作用演示
不仅仅是完成作用,要封装,就封装好
看完了演示的作用,你是否在考虑,代码应该怎么完成?先不着急写代码,先想想哪些当地是要能够动态装备的。首先第一个,进度条的形状是不是要能够换?然后进度条的背景色和填充的色彩,以及动画的时长是不是也要能够装备?没错,开始位置是不是也要能够换?最好还要让速度能够一会快一会慢对吧,画笔的笔帽是不是还能够挑选平的或圆的?带着这些问题,咱们再开始写代码。
代码完成
咱们写一个自界说View,把能够动态装备的当地想好后,就能够界说自界说特点了。
<?xml version="1.0" encoding="utf-8"?>
<resources>
<declare-styleable name="DoraProgressView">
<attr name="dview_progressType">
<enum name="line" value="0"/>
<enum name="semicircle" value="1"/>
<enum name="semicircleReverse" value="2"/>
<enum name="circle" value="3"/>
<enum name="circleReverse" value="4"/>
</attr>
<attr name="dview_progressOrigin">
<enum name="left" value="0"/>
<enum name="top" value="1"/>
<enum name="right" value="2"/>
<enum name="bottom" value="3"/>
</attr>
<attr format="dimension|reference" name="dview_progressWidth"/>
<attr format="color|reference" name="dview_progressBgColor"/>
<attr format="color|reference" name="dview_progressHoverColor"/>
<attr format="integer" name="dview_animationTime"/>
<attr name="dview_paintCap">
<enum name="flat" value="0"/>
<enum name="round" value="1"/>
</attr>
</declare-styleable>
</resources>
然后咱们不管三七二十一,先把自界说特点解析出来。
private fun initAttrs(context: Context, attrs: AttributeSet?, defStyleAttr: Int) {
val a = context.obtainStyledAttributes(
attrs,
R.styleable.DoraProgressView,
defStyleAttr,
0
)
when (a.getInt(R.styleable.DoraProgressView_dview_progressType, PROGRESS_TYPE_LINE)) {
0 -> progressType = PROGRESS_TYPE_LINE
1 -> progressType = PROGRESS_TYPE_SEMICIRCLE
2 -> progressType = PROGRESS_TYPE_SEMICIRCLE_REVERSE
3 -> progressType = PROGRESS_TYPE_CIRCLE
4 -> progressType = PROGRESS_TYPE_CIRCLE_REVERSE
}
when (a.getInt(R.styleable.DoraProgressView_dview_progressOrigin, PROGRESS_ORIGIN_LEFT)) {
0 -> progressOrigin = PROGRESS_ORIGIN_LEFT
1 -> progressOrigin = PROGRESS_ORIGIN_TOP
2 -> progressOrigin = PROGRESS_ORIGIN_RIGHT
3 -> progressOrigin = PROGRESS_ORIGIN_BOTTOM
}
when(a.getInt(R.styleable.DoraProgressView_dview_paintCap, 0)) {
0 -> paintCap = Paint.Cap.SQUARE
1 -> paintCap = Paint.Cap.ROUND
}
progressWidth = a.getDimension(R.styleable.DoraProgressView_dview_progressWidth, 30f)
progressBgColor =
a.getColor(R.styleable.DoraProgressView_dview_progressBgColor, Color.GRAY)
progressHoverColor =
a.getColor(R.styleable.DoraProgressView_dview_progressHoverColor, Color.BLUE)
animationTime = a.getInt(R.styleable.DoraProgressView_dview_animationTime, 1000)
a.recycle()
}
解析完自界说特点,切勿忘了开释TypedArray。接下来咱们考虑下一步,丈量。半圆是不是不要那么大的画板对吧,咱们在丈量的时分就要充分考虑进去。
override fun onMeasure(widthMeasureSpec: Int, heightMeasureSpec: Int) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec)
progressBgPaint.strokeWidth = progressWidth
progressHoverPaint.strokeWidth = progressWidth
if (progressType == PROGRESS_TYPE_LINE) {
// 线
var left = 0f
var top = 0f
var right = measuredWidth.toFloat()
var bottom = measuredHeight.toFloat()
val isHorizontal = when(progressOrigin) {
PROGRESS_ORIGIN_LEFT, PROGRESS_ORIGIN_RIGHT -> true
else -> false
}
if (isHorizontal) {
top = (measuredHeight - progressWidth) / 2
bottom = (measuredHeight + progressWidth) / 2
progressBgRect[left + progressWidth / 2, top, right - progressWidth / 2] = bottom
} else {
left = (measuredWidth - progressWidth) / 2
right = (measuredWidth + progressWidth) / 2
progressBgRect[left, top + progressWidth / 2, right] = bottom - progressWidth / 2
}
} else if (progressType == PROGRESS_TYPE_CIRCLE || progressType == PROGRESS_TYPE_CIRCLE_REVERSE) {
// 圆
var left = 0f
val top = 0f
var right = measuredWidth
var bottom = measuredHeight
progressBgRect[left + progressWidth / 2, top + progressWidth / 2, right - progressWidth / 2] =
bottom - progressWidth / 2
} else {
// 半圆
val isHorizontal = when(progressOrigin) {
PROGRESS_ORIGIN_LEFT, PROGRESS_ORIGIN_RIGHT -> true
else -> false
}
val min = measuredWidth.coerceAtMost(measuredHeight)
var left = 0f
var top = 0f
var right = 0f
var bottom = 0f
if (isHorizontal) {
if (measuredWidth >= min) {
left = ((measuredWidth - min) / 2).toFloat()
right = left + min
}
if (measuredHeight >= min) {
bottom = top + min
}
progressBgRect[left + progressWidth / 2, top + progressWidth / 2, right - progressWidth / 2] =
bottom - progressWidth / 2
setMeasuredDimension(
MeasureSpec.makeMeasureSpec(
(right - left).toInt(),
MeasureSpec.EXACTLY
),
MeasureSpec.makeMeasureSpec(
(bottom - top + progressWidth).toInt() / 2,
MeasureSpec.EXACTLY
)
)
} else {
if (measuredWidth >= min) {
right = left + min
}
if (measuredHeight >= min) {
top = ((measuredHeight - min) / 2).toFloat()
bottom = top + min
}
progressBgRect[left + progressWidth / 2, top + progressWidth / 2, right - progressWidth / 2] =
bottom - progressWidth / 2
setMeasuredDimension(
MeasureSpec.makeMeasureSpec(
(right - left + progressWidth).toInt() / 2,
MeasureSpec.EXACTLY
),
MeasureSpec.makeMeasureSpec(
(bottom - top).toInt(),
MeasureSpec.EXACTLY
)
)
}
}
}
View的onMeasure()办法是不是默许调用了一个
super.onMeasure(widthMeasureSpec, heightMeasureSpec)
它最终会调用setMeasuredDimension()办法来确定最终丈量的成果吧。假如咱们对默许的丈量不满意,咱们能够自己改,最终也调用setMeasuredDimension()办法把丈量成果承认。半圆,假如是水平的状况下,咱们的宽度就只要一半,相反假如是垂直的半圆,咱们高度就只要一半。最终咱们画仍是照旧画,只不过在最终把画到外面的部分移动到画板上显示出来。接下来便是咱们最重要的绘图环节了。
override fun onDraw(canvas: Canvas) {
if (progressType == PROGRESS_TYPE_LINE) {
val isHorizontal = when(progressOrigin) {
PROGRESS_ORIGIN_LEFT, PROGRESS_ORIGIN_RIGHT -> true
else -> false
}
if (isHorizontal) {
canvas.drawLine(
progressBgRect.left,
measuredHeight / 2f,
progressBgRect.right,
measuredHeight / 2f,
progressBgPaint)
} else {
canvas.drawLine(measuredWidth / 2f,
progressBgRect.top,
measuredWidth / 2f,
progressBgRect.bottom, progressBgPaint)
}
if (percentRate > 0) {
when (progressOrigin) {
PROGRESS_ORIGIN_LEFT -> {
canvas.drawLine(
progressBgRect.left,
measuredHeight / 2f,
(progressBgRect.right) * percentRate,
measuredHeight / 2f,
progressHoverPaint
)
}
PROGRESS_ORIGIN_TOP -> {
canvas.drawLine(measuredWidth / 2f,
progressBgRect.top,
measuredWidth / 2f,
(progressBgRect.bottom) * percentRate,
progressHoverPaint)
}
PROGRESS_ORIGIN_RIGHT -> {
canvas.drawLine(
progressWidth / 2 + (progressBgRect.right) * (1 - percentRate),
measuredHeight / 2f,
progressBgRect.right,
measuredHeight / 2f,
progressHoverPaint
)
}
PROGRESS_ORIGIN_BOTTOM -> {
canvas.drawLine(measuredWidth / 2f,
progressWidth / 2 + (progressBgRect.bottom) * (1 - percentRate),
measuredWidth / 2f,
progressBgRect.bottom,
progressHoverPaint)
}
}
}
} else if (progressType == PROGRESS_TYPE_SEMICIRCLE) {
if (progressOrigin == PROGRESS_ORIGIN_LEFT) {
// PI ~ 2PI
canvas.drawArc(progressBgRect, 180f, 180f, false, progressBgPaint)
canvas.drawArc(
progressBgRect,
180f,
angle.toFloat(),
false,
progressHoverPaint
)
} else if (progressOrigin == PROGRESS_ORIGIN_TOP) {
canvas.translate(-progressBgRect.width() / 2, 0f)
// 3/2PI ~ 2PI, 0 ~ PI/2
canvas.drawArc(progressBgRect, 270f, 180f, false, progressBgPaint)
canvas.drawArc(
progressBgRect,
270f,
angle.toFloat(),
false,
progressHoverPaint
)
} else if (progressOrigin == PROGRESS_ORIGIN_RIGHT) {
canvas.translate(0f, -progressBgRect.height() / 2)
// 2PI ~ PI
canvas.drawArc(progressBgRect, 0f, 180f, false, progressBgPaint)
canvas.drawArc(
progressBgRect,
0f,
angle.toFloat(),
false,
progressHoverPaint
)
} else if (progressOrigin == PROGRESS_ORIGIN_BOTTOM) {
// PI/2 ~ 3/2PI
canvas.drawArc(progressBgRect, 90f, 180f, false, progressBgPaint)
canvas.drawArc(
progressBgRect,
90f,
angle.toFloat(),
false,
progressHoverPaint
)
}
} else if (progressType == PROGRESS_TYPE_SEMICIRCLE_REVERSE) {
if (progressOrigin == PROGRESS_ORIGIN_LEFT) {
canvas.translate(0f, -progressBgRect.height() / 2)
// PI ~ 2PI
canvas.drawArc(progressBgRect, 180f, -180f, false, progressBgPaint)
canvas.drawArc(
progressBgRect,
180f,
-angle.toFloat(),
false,
progressHoverPaint
)
} else if (progressOrigin == PROGRESS_ORIGIN_TOP) {
// 3/2PI ~ PI/2
canvas.drawArc(progressBgRect, 270f, -180f, false, progressBgPaint)
canvas.drawArc(
progressBgRect,
270f,
-angle.toFloat(),
false,
progressHoverPaint
)
} else if (progressOrigin == PROGRESS_ORIGIN_RIGHT) {
// 2PI ~ PI
canvas.drawArc(progressBgRect, 0f, -180f, false, progressBgPaint)
canvas.drawArc(
progressBgRect,
0f,
-angle.toFloat(),
false,
progressHoverPaint
)
} else if (progressOrigin == PROGRESS_ORIGIN_BOTTOM) {
canvas.translate(-progressBgRect.width() / 2, 0f)
// PI/2 ~ 2PI, 2PI ~ 3/2PI
canvas.drawArc(progressBgRect, 90f, -180f, false, progressBgPaint)
canvas.drawArc(
progressBgRect,
90f,
-angle.toFloat(),
false,
progressHoverPaint
)
}
} else if (progressType == PROGRESS_TYPE_CIRCLE) {
val deltaAngle = if (progressOrigin == PROGRESS_ORIGIN_TOP) {
90f
} else if (progressOrigin == PROGRESS_ORIGIN_RIGHT) {
180f
} else if (progressOrigin == PROGRESS_ORIGIN_BOTTOM) {
270f
} else {
0f
}
canvas.drawArc(progressBgRect, 0f, 360f, false, progressBgPaint)
canvas.drawArc(
progressBgRect,
180f + deltaAngle,
angle.toFloat(),
false,
progressHoverPaint
)
} else if (progressType == PROGRESS_TYPE_CIRCLE_REVERSE) {
val deltaAngle = if (progressOrigin == PROGRESS_ORIGIN_TOP) {
90f
} else if (progressOrigin == PROGRESS_ORIGIN_RIGHT) {
180f
} else if (progressOrigin == PROGRESS_ORIGIN_BOTTOM) {
270f
} else {
0f
}
canvas.drawArc(progressBgRect, 0f, 360f, false, progressBgPaint)
canvas.drawArc(
progressBgRect,
180f + deltaAngle,
-angle.toFloat(),
false,
progressHoverPaint
)
}
}
绘图除了需要Android的基础绘图常识外,还需要必定的数学计算的功底,比方根本的几何图形的点的计算你要清楚。怎么让绘制的视点变化起来呢?这个问题问的好。这个就牵扯出咱们动画的一个要害类,TypeEvaluator,这个接口能够让咱们只需要指定边界值,就能够根据动画履行的时长,来动态计算出当前的突变值。
private inner class AnimationEvaluator : TypeEvaluator<Float> {
override fun evaluate(fraction: Float, startValue: Float, endValue: Float): Float {
return if (endValue > startValue) {
startValue + fraction * (endValue - startValue)
} else {
startValue - fraction * (startValue - endValue)
}
}
}
百分比突变的固定写法,是不是应该记个笔记,便利今后CP?那么现在咱们条件都成熟了,只需要将初始视点的百分比改动一下,咱们写一个改动视点百分比的办法。
fun setPercentRate(rate: Float) {
if (animator == null) {
animator = ValueAnimator.ofObject(
AnimationEvaluator(),
percentRate,
rate
)
}
animator?.addUpdateListener { animation: ValueAnimator ->
val value = animation.animatedValue as Float
angle =
if (progressType == PROGRESS_TYPE_CIRCLE || progressType == PROGRESS_TYPE_CIRCLE_REVERSE) {
(value * 360).toInt()
} else if (progressType == PROGRESS_TYPE_SEMICIRCLE || progressType == PROGRESS_TYPE_SEMICIRCLE_REVERSE) {
(value * 180).toInt()
} else {
0 // 线不需要求视点
}
percentRate = value
invalidate()
}
animator?.interpolator = LinearInterpolator()
animator?.setDuration(animationTime.toLong())?.start()
animator?.addListener(object : Animator.AnimatorListener {
override fun onAnimationStart(animation: Animator) {}
override fun onAnimationEnd(animation: Animator) {
percentRate = rate
listener?.onComplete()
}
override fun onAnimationCancel(animation: Animator) {}
override fun onAnimationRepeat(animation: Animator) {}
})
}
这儿牵扯到了Animator。有start就必定不要忘了异常中止的状况,咱们能够写一个reset的办法来中止动画履行,恢复到初始状态。
fun reset() {
percentRate = 0f
animator?.cancel()
}
假如你不reset,想连续履行动画,则两次调用的时刻距离必定要大于动画时长,不然就应该先撤销动画。
涉及到的Android绘图常识点
咱们归纳一下完成这个自界说View需要具有的常识点。
- 根本图形的绘制,这儿主要是扇形
- 丈量和画板的平移改换
- 自界说特点的界说和解析
- Animator和动画估值器TypeEvaluator的使用
思路和创意来自于体系化的基础常识
这个控件其实并不难,主要便是动态装备一些参数,然后在计算上略微复杂一些,需要一些数学的功底。那么你为什么没有思路呢?你没有思路最或许的原因主要有以下几个或许。
- 自界说View的基础绘图API不了解
- 动画估值器使用不了解
- 对自界说View的根本流程不了解
- 看的自界说View的源码不够多
- 自界说View基础常识没有体系学习,导致是一些零零碎碎的常识片段
- 数学功底不扎实
我觉得往往不是你不会,这些基础常识点你或许都看到过很屡次,但是一到自己写就没有思路了。思路和创意来自于大量源码的阅览和大量的实践。大前提便是你得先把自界说View的这些常识点体系学习一下,先确保都见过,然后才是将它们融会贯通,用的时分信手拈来。