• Android水波纹特效的简单实现


    我的开源页面指示器框架 MagicIndicator,各位一定不要错过哦。

    水波纹特效,想必大家或多或少见过,在我的印象中,大致有如下几种:

    • 支付宝 "咻咻咻" 式
    • 流量球 "荡漾" 式
    • 真实的水波纹效果,基于Bitmap处理式

    今天我们主要讲一讲如何通过自定义View(以下简称WaveView)实现 "咻咻咻" 式的水波纹扩散效果,少废话,先看东西:

     
    填充式水波纹,间距相等
     
    非填充式水波纹,间距相等
     
    非填充式水波纹,间距不断变大
     
    填充式水波纹,间距不断变小

    额,想必大家已经知道基本的原理了,就是用Canvas来画嘛,但可不是简单的画哦,请往下看。

    分析


    这种类型的水波纹,其实无非就是画圆而已,在给定的矩形中,一个个圆由最小半径扩大到最大半径,伴随着透明度从1.0变为0.0。我们假定这种扩散是匀速的,则一个圆从创建(透明度为1.0)到消失(透明度为0.0)的时长就是定值,那么某一时刻某一个圆的半径以及透明度完全可以由扩散时间(当前时间 - 创建时间)决定。

    实现


    按照上面的分析,我们写出以下Circle类来表示一个圆:

    private class Circle {
        private long mCreateTime;
    
        public Circle() {
            this.mCreateTime = System.currentTimeMillis();
        }
    
        public int getAlpha() {
            float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
            return (int) ((1.0f - percent) * 255);
        }
    
        public float getCurrentRadius() {
            float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
            return mInitialRadius + percent * (mMaxRadius - mInitialRadius);
        }
    }
    

    自然而然,在WaveView中,要有一个List来保存当前正在显示的圆:

    private List<Circle> mCircleList = new ArrayList<Circle>();
    

    我们定义一个start方法,用来启动扩散:

    public void start() {
        if (!mIsRunning) {
            mIsRunning = true;
            mCreateCircle.run();
        }
    }
    
    private Runnable mCreateCircle = new Runnable() {
        @Override
        public void run() {
            if (mIsRunning) {
                newCircle();
                postDelayed(mCreateCircle, mSpeed); // 每隔mSpeed毫秒创建一个圆
            }
        }
    };
    
    private void newCircle() {
        long currentTime = System.currentTimeMillis();
        if (currentTime - mLastCreateTime < mSpeed) {
            return;
        }
        Circle circle = new Circle();
        mCircleList.add(circle);
        invalidate();
        mLastCreateTime = currentTime;
    }
    

    start方法只是简单的创建了一个圆并添加到了mCircleList中,同时开启了循环创建圆的Runnable,然后通知界面刷新,我们再看看onDraw方法:

    protected void onDraw(Canvas canvas) {
        Iterator<Circle> iterator = mCircleList.iterator();
        while (iterator.hasNext()) {
            Circle circle = iterator.next();
            if (System.currentTimeMillis() - circle.mCreateTime < mDuration) {
                mPaint.setAlpha(circle.getAlpha());
                canvas.drawCircle(getWidth() / 2, getHeight() / 2, circle.getCurrentRadius(), mPaint);
            } else {
                iterator.remove();
            }
        }
        if (mCircleList.size() > 0) {
            postInvalidateDelayed(10);
        }
    }
    

    onDraw方法遍历了每一个Circle,判断Circle的扩散时间是否超过了设定的扩散时间,如果是则移除,如果不是,则计算Circle当前的透明度和半径并绘制出来。我们添加了一个延时刷新来不断重绘界面,以达到连续的波纹扩散效果。

    现在运行程序,应该能看到图2中的效果了,不过有点别扭,按常识,水波的间距是越来越大的,如何做到呢?

    技巧


    要让水波纹的半径非匀速变大,我们只能去修改Circle.getCurrentRadius()方法了。我们再次看看这个方法:

    public float getCurrentRadius() {
        float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
        return mInitialRadius + percent * (mMaxRadius - mInitialRadius);
    }
    

    percent表示Circle当前扩散时间和总扩散时间的一个百分比,考虑到当前扩散时间超过总扩散时间时Circle会被移除,因此percent的实际区间为[0, 1],看到[0, 1],我不知道大家想到的是什么,我首先想到的就是差值器(Interpolator),我们可以通过定义差值器来实现对Circle半径变化的控制!

    我们修改代码:

    private Interpolator mInterpolator = new LinearInterpolator();
    
    public void setInterpolator(Interpolator interpolator) {
        mInterpolator = interpolator;
        if (mInterpolator == null) {
            mInterpolator = new LinearInterpolator();
        }
    }
    
    private class Circle {
        private long mCreateTime;
    
        public Circle() {
            this.mCreateTime = System.currentTimeMillis();
        }
    
        public int getAlpha() {
            float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
            return (int) ((1.0f - mInterpolator.getInterpolation(percent)) * 255);
        }
    
        public float getCurrentRadius() {
            float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
            return mInitialRadius + mInterpolator.getInterpolation(percent) * (mMaxRadius - mInitialRadius);
        }
    }
    

    这样,外部使用WaveView时,只需调用setInterpolator()来定义不同的插值器即可实现不同的效果。

    图3效果的代码:

    mWaveView = (WaveView) findViewById(R.id.wave_view);
    mWaveView.setDuration(5000);
    mWaveView.setStyle(Paint.Style.STROKE);
    mWaveView.setSpeed(400);
    mWaveView.setColor(Color.parseColor("#ff0000"));
    mWaveView.setInterpolator(new AccelerateInterpolator(1.2f));
    mWaveView.start();
    

    图4效果的代码:

    mWaveView = (WaveView) findViewById(R.id.wave_view);
    mWaveView.setDuration(5000);
    mWaveView.setStyle(Paint.Style.FILL);
    mWaveView.setColor(Color.parseColor("#ff0000"));
    mWaveView.setInterpolator(new LinearOutSlowInInterpolator());
    mWaveView.start();
    

    附上WaveView的所有代码:

    /**
     * 水波纹特效
     * Created by hackware on 2016/6/17.
     */
    public class WaveView extends View {
        private float mInitialRadius;   // 初始波纹半径
        private float mMaxRadiusRate = 0.85f;   // 如果没有设置mMaxRadius,可mMaxRadius = 最小长度 * mMaxRadiusRate;
        private float mMaxRadius;   // 最大波纹半径
        private long mDuration = 2000; // 一个波纹从创建到消失的持续时间
        private int mSpeed = 500;   // 波纹的创建速度,每500ms创建一个
        private Interpolator mInterpolator = new LinearInterpolator();
    
        private List<Circle> mCircleList = new ArrayList<Circle>();
        private boolean mIsRunning;
    
        private boolean mMaxRadiusSet;
    
        private Paint mPaint;
        private long mLastCreateTime;
    
        private Runnable mCreateCircle = new Runnable() {
            @Override
            public void run() {
                if (mIsRunning) {
                    newCircle();
                    postDelayed(mCreateCircle, mSpeed);
                }
            }
        };
    
        public WaveView(Context context) {
            this(context, null);
        }
    
        public WaveView(Context context, AttributeSet attrs) {
            super(context, attrs);
            mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
            setStyle(Paint.Style.FILL);
        }
    
        public void setStyle(Paint.Style style) {
            mPaint.setStyle(style);
        }
    
        @Override
        protected void onSizeChanged(int w, int h, int oldw, int oldh) {
            if (!mMaxRadiusSet) {
                mMaxRadius = Math.min(w, h) * mMaxRadiusRate / 2.0f;
            }
        }
    
        public void setMaxRadiusRate(float maxRadiusRate) {
            this.mMaxRadiusRate = maxRadiusRate;
        }
    
        public void setColor(int color) {
            mPaint.setColor(color);
        }
    
        /**
         * 开始
         */
        public void start() {
            if (!mIsRunning) {
                mIsRunning = true;
                mCreateCircle.run();
            }
        }
    
        /**
         * 停止
         */
        public void stop() {
            mIsRunning = false;
        }
    
        protected void onDraw(Canvas canvas) {
            Iterator<Circle> iterator = mCircleList.iterator();
            while (iterator.hasNext()) {
                Circle circle = iterator.next();
                if (System.currentTimeMillis() - circle.mCreateTime < mDuration) {
                    mPaint.setAlpha(circle.getAlpha());
                    canvas.drawCircle(getWidth() / 2, getHeight() / 2, circle.getCurrentRadius(), mPaint);
                } else {
                    iterator.remove();
                }
            }
            if (mCircleList.size() > 0) {
                postInvalidateDelayed(10);
            }
        }
    
        public void setInitialRadius(float radius) {
            mInitialRadius = radius;
        }
    
        public void setDuration(long duration) {
            this.mDuration = duration;
        }
    
        public void setMaxRadius(float maxRadius) {
            this.mMaxRadius = maxRadius;
            mMaxRadiusSet = true;
        }
    
        public void setSpeed(int speed) {
            mSpeed = speed;
        }
    
        private void newCircle() {
            long currentTime = System.currentTimeMillis();
            if (currentTime - mLastCreateTime < mSpeed) {
                return;
            }
            Circle circle = new Circle();
            mCircleList.add(circle);
            invalidate();
            mLastCreateTime = currentTime;
        }
    
        private class Circle {
            private long mCreateTime;
    
            public Circle() {
                this.mCreateTime = System.currentTimeMillis();
            }
    
            public int getAlpha() {
                float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
                return (int) ((1.0f - mInterpolator.getInterpolation(percent)) * 255);
            }
    
            public float getCurrentRadius() {
                float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
                return mInitialRadius + mInterpolator.getInterpolation(percent) * (mMaxRadius - mInitialRadius);
            }
        }
    
        public void setInterpolator(Interpolator interpolator) {
            mInterpolator = interpolator;
            if (mInterpolator == null) {
                mInterpolator = new LinearInterpolator();
            }
        }
    }
    

    完整 demo 请访问我的 GitHub

    总结


    想必大家看完这篇文章会觉得原来插值器还可以这么用。其实,有些时候我们使用系统提供的API,往往过于局限其中,有时候换个思路,说不定会得到奇妙的效果。周末愉快~~~。

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  • 原文地址:https://www.cnblogs.com/xgjblog/p/8358388.html
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