一、首先看效果
二、实现原理
使用贝塞尔曲线实现滑动效果,在使用属性动画实现水波纹效果,然后就能实现以上效果
三、实现
1、先封装动画框架,创建动画基础类
PathPoint.java
public class PathPoint {
public static final int MOVE = 0;
public static final int LINE = 1;
public static final int CURVE = 2;
float mControl0X, mControl0Y;
float mControl1X, mControl1Y;
public float mX, mY;
int mOperation;
//line/move
private PathPoint(int operation, float x, float y) {
this.mOperation = operation;
this.mX = x;
this.mY = y;
}
//curve
private PathPoint(float c0X, float c0Y, float c1X, float c1Y, float x, float y) {
this.mControl0X = c0X;
this.mControl0Y = c0Y;
this.mControl1X = c1X;
this.mControl1Y = c1Y;
this.mX = x;
this.mY = y;
this.mOperation = CURVE;
}
public static PathPoint moveTo(float x, float y) {
return new PathPoint(MOVE, x, y);
}
public static PathPoint lineTo(float x, float y) {
return new PathPoint(LINE, x, y);
}
public static PathPoint curveTo(float c0X, float c0Y, float c1X, float c1Y, float x, float y) {
return new PathPoint(c0X, c0Y, c1X, c1Y, x, y);
}
}
创建动画集合类,并且保存绘制轨迹
AnimatorPath
public class AnimatorPath {
//记录轨迹
private List mPoints = new ArrayList<>();
public void moveTo(float x, float y) {
mPoints.add(PathPoint.moveTo(x, y));
}
public void lineTo(float x, float y) {
mPoints.add(PathPoint.lineTo(x, y));
}
public void curveTo(float c0X, float c0Y, float c1X, float c1Y, float x, float y) {
mPoints.add(PathPoint.curveTo(c0X, c0Y, c1X, c1Y, x, y));
}
public Collection getPoints() {
return mPoints;
}
}
3、实现页面布局
4、获取控件,并且设置点击事件,设置一些动画常量
private View mFab;
private FrameLayout mFabcontainer;
private LinearLayout mControlsContainer;
//从什么时候开始执行动画
private static final float SCALE_FACTOR = 13f;
//持续时间
private static final long ANIMATION_DURATION = 300;
//贝塞尔曲线滑动到什么时候开始执行动画
private static final float MINIMUN_X_DISTANCE = 200;
private boolean mRevealFlag;
private float mFabSize;
5,给mFab设置点击事件
private void onFabPressed(View view) {
final float startX = mFab.getX();
//开始动画
AnimatorPath path = new AnimatorPath();
path.moveTo(0, 0);
path.curveTo(-200, 200, -400, 100, -600, 50);
// path.lineTo(-600,50);
ObjectAnimator anim = ObjectAnimator.ofObject(this, "fabLoc",
new PathEvaluator(), path.getPoints().toArray());
anim.setInterpolator(new AccelerateInterpolator());
// anim.setRepeatCount(ValueAnimator.INFINITE);
// anim.setRepeatMode(ValueAnimator.REVERSE);
anim.setDuration(ANIMATION_DURATION);
anim.start();
anim.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
//到了path路径中的某个位置就是开始扩散动画
if (Math.abs(startX - mFab.getX()) > MINIMUN_X_DISTANCE) {
if (!mRevealFlag) {
ImageButton fab = (ImageButton) mFab;
fab.setImageDrawable(new BitmapDrawable());
//看布局里边的FabContainer要比toolbar背景高mFabSize/2(为了最初的半个fab效果)
mFabcontainer.setY(mFabcontainer.getY() + mFabSize / 2);
//fab放大动画
mFab.animate()
.scaleXBy(SCALE_FACTOR)
.scaleYBy(SCALE_FACTOR)
.setListener(mEndRevealListener)
.setDuration(ANIMATION_DURATION);
mRevealFlag = true;
}
}
}
});
}
public void setFabLoc(PathPoint newLoc) {
mFab.setTranslationX(newLoc.mX);
if (mRevealFlag) {
//因为布局里边的mFabcontainer要比toolbar背景高mFabSize/2,所以fab为了看起来平顺,需要上移mFabSize/2
mFab.setTranslationY(newLoc.mY - (mFabSize / 2));
} else {
mFab.setTranslationY(newLoc.mY);
}
}
private AnimatorListenerAdapter mEndRevealListener = new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
mFab.setVisibility(View.INVISIBLE);
mFabcontainer.setBackgroundColor(getResources().getColor(R.color.colorAccent));
//reveal动画完毕后,接着每一个子控件都有个缩放动画(依次顺序出来)
for (int i = 0; i < mControlsContainer.getChildCount(); i++) {
View v = mControlsContainer.getChildAt(i);
ViewPropertyAnimator animate = v.animate()
.scaleX(1)
.scaleY(1)
.setDuration(ANIMATION_DURATION);
animate.setStartDelay(i * 50);
animate.start();
}
}
};
PathEvaluator
public class PathEvaluator implements TypeEvaluator {
@Override
public PathPoint evaluate(float t, PathPoint startValue, PathPoint endValue) {
//t执行的百分比 (0~1)
float x, y;
if (endValue.mOperation == PathPoint.CURVE) {
//三阶贝塞尔曲线 公式
float oneMinusT = 1 - t;
x = oneMinusT * oneMinusT * oneMinusT * startValue.mX +
3 * oneMinusT * oneMinusT * t * endValue.mControl0X +
3 * oneMinusT * t * t * endValue.mControl1X +
t * t * t * endValue.mX;
y = oneMinusT * oneMinusT * oneMinusT * startValue.mY +
3 * oneMinusT * oneMinusT * t * endValue.mControl0Y +
3 * oneMinusT * t * t * endValue.mControl1X +
t * t * t * endValue.mY;
} else if (endValue.mOperation == PathPoint.LINE) {
//x=起始点+t*起始点和终点的距离
x = startValue.mX + t * (endValue.mX - startValue.mX);
y = startValue.mY + t * (endValue.mY - startValue.mY);
} else {
x = endValue.mX;
y = endValue.mY;
}
return PathPoint.moveTo(x, y);
}
}
注意:属性动画既可以改变属性,也可以改变一个变量或者方法