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仿带有粘性的圆形刷新控件(1)

仿带有粘性的圆形刷新控件(1)

作者: clam314 | 来源:发表于2017-03-07 11:10 被阅读64次

    实现效果:


    实现过程:
    首先是图形的绘制实现:
    采用两个圆,一个是在原地不动的起始圆S,一个是被拉伸出去的圆E,并用两条贝塞尔曲线接合,然后填充。
    具体的图形就像下图,为了跟好的切合,选取了图一的方案,两条贝塞尔曲线的控制点选取O和P


    为了绘制贝塞尔曲线,我们需要获取A,B,D,C,O,P这6个点的坐标。而我们已知圆S和E的圆心坐标和半径
    可根据两圆心的距离和圆心坐标求出角R2R1X的cos和sin值。然后再加上两个圆的半径就可以求出A、B、C、D的坐标。O和P的坐标可以根据上面四个起点的坐标加上圆心距离和cos和sin就可以求出。具体计算代码如下:

    private boolean calculateBezierCurve(Circle circleStart, Circle circleEnd){
            float startRadius = circleStart.radius;
            float endRadius = circleEnd.radius;
            float startX = circleStart.centerPoint.x;
            float startY = circleStart.centerPoint.y;
            float endX= circleEnd.centerPoint.x;
            float endY = circleEnd.centerPoint.y;
    
            float mCircleDistance = getDistanceBetweenTwoPoints(startX,startY,endX,endY);
            //两个圆重合就无需要绘制连接曲线
            if(mCircleDistance == 0){
                return false;
            }
    
            float cos = (startX - endX)/mCircleDistance;
            float sin = (startY - endY)/mCircleDistance;
    
            float ax = startX - startRadius * sin;
            float ay = startY + startRadius * cos;
            pStartA.x = ax;
            pStartA.y = ay;
    
            float bx = startX + startRadius * sin;
            float by = startY - startRadius * cos;
            pStartB.x = bx;
            pStartB.y = by;
    
            float cx = endX - endRadius * sin;
            float cy = endY + endRadius * cos;
            pEndA.x = cx;
            pEndA.y = cy;
    
            float dx = endX + endRadius * sin;
            float dy = endY - endRadius * cos;
            pEndB.x = dx;
            pEndB.y = dy;
    
            float ox = cx + mCircleDistance /2 * cos;
            float oy = cy + mCircleDistance /2 * sin;
            pControlO.x = ox;
            pControlO.y = oy;
    
            float px = dx + mCircleDistance /2 * cos;
            float py = dy + mCircleDistance /2 * sin;
            pControlP.x = px;
            pControlP.y = py;
    
            return true;
        }
    

    需要计算的还有两个圆的随手指移动,圆心坐标和半径的变化:downPoint和movePoint分别是手指第一次按下的点和随后滑动手指所在的点

    private void calculateCircleSize(){
            float mMoveDistance = getDistanceBetweenTwoPoints(downPoint.x,downPoint.y,movePoint.x,movePoint.y);
            //两圆重合无需再计算
            if(mMoveDistance <= 0) return;
            mScale = mMoveDistance/MaxMoveDistance;
            //开始圆按比例缩小
            circleStart.radius = DEFAULT_RADIUS * (1- mScale);
            //拉出圆按比例放大
            circleEnd.radius = DEFAULT_RADIUS * mScale;
    
            //开始圆的位置不变,拉出圆的位置根据滑动的距离移动
            circleEnd.centerPoint.x = circleStart.centerPoint.x + movePoint.x - downPoint.x;
            circleEnd.centerPoint.y = circleStart.centerPoint.y + movePoint.y - downPoint.y;
        }
    

    经过适当的计算后,就是绘制图形:

     protected void onDraw(Canvas canvas) {
            super.onDraw(canvas);
    
            //关闭硬件加速,否则部分path的绘制不生效
            setLayerType(View.LAYER_TYPE_SOFTWARE,null);
    
            //根据按下的和滑动的点两个点的距离计算,开始圆和拉出圆的中心坐标以及半径
            calculateCircleSize();
            canvas.drawCircle(circleStart.centerPoint.x, circleStart.centerPoint.y, circleStart.radius, mBezierPaint);
            canvas.drawCircle(circleEnd.centerPoint.x, circleEnd.centerPoint.y, circleEnd.radius, mBezierPaint);
    
            if(calculateBezierCurve(circleStart,circleEnd)){
                drawBezierCurves(canvas);//绘制两圆间的贝塞尔曲线
            }
            
            if(loadAnimator.isRunning()){
                drawLoading(canvas);//绘制旋转时,中心的圆弧
            }else {
                drawLoadingNormal(canvas);//绘制中心的圆弧和箭头
            }
        }
    

    然后就是中心圆弧的绘制,因为在加载时和在拖拉时图形不同,就区分开来绘制

    在拖拉时,中心是一段圆弧加上一个小箭头。绘制原理大概是在初始化的时候预先创建了一段接近360度的圆圈,因为直接360度的时候后续用PathMeasure测量长度可能不准

            mLoadPath = new Path();
            float loadCircleRadius = DEFAULT_RADIUS - DEFAULT_PADDING;
            RectF circle = new RectF(-loadCircleRadius, -loadCircleRadius, loadCircleRadius, loadCircleRadius);
            mLoadPath.addArc(circle, 0, 359.9f);
    

    用PathMeasure获取之前创建圆圈Path的长度,选取圆圈上开始的长度start为0,就是圆圈开始的地方,再选取截取的长度stop为3/4的圆长。并且截取这段圆弧。这样中心的圆弧就有了。

    同时,用PathMeasure获取截点stop的坐标以及正切角,用新建的path画一个小箭头,箭头的顶点在stop的坐标上。再根据正切角获取箭头需要旋转的角度。具体代码如下:

     private void drawLoadingNormal(Canvas canvas){
            //这里包含对画布坐标系的转换,快照一下,防止影响后续绘制
            canvas.save();
            //将画布中心移到开始圆的中心
            canvas.translate(circleStart.centerPoint.x,circleStart.centerPoint.y);
            //根据移动的距离比例,对画布缩小和旋转
            canvas.scale(1 - mScale,1 - mScale);
            canvas.rotate(360 * mScale);
    
            pathMeasure.setPath(mLoadPath,false);//将中心圆圈的path和pathMeasure关联
            float[] pos = new float[2];
            float[] tan = new float[2];
            float stop = pathMeasure.getLength() * 0.75f;
            float start = 0;
            pathMeasure.getPosTan(stop,pos,tan);//获取截取圆弧的结束点的坐标和方向趋势
            //根据tan获取旋转的角度,用于旋转后面绘制的箭头
            float degrees =(float)(Math.atan2(tan[1],tan[0])*180/Math.PI);
    
            Matrix matrix = new Matrix();
            Path triangle = new Path();
            //绘制箭头,此时的箭头的顶点坐标还在原点
            triangle.moveTo(pos[0] - 5, pos[1] + 5);
            triangle.lineTo(pos[0],pos[1]);
            triangle.lineTo(pos[0] + 5, pos[1] + 5);
            triangle.close();
            //将箭头移动到圆弧结束点的位置并旋转
            matrix.setRotate(degrees+90, pos[0],pos[1]);
    
            Path showPath = new Path();
            //前面的箭头添加将要绘制的路径里面
            showPath.addPath(triangle,matrix);
            //截取圆圈从起始点到结束的圆弧并添加到要绘制的path中,true代表不将截取的圆弧的起点移动到之前path的最后一个点上
            pathMeasure.getSegment(start,stop,showPath,true);
    
            canvas.drawPath(showPath, mLoadPaint);
            canvas.restore();
        }
    

    绘制加载时候的圆弧同理,只是少画了箭头,同时start和stop的位置根据animator给与的value来选取,这里的value的值由0慢慢变化到1

    private void drawLoading(Canvas canvas){
            //基本和绘制一般状态的时候一样,除了截取的起点和终点需要动态的计算
            canvas.save();
            canvas.translate(circleStart.centerPoint.x, circleStart.centerPoint.y);
            canvas.scale(1 - mScale,1 - mScale);
            pathMeasure.setPath(mLoadPath,false);
            Path newPath = new Path();
            float stop = pathMeasure.getLength() * mLoadAnimatorValue;
            float start = (float)(stop - (0.5 - Math.abs(mLoadAnimatorValue - 0.5)) * 200f);
            pathMeasure.getSegment(start,stop,newPath,true);
            canvas.drawPath(newPath, mLoadPaint);
            canvas.restore();
        }
    

    手指状态获取的代码如下:

     @Override
        public boolean onTouchEvent(MotionEvent event) {
            float x = event.getX();
            float y = event.getY();
            //动画执行时,无需改变两点的坐标
            switch (event.getAction()){
                case MotionEvent.ACTION_DOWN:
                    if(!stickyAnimator.isRunning() && !loadAnimator.isRunning()){
                        downPoint.x = x;
                        downPoint.y = y;
                        movePoint.set(downPoint);
                        resetLoadAnimator();
                    }
                    break;
                case MotionEvent.ACTION_MOVE:
                    if(!stickyAnimator.isRunning() && !loadAnimator.isRunning() && !loading){
                        movePoint.x = x;
                        movePoint.y = y;
                        float distanceMove = getDistanceBetweenTwoPoints(downPoint.x,downPoint.y,movePoint.x,movePoint.y);
                        //滑动距离在动作范围内,则开始执行回滚动画和loading动画
                        if(inLoadArea(distanceMove)){
                            loading = true;
                            executeAnimator(distanceMove);
                        }
                        invalidate();
                    }
                    break;
                case MotionEvent.ACTION_UP:
                case MotionEvent.ACTION_CANCEL:
                    if(!stickyAnimator.isRunning() && !loadAnimator.isRunning() && !loading){
                        movePoint.x = x;
                        movePoint.y = y;
                        float distanceUp = getDistanceBetweenTwoPoints(downPoint.x,downPoint.y,movePoint.x,movePoint.y);
                        //滑动距离在动作范围内,则开始执行回滚动画和loading动画,否则只开始回滚动画
                        if(inLoadArea(distanceUp)){
                           loading = true;
                        }
                        executeAnimator(distanceUp);
                    }
                    break;
            }
            return true;
        }
    

    动画的内容在下一篇讲
    http://www.jianshu.com/p/5d35e37ef02a

    项目地址:https://github.com/clam314/StickyCircleView

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