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。
- 静态波浪效果(通过Canvas的drawPath方法画二阶贝塞尔曲线实现)
- 动态波浪效果(改变波浪高度和X方向绘制位置后定时invalidate)
- 圆形效果(通过PorterDuffXferMode的DST_IN和动态波浪效果组合)
- 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
静态波浪效果1.png
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:
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。
-
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
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