自定义View根据实际情况可以选择继承自View、TextView、ImageView或其他,我们先只需要了解如何利用Android给我们提供好的利刃去满足UI妹纸;
这次的实现我们都选择继承view,在实现的过程中我们需要关注如下几个方法:
1.onMeasure():最先回调,用于控件的测量;
2.onSizeChanged():在onMeasure后面回调,可以拿到view的宽高等数据,在横竖屏切换时也会回调;
3.onDraw():真正的绘制部分,绘制的代码都写到这里面;
既然如此,我们先复写这三个方法,然后来实现如上两个效果;
一:标准正余弦水波纹
这种水波纹可以用具体函数模拟出具体的轨迹,所以思路基本如下:
1.确定水波函数方程
2.根据函数方程得出每一个波纹上点的坐标;
3.将水波进行平移,即将水波上的点不断的移动;
4.不断的重新绘制,生成动态水波纹;
有了上面的思路,我们一步一步进行实现:
正余弦函数方程为:
y = Asin(wx+b)+h ,这个公式里:w影响周期,A影响振幅,h影响y位置,b为初相;
根据上面的方程选取自己觉得中意的波纹效果,确定对应参数的取值;
然后根据确定好的方程得出所有的方程上y的数值,并将所有y值保存在数组里:
// 将周期定为view总宽度 mCycleFactorW = (float) (2 * Math.PI / mTotalWidth); // 根据view总宽度得出所有对应的y值 for (int i = 0; i < mTotalWidth; i++) {mYPositions[i] = (float) (STRETCH_FACTOR_A * Math.sin(mCycleFactorW * i) + OFFSET_Y); }根据得出的所有y值,则可以在onDraw中通过如下代码绘制两条静态波纹:
for (int i = 0; i < mTotalWidth; i++) { // 减400只是为了控制波纹绘制的y的在屏幕的位置,大家可以改成一个变量,然后动态改变这个变量,从而形成波纹上升下降效果 // 绘制第一条水波纹 canvas.drawLine(i, mTotalHeight - mResetOneYPositions[i] - 400, i, mTotalHeight, mWavePaint); // 绘制第二条水波纹 canvas.drawLine(i, mTotalHeight - mResetTwoYPositions[i] - 400, i, mTotalHeight, mWavePaint);}这种方式类似于数学里面的细分法,一条波纹,如果横向以一个像素点为单位进行细分,则形成view总宽度条直线,并且每条直线的起点和终点我们都能知道,在此基础上我们只需要循环绘制出所有细分出来的直线(直线都是纵向的),则形成了一条静态的水波纹;
private void resetPositonY() {// mXOneOffset代表当前第一条水波纹要移动的距离int yOneInterval = mYPositions.length - mXOneOffset;// 使用System.arraycopy方式重新填充第一条波纹的数据System.arraycopy(mYPositions, mXOneOffset, mResetOneYPositions, 0, yOneInterval);System.arraycopy(mYPositions, 0, mResetOneYPositions, yOneInterval, mXOneOffset); int yTwoInterval = mYPositions.length - mXTwoOffset;System.arraycopy(mYPositions, mXTwoOffset, mResetTwoYPositions, 0,yTwoInterval);System.arraycopy(mYPositions, 0, mResetTwoYPositions, yTwoInterval, mXTwoOffset); }如此下来只要不断的改变这两个数组的数据,然后不断刷新,即可生成动态水波纹了;
public class DynamicWave extends View {// 波纹颜色private static final int WAVE_PAINT_COLOR = 0x880000aa;// y = Asin(wx+b)+hprivate static final float STRETCH_FACTOR_A = 20;private static final int OFFSET_Y = 0;// 第一条水波移动速度private static final int TRANSLATE_X_SPEED_ONE = 7;// 第二条水波移动速度private static final int TRANSLATE_X_SPEED_TWO = 5;private float mCycleFactorW;private int mTotalWidth, mTotalHeight;private float[] mYPositions;private float[] mResetOneYPositions;private float[] mResetTwoYPositions;private int mXOffsetSpeedOne;private int mXOffsetSpeedTwo;private int mXOneOffset;private int mXTwoOffset;private Paint mWavePaint;private DrawFilter mDrawFilter;public DynamicWave(Context context, AttributeSet attrs) { super(context, attrs); // 将dp转化为px,用于控制不同分辨率上移动速度基本一致 mXOffsetSpeedOne = UIUtils.dipToPx(context, TRANSLATE_X_SPEED_ONE); mXOffsetSpeedTwo = UIUtils.dipToPx(context, TRANSLATE_X_SPEED_TWO); // 初始绘制波纹的画笔 mWavePaint = new Paint(); // 去除画笔锯齿 mWavePaint.setAntiAlias(true); // 设置风格为实线 mWavePaint.setStyle(Style.FILL); // 设置画笔颜色 mWavePaint.setColor(WAVE_PAINT_COLOR); mDrawFilter = new PaintFlagsDrawFilter(0, Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);}@Overrideprotected void onDraw(Canvas canvas) { super.onDraw(canvas); // 从canvas层面去除绘制时锯齿 canvas.setDrawFilter(mDrawFilter); resetPositonY(); for (int i = 0; i < mTotalWidth; i++) {// 减400只是为了控制波纹绘制的y的在屏幕的位置,大家可以改成一个变量,然后动态改变这个变量,从而形成波纹上升下降效果// 绘制第一条水波纹canvas.drawLine(i, mTotalHeight - mResetOneYPositions[i] - 400, i,mTotalHeight,mWavePaint);// 绘制第二条水波纹canvas.drawLine(i, mTotalHeight - mResetTwoYPositions[i] - 400, i,mTotalHeight,mWavePaint); } // 改变两条波纹的移动点 mXOneOffset += mXOffsetSpeedOne; mXTwoOffset += mXOffsetSpeedTwo; // 如果已经移动到结尾处,则重头记录 if (mXOneOffset >= mTotalWidth) {mXOneOffset = 0; } if (mXTwoOffset > mTotalWidth) {mXTwoOffset = 0; } // 引发view重绘,一般可以考虑延迟20-30ms重绘,空出时间片 postInvalidate();}private void resetPositonY() { // mXOneOffset代表当前第一条水波纹要移动的距离 int yOneInterval = mYPositions.length - mXOneOffset; // 使用System.arraycopy方式重新填充第一条波纹的数据 System.arraycopy(mYPositions, mXOneOffset, mResetOneYPositions, 0, yOneInterval); System.arraycopy(mYPositions, 0, mResetOneYPositions, yOneInterval, mXOneOffset); int yTwoInterval = mYPositions.length - mXTwoOffset; System.arraycopy(mYPositions, mXTwoOffset, mResetTwoYPositions, 0, yTwoInterval); System.arraycopy(mYPositions, 0, mResetTwoYPositions, yTwoInterval, mXTwoOffset);}@Overrideprotected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); // 记录下view的宽高 mTotalWidth = w; mTotalHeight = h; // 用于保存原始波纹的y值 mYPositions = new float[mTotalWidth]; // 用于保存波纹一的y值 mResetOneYPositions = new float[mTotalWidth]; // 用于保存波纹二的y值 mResetTwoYPositions = new float[mTotalWidth]; // 将周期定为view总宽度 mCycleFactorW = (float) (2 * Math.PI / mTotalWidth); // 根据view总宽度得出所有对应的y值 for (int i = 0; i < mTotalWidth; i++) {mYPositions[i] = (float) (STRETCH_FACTOR_A * Math.sin(mCycleFactorW * i) + OFFSET_Y); }}二:非标准圆形液柱水波纹
为了衔接紧密,首尾都比较平,并高度一致;
思路:
1.使用一个圆形图作为遮罩过滤波形图;
2.平移波纹图,即不断改变绘制的波纹图的区域,即srcRect;
3.当一个周期绘制完,则从波纹图的最前面重新计算;
首先初始化bitmap:
private void initBitmap() { mSrcBitmap = ((BitmapDrawable) getResources().getDrawable(R.drawable.wave_2000)) .getBitmap(); mMaskBitmap = ((BitmapDrawable) getResources().getDrawable( R.drawable.circle_500)) .getBitmap();}使用drawable获取的方式,全局只会生成一份,并且系统会进行管理,而BitmapFactory.decode()出来的则decode多少次生成多少张,务必自己进行recycle;
/** 将绘制操作保存到新的图层*/ int sc = canvas.saveLayer(0, 0, mTotalWidth, mTotalHeight, null, Canvas.ALL_SAVE_FLAG); // 设定要绘制的波纹部分 mSrcRect.set(mCurrentPosition, 0, mCurrentPosition + mCenterX, mTotalHeight); // 绘制波纹部分 canvas.drawBitmap(mSrcBitmap, mSrcRect, mDestRect, mBitmapPaint); // 设置图像的混合模式 mBitmapPaint.setXfermode(mPorterDuffXfermode); // 绘制遮罩圆 canvas.drawBitmap(mMaskBitmap, mMaskSrcRect, mMaskDestRect, mBitmapPaint); mBitmapPaint.setXfermode(null); canvas.restoreToCount(sc);为了形成动态的波浪效果,单开一个线程动态更新要绘制的波浪的位置:
new Thread() {public void run() { while (true) {// 不断改变绘制的波浪的位置mCurrentPosition += mSpeed;if (mCurrentPosition >= mSrcBitmap.getWidth()) { mCurrentPosition = 0;}try { // 为了保证效果的同时,尽可能将cpu空出来,供其他部分使用 Thread.sleep(30);} catch (InterruptedException e) {} postInvalidate(); } }; }.start();主要过程就以上这些,全部代码如下:
public class PorterDuffXfermodeView extends View {private static final int WAVE_TRANS_SPEED = 4;private Paint mBitmapPaint, mPicPaint;private int mTotalWidth, mTotalHeight;private int mCenterX, mCenterY;private int mSpeed;private Bitmap mSrcBitmap;private Rect mSrcRect, mDestRect;private PorterDuffXfermode mPorterDuffXfermode;private Bitmap mMaskBitmap;private Rect mMaskSrcRect, mMaskDestRect;private PaintFlagsDrawFilter mDrawFilter;private int mCurrentPosition;public PorterDuffXfermodeView(Context context, AttributeSet attrs) { super(context, attrs); initPaint(); initBitmap(); mPorterDuffXfermode = new PorterDuffXfermode(PorterDuff.Mode.DST_IN); mSpeed = UIUtils.dipToPx(mContext, WAVE_TRANS_SPEED); mDrawFilter = new PaintFlagsDrawFilter(Paint.ANTI_ALIAS_FLAG, Paint.DITHER_FLAG); new Thread() {public void run() { while (true) {// 不断改变绘制的波浪的位置mCurrentPosition += mSpeed;if (mCurrentPosition >= mSrcBitmap.getWidth()) { mCurrentPosition = 0;}try { // 为了保证效果的同时,尽可能将cpu空出来,供其他部分使用 Thread.sleep(30);} catch (InterruptedException e) {}postInvalidate(); }}; }.start();}@Overrideprotected void onDraw(Canvas canvas) { super.onDraw(canvas); // 从canvas层面去除锯齿 canvas.setDrawFilter(mDrawFilter); canvas.drawColor(Color.TRANSPARENT); /** 将绘制操作保存到新的图层*/ int sc = canvas.saveLayer(0, 0, mTotalWidth, mTotalHeight, null, Canvas.ALL_SAVE_FLAG); // 设定要绘制的波纹部分 mSrcRect.set(mCurrentPosition, 0, mCurrentPosition + mCenterX, mTotalHeight); // 绘制波纹部分 canvas.drawBitmap(mSrcBitmap, mSrcRect, mDestRect, mBitmapPaint); // 设置图像的混合模式 mBitmapPaint.setXfermode(mPorterDuffXfermode); // 绘制遮罩圆 canvas.drawBitmap(mMaskBitmap, mMaskSrcRect, mMaskDestRect, mBitmapPaint); mBitmapPaint.setXfermode(null); canvas.restoreToCount(sc);}// 初始化bitmapprivate void initBitmap() { mSrcBitmap = ((BitmapDrawable) getResources().getDrawable(R.drawable.wave_2000)) .getBitmap(); mMaskBitmap = ((BitmapDrawable) getResources().getDrawable( R.drawable.circle_500)) .getBitmap();}// 初始化画笔paintprivate void initPaint() { mBitmapPaint = new Paint(); // 防抖动 mBitmapPaint.setDither(true); // 开启图像过滤 mBitmapPaint.setFilterBitmap(true); mPicPaint = new Paint(Paint.ANTI_ALIAS_FLAG); mPicPaint.setDither(true); mPicPaint.setColor(Color.RED);}@Overrideprotected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); mTotalWidth = w; mTotalHeight = h; mCenterX = mTotalWidth / 2; mCenterY = mTotalHeight / 2; mSrcRect = new Rect(); mDestRect = new Rect(0, 0, mTotalWidth, mTotalHeight); int maskWidth = mMaskBitmap.getWidth(); int maskHeight = mMaskBitmap.getHeight(); mMaskSrcRect = new Rect(0, 0, maskWidth, maskHeight); mMaskDestRect = new Rect(0, 0, mTotalWidth, mTotalHeight);} }源码下载地址:http://xiazai.jb51.net/201701/yuanma/androidsbw(jb51.net)