美文网首页具体自定义控件
PorterDuffXferMode实战之WaveProgres

PorterDuffXferMode实战之WaveProgres

作者: joker_fu | 来源:发表于2017-08-31 10:47 被阅读55次

    一 写在前面的话

    前几天写了一篇Android 绘图之PorterDuffXferMode实例讲解与源码解析,没看过的可以先进去看看。今天我们就来使用PorterDuffXferMode的DST_IN模式,本来想写个圆形头像来看看效果就行了,但是恰巧群里有朋友问到水波纹的进度效果。于是乎去看了下实现方式正好也可以用到PorterDuffXferMode,立马决定还是做个个效果更炫。先看看下面效果图,就这么一张动图,懒癌犯了懒得做中间效果动图。

    效果图.gif

    二 效果分析

    看了上面效果图,闲来分析下怎么做出这个效果。

    1. 静态波浪效果(通过Canvas的drawPath方法画二阶贝塞尔曲线实现)
    2. 动态波浪效果(改变波浪高度和X方向绘制位置后定时invalidate)
    3. 圆形效果(通过PorterDuffXferMode的DST_IN和动态波浪效果组合)
    4. 进度文字(最终效果上绘制出文字)

    三 波浪效果

    • 静态波浪效果实现
      首先我们通过Canvas的drawPath方法画二阶贝塞尔曲线的方法,来绘制静态波浪效果。我们先看效果,然后看代码。代码一般都注视得比较详细。避免单独再解释代码。来上静态波浪效果图:

      静态波浪效果1.png

      先上一段xml,然后是代码。原则上不改xml,就不再上了:

        <com.joker.widget.test.WaveProgressBar
            android:id="@+id/wave"
            android:layout_width="match_parent"
            android:layout_height="200dp"
            android:layout_gravity="center_horizontal"
            android:padding="10dp"/>
    
    //静态波浪效果1
    public class WaveProgressBar extends View {
        private Paint mWavePaint = new Paint(); //水波画笔
        private Path mPath = new Path();  //路径
        private int mWidth;  //控件宽
        private int mHeight; //控件高
        private int mWaveWidth = 200; //水波宽
        private int mWaveHeight = 100; //水波高
        int currentY = 200; //当前Y值
    
        public WaveProgressBar(Context context) {
            this(context, null);
        }
    
        public WaveProgressBar(Context context, @Nullable AttributeSet attrs) {
            this(context, attrs, 0);
        }
    
        public WaveProgressBar(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
            super(context, attrs, defStyleAttr);
            mWavePaint.setAntiAlias(true);
            mWavePaint.setColor(Color.GREEN);
        }
    
        //获取控件的宽和高
        @Override
        protected void onSizeChanged(int w, int h, int oldw, int oldh) {
            super.onSizeChanged(w, h, oldw, oldh);
            if (w > 0) {
                mWidth = w;
            }
            if (h > 0) {
                mHeight = h;
            }
        }
    
        @Override
        protected void onDraw(Canvas canvas) {
            if (mWidth <= 0 || mHeight <= 0) {
                return;
            }
            //绘制一个灰色背景 方便看效果
            canvas.drawColor(Color.GRAY);
            mPath.reset();
            //路径起点
            mPath.moveTo(0, 200);
            //i+2: 一上一下2个半波为一组 count+2: 保证波浪占满控件
            for (int i = 0, count = mWidth / mWaveWidth + 2; i < count; i += 2) {
                //上半波
                mPath.quadTo(mWaveWidth * (i + 0.5f), currentY - mWaveHeight, mWaveWidth * (i + 1), currentY);
                //下班波
                mPath.quadTo(mWaveWidth * (i + 1.5f), currentY + mWaveHeight, mWaveWidth * (i + 2), currentY);
            }
            //绘制路径
            canvas.drawPath(mPath, mWavePaint);
        }
    }
    

    接下来我们让波浪封闭起来,并且让它水位升高,有总水杯里的水的感觉。还是和前面一样,看图看代码:

    封闭起来的静态波浪效果.png 水位升高的的静态波浪效果.png
    //封闭起来的静态波浪效果
    public class WaveProgressBar extends View {
        private Paint mWavePaint = new Paint();
        private Path mPath = new Path();
        private int mWidth;
        private int mHeight;
        private int mWaveWidth = 200; //水波宽
        private int mWaveHeight = 100; //水波高
        int currentY = 200; //当前Y值
    
        public WaveProgressBar(Context context) {
            this(context, null);
        }
    
        public WaveProgressBar(Context context, @Nullable AttributeSet attrs) {
            this(context, attrs, 0);
        }
    
        public WaveProgressBar(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
            super(context, attrs, defStyleAttr);
            mWavePaint.setAntiAlias(true);
            mWavePaint.setColor(Color.GREEN);
        }
    
        @Override
        protected void onSizeChanged(int w, int h, int oldw, int oldh) {
            super.onSizeChanged(w, h, oldw, oldh);
            if (w > 0) {
                mWidth = w;
            }
            if (h > 0) {
                mHeight = h;
            }
        }
    
        @Override
        protected void onDraw(Canvas canvas) {
            if (mWidth <= 0 || mHeight <= 0) {
                return;
            }
            canvas.drawColor(Color.GRAY);
            mPath.reset();
            //路径起点
            mPath.moveTo(0, 200);
            //i+2: 一上一下2个半波为一组 count+2: 保证波浪占满控件
            for (int i = 0, count = mWidth / mWaveWidth + 2; i < count; i += 2) {
                //上半波
                mPath.quadTo(mWaveWidth * (i + 0.5f), currentY - mWaveHeight, mWaveWidth * (i + 1), currentY);
                //下班波
                mPath.quadTo(mWaveWidth * (i + 1.5f), currentY + mWaveHeight, mWaveWidth * (i + 2), currentY);
            }
            //一下两句代码就完成了水波的封闭效果
            mPath.lineTo(mWidth, mHeight);
            mPath.lineTo(0, mHeight);
            mPath.close();
            canvas.drawPath(mPath, mWavePaint);
        }
    }
    

    还是不得不啰嗦一下,我们这里添加了2行代码实现了水波的封闭:

            mPath.lineTo(mWidth, mHeight);
            mPath.lineTo(0, mHeight);
    

    接下来就是水位的上升了,但是这个地方就上代码就有点故意拉长篇幅的嫌疑了。其实很简单我们只需要改变currentY的值,就可以实现水位的上升了。
    这里关于Canvas路径绘制,或者是坐标系搞不明白的可以看我的:Android 绘图之Canvas相关API使用一文,在里面有比较详细的说明。

    1. 动态波浪效果实现
      上面我们已经实现了静态的波浪效果了,代码还是比较简单的,接下来我们让波浪动次打次动次打次动起来。


      动态波浪效果.gif
      //动态波浪效果
      public class WaveProgressBar extends View {
        private Paint mWavePaint = new Paint();
        private Path mPath = new Path();
        private int mWidth;
        private int mHeight;
        private int mWaveWidth = 200; //水波宽
        private int mWaveHeight = 100; //水波高
        int currentY = 200; //当前Y值
        private double mRate = 0.1; //流速
        private int distance;   //距离
        private Handler mHandler = new Handler(new Handler.Callback() {
            @Override
            public boolean handleMessage(Message msg) {
                distance += mWaveWidth * mRate; //计算流动总距离
                distance = distance % (mWaveWidth << 1);  //根据总距离算出当前移动距离
                invalidate(); //刷新重绘
                mHandler.sendEmptyMessageDelayed(0, 20); //20ms发送一个消息
                return false;
            }
        });
    
        public WaveProgressBar(Context context) {
            this(context, null);
        }
    
        public WaveProgressBar(Context context, @Nullable AttributeSet attrs) {
            this(context, attrs, 0);
        }
    
        public WaveProgressBar(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
            super(context, attrs, defStyleAttr);
            mWavePaint.setAntiAlias(true);
            mWavePaint.setColor(Color.GREEN);
            //20ms发送一个消息
            mHandler.sendEmptyMessageDelayed(0, 20);
        }
    
        @Override
        protected void onSizeChanged(int w, int h, int oldw, int oldh) {
            super.onSizeChanged(w, h, oldw, oldh);
            if (w > 0) {
                mWidth = w;
            }
            if (h > 0) {
                mHeight = h;
            }
        }
    
        @Override
        protected void onDraw(Canvas canvas) {
            if (mWidth <= 0 || mHeight <= 0) {
                return;
            }
            canvas.drawColor(Color.GRAY);
            mPath.reset();
            //路径起点
            mPath.moveTo(0, 200);
            //i+2: 一上一下2个半波为一组 count+2: 保证波浪占满控件
            for (int i = 0, count = mWidth / mWaveWidth + 2; i < count; i += 2) {
                //上半波  减去distance 造成左移效果 
                mPath.quadTo(mWaveWidth * (i + 0.5f) - distance, currentY - mWaveHeight, mWaveWidth * (i + 1) - distance, currentY);
                //下班波
                mPath.quadTo(mWaveWidth * (i + 1.5f) - distance, currentY + mWaveHeight, mWaveWidth * (i + 2) - distance, currentY);
            }
            mPath.lineTo(mWidth, mHeight);
            mPath.lineTo(0, mHeight);
            mPath.close();
            canvas.drawPath(mPath, mWavePaint);
        }
    }
    

    看效果图的水流还是很急的,减小速率就可以让它流慢点,我们先不关心这个,说说实现思路。主要是利用Handler定时发送消息通知重绘的方式,每20ms计算出移动距离并刷新重绘一次。在绘制的时候减去移动距离就有了左移效果,其他的说明在代码中注释很详尽了。

    四 圆形效果

    水波效果我们就做到这里,接下来就是利用PorterDuffXferMode的DST_IN模式来实现圆形效果,我们先绘制的水波后绘制的圆,所以我们需要使用DST_IN。其实绘制圆形头像效果原理也是一样的,至于用什么模式就跟你绘制的先后顺序,还有需求有关。不了解PorterDuffXferMode可以去看看我之前的文章,本文后我会给出相关链接地址。


    圆形效果.gif
      //圆形波浪效果
      public class WaveProgressBar extends View {
        private Paint mWavePaint = new Paint();
        private Path mPath = new Path();
        private int mWidth;
        private int mHeight;
        private int mWaveWidth = 200; //水波宽
        private int mWaveHeight = 100; //水波高
        int currentY = 200; //当前Y值
        private double mRate = 0.01; //流速
        private int distance;   //距离
        private PorterDuffXfermode mXfermode = new PorterDuffXfermode(PorterDuff.Mode.DST_IN);
        private Bitmap mCircleBitmap;   //圆形bitmap
        private RectF mBorderRectF; //边框矩形
        private int mBorderRadius; //边框半径
        private Handler mHandler = new Handler(new Handler.Callback() {
            @Override
            public boolean handleMessage(Message msg) {
                distance += mWaveWidth * mRate; //计算流动总距离
                distance = distance % (mWaveWidth << 1);
                invalidate();
                mHandler.sendEmptyMessageDelayed(0, 20);
                return false;
            }
        });
    
        public WaveProgressBar(Context context) {
            this(context, null);
        }
    
        public WaveProgressBar(Context context, @Nullable AttributeSet attrs) {
            this(context, attrs, 0);
        }
    
        public WaveProgressBar(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
            super(context, attrs, defStyleAttr);
            mWavePaint.setAntiAlias(true);
            mWavePaint.setColor(Color.GREEN);
            mHandler.sendEmptyMessageDelayed(0, 20);
        }
    
        @Override
        protected void onSizeChanged(int w, int h, int oldw, int oldh) {
            super.onSizeChanged(w, h, oldw, oldh);
            if (w > 0) {
                mWidth = w;
            }
            if (h > 0) {
                mHeight = h;
            }
            mWidth = mHeight = Math.min(mWidth, mHeight);
            //创建边框矩形
            mBorderRectF = new RectF(0, 0, mWidth, mHeight);
            //边框半径
            mBorderRadius = (mWidth >> 1);
        }
    
        @Override
        protected void onDraw(Canvas canvas) {
            if (mWidth <= 0 || mHeight <= 0) {
                return;
            }
            canvas.drawBitmap(createWaveBitmap(), 0, 0, mWavePaint);
        }
    
        //创建水波bitmap
        private Bitmap createWaveBitmap() {
            Bitmap bitmap = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
            Canvas canvas = new Canvas(bitmap);
            canvas.drawColor(Color.GRAY);
            mPath.reset();
            //路径起点
            mPath.moveTo(0, 200);
            //i+2: 一上一下2个半波为一组 count+2: 保证波浪占满控件
            for (int i = 0, count = mWidth / mWaveWidth + 2; i < count; i += 2) {
                //上半波  减去distance 造成左移效果
                mPath.quadTo(mWaveWidth * (i + 0.5f) - distance, currentY - mWaveHeight, mWaveWidth * (i + 1) - distance, currentY);
                //下班波
                mPath.quadTo(mWaveWidth * (i + 1.5f) - distance, currentY + mWaveHeight, mWaveWidth * (i + 2) - distance, currentY);
            }
            mPath.lineTo(mWidth, mHeight);
            mPath.lineTo(0, mHeight);
            mPath.close();
            canvas.drawPath(mPath, mWavePaint);
            if (mCircleBitmap == null) {
                //创建圆形的bitmap
                mCircleBitmap = createShapeBitmap();
            }
            //设置mXfermode模式
            mWavePaint.setXfermode(mXfermode);
            canvas.drawBitmap(mCircleBitmap, 0, 0, mWavePaint);
            mWavePaint.setXfermode(null);
            return bitmap;
        }
    
        //创建形状的bitmap
        private Bitmap createShapeBitmap() {
            Bitmap bitmap = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
            Canvas canvas = new Canvas(bitmap);
            canvas.drawCircle(mBorderRectF.centerX(), mBorderRectF.centerY(), mBorderRadius, mWavePaint);
            return bitmap;
        }
    }
    

    这里把onDraw里面的代码抽取出来了,把onDraw的背景绘制放在了createWaveBitmap中便于观看效果,利用PorterDuffXferMode的DST_IN模式来实现圆形效果。

    五 绘制文字

    我们已经完成了圆形的水波纹效果,接下来就是将文字绘制在圆形的水波里面。绘制文字就比较简单了,调用Canvas的drawText方法在圆形水波纹上将文字绘制出来就O啦。


    添加文字后的水波纹效果.gif
    public class WaveProgressBar extends View {
        private Paint mWavePaint = new Paint();
        private Paint mTextPaint = new Paint();
        private Path mPath = new Path();
        private int mWidth;
        private int mHeight;
        private int mWaveWidth = 200; //水波宽
        private int mWaveHeight = 100; //水波高
        int currentY = 200; //当前Y值
        private double mRate = 0.1; //流速
        private int distance;   //距离
        private PorterDuffXfermode mXfermode = new PorterDuffXfermode(PorterDuff.Mode.DST_IN);
        private Bitmap mCircleBitmap;   //圆形bitmap
        private RectF mBorderRectF; //边框矩形
        private int mBorderRadius; //边框半径
        private Handler mHandler = new Handler(new Handler.Callback() {
            @Override
            public boolean handleMessage(Message msg) {
                distance += mWaveWidth * mRate; //计算流动总距离
                distance = distance % (mWaveWidth << 1);
                invalidate();
                mHandler.sendEmptyMessageDelayed(0, 20);
                return false;
            }
        });
    
        public WaveProgressBar(Context context) {
            this(context, null);
        }
    
        public WaveProgressBar(Context context, @Nullable AttributeSet attrs) {
            this(context, attrs, 0);
        }
    
        public WaveProgressBar(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
            super(context, attrs, defStyleAttr);
            mWavePaint.setAntiAlias(true);
            mWavePaint.setColor(Color.GREEN);
    
            mTextPaint.setAntiAlias(true);
            mTextPaint.setColor(Color.WHITE);
            mTextPaint.setTextSize(32);
            mHandler.sendEmptyMessageDelayed(0, 20);
        }
    
        @Override
        protected void onSizeChanged(int w, int h, int oldw, int oldh) {
            super.onSizeChanged(w, h, oldw, oldh);
            if (w > 0) {
                mWidth = w;
            }
            if (h > 0) {
                mHeight = h;
            }
            mWidth = mHeight = Math.min(mWidth, mHeight);
            //创建边框矩形
            mBorderRectF = new RectF(0, 0, mWidth, mHeight);
            //边框半径
            mBorderRadius = (mWidth >> 1);
        }
    
        @Override
        protected void onDraw(Canvas canvas) {
            if (mWidth <= 0 || mHeight <= 0) {
                return;
            }
            canvas.drawBitmap(createWaveBitmap(), 0, 0, mWavePaint);
            canvas.drawText("80%", mBorderRectF.centerX(), mBorderRectF.centerY(), mTextPaint);
        }
    
        //创建水波bitmap
        private Bitmap createWaveBitmap() {
            Bitmap bitmap = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
            Canvas canvas = new Canvas(bitmap);
            canvas.drawColor(Color.GRAY);
            mPath.reset();
            //路径起点
            mPath.moveTo(0, 200);
            //i+2: 一上一下2个半波为一组 count+2: 保证波浪占满控件
            for (int i = 0, count = mWidth / mWaveWidth + 2; i < count; i += 2) {
                //上半波  减去distance 造成左移效果
                mPath.quadTo(mWaveWidth * (i + 0.5f) - distance, currentY - mWaveHeight, mWaveWidth * (i + 1) - distance, currentY);
                //下班波
                mPath.quadTo(mWaveWidth * (i + 1.5f) - distance, currentY + mWaveHeight, mWaveWidth * (i + 2) - distance, currentY);
            }
            mPath.lineTo(mWidth, mHeight);
            mPath.lineTo(0, mHeight);
            mPath.close();
            canvas.drawPath(mPath, mWavePaint);
            if (mCircleBitmap == null) {
                //创建圆形的bitmap
                mCircleBitmap = createShapeBitmap();
            }
            //设置mXfermode模式
            mWavePaint.setXfermode(mXfermode);
            canvas.drawBitmap(mCircleBitmap, 0, 0, mWavePaint);
            mWavePaint.setXfermode(null);
            return bitmap;
        }
    
        //创建形状的bitmap
        private Bitmap createShapeBitmap() {
            Bitmap bitmap = Bitmap.createBitmap(mWidth, mHeight, Bitmap.Config.ARGB_8888);
            Canvas canvas = new Canvas(bitmap);
            canvas.drawCircle(mBorderRectF.centerX(), mBorderRectF.centerY(), mBorderRadius, mWavePaint);
            return bitmap;
        }
    }
    

    这一步没什么可说的,新创建了mTextPaint 画笔,设置了字体颜色大小等属性,最后在原本画好的效果上再绘制上文字就成了。可我们文章开头的效果图上,文字是随着水位而上升的,其实这个很简单,改变文本绘制的Y轴位置就能达到上升效果,我们的水波纹效果到这里就完成了它的雏形。

    上面的演示代码还是比较杂乱,创建Bitmap都还是在onDraw中,没有考虑控件的测量,也不支持自定义属性等。大家可以根据上面的步骤,自己整理实现定义成自己想要的效果。

    最后我将源码整理了下,优化后的源码后续会补上地址,就不在文中给出了。

    附:
    Android 绘图之Canvas相关API使用
    Android 绘图之PorterDuffXferMode实例讲解与源码解析

    相关文章

      网友评论

        本文标题:PorterDuffXferMode实战之WaveProgres

        本文链接:https://www.haomeiwen.com/subject/jwntjxtx.html