废话不多说,看下面的动图,和百度的还是有点点差别,我也不修改了,很简单,我实在是没有多余的时间,还要学习其他的东西,累啊(复杂的动态View,可以使用SurfaceView,效率更高,我这里就简单使用View了)
效果图
image.png仔细观察一下百度那个动画,其实是由三层曲线组成的;每层曲线又是由三个贝塞尔曲线组成的。所以一层一层叠加,加上颜色的渐变,就可以绘制出来类似于山峰的曲线;最后,动态改变曲线的高度就可以达到那种效果(你也可以加上声音的波动值,那就看起来更加逼真了)
一个草图(见笑了):
image.png源码
package com.example.helang.volumewave;
import android.animation.ValueAnimator;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.LinearGradient;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Shader;
import android.support.annotation.Nullable;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.view.View;
import android.view.animation.DecelerateInterpolator;
import java.util.Random;
/**
* 仿百度的语音助手--波浪动画控件
*/
public class VolumeWaveView extends View {
private static final String TAG = "VolumeWaveView";
private static final int HEIGHT = 400;//整个控件的高度
private static final int HEIGHT1 = 60;//第一层曲线的高度
private static final int HEIGHT2 = 40;//第二层曲线的高度
private static final int HEIGHT3 = 50;//第三层曲线的高度
private int h1 = 0,h2 = 0, h3 = 0,h4 = 0,h5 = 0;
private int range = 0;//波动的幅度,你可以动态改变这个值,比如麦克风录入的音量的高低
private Path path;
private Paint paint1,paint2,paint3,paint4;
private LinearGradient linearGradient1,linearGradient2,linearGradient3,linearGradient4;//四种渐变色
private ValueAnimator animator1,animator2,animator3,animator4,animator5;//五种动画
public VolumeWaveView(Context context) {
this(context,null);
}
public VolumeWaveView(Context context, @Nullable AttributeSet attrs) {
this(context,attrs,0);
}
public VolumeWaveView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
super(context, attrs,defStyleAttr);
initPaint();
startAnimation();
}
/**
* 初始化画笔
*/
private void initPaint(){
path = new Path();
paint1 = new Paint();
paint1.setStyle(Paint.Style.FILL);
paint1.setAntiAlias(true);//抗锯齿
//渐变色1
linearGradient1 = new LinearGradient(0, 0, 0, HEIGHT1,
Color.parseColor("#e652a6d2"), Color.parseColor("#e652d5a1"), Shader.TileMode.MIRROR);
paint1.setShader(linearGradient1);
paint2 = new Paint();
paint2.setAntiAlias(true);//抗锯齿
paint2.setStyle(Paint.Style.FILL);
//渐变色2
linearGradient2 = new LinearGradient(0, 0, 0, HEIGHT2,
Color.parseColor("#e68952d5"), Color.parseColor("#e6525dd5"), Shader.TileMode.MIRROR);
paint2.setShader(linearGradient2);
paint3 = new Paint();
paint3.setAntiAlias(true);//抗锯齿
paint3.setStyle(Paint.Style.FILL);
//渐变色3
linearGradient3 = new LinearGradient(0, 0, 0, HEIGHT3,
Color.parseColor("#e66852d5"), Color.parseColor("#e651b9d2"), Shader.TileMode.MIRROR);
paint3.setShader(linearGradient3);
paint4 = new Paint();
paint4.setAntiAlias(true);//抗锯齿
paint4.setStyle(Paint.Style.FILL);
//渐变色4
linearGradient4 = new LinearGradient(0, 0, 0, HEIGHT2,
Color.parseColor("#e6d5527e"), Color.parseColor("#e6bf52d5"), Shader.TileMode.MIRROR);
paint4.setShader(linearGradient4);
}
/**
* draw方法中不要创建大量对象,尽量复用对象
* @param canvas
*/
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
drawLayer3(canvas);
drawLayer2(canvas);
drawLayer1(canvas);
}
/**
* 绘制第一层
* @param canvas
*/
private void drawLayer1(Canvas canvas){
drawCurve(path,canvas,paint1,getWidth()/5,getWidth()/3,h1);
drawCurve(path,canvas,paint1,getWidth()/3+getWidth()/5,getWidth()/3,h2);
}
/**
* 绘制第二层
* @param canvas
*/
private void drawLayer2(Canvas canvas){
drawCurve(path,canvas,paint2,0,getWidth()/2,h3);
drawCurve(path,canvas,paint4,getWidth()/2-10,getWidth()/2,h4);
}
/**
* 绘制第三层
* @param canvas
*/
private void drawLayer3(Canvas canvas){
drawCurve(path,canvas,paint3,getWidth()/4,getWidth()/2,h5);
}
/**
* 画贝塞尔曲线
* @param path
* @param canvas
* @param x 横向起点的位置(用于摆放曲线的左右的位置)
* @param width 曲线的整个宽度
* @param height 曲线的高度
*/
private void drawCurve(Path path,Canvas canvas,Paint paint,int x,int width,int height){
path.reset();
/*因为这个弧形(类似一个山峰的形状)
* 其实就是三个贝塞尔曲线组成;
* 而每个贝塞尔曲线需要三个点,三个点连接起来也就是两部分构成;
* 所以,这三个贝塞尔曲线就是由六部分组成了(A,B,C,D,E,F,G),
* 所以这里就平均分一下,建议用笔在纸上画一下,就晓得了**/
int subWidth = width/6;//每小部分的宽度
path.moveTo(x,HEIGHT);//起点 A
path.quadTo(x+subWidth,HEIGHT-height,x+subWidth*2,HEIGHT-height*2);//B - C
path.lineTo(x+subWidth*2,HEIGHT-height*2);//C
path.quadTo(x+subWidth*3,HEIGHT-height*3,x+subWidth*4,HEIGHT-height*2);//D - E
path.lineTo(x+subWidth*4,HEIGHT-height*2);// E
path.quadTo(x+subWidth*5,HEIGHT-height,x+subWidth*6,HEIGHT);//F - G
canvas.drawPath(path,paint);
}
/**
* 添加属性动画,每一个动画的变化范围和周期都不一样,这样错开的效果才好看点
*/
public void startAnimation() {
Random random = new Random();
range = random.nextInt(100)%(100-10+1) + 10;//波动的幅度,模拟动态音量输入,你可以自己设置
animator1 = ValueAnimator.ofInt(0,HEIGHT1,0);
animator1.setDuration(1400);
animator1.setInterpolator(new DecelerateInterpolator());
//无限循环
animator1.setRepeatCount(ValueAnimator.INFINITE);
animator1.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
h1 = (int) animation.getAnimatedValue();
invalidate();
}
});
animator1.start();
animator2 = ValueAnimator.ofInt(0,HEIGHT1,0);
animator2.setDuration(1700);
animator2.setInterpolator(new DecelerateInterpolator());
//无限循环
animator2.setRepeatCount(ValueAnimator.INFINITE);
animator2.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
h2 = (int) animation.getAnimatedValue();
invalidate();
}
});
animator2.start();
animator3 = ValueAnimator.ofInt(0,HEIGHT2,0);
animator3.setDuration(1600);
animator3.setInterpolator(new DecelerateInterpolator());
//无限循环
animator3.setRepeatCount(ValueAnimator.INFINITE);
animator3.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
h3 = (int) animation.getAnimatedValue();
invalidate();
}
});
animator3.start();
animator4 = ValueAnimator.ofInt(0,HEIGHT2,0);
animator4.setDuration(1300);
animator4.setInterpolator(new DecelerateInterpolator());
//无限循环
animator4.setRepeatCount(ValueAnimator.INFINITE);
animator4.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
h4 = (int) animation.getAnimatedValue();
invalidate();
}
});
animator4.start();
animator5 = ValueAnimator.ofInt(0,HEIGHT3,0);
animator5.setDuration(2000);
animator5.setInterpolator(new DecelerateInterpolator());
//无限循环
animator5.setRepeatCount(ValueAnimator.INFINITE);
animator5.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
h5 = (int) animation.getAnimatedValue();
invalidate();
}
});
animator5.start();
}
/**
* 关闭动画
*/
public void removeAnimation(){
if (animator1 != null){
animator1.cancel();
animator1 = null;
}
if (animator2 != null){
animator2.cancel();
animator2 = null;
}
if (animator3 != null){
animator3.cancel();
animator3 = null;
}
if (animator4 != null){
animator4.cancel();
animator4 = null;
}
if (animator5 != null){
animator5.cancel();
animator5 = null;
}
}
}
主要是利用Path中的贝塞尔曲线,然后加上属性动画,动态改变曲线的高度就可以了
喜欢的话,就去github给个star吧
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