Android动画 播放暂停

目录

Android动画 播放暂停_第1张图片
Android 开始暂停动画.png

效果

国际惯例,先放效果


Android动画 播放暂停_第2张图片
动画开始暂停.gif

前言

之前写了java线程的暂停和继续,Android下载暂停,圆形下载进度条,相信大家看了上面的动画效果就知道我这一个系列是要做什么了,哈哈,没错就是一个简单的网络下载暂停,只是通过一部分一部分的分析,今天把动画给搞定了,过段时间就是可以成功的把这些整合起来,预计效果就是我们手机应用商城中的软件下载的效果,可以暂停,也是圆形进度条;拥有开始和暂停的动画;想想就非常不错;666666666

正文

自定义View PlayPauseView
  1. 上面的动画就是两个矩形,变成三角形,我们只用设置左边矩形的四个点的坐标,那么右边的坐标,可以通过自己定义的两个矩形之间的宽度,算出相应的坐标,

  2. Path方法就是用画笔画出相应的动画效果,path.moveTo(),就是从起点画到后面的点,

  3. path.lineTo() 画直线,通过两个点确定一个直线,就可以成功的画出动画,

  4. path.close()这可不是关闭方法,而是把线段封闭掉,什么意思呢?我们花了四个点,但是只连接了三个线,那么就会把开始的点和最后的点连接起来,这样就形成了矩形。

public class PlayPauseView extends View {

    private int mWidth; //View宽度
    private int mHeight; //View高度
    private Paint mPaint;
    private Path mLeftPath; //暂停时左侧竖条Path
    private Path mRightPath; //暂停时右侧竖条Path
    private float mGapWidth; //两个暂停竖条中间的空隙,默认为两侧竖条的宽度
    private float mProgress; //动画Progress
    private Rect mRect;
    private boolean isPlaying;
    private float mRectWidth;  //圆内矩形宽度
    private float mRectHeight; //圆内矩形高度
    private float mRectLT;  //矩形左侧上侧坐标
    private float mRadius;  //圆的半径
    private int mBgColor = Color.WHITE;
    private int mBtnColor = Color.BLACK;
    private int mDirection = Direction.POSITIVE.value;
    private float mPadding;
    private int mAnimDuration = 200;//动画时间

    public PlayPauseView(Context context) {
        super(context);
    }

    public PlayPauseView(Context context, @Nullable AttributeSet attrs) {
        super(context, attrs);
        init(context, attrs);
    }

    public PlayPauseView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);
        init(context, attrs);
    }

    private void init(Context context, AttributeSet attrs) {
        mPaint = new Paint();
        mPaint.setAntiAlias(true);
        mLeftPath = new Path();
        mRightPath = new Path();
        mRect = new Rect();
        TypedArray ta = context.obtainStyledAttributes(attrs, R.styleable.PlayPauseView);
        mBgColor = ta.getColor(R.styleable.PlayPauseView_bg_color, Color.WHITE);
        mBtnColor = ta.getColor(R.styleable.PlayPauseView_btn_color, Color.BLACK);
        mGapWidth = ta.getDimensionPixelSize(R.styleable.PlayPauseView_gap_width, dp2px(context, 0));
        mPadding = ta.getDimensionPixelSize(R.styleable.PlayPauseView_space_padding, dp2px(context, 0));
        mDirection = ta.getInt(R.styleable.PlayPauseView_anim_direction, Direction.POSITIVE.value);
        mAnimDuration = ta.getInt(R.styleable.PlayPauseView_anim_duration, 200);
        ta.recycle();

        setLayerType(View.LAYER_TYPE_SOFTWARE, null);
    }

    @Override
    protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
        super.onMeasure(widthMeasureSpec, heightMeasureSpec);
        mWidth = MeasureSpec.getSize(widthMeasureSpec);
        mHeight = MeasureSpec.getSize(heightMeasureSpec);
        int widthMode = MeasureSpec.getMode(widthMeasureSpec);
        int heightMode = MeasureSpec.getMode(heightMeasureSpec);
        if (widthMode == MeasureSpec.EXACTLY) {
            mWidth = Math.min(mWidth, mHeight);
        } else {
            mWidth = dp2px(getContext(), 50);
        }
        if (heightMode == MeasureSpec.EXACTLY) {
            mHeight = Math.min(mWidth, mHeight);
        } else {
            mHeight = dp2px(getContext(), 50);
        }
        mWidth = mHeight = Math.min(mWidth, mHeight);
        setMeasuredDimension(mWidth, mHeight);
    }

    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        mWidth = mHeight = w;
        initValue();
    }

    private void initValue() {
        mRadius = mWidth / 2;
      
        mPadding = getSpacePadding() == 0 ? mRadius / 3f : getSpacePadding();
        if (getSpacePadding() > mRadius / Math.sqrt(2) || mPadding < 0) {
            mPadding = mRadius / 3f; //默认值
        }
        float space = (float) (mRadius / Math.sqrt(2) - mPadding); //矩形宽高的一半
        mRectLT = mRadius - space;
        float rectRB = mRadius + space;
        mRectWidth = 2 * space;
        mRectHeight = 2 * space;
        mGapWidth = getGapWidth() != 0 ? getGapWidth() : mRectWidth / 3;
        mProgress = isPlaying ? 0 : 1;
        mAnimDuration = getAnimDuration() < 0 ? 200 : getAnimDuration();
    }

    @Override
    protected void onDraw(Canvas canvas) {
        super.onDraw(canvas);

        mLeftPath.rewind();
        mRightPath.rewind();

        mPaint.setColor(mBgColor);
        canvas.drawCircle(mWidth / 2, mHeight / 2, mRadius, mPaint);

        float distance = mGapWidth * (1 - mProgress);  //暂停时左右两边矩形距离
        float barWidth = mRectWidth / 2 - distance / 2;     //一个矩形的宽度
        float leftLeftTop = barWidth * mProgress;       //左边矩形左上角

        float rightLeftTop = barWidth + distance;       //右边矩形左上角
        float rightRightTop = 2 * barWidth + distance;  //右边矩形右上角
        float rightRightBottom = rightRightTop - barWidth * mProgress; //右边矩形右下角

        mPaint.setColor(mBtnColor);
        mPaint.setStyle(Paint.Style.FILL);

        if (mDirection == Direction.NEGATIVE.value) {
            mLeftPath.moveTo(mRectLT, mRectLT);
            mLeftPath.lineTo(leftLeftTop + mRectLT, mRectHeight + mRectLT);
            mLeftPath.lineTo(barWidth + mRectLT, mRectHeight + mRectLT);
            mLeftPath.lineTo(barWidth + mRectLT, mRectLT);
            mLeftPath.close();

            mRightPath.moveTo(rightLeftTop + mRectLT, mRectLT);
            mRightPath.lineTo(rightLeftTop + mRectLT, mRectHeight + mRectLT);
            mRightPath.lineTo(rightRightBottom + mRectLT, mRectHeight + mRectLT);
            mRightPath.lineTo(rightRightTop + mRectLT, mRectLT);
            mRightPath.close();
        } else {
            mLeftPath.moveTo(leftLeftTop + mRectLT, mRectLT);
            mLeftPath.lineTo(mRectLT, mRectHeight + mRectLT);
            mLeftPath.lineTo(barWidth + mRectLT, mRectHeight + mRectLT);
            mLeftPath.lineTo(barWidth + mRectLT, mRectLT);
            mLeftPath.close();

            mRightPath.moveTo(rightLeftTop + mRectLT, mRectLT);
            mRightPath.lineTo(rightLeftTop + mRectLT, mRectHeight + mRectLT);
            mRightPath.lineTo(rightLeftTop + mRectLT + barWidth, mRectHeight + mRectLT);
            mRightPath.lineTo(rightRightBottom + mRectLT, mRectLT);
            mRightPath.close();
        }

        canvas.save();

        canvas.translate(mRectHeight / 8f * mProgress, 0);

        float progress = isPlaying ? (1 - mProgress) : mProgress;
        int corner = mDirection == Direction.NEGATIVE.value ? -90 : 90;
        float rotation = isPlaying ? corner * (1 + progress) : corner * progress;
        canvas.rotate(rotation, mWidth / 2f, mHeight / 2f);

        canvas.drawPath(mLeftPath, mPaint);
        canvas.drawPath(mRightPath, mPaint);

        canvas.restore();
    }

    public ValueAnimator getPlayPauseAnim() {
        ValueAnimator valueAnimator = ValueAnimator.ofFloat(isPlaying ? 1 : 0, isPlaying ? 0 : 1);
        valueAnimator.setDuration(mAnimDuration);
        valueAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
            @Override
            public void onAnimationUpdate(ValueAnimator animation) {
                mProgress = (float) animation.getAnimatedValue();
                invalidate();
            }
        });
        return valueAnimator;
    }

    public void play() {
        if (getPlayPauseAnim() != null) {
            getPlayPauseAnim().cancel();
        }
        setPlaying(true);
        getPlayPauseAnim().start();
    }

    public void pause() {
        if (getPlayPauseAnim() != null) {
            getPlayPauseAnim().cancel();
        }
        setPlaying(false);
        getPlayPauseAnim().start();
    }

    private PlayPauseListener mPlayPauseListener;

    public void setPlayPauseListener(PlayPauseListener playPauseListener) {
        mPlayPauseListener = playPauseListener;
        setOnClickListener(new OnClickListener() {
            @Override
            public void onClick(View v) {
                if (isPlaying()) {
                    pause();
                    if (null != mPlayPauseListener) {
                        mPlayPauseListener.pause();
                    }
                } else {
                    play();
                    if (null != mPlayPauseListener) {
                        mPlayPauseListener.play();
                    }
                }
            }
        });
    }

    public interface PlayPauseListener {
        void play();

        void pause();
    }

    public int dp2px(Context context, float dpVal) {
        float density = context.getResources().getDisplayMetrics().density;
        return (int) (density * dpVal + 0.5f);
    }

    /* ------------下方是参数------------- */

    public boolean isPlaying() {
        return isPlaying;
    }

    public void setPlaying(boolean playing) {
        isPlaying = playing;
    }

    public void setGapWidth(float gapWidth) {
        mGapWidth = gapWidth;
    }

    public float getGapWidth() {
        return mGapWidth;
    }

    public int getBgColor() {
        return mBgColor;
    }

    public int getBtnColor() {
        return mBtnColor;
    }

    public int getDirection() {
        return mDirection;
    }

    public void setBgColor(int bgColor) {
        mBgColor = bgColor;
    }

    public void setBtnColor(int btnColor) {
        mBtnColor = btnColor;
    }

    public void setDirection(Direction direction) {
        mDirection = direction.value;
    }

    public float getSpacePadding() {
        return mPadding;
    }

    public void setSpacePadding(float padding) {
        mPadding = padding;
    }

    public int getAnimDuration() {
        return mAnimDuration;
    }

    public void setAnimDuration(int animDuration) {
        mAnimDuration = animDuration;
    }

    public enum Direction {
        POSITIVE(1),//顺时针
        NEGATIVE(2);//逆时针
        int value;

        Direction(int value) {
            this.value = value;
        }
    }
}

  mBgColor = ta.getColor(R.styleable.PlayPauseView_bg_color, Color.WHITE);
        mBtnColor = ta.getColor(R.styleable.PlayPauseView_btn_color, Color.BLACK);
        mGapWidth = ta.getDimensionPixelSize(R.styleable.PlayPauseView_gap_width, dp2px(context, 0));
        mPadding = ta.getDimensionPixelSize(R.styleable.PlayPauseView_space_padding, dp2px(context, 0));
        mDirection = ta.getInt(R.styleable.PlayPauseView_anim_direction, Direction.POSITIVE.value);
        mAnimDuration = ta.getInt(R.styleable.PlayPauseView_anim_duration, 200);

大家可能不太清楚这些是什么,其实这个就是我们在xml中声名的属性,也就是自定义View的属性;

自定义xml attrs.xml

    
        
        
        
        
        
        
            
            
        
    

大家看到上面的name,就是我们在自定义View 中的属性方法;

通过相应的设置,大家就可以看出来了;

界面 activity_main.xml



    

看见上面的app:后下面跟的属性名称了吗?就是我们自定义View 的那些属性,我们是在自定义的时候通过get()``set()方法,设置属性的;

主方法 MainActivity()
package com.freedom.lauzy.playpauseview;

import android.graphics.Color;
import android.os.Bundle;
import android.support.v7.app.AppCompatActivity;
import android.view.View;
import android.widget.Toast;

import com.freedom.lauzy.playpauseviewlib.PlayPauseView;

public class MainActivity extends AppCompatActivity {

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

        final PlayPauseView playPauseView1 = (PlayPauseView) findViewById(R.id.play_pause_view1);
        playPauseView1.setPlayPauseListener(new PlayPauseView.PlayPauseListener() {
            @Override
            public void play() {
                Toast.makeText(MainActivity.this, "Play", Toast.LENGTH_SHORT).show();
            }

            @Override
            public void pause() {
                Toast.makeText(MainActivity.this, "Pause", Toast.LENGTH_SHORT).show();
            }
        });

    }
}

这个就还是蛮简单的,设置一下点击事件就可以了,我们自定义的时候,自定义了点击事件(可以看看上面的代码)。

总结

自定义View时,要想一想我们自定义需要什么功能,他有动画吗,需要什么样的参数,可设置的属性有需要多少,需要动画吗?需要什么要的动画,等等

  1. 首先就是两个矩形,先考虑如果画出两个矩形,先画出一个圆,配置该视图的宽高,就像画出个圆形,在圆形里面画出矩形,左边矩形的坐标,如果画,两个矩形的宽度设置出来,就知道相应的右边的坐标,这样子两个矩形就出来了
  2. 其次就是个三角形,也就是三个点的坐标,通过宽度换算成适合的大小,画出即可;
  3. 最后就是动画,设置动画时间,动画效果
  4. 最后就是可配置的参数和属性;
感谢

感谢大家!!! 加油!!! 努力!! 日更!!

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