageView(Context context, AttributeSet attrs) { super(context, attrs);
initView(context, attrs);
} private void initView(Context context, AttributeSet attrs) {
borderPaint = new Paint;
borderPaint.setAntiAlias(true);
borderPaint.setStrokeWidth(borderWidth);
borderPaint.setStrokeCap(Paint.Cap.ROUND);
borderPaint.setStyle(Paint.Style.STROKE);
borderPaint.setColor(Color.parseColor("#999999"));
progressPaint = new Paint;
progressPaint.setAntiAlias(true);
progressPaint.setColor(Color.parseColor("#eb1c42")); //最重要的一點,選擇合适的圖檔重疊模式
mXfermode = new PorterDuffXfermode(PorterDuff.Mode.SRC_ATOP);
} @Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
width = MeasureSpec.getSize(widthMeasureSpec);
rectF = new RectF(borderWidth, borderWidth, width - borderWidth, width - borderWidth);
setMeasuredDimension(width, width);
} @Override
protected void onDraw(Canvas canvas) { int sc = canvas.saveLayer(0, 0, width, width, , Canvas.ALL_SAVE_FLAG); for (int i = 0; i < 4; i++) {
canvas.drawArc(rectF, -40 + 90 * i, 80, false, borderPaint);
}
progressPaint.setXfermode(mXfermode);
canvas.drawRect(0, width - width * progress, width, width, progressPaint);
progressPaint.setXfermode;
canvas.restoreToCount(sc);
} public void setProgress(float progress) { this.progress = progress;
invalidate;
}
}
首先我們需要在離屏緩存的canvas上繪制兩者混合的圖案,否則沒有混合的效果。初始我們定的progress為50%,效果已經出來了:
3.6 繪制Logo
中間的logo的矩形應該比border的矩形更小,否則會重合border,這裡需要通過勾股定理計算,也不複雜,不了解可以畫一個圖形幫助了解:
public class RefreshImageView extends View { private int width; private int borderWidth = 10; private RectF rectF; private Paint borderPaint; private float progress = 0.5f; private Paint progressPaint; private PorterDuffXfermode mXfermode; private RectF bitmapRectF; private Paint bitmapPaint; private Bitmap srcBitmap; private int innerWidth; private int offset; public RefreshImageView(Context context) { this(context, );
} public RefreshImageView(Context context, AttributeSet attrs) { super(context, attrs);
initView(context, attrs);
} private void initView(Context context, AttributeSet attrs) {
borderPaint = new Paint;
borderPaint.setAntiAlias(true);
borderPaint.setStrokeWidth(borderWidth);
borderPaint.setStrokeCap(Paint.Cap.ROUND);
borderPaint.setStyle(Paint.Style.STROKE);
borderPaint.setColor(Color.parseColor("#999999"));
progressPaint = new Paint;
progressPaint.setAntiAlias(true);
progressPaint.setColor(Color.parseColor("#eb1c42")); //最重要的一點,選擇合适的圖檔重疊模式
mXfermode = new PorterDuffXfermode(PorterDuff.Mode.SRC_ATOP);
bitmapPaint = new Paint;
bitmapPaint.setAntiAlias(true);
srcBitmap = BitmapFactory.decodeResource(getResources, R.drawable.riv_test);
} @Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
width = MeasureSpec.getSize(widthMeasureSpec);
rectF = new RectF(borderWidth, borderWidth, width - borderWidth, width - borderWidth);
setMeasuredDimension(width, width); //此處計算logo的矩形位置
int innerCircleRadius = width / 2 - borderWidth * 2;
innerWidth = (int) (Math.sqrt(2) * innerCircleRadius);
offset = width / 2 - innerWidth / 2;
bitmapRectF = new RectF(offset, offset, width - offset, width - offset);
} @Override
protected void onDraw(Canvas canvas) { int sc = canvas.saveLayer(0, 0, width, width, , Canvas.ALL_SAVE_FLAG); for (int i = 0; i < 4; i++) {
canvas.drawArc(rectF, -40 + 90 * i, 80, false, borderPaint);
}
progressPaint.setXfermode(mXfermode);
canvas.drawRect(0, width - width * progress, width, width, progressPaint);
progressPaint.setXfermode;
canvas.restoreToCount(sc);
canvas.drawBitmap(srcBitmap, , bitmapRectF, bitmapPaint);
} public void setProgress(float progress) { this.progress = progress;
invalidate;
}
}
3.7 border 動畫
如果沒有logo圖案,可以讓View rotate實作旋轉,但是有了logo這樣導緻logo也在旋轉,不合理,是以需要不斷的改變border的起始繪制位置,這樣就很容易想到屬性動畫,0到360度的數值變化:
public void startAnim {
progress = 1;
animator = ValueAnimator.ofInt(0, 360);
animator.setDuration(1000);
animator.setRepeatCount(ValueAnimator.INFINITE);
animator.setInterpolator(new LinearInterpolator);
animator.start;
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener { @Override
public void onAnimationUpdate(ValueAnimator animation) {
dAngle = (Integer) animation.getAnimatedValue;
invalidate;
}
});
} public void stopAnim { if (animator != ) {
animator.cancel;
dAngle = 0;
progress = 0;
invalidate;
}
}
開啟動畫之前,設定progress為1,確定水位是滿的,0度到360度的變化,增加一個變量dAngle,記錄變化的角度,是以onDraw的代碼也要做出變化:
for (int i = 0; i < 4; i++) {
canvas.drawArc(rectF, -40 + 90 * i + dAngle, 80, false, borderPaint);
}
每一段弧形加上變化的角度。
四、總結
到這裡就全部結束了,剩下的就是代碼的優化了,将border寬度和顔色什麼的都寫到屬性檔案裡,可以在xml裡友善的設定上。
附上完整代碼
public class RefreshImageView extends View { private int width; private int borderWidth = 10; private RectF rectF; private Paint borderPaint; private float progress; private Paint progressPaint; private PorterDuffXfermode mXfermode; private RectF bitmapRectF; private Paint bitmapPaint; private Bitmap srcBitmap; private int innerWidth; private int offset; private ValueAnimator animator; //變化的角度
private int dAngle; private int borderColor; private int borderCoverColor; private int gapAngle; public RefreshImageView(Context context) { this(context, );
} public RefreshImageView(Context context, AttributeSet attrs) { super(context, attrs);
initView(context, attrs);
} private void initView(Context context, AttributeSet attrs) { if (attrs != ) {
TypedArray array = context.obtainStyledAttributes(attrs, R.styleable.RefreshImageView);
borderWidth = (int) array.getDimension(R.styleable.RefreshImageView_refresh_iv_border_width, 10);
borderColor = array.getColor(R.styleable.RefreshImageView_refresh_iv_border_color, Color.GRAY);
borderCoverColor = array.getColor(R.styleable.RefreshImageView_refresh_iv_cover_color, Color.RED);
gapAngle = array.getInt(R.styleable.RefreshImageView_refresh_iv_gap_angle, 10); int srcId = array.getResourceId(R.styleable.RefreshImageView_refresh_iv_src, R.drawable.riv_test);
srcBitmap = BitmapFactory.decodeResource(getResources, srcId);
}
borderPaint = new Paint;
borderPaint.setAntiAlias(true);
borderPaint.setStrokeWidth(borderWidth);
borderPaint.setStrokeCap(Paint.Cap.ROUND);
borderPaint.setStyle(Paint.Style.STROKE);
borderPaint.setColor(borderColor);
progressPaint = new Paint;
progressPaint.setAntiAlias(true);
progressPaint.setColor(borderCoverColor); //最重要的一點,選擇合适的圖檔重疊模式
mXfermode = new PorterDuffXfermode(PorterDuff.Mode.SRC_ATOP);
bitmapPaint = new Paint;
bitmapPaint.setAntiAlias(true);
srcBitmap = BitmapFactory.decodeResource(getResources, R.drawable.riv_test);
} @Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
width = MeasureSpec.getSize(widthMeasureSpec);
rectF = new RectF(borderWidth, borderWidth, width - borderWidth, width - borderWidth);
setMeasuredDimension(width, width); int innerCircleRadius = width / 2 - borderWidth * 2;
innerWidth = (int) (Math.sqrt(2) * innerCircleRadius);
offset = width / 2 - innerWidth / 2;
bitmapRectF = new RectF(offset, offset, width - offset, width - offset);
} @Override
protected void onDraw(Canvas canvas) { int sc = canvas.saveLayer(0, 0, width, width, , Canvas.ALL_SAVE_FLAG); for (int i = 0; i < 4; i++) { int sweepAngle = 90 - gapAngle;
canvas.drawArc(rectF, -sweepAngle / 2 + 90 * i + dAngle, sweepAngle, false, borderPaint);
}
progressPaint.setXfermode(mXfermode);
canvas.drawRect(0, width - width * progress, width, width, progressPaint);
progressPaint.setXfermode;
canvas.restoreToCount(sc);
canvas.drawBitmap(srcBitmap, , bitmapRectF, bitmapPaint);
} public void setProgress(float progress) { this.progress = progress;
invalidate;
} public void startAnim {
progress = 1;
animator = ValueAnimator.ofInt(0, 360);
animator.setDuration(1000);
animator.setRepeatCount(ValueAnimator.INFINITE);
animator.setInterpolator(new LinearInterpolator);
animator.start;
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener { @Override
public void onAnimationUpdate(ValueAnimator animation) {
dAngle = (Integer) animation.getAnimatedValue;
invalidate;
}
});
} public void stopAnim { if (animator != ) {
animator.cancel;
dAngle = 0;
progress = 0;
invalidate;
}
}
}
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