5分钟实现小姐姐喜欢的,抖音文字时钟--下

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原文链接: mp.weixin.qq.com

码个蛋(codeegg)第 724 次推文

作者:二娃_

原文: https://juejin.cn/post/6844903920020504584

前言

源码地址

设置动态壁纸-TextClockWallpaperService

https://github.com/drawf/SourceSet/blob/master/app/src/main/java/me/erwa/sourceset/view/TextClockWallpaperService.kt

填坑啦!填坑啦!

其实关于「设置动态壁纸的实操」我是弃坑了的,因为我单方面觉得只是壁纸相关API的使用,价值不大。但不久前有「掘友」留言说及这事,并表示期待更新「下篇」,于是我又单方面觉得价值还是有的,能帮一个是一个。

目录

以下是我列的本篇目录,将按顺序依次做解说

  1. 如何快速上手设置壁纸?

  2. 相关API说明

  3. 文字时钟动态壁纸实践

1. 如何快速上手设置壁纸?

NOTE: 这里暂时不关心「为什么」,我们只按照既定的步骤,快速上手实现一个「Hong Kong is part of China!」静态壁纸

1.在res -> xml目录下新建一个壁纸描述文件,名字可自取(text_colck_wallpaper.xml),内容很简单

<wallpaper xmlns:android="http://schemas.android.com/apk/res/android" />

2.继承WallpaperService在内部处理我们自己的绘制。(可以关注下onVisibilityChanged方法)

class TextClockWallpaperService : WallpaperService() {    override fun onCreateEngine(): Engine {        return MyEngine()    }    inner class MyEngine : Engine() {        /**         * 准备画笔         */        private val mPaint = Paint().apply {            this.color = Color.RED            this.isAntiAlias = true            this.textSize = 60f            this.textAlign = Paint.Align.CENTER        }        /**         * Called to inform you of the wallpaper becoming visible or         * hidden. <em>It is very important that a wallpaper only use         * CPU while it is visible.</em>.         *         * 当壁纸显示或隐藏时会回调该方法。         * 很重要的一点是,要只在壁纸显示的时候做绘制操作(占用CPU)。         */        override fun onVisibilityChanged(visible: Boolean) {            super.onVisibilityChanged(visible)            Log.d("clock", "onVisibilityChanged >>> $visible")            //只在壁纸显示的做绘制操作,这很重要!            if (visible) {                surfaceHolder.lockCanvas()?.let { canvas ->                    //将原点移动到画布中心                    canvas.save()                    canvas.translate((canvas.width / 2).toFloat(), (canvas.height / 2).toFloat())                    //绘制文字                    canvas.drawText("Hong Kong is part of China!", 0f, 0f, mPaint)                    canvas.restore()                    surfaceHolder.unlockCanvasAndPost(canvas)                }            }        }    }}

3. 在AndroidManifest.xml文件中增加壁纸服务的声明

<!--动态壁纸服务--><service    android:name=".view.TextClockWallpaperService"    android:permission="android.permission.BIND_WALLPAPER">    <intent-filter>        <action android:name="android.service.wallpaper.WallpaperService" />    </intent-filter>    <meta-data        android:name="android.service.wallpaper"        android:resource="@xml/text_clock_wallpaper" /></service>

4. 增加启动壁纸设置服务的方法

btnSet.setOnClickListener {    val intent = Intent().apply {        action = WallpaperManager.ACTION_CHANGE_LIVE_WALLPAPER        putExtra(         WallpaperManager.EXTRA_LIVE_WALLPAPER_COMPONENT,            ComponentName(              context,              TextClockWallpaperService::class.java          )       )   }  startActivity(intent)}

经过前面四步,我们成功的爱了一把国,效果如图:

2. 相关API说明

壁纸描述文件

首先,这个描述文件是必须的,在声明服务的时候必须在meta-data上配置上。知道为什么吗?

1.这个描述文件中有三个可选属性description(对壁纸服务的描述) settingsActivity(对此壁纸进行参数设置的Activity) thumbnail(壁纸服务缩略图)

//示例代码<?xml version="1.0" encoding="utf-8"?><wallpaper xmlns:android="http://schemas.android.com/apk/res/android"    android:description="@string/description"    android:settingsActivity="me.erwa.xxx.SettingsActivity"    android:thumbnail="@mipmap/ic_launcher"></wallpaper>

2. 通过源码可知,在壁纸服务启动之前会进行三个检查,其中第三个检查就是对meta-data中提供关于壁纸的描写叙述信息的检查用以创建一个叫WallpaperInfo的实例。(关于原理部分解析,我在拜读的文章中贴出了链接,大家可自行食用)

壁纸服务的声明

其中必须要加的是:

  1. 权限:android:permission="android.permission.BIND_WALLPAPER"

  2. 处理Service的Action:<action android:name="android.service.wallpaper.WallpaperService"/>

对!这两个也分别对应壁纸服务启动前的第一个检查第二个检查

壁纸服务的实现

1. 继承WallpaperService并复写抽象方法public abstract Engine onCreateEngine();

/** * Must be implemented to return a new instance of the wallpaper's engine. * Note that multiple instances may be active at the same time, such as * when the wallpaper is currently set as the active wallpaper and the user * is in the wallpaper picker viewing a preview of it as well. * * 必须实现并返回一个壁纸引擎的新实例。 * 注意同一时间可能有多个实例在运行,比如当前壁纸正在运行时,用户在挑选壁纸页面浏览该壁纸的预览画面。 */public abstract Engine onCreateEngine();/** * The actual implementation of a wallpaper. A wallpaper service may * have multiple instances running (for example as a real wallpaper * and as a preview), each of which is represented by its own Engine * instance. You must implement {@link WallpaperService#onCreateEngine()} * to return your concrete Engine implementation. * * 壁纸的实际实现。一个壁纸服务可能有多个实例在运行(例如一个是真实的壁纸和一个处于预览的壁纸), * 每个壁纸都只能由其相应的引擎实例来做实现。 * 你必须实现{@link WallpaperService#onCreateEngine()}并返回你创建的引擎的实例。 */public class Engine {    ...省略代码}

2.Engine的关键生命周期,它们是从上到下依次执行的。我们重点关注onVisibilityChanged onSurfaceDestroyed 即可。

inner class MyEngine : Engine() {    override fun onCreate(surfaceHolder: SurfaceHolder?) {        super.onCreate(surfaceHolder)        Log.d("clock", "onCreate")    }    override fun onSurfaceCreated(holder: SurfaceHolder?) {        super.onSurfaceCreated(holder)        Log.d("clock", "onSurfaceCreated")    }    override fun onSurfaceChanged(holder: SurfaceHolder?, format: Int, width: Int, height: Int) {        super.onSurfaceChanged(holder, format, width, height)        Log.d("clock", "onSurfaceChanged")    }    /**     * Called to inform you of the wallpaper becoming visible or     * hidden. <em>It is very important that a wallpaper only use     * CPU while it is visible.</em>.     *     * 当壁纸显示或隐藏是会回调该方法。     * 很重要的一点是,要只在壁纸显示的时候做绘制操作(占用CPU)。     */    override fun onVisibilityChanged(visible: Boolean) {        super.onVisibilityChanged(visible)        Log.d("clock", "onVisibilityChanged >>> $visible")    }    override fun onSurfaceDestroyed(holder: SurfaceHolder?) {        super.onSurfaceDestroyed(holder)        Log.d("clock", "onSurfaceDestroyed")    }    override fun onDestroy() {        super.onDestroy()        Log.d("clock", "onDestroy")    }    }

3. 绘制相关的API

/** * Provides access to the surface in which this wallpaper is drawn. * 提供对绘制壁纸时实际Surface(表面)的访问 */public SurfaceHolder getSurfaceHolder() {    return mSurfaceHolder;}/** * Start editing the pixels in the surface. The returned Canvas can be used * to draw into the surface's bitmap. A null is returned if the surface has * not been created or otherwise cannot be edited. You will usually need * to implement {@link Callback#surfaceCreated Callback.surfaceCreated} * to find out when the Surface is available for use. * * 开始在Surface上编辑像素。这个返回的画布可以用来在Surface的位图上绘制。如果Surface还没创建或者不能被编辑会返回null。 * 一般情况下,你需要通过实现{@link Callback#surfaceCreated Callback.surfaceCreated}这个方法, * 来得知surface什么时候可用。 * * <p>The content of the Surface is never preserved between unlockCanvas() and * lockCanvas(), for this reason, every pixel within the Surface area * must be written. The only exception to this rule is when a dirty * rectangle is specified, in which case, non-dirty pixels will be * preserved. * * Surface的内容在unlockCanvas()和lockCanvas()之间是不会保存的,因此,Surface区域必须写入每个像素。 * 这个规则有个例外就是指定一个特殊的脏矩形区域,这种情况下,非脏区域的像素才会被保存。 * * <p>If you call this repeatedly when the Surface is not ready (before * {@link Callback#surfaceCreated Callback.surfaceCreated} or after * {@link Callback#surfaceDestroyed Callback.surfaceDestroyed}), your calls * will be throttled to a slow rate in order to avoid consuming CPU. * * 如果你在Surface创建前或销毁后重复调用该方法,为了避免占用CPU,你的调用将被限制为慢速率。 * * <p>If null is not returned, this function internally holds a lock until * the corresponding {@link #unlockCanvasAndPost} call, preventing * {@link SurfaceView} from creating, destroying, or modifying the surface * while it is being drawn. This can be more convenient than accessing * the Surface directly, as you do not need to do special synchronization * with a drawing thread in {@link Callback#surfaceDestroyed * Callback.surfaceDestroyed}. * * 如果返回值不为null,该方法内部持有锁,直到相应的{@link #unlockCanvasAndPost}方法被调用,并会防止Surface * 在绘制时被创建、销毁或修改。这样比直接访问Surface更方便,因为你不需要在{@link Callback#surfaceDestroyed * Callback.surfaceDestroyed}和绘制线程中做特殊的同步。 * * @return Canvas Use to draw into the surface. * 返回一个用来绘制到Surface上的画布 */public Canvas lockCanvas();/** * Finish editing pixels in the surface. After this call, the surface's * current pixels will be shown on the screen, but its content is lost, * in particular there is no guarantee that the content of the Surface * will remain unchanged when lockCanvas() is called again. * * 完成Surface上像素的编辑。该方法调用完,Surface上的像素将会展示到屏幕上,但是它的内容会丢失, * 尤其再次调用lockCanvas()时也不能保证它的内容不会变动。 * * @see #lockCanvas() * * @param canvas The Canvas previously returned by lockCanvas(). * 参数需传入之前lockCanvas()返回的画布 */public void unlockCanvasAndPost(Canvas canvas);

3. 文字时钟动态壁纸实践

有了前面的铺垫,这部分就相对简单了。不过我们依旧先思考🤔下思路:

  1. 如何绘制文字时钟?「上篇」中我们已经有了「TextClockView」,我们直接把它当做一个封装好的对象,再扩展添加几个我们需要的方法即可使用。

  2. 如何让壁纸动起来?跟「上篇」中一样,开一个定时器,每秒钟调用一次TextClockViewdoInvalidate() 方法。

扩展TextClockView

1. 首先要能在外部初始化绘制时依赖的宽高

/** * 初始化宽高,供动态壁纸使用 */fun initWidthHeight(width: Float, height: Float) {    if (this.mWidth < 0) {        this.mWidth = width        this.mHeight = height        mHourR = mWidth * 0.143f        mMinuteR = mWidth * 0.35f        mSecondR = mWidth * 0.35f    }}

2. 绘制方法中增加回调,用于将实际绘制调用放到壁纸服务中

/** * 开始绘制 */fun doInvalidate(block: (() -> Unit)? = null) {    this.mBlock = block    Calendar.getInstance().run {        ...省略代码        mAnimator.addUpdateListener {            ...省略代码            if (this@TextClockView.mBlock != null) {                this@TextClockView.mBlock?.invoke()            } else {                invalidate()            }        }        mAnimator.start()    }}

3. 停止后续绘制的方法

/** * 停止后续绘制,供动态壁纸使用 */fun stopInvalidate() {    mAnimator.removeAllUpdateListeners()}

处理壁纸服务的具体绘制实现

1. 相关初始化

inner class MyEngine : Engine() {    private val mClockView = TextClockView(this@TextClockWallpaperService.baseContext)    private val mHandler = Handler()    private var mTimer: Timer? = null    ...省略代码}

2. 核心绘制操作

override fun onVisibilityChanged(visible: Boolean) {    super.onVisibilityChanged(visible)    Log.d("clock", "onVisibilityChanged >>> $visible")    if (visible) {        startClock()    } else {        stopClock()    }}/** * 开始绘制 */private fun startClock() {    if (mTimer != null) return    mTimer = timer(period = 1000) {        mHandler.post {            mClockView.doInvalidate {                if (mTimer != null && surfaceHolder != null) {                    surfaceHolder.lockCanvas()?.let { canvas ->                        mClockView.initWidthHeight(canvas.width.toFloat(), canvas.height.toFloat())                        mClockView.draw(canvas)                        surfaceHolder.unlockCanvasAndPost(canvas)                    }                }            }        }    }}/** * 停止绘制 */private fun stopClock() {    mTimer?.cancel()    mTimer = null    mClockView.stopInvalidate()}

到这里就完成啦!撒花!撒花!(欢迎食用源码并实际体验~)

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