首先放上所有成员变量
/**
* 最大的滑动速度
*/
private static final int MAX_FLING_SPEED = 6000;
private static final String KG = "kg";
private static final int ONE_KG = 1000;
/**
* 最大的可滑动过去的体重数 默认:3公斤
*/
private static final int MAX_FLING_WEIGHT = 3000;
/**
* 最大的滑动动画持续时间
*/
private static final int MAX_FLING_WEIGHT_DURATION = 1000;
private LinearOutSlowInInterpolator mLinearOutSlowInInterpolator = new LinearOutSlowInInterpolator();
/**
* 最小体重:30kg
*/
private int minWeight = 30000;
/**
* 最大体重:200.0kg
*/
private int maxWeight = 200000;
/**
* 默认体重为60.0kg
* 数字单位为g
*/
private int bodyWeight = 60000;
/**
* 体重的文字大小
*/
private int textSizeWeight = sp2pix(22);
/**
* kg字的文字大小
*/
private int textSizeKg = sp2pix(16);
/**
* 刻度基线的宽度
*/
private int lineWidthBase = dp2pix(1);
/**
* 刻度线g的宽度
*/
private int lineWidthG = dp2pix(2);
/**
* 刻度线g的高度
*/
private int lineHeightG = dp2pix(20);
/**
* 刻度线kg的宽度
*/
private int lineWidthKg = dp2pix(4);
/**
* 刻度线kg的高度
*/
private int lineHeightKg = dp2pix(40);
/**
* 每公斤中的刻度数量
*/
private int scaleTableGNum = 10;
/**
* 每格的宽度
*/
private int scaleTableGWidth = dp2pix(10);
private Paint mWeightTextPain;
private Paint mScaleLinePain;
private Paint mScaleWeightTextPain;
/**
* 遮罩的画笔
*/
private Paint mForegroundPaint;
/**
* 手势识别器
*/
private GestureDetector mGesture;
/**
* 平滑动画
*/
private ObjectAnimator mFlingAnim;
private FlingAnimUpdateListener mFlingAnimUpdateListener = new FlingAnimUpdateListener();
private BodyWeightUpdateListener mBodyWeightUpdateListener;
实例化画笔,在onDraw中绘制最基本的元素
//画出当前公斤数
int textLine = centerY - dp2pix(50);
mWeightTextPain.setTextSize(textSizeWeight);
mWeightTextPain.setTextAlign(Paint.Align.CENTER);
canvas.drawText(weightStr, centerX, textLine, mWeightTextPain);
mWeightTextPain.setTextSize(textSizeKg);
canvas.drawText(KG, centerX + mWeightTextPain.measureText(weightStr),
textLine - mWeightTextPain.getFontSpacing() / 2, mWeightTextPain);
//画刻度基准线
mScaleLinePain.setStrokeWidth(lineWidthBase);
canvas.drawLine(0, centerY, canvasWidth, centerY, mScaleLinePain);
绘制刻度线
//画刻度线
int everyScaleG = ONE_KG / scaleTableGNum;
//这个求余,是为了得到当前体重数和最小刻度的偏差,用于接下来绘制的时候进行位置修正
float offset = bodyWeight % everyScaleG;
//
float handOffset = offset / everyScaleG * scaleTableGWidth;
float currentLeftHandWeight;
float currentRightHandWeight;
float leftLineX;
float rightLineX;
if (offset == 0) {
float lineX = centerX;
float currentHandWeight = bodyWeight;
drawScaleTable(canvas, centerY, lineX, currentHandWeight);
currentLeftHandWeight = bodyWeight - everyScaleG;
currentRightHandWeight = bodyWeight + everyScaleG;
leftLineX = lineX - scaleTableGWidth;
rightLineX = lineX + scaleTableGWidth;
} else {
currentLeftHandWeight = bodyWeight - offset % everyScaleG;
currentRightHandWeight = bodyWeight + everyScaleG - offset % everyScaleG;
leftLineX = centerX - handOffset;
rightLineX = centerX + scaleTableGWidth - handOffset;
}
//这是为了不同宽度的屏幕适配,所以从中间往两边绘制
while (rightLineX < canvasWidth + 2 * scaleTableGWidth) {
//从中开始向左画指针
if (currentLeftHandWeight >= minWeight) {
drawScaleTable(canvas, centerY, leftLineX, currentLeftHandWeight);
}
//从中开始向右画指针
if (currentRightHandWeight <= maxWeight) {
drawScaleTable(canvas, centerY, rightLineX, currentRightHandWeight);
}
currentLeftHandWeight -= everyScaleG;
currentRightHandWeight += everyScaleG;
leftLineX -= scaleTableGWidth;
rightLineX += scaleTableGWidth;
}
绘制遮罩层,用来做两边透明度的效果
//绘制遮罩层,用来进行两端透明度的变化
if (mForegroundPaint == null) {
initForegroundPaint(canvasWidth);
}
canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(), mForegroundPaint);
//初始化遮罩的画笔
private void initForegroundPaint(int w) {
mForegroundPaint = new Paint();
mForegroundPaint.setShader(new LinearGradient(0, 0, w / 2, 0, 0X00FFFFFF, 0XFFFFFFFF, Shader.TileMode.MIRROR));
mForegroundPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.MULTIPLY));
}
实例化手势识别器GestureDetector,用它来接管View的onTouchEvent,并在onScroll和onFling中作出对应动作
@Override
public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) {
if (mFlingAnim != null) {
mFlingAnim.cancel();
}
//每次滚动的刻度
bodyWeight += distanceX * scaleTableGWidth;
if (bodyWeight >= maxWeight) {
bodyWeight = maxWeight;
} else if (bodyWeight <= minWeight) {
bodyWeight = minWeight;
}
invalidate();
return true;
@Override
public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) {
int target;
if (velocityX > 0) {
target = bodyWeight - getTargetWeightByVelocityX(velocityX);
} else {
target = bodyWeight + getTargetWeightByVelocityX(velocityX);
}
startSmoothAnim(target, getDurationByVelocityX(velocityX));
return true;
}
以上用到的方法
//通过滑动速率来得到滑动动画的目标体重值
private int getTargetWeightByVelocityX(float velocityX) {
return (int) (MAX_FLING_WEIGHT * mLinearOutSlowInInterpolator.getInterpolation(Math.abs(velocityX / MAX_FLING_SPEED)));
}
//通过滑动速率来得到滑动动画持续时间
private int getDurationByVelocityX(float velocityX) {
return (int) (MAX_FLING_WEIGHT_DURATION * mLinearOutSlowInInterpolator.getInterpolation(Math.abs(velocityX / MAX_FLING_SPEED)));
}
//开始一个平滑动画
private void startSmoothAnim(int targetWeight, int duration) {
if (targetWeight >= maxWeight) {
targetWeight = maxWeight;
} else if (targetWeight <= minWeight) {
targetWeight = minWeight;
} else {
targetWeight = revisedTarget(targetWeight);
}
if (mFlingAnim != null) {
mFlingAnim.cancel();
mFlingAnim = null;
}
mFlingAnim = ObjectAnimator.ofInt(BodyWeightScaleTableView.this, "bodyWeight", this.bodyWeight, targetWeight);
mFlingAnim.setInterpolator(mLinearOutSlowInInterpolator);
mFlingAnim.setDuration(duration);
mFlingAnim.addUpdateListener(mFlingAnimUpdateListener);
mFlingAnim.start();
}
本Demo是使用Canvas进行绘制刻度,为了适配不同宽度的屏幕,所以小的刻度使用从中心指针处向两边绘制到屏幕边界的方法,使用GestureDetector接管View的触摸事件,在onScroll中修改体重值并不断进行重绘,达到刻度尺滚动的效果。并在onFling中接收抛动的事件,开启一个属性动画达到平滑的效果。由于我没有在GestureDetector中找到能响应不fling的up事件,所以要自己手动在onTouchEvent中写ACIONT_UP时的动作
@Override
public boolean onTouchEvent(MotionEvent event) {
mGesture.onTouchEvent(event);
if (event.getAction() == MotionEvent.ACTION_UP) {
if (mFlingAnim != null && !mFlingAnim.isRunning()) {
startSmoothAnim(revisedTarget(bodyWeight), 100);
}
}
return true;
}
遮罩层的实现方式,是drawRec 一个整个画布大小的白色矩形,使用线性渐变,两边不透明到中间透明。注意,由于使用了PorterDuff.Mode.MULTIPLY来合成,所以需要使用到离屏缓冲,关于离屏缓冲可以看看HenCoder
最后附上github:https://github.com/Pro47x/BodyWeightScaleTableView
写的很简陋,轻喷