预期效果
实现思路
分析一下这个动画,效果应该是通过两个动画来实现的。
- 一个不停变速伸缩的扇形动画
- 一个固定速度的旋转动画
扇形可以通过canvas#drawArc来实现
旋转动画可以用setMatrix实现
圆角背景可以通过canvas#drawRoundRect实现
还需要一个计时器来实现动画效果
这个View最好能够更方便的修改样式,所以需要定义一个declare-styleable,方便通过布局来修改属性。
这些元素应该包括:
- 最底层的卡片颜色
- 卡片内变局
- 内部长条的颜色
- 长条的粗细
- 长条的距离中心的半径
- 字体大小
- 字体颜色
因为用到动画,避免掉帧,最好离屏绘制到缓冲帧上,再通知view绘制缓冲帧。
代码实现
-
定义一下styleable
<declare-styleable name="MaterialLoadingProgress"> <attr name="loadingProgress_circleRadius" format="dimension" /> <attr name="loadingProgress_cardColor" format="color" /> <attr name="loadingProgress_cardPadding" format="dimension" /> <attr name="loadingProgress_strokeWidth" format="dimension" /> <attr name="loadingProgress_strokeColor" format="color" /> <attr name="loadingProgress_text" format="string" /> <attr name="loadingProgress_textSize" format="dimension" /> <attr name="loadingProgress_textColor" format="color" /> </declare-styleable> -
在代码中解析styleable
init { val defCircleRadius = context.resources.getDimension(R.dimen.dp24) val defCardColor = Color.WHITE val defCardPadding = context.resources.getDimension(R.dimen.dp12) val defStrokeWidth = context.resources.getDimension(R.dimen.dp5) val defStrokeColor = ContextCompat.getColor(context, R.color.teal_200) val defTextSize = context.resources.getDimension(R.dimen.sp14) val defTextColor = Color.parseColor("#333333") if (attrs != null) { val attrSet = context.resources.obtainAttributes(attrs, R.styleable.MaterialLoadingProgress) circleRadius = attrSet.getDimension(R.styleable.MaterialLoadingProgress_loadingProgress_circleRadius, defCircleRadius) cardColor = attrSet.getColor(R.styleable.MaterialLoadingProgress_loadingProgress_cardColor, defCardColor) cardPadding = attrSet.getDimension(R.styleable.MaterialLoadingProgress_loadingProgress_cardPadding, defCardPadding) strokeWidth = attrSet.getDimension(R.styleable.MaterialLoadingProgress_loadingProgress_strokeWidth, defStrokeWidth) strokeColor = attrSet.getColor(R.styleable.MaterialLoadingProgress_loadingProgress_strokeColor, defStrokeColor) text = attrSet.getString(R.styleable.MaterialLoadingProgress_loadingProgress_text) ?: "" textSize = attrSet.getDimension(R.styleable.MaterialLoadingProgress_loadingProgress_textSize, defTextSize) textColor = attrSet.getColor(R.styleable.MaterialLoadingProgress_loadingProgress_textColor, defTextColor) attrSet.recycle() } else { circleRadius = defCircleRadius cardColor = defCardColor cardPadding = defCardPadding strokeWidth = defStrokeWidth strokeColor = defStrokeColor textSize = defTextSize textColor = defTextColor } paint.textSize = textSize if (text.isNotBlank()) textWidth = paint.measureText(text) } -
实现一个计时器,再定义一个数据类型来存储动画相关数据,还有一个动画插值器
Timer定时器
private fun startTimerTask() {
val t = Timer()
t.schedule(object : TimerTask() {
override fun run() {
if (taskList.isEmpty())
return
val taskIterator = taskList.iterator()
while (taskIterator.hasNext()) {
val task = taskIterator.next()
task.progress += 17
if (task.progress > task.duration) {
task.progress = task.duration
}
if (task.progress == task.duration) {
if (!task.convert) {
task.startAngle -= 40
if (task.startAngle < 0)
task.startAngle += 360
}
task.progress = 0
task.convert = !task.convert
}
task.progressFloat = task.progress / task.duration.toFloat()
task.interpolatorProgress = interpolator(task.progress / task.duration.toFloat())
task.currentAngle = (320 * task.interpolatorProgress).toInt()
post { task.onProgress(task) }
}
}
}, 0, 16)
timer = t
}
定义一个数据模型
private data class AnimTask(
var startAngle: Int = 0,// 扇形绘制起点
val duration: Int = 700,// 动画时间
var progress: Int = 0,// 动画已执行时间
var interpolatorProgress: Float = 0f,// 插值器计算后的值,取值0.0f ~ 1.0f
var progressFloat: Float = 0f,// 取值0.0f ~ 1.0f
var convert: Boolean = false,// 判断扇形的绘制进程,为true时反向绘制
var currentAngle: Int = 0,// 绘制扇形使用
val onProgress: (AnimTask) -> Unit// 计算完当前帧数据后的回调
)
动画插值器
private fun interpolator(x: Float) = x * x * (3 - 2 * 2)
-
定义初始化缓冲帧
此方法在外部调用显示loading时调用即可,调用前需判断是否已经初始化
private fun initCanvas() {
bufferBitmap = Bitmap.createBitmap(measuredWidth, measuredHeight, Bitmap.Config.ARGB_8888)
bufferCanvas = Canvas(bufferBitmap)
}
-
实现扇形的绘制
private fun drawFrame(task: AnimTask) { bufferBitmap.eraseColor(Color.TRANSPARENT) val centerX = measuredWidth.shr(1) val centerY = measuredHeight.shr(1) rectF.set( centerX - circleRadius, centerY - circleRadius, centerX + circleRadius, centerY + circleRadius ) paint.strokeWidth = strokeWidth paint.color = strokeColor paint.strokeCap = Paint.Cap.ROUND paint.style = Paint.Style.STROKE // 这里的判断,对应扇形逐渐延长、及逐渐缩短 if (task.convert) { bufferCanvas.drawArc( rectF, task.startAngle.toFloat(), -(320.0f - task.currentAngle.toFloat()), false, paint ) } else { bufferCanvas.drawArc( rectF, task.startAngle.toFloat(), task.currentAngle.toFloat(), false, paint ) } invalidate() } -
实现扇形整体缓慢转圈
private fun drawRotation(task: AnimTask) { val centerX = measuredWidth.shr(1) val centerY = measuredHeight.shr(1) bufferMatrix.reset() bufferMatrix.postRotate(task.progressFloat * 360f, centerX.toFloat(), centerY.toFloat()) bufferCanvas.setMatrix(bufferMatrix) }
一定要记得调用
matrix#reset否则效果就会像这样 XD:
到这里,核心功能基本就完成了。
- 定义一个
showProgress方法以及dismissProgress方法,方便外部使用
展示
fun showProgress() {
if (showing)
return
if (!this::bufferBitmap.isInitialized) {
initCanvas()
}
taskList.add(AnimTask {
drawFrame(it)
})
taskList.add(AnimTask(duration = 5000) {
drawRotation(it)
})
startTimerTask()
showing = true
visibility = VISIBLE
}
关闭
Kotlin
fun dismissProgress() {
if (!showing)
return
purgeTimer()
showing = false
visibility = GONE
}
最后看一下View#onDraw的实现:
override fun onDraw(canvas: Canvas) {
val centerX = measuredWidth.shr(1)
val centerY = measuredHeight.shr(1)
val rectHalfDimension = if (circleRadius > textWidth / 2f) circleRadius + cardPadding else textWidth / 2f + cardPadding
rectF.set(
centerX - rectHalfDimension,
centerY - rectHalfDimension,
centerX + rectHalfDimension,
if (text.isNotBlank()) centerY + paint.textSize + rectHalfDimension else centerY + rectHalfDimension
)
paint.color = cardColor
paint.style = Paint.Style.FILL
canvas.drawRoundRect(rectF, 12f, 12f, paint)
if (text.isNotBlank()) {
val dx = measuredWidth.shr(1) - textWidth / 2
paint.color = textColor
canvas.drawText(text, dx, rectF.bottom - paint.textSize, paint)
}
if (this::bufferBitmap.isInitialized)
canvas.drawBitmap(bufferBitmap, bufferMatrix, paint)
}