Android自定义圆形的波浪百分比进度

先上效果图

Android自定义圆形的波浪百分比进度_第1张图片

 

自定义代码如下:

package com.langteng.courtesy.customview;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapShader;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Matrix;
import android.graphics.Paint;
import android.graphics.Shader;
import android.util.AttributeSet;
import android.view.View;

//作者:        冯浩  on 2019/1/23 09:36
//                          _ooOoo_
//                         o8888888o                            
//                         88" . "88                             
//                         (| ^_^ |)                              
//                         O\  =  /O                              
//                      ____/`---'\____                          
//                    .'  \\|     |//  `.                         
//                   /  \\|||  :  |||//  \                        
//                  /  _||||| -:- |||||-  \                       
//                  |   | \\\  -  /// |   |                       
//                  | \_|  ''\---/''  |   |                      
//                  \  .-\__  `-`  ___/-. /                      
//                ___`. .'  /--.--\  `. . ___                     
//              ."" '<  `.___\_<|>_/___.'  >'"".                  
//            | | :  `- \`.;`\ _ /`;.`/ - ` : | |                 
//            \  \ `-.   \_ __\ /__ _/   .-` /  /                
//      ========`-.____`-.___\_____/___.-`____.-'========        
//                           `=---='                              
//      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^        
//         佛祖保佑       永无BUG     永不修改                    
//                      程序员之歌    作者:冯浩(字:德明)       
//         十年生死两茫茫 ,写程序,到天亮。                      
//             千行代码 ,Bug何处藏 ?                            
//         纵使上线又怎样 ,朝令改 ,夕断肠。                     
//                                                                
//         领导每天新想法 ,日日改 ,夜夜忙。                     
//             相顾无言 ,唯有泪千行。                            
//         每晚灯火阑珊处 ,夜难寐 ,加班狂。 
// ************************************************************************************************
public class WaveProgressView extends View {

    private static final float DEFAULT_AMPLITUDE_RATIO = 0.05f;
    private static final float DEFAULT_WATER_LEVEL_RATIO = 0.5f;
    private static final float DEFAULT_WAVE_LENGTH_RATIO = 1.0f;
    private static final float DEFAULT_WAVE_SHIFT_RATIO = 0.0f;

    public static final int DEFAULT_BEHIND_WAVE_COLOR = Color.parseColor("#28FFFFFF");
    public static final int DEFAULT_FRONT_WAVE_COLOR = Color.parseColor("#3CFFFFFF");
    public static final ShapeType DEFAULT_WAVE_SHAPE = ShapeType.CIRCLE;
    private boolean showBehindLine = true;

    public enum ShapeType {
        CIRCLE,
        SQUARE
    }

    // if true, the shader will display the wave
    private boolean mShowWave;

    // shader containing repeated waves
    private BitmapShader mWaveShader;
    // shader matrix
    private Matrix mShaderMatrix;
    // paint to draw wave
    private Paint mViewPaint;
    // paint to draw border
    private Paint mBorderPaint;//边界画笔
    // paint to draw backgroup
    private Paint mBgPaint; //背景画笔

    private float mDefaultAmplitude;
    private float mDefaultWaterLevel;
    private float mDefaultWaveLength;
    private double mDefaultAngularFrequency;

    private float mAmplitudeRatio = DEFAULT_AMPLITUDE_RATIO;
    private float mWaveLengthRatio = DEFAULT_WAVE_LENGTH_RATIO;
    private float mWaterLevelRatio = DEFAULT_WATER_LEVEL_RATIO;
    private float mWaveShiftRatio = DEFAULT_WAVE_SHIFT_RATIO;

    private int mBehindWaveColor = DEFAULT_BEHIND_WAVE_COLOR;
    private int mFrontWaveColor = DEFAULT_FRONT_WAVE_COLOR;
    private ShapeType mShapeType = DEFAULT_WAVE_SHAPE;

    public WaveProgressView(Context context) {
        super(context);
        init();
    }

    public WaveProgressView(Context context, AttributeSet attrs) {
        super(context, attrs);
        init();
    }

    public WaveProgressView(Context context, AttributeSet attrs, int defStyle) {
        super(context, attrs, defStyle);
        init();
    }

    private void init() {
        mShaderMatrix = new Matrix();
        mViewPaint = new Paint();
        mViewPaint.setAntiAlias(true);
        mBgPaint = new Paint();
        mBgPaint.setAntiAlias(true);
        /**默认背景色---淡黄色*/
        mBgPaint.setColor(0xff282828);
    }

    public float getWaveShiftRatio() {
        return mWaveShiftRatio;
    }

    /**
     * Shift the wave horizontally according to waveShiftRatio.
     *
     * @param waveShiftRatio Should be 0 ~ 1. Default to be 0.
     *                       
Result of waveShiftRatio multiples width of WaveView is the length to shift. */ public void setWaveShiftRatio(float waveShiftRatio) { if (mWaveShiftRatio != waveShiftRatio) { mWaveShiftRatio = waveShiftRatio; invalidate(); } } public float getWaterLevelRatio() { return mWaterLevelRatio; } /** * Set water level according to waterLevelRatio. * * @param waterLevelRatio Should be 0 ~ 1. Default to be 0.5. *
Ratio of water level to WaveView height. */ public void setWaterLevelRatio(float waterLevelRatio) { if (mWaterLevelRatio != waterLevelRatio) { mWaterLevelRatio = waterLevelRatio; invalidate(); } } public float getAmplitudeRatio() { return mAmplitudeRatio; } /** * Set vertical size of wave according to amplitudeRatio * * @param amplitudeRatio Default to be 0.05. Result of amplitudeRatio + waterLevelRatio should be less than 1. *
Ratio of amplitude to height of WaveView. */ public void setAmplitudeRatio(float amplitudeRatio) { if (mAmplitudeRatio != amplitudeRatio) { mAmplitudeRatio = amplitudeRatio; invalidate(); } } public float getWaveLengthRatio() { return mWaveLengthRatio; } /** * Set horizontal size of wave according to waveLengthRatio * * @param waveLengthRatio Default to be 1. *
Ratio of wave length to width of WaveView. */ public void setWaveLengthRatio(float waveLengthRatio) { mWaveLengthRatio = waveLengthRatio; } public boolean isShowWave() { return mShowWave; } public void setShowWave(boolean showWave) { mShowWave = showWave; } public void setBorder(int width, int color) { if (mBorderPaint == null) { mBorderPaint = new Paint(); mBorderPaint.setAntiAlias(true); mBorderPaint.setStyle(Paint.Style.STROKE); } mBorderPaint.setColor(color); mBorderPaint.setStrokeWidth(width); invalidate(); } public void setWaveColor(int behindWaveColor, int frontWaveColor) { mBehindWaveColor = behindWaveColor; mFrontWaveColor = frontWaveColor; if (getWidth() > 0 && getHeight() > 0) { // need to recreate shader when color changed mWaveShader = null; createShader(); invalidate(); } } public void setShapeType(ShapeType shapeType) { mShapeType = shapeType; invalidate(); } public void setShowBehindLine(boolean showBehindLine){ this.showBehindLine = showBehindLine; invalidate(); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); createShader(); } /** * Create the shader with default waves which repeat horizontally, and clamp vertically */ private void createShader() { mDefaultAngularFrequency = 2.0f * Math.PI / DEFAULT_WAVE_LENGTH_RATIO / getWidth(); mDefaultAmplitude = getHeight() * DEFAULT_AMPLITUDE_RATIO; mDefaultWaterLevel = getHeight() * DEFAULT_WATER_LEVEL_RATIO; mDefaultWaveLength = getWidth(); Bitmap bitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(bitmap); Paint wavePaint = new Paint(); wavePaint.setStrokeWidth(2); wavePaint.setAntiAlias(true); // Draw default waves into the bitmap // y=Asin(ωx+φ)+h final int endX = getWidth() + 1; final int endY = getHeight() + 1; float[] waveY = new float[endX]; wavePaint.setColor(mBehindWaveColor); for (int beginX = 0; beginX < endX; beginX++) { double wx = beginX * mDefaultAngularFrequency; float beginY = (float) (mDefaultWaterLevel + mDefaultAmplitude * Math.sin(wx)); if(showBehindLine){ canvas.drawLine(beginX, beginY, beginX, endY, wavePaint); } waveY[beginX] = beginY; } wavePaint.setColor(mFrontWaveColor); final int wave2Shift = (int) (mDefaultWaveLength / 4); for (int beginX = 0; beginX < endX; beginX++) { canvas.drawLine(beginX, waveY[(beginX + wave2Shift) % endX], beginX, endY, wavePaint); } // use the bitamp to create the shader mWaveShader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.CLAMP); mViewPaint.setShader(mWaveShader); } @Override protected void onDraw(Canvas canvas) { // modify paint shader according to mShowWave state if (mShowWave && mWaveShader != null) { // first call after mShowWave, assign it to our paint if (mViewPaint.getShader() == null) { mViewPaint.setShader(mWaveShader); } // sacle shader according to mWaveLengthRatio and mAmplitudeRatio // this decides the size(mWaveLengthRatio for width, mAmplitudeRatio for height) of waves mShaderMatrix.setScale( mWaveLengthRatio / DEFAULT_WAVE_LENGTH_RATIO, mAmplitudeRatio / DEFAULT_AMPLITUDE_RATIO, 0, mDefaultWaterLevel); // translate shader according to mWaveShiftRatio and mWaterLevelRatio // this decides the start position(mWaveShiftRatio for x, mWaterLevelRatio for y) of waves mShaderMatrix.postTranslate( mWaveShiftRatio * getWidth(), (DEFAULT_WATER_LEVEL_RATIO - mWaterLevelRatio) * getHeight()); // assign matrix to invalidate the shader mWaveShader.setLocalMatrix(mShaderMatrix); float borderWidth = mBorderPaint == null ? 0f : mBorderPaint.getStrokeWidth(); switch (mShapeType) { case CIRCLE: if (borderWidth > 0) { canvas.drawCircle(getWidth() / 2f, getHeight() / 2f, (getWidth() - borderWidth) / 2f - 1f, mBorderPaint); } float radius = getWidth() / 2f - borderWidth; canvas.drawCircle(getWidth() / 2f, getHeight() / 2f, radius, mBgPaint); canvas.drawCircle(getWidth() / 2f, getHeight() / 2f, radius, mViewPaint); break; case SQUARE: if (borderWidth > 0) { canvas.drawRect( borderWidth / 2f, borderWidth / 2f, getWidth() - borderWidth / 2f - 0.5f, getHeight() - borderWidth / 2f - 0.5f, mBorderPaint); } canvas.drawRect(borderWidth, borderWidth, getWidth() - borderWidth, getHeight() - borderWidth, mViewPaint); break; } } else { mViewPaint.setShader(null); } } }

//布局中代码




    

        

        

            

            

        


    


    

//界面中动态改变数值以及颜色

  WaveProgressView mWaveProgressView = (WaveProgressView) helper.getView(R.id.progress);
    mWaveProgressView.setShapeType(WaveProgressView.ShapeType.CIRCLE);

    /**绘制边界线的宽及颜色,不需要的可以注销,此处默认宽4,白色*/
    mWaveProgressView.setBorder(4, 0xffffffff);
    /**是否显示双线*/
    mWaveProgressView.setShowBehindLine(false);
    mWaveHelper = new WaveHelper(mWaveProgressView);
    // mWaveProgressView.setWaterLevelRatio(0.1F);
    mWaveProgressView.setWaterLevelRatio(Float.parseFloat(item.getProportion()) / 100f);
    mWaveHelper.start();

    if (helper.getPosition() > getArgb().size()) {

        mWaveProgressView.setWaveColor(
                Color.parseColor("#fff7bfc0"),//波浪线上(淡紫色)setShowBehindLine为true时显示,false不显示
                getArgb().get(helper.getPosition() - getArgb().size()));//波浪线下(橘黄色)

    } else {

        mWaveProgressView.setWaveColor(
                Color.parseColor("#fff7bfc0"),//波浪线上(淡紫色)setShowBehindLine为true时显示,false不显示
                getArgb().get(helper.getPosition()));//波浪线下(橘黄色)

    }


}

private List getArgb() {
    List argbs = new ArrayList<>();
    argbs.add(Color.argb(255, 253, 177, 49));
    argbs.add(Color.argb(255, 126, 185, 255));
    argbs.add(Color.argb(255, 80, 227, 194));
    argbs.add(Color.argb(255, 255, 94, 98));
    argbs.add(Color.argb(255, 157, 221, 85));
    argbs.add(Color.argb(255, 198, 158, 255));
    return argbs;
}

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