Android自定义View(12) 《实现一个带动画的单选框》

概述

今天无意发现MIUI的一个单选框,发现还挺好玩的,就抽空写了一下,单选框具体是长这个样子的

效果

chek_view.gif

绘制的图形

整体上绘制图形分为3个部分

  • 1.带阴影的未选中状态的圆形背景
  • 2.带阴影的选中状态的选中状态的圆形背景
  • 3.绘制中间的勾形路径

用到的动画

首先我们考虑把动画分为2部分,第一部分为手指按下去的事件,此时开始进行手指按下去的动画,当松开手指时我们开始执行松开手指的动画。
如果没有通过本身点击事件触发,我们则先播放按下去的动画,然后监听动画结束再播放松开手指的动画

先上代码

package com.tx.txcustomview.view

import android.animation.Animator
import android.animation.ValueAnimator
import android.content.Context
import android.graphics.*
import android.util.AttributeSet
import android.util.Log
import android.view.MotionEvent
import android.view.View


/**
 * create by xu.tian
 * @date 2021/9/10
 */
class CheckView(context: Context?, attrs: AttributeSet?) : View(context, attrs){
    // 当前选中状态
    var checked = false
    // 创建画笔对象
    var paint = Paint()
    // 圆心x坐标
    var centerX = 0f
    // 圆心y坐标
    var centerY = 0f
    // 圆半径
    var radius = 0f
    // 实际绘制的真实圆半径
    var drawRadius = 0f

    // 按下去执行的动画
    lateinit var pressAnimator: ValueAnimator
    // 按下去动画执行的时间
    var pressAnimDuration = 100L
    // 当前的按下去的动画值0~100
    var pressCurrentValue = 0F
    // 按下去时的缩放值
    var pressScale = 0.8f
    
    // 松手执行的动画
    lateinit var upAnimator : ValueAnimator
    // 松手动画执行的时间
    var upAnimDuration = 300L
    // 当前的松手的动画值0~100
    var upCurrentValue = 0F
    // 判断是否是外部设置
    var isSet = false

    override fun onDraw(canvas: Canvas) {
        super.onDraw(canvas)
        setLayerType(LAYER_TYPE_SOFTWARE,paint)
        if (!checked){
            drawUnchecked(canvas)
        }else{
            drawChecked(canvas)
        }
    }

    override fun onSizeChanged(w: Int, h: Int, oldw: Int, oldh: Int) {
        super.onSizeChanged(w, h, oldw, oldh)
        this.centerX = (w/2).toFloat()
        this.centerY = (h/2).toFloat()
        this.radius = centerX*9/10
        this.drawRadius = radius
        initPressAnimator()
        initUpAnimator()
    }

    override fun onTouchEvent(event: MotionEvent?): Boolean {
        when(event?.action){
            MotionEvent.ACTION_DOWN -> actionPress()
            MotionEvent.ACTION_UP -> actionUp()
        }
        return true
    }

    private fun initPressAnimator(){
        pressAnimator = ValueAnimator.ofFloat(0f,100f)
        pressAnimator.duration = pressAnimDuration
        pressAnimator.addUpdateListener { valueAnimator ->
            pressCurrentValue = valueAnimator.animatedValue as Float
            drawRadius = radius*(1-(pressCurrentValue/100)*(1-pressScale))
            postInvalidate()
        }
        pressAnimator.addListener(object : Animator.AnimatorListener{
            override fun onAnimationStart(p0: Animator?) {

            }

            override fun onAnimationEnd(p0: Animator?) {
                Log.d("CheckView", "pressAnimator onAnimationEnd --->$pressCurrentValue")
                if (isSet){
                    upAnimator.start()
                }
            }

            override fun onAnimationCancel(p0: Animator?) {

            }

            override fun onAnimationRepeat(p0: Animator?) {

            }
        })

    }
    private fun initUpAnimator(){
        upAnimator = ValueAnimator.ofFloat(0f,100f)
        upAnimator.duration = upAnimDuration
        upAnimator.addUpdateListener { valueAnimator ->
            upCurrentValue = valueAnimator.animatedValue as Float
            drawRadius = radius*pressScale+(1-pressScale)*(upCurrentValue/100)*radius
            postInvalidate()
        }
        upAnimator.addListener(object : Animator.AnimatorListener{
            override fun onAnimationStart(p0: Animator?) {
            }

            override fun onAnimationEnd(p0: Animator?) {
                if (!checked){
                    pressCurrentValue = 0f
                    upCurrentValue = 0f
                }else{
                    pressCurrentValue = 100f
                    upCurrentValue = 100f
                }
                upAnimator.cancel()
                Log.d("CheckView", "upAnimator onAnimationEnd --->$upCurrentValue")
            }

            override fun onAnimationCancel(p0: Animator?) {

            }

            override fun onAnimationRepeat(p0: Animator?) {

            }
        })

    }

    private fun actionPress(){
        isSet = false
        pressAnimator.start()
    }

    private fun actionUp() {
        checked = !checked
        upAnimator.start()
    }

    private fun drawChecked(canvas: Canvas){
        // 绘制选中时的圆形背景
        paint.color = Color.BLUE
        paint.style = Paint.Style.FILL
        canvas.drawCircle(centerX,centerY,drawRadius,paint)
        // 绘制中间的勾
        var path = Path()
        path.moveTo(centerX-drawRadius/2,centerY-drawRadius/10);
        path.lineTo(centerX-drawRadius/15,centerY+drawRadius/3);
        path.lineTo(centerX+drawRadius/2,centerY-drawRadius/3);
        var dstPah = Path()
        var pathMeasure = PathMeasure()
        pathMeasure.setPath(path,false)
        pathMeasure.getSegment(0f,pathMeasure.length*(upCurrentValue/100),dstPah,true)
        paint.style = Paint.Style.STROKE
        paint.strokeWidth = drawRadius / 6
        paint.color = Color.WHITE
        paint.strokeCap = Paint.Cap.ROUND
        paint.strokeJoin = Paint.Join.ROUND
        canvas.drawPath(dstPah,paint)
    }

    private fun drawUnchecked(canvas: Canvas){
        // 绘制未选中状态的背景
        paint.style = Paint.Style.FILL
        paint.color = Color.GRAY
        paint.setShadowLayer(5f,5f,5f,Color.parseColor("#4D000000"))
        paint.alpha = 150
        canvas.drawCircle(centerX,centerY,drawRadius,paint)
    }

    fun setStatusChecked(checked : Boolean){
        this.checked  = checked
        isSet = true
        pressAnimator.start()
    }
    override fun onDetachedFromWindow() {
        super.onDetachedFromWindow()
        pressAnimator.cancel()
        upAnimator.cancel()
    }
}

思路

我们利用两个ValueAnimator来控制动画进行中我们绘制的背景的半径以及画笔的粗细等,我们先确认在绘制过程中哪些值需要变化

  • 绘制的背景的半径
    因为这里我们使用的勾形路径和画笔宽度都是根据半径决定的,所以我们只需要在动画变化的过程中确认好半径大小就没问题了。我们每次在按下去的时候相当于缩放,然后在松开手指的时候切换状态并播放动画

核心代码

这里我们只看最重要的绘制部分以及使用动画值的部分
首先是绘制未选中状态圆形的背景的代码

private fun drawUnchecked(canvas: Canvas){
        // 绘制未选中状态的背景
        paint.style = Paint.Style.FILL
        paint.color = Color.GRAY
        paint.setShadowLayer(5f,5f,5f,Color.parseColor("#4D000000"))
        paint.alpha = 150
        canvas.drawCircle(centerX,centerY,drawRadius,paint)
    }

这里的drawRadius是我们实际画的圆的半径
其次是选中状态的图形

 private fun drawChecked(canvas: Canvas){
        // 绘制选中时的圆形背景
        paint.color = Color.BLUE
        paint.style = Paint.Style.FILL
        canvas.drawCircle(centerX,centerY,drawRadius,paint)
        // 绘制中间的勾
        var path = Path()
        path.moveTo(centerX-drawRadius/2,centerY-drawRadius/10);
        path.lineTo(centerX-drawRadius/15,centerY+drawRadius/3);
        path.lineTo(centerX+drawRadius/2,centerY-drawRadius/3);
        var dstPah = Path()
        var pathMeasure = PathMeasure()
        pathMeasure.setPath(path,false)
        pathMeasure.getSegment(0f,pathMeasure.length*(upCurrentValue/100),dstPah,true)
        paint.style = Paint.Style.STROKE
        paint.strokeWidth = drawRadius / 6
        paint.color = Color.WHITE
        paint.strokeCap = Paint.Cap.ROUND
        paint.strokeJoin = Paint.Join.ROUND
        canvas.drawPath(dstPah,paint)
    }

这个勾的坐标是真的难画,和UI小姐姐看了iconfont的几个图标才找来了灵感画出了这个看起来还不错的~
其次是按下去的动画的部分

 private fun initPressAnimator(){
        pressAnimator = ValueAnimator.ofFloat(0f,100f)
        pressAnimator.duration = pressAnimDuration
        pressAnimator.addUpdateListener { valueAnimator ->
            pressCurrentValue = valueAnimator.animatedValue as Float
            drawRadius = radius*(1-(pressCurrentValue/100)*(1-pressScale))
            postInvalidate()
        }
        pressAnimator.addListener(object : Animator.AnimatorListener{
            override fun onAnimationStart(p0: Animator?) {

            }

            override fun onAnimationEnd(p0: Animator?) {
                Log.d("CheckView", "pressAnimator onAnimationEnd --->$pressCurrentValue")
                if (isSet){
                    upAnimator.start()
                }
            }

            override fun onAnimationCancel(p0: Animator?) {

            }

            override fun onAnimationRepeat(p0: Animator?) {

            }
        })
    }

注意这里的drawRaidus的计算公式

drawRadius = radius*(1-(pressCurrentValue/100)*(1-pressScale))

在动画值从0~100的过程中,drawRadius最终会变成我们所需要的缩放后的值
然后是松开手的动画

  private fun initUpAnimator(){
        upAnimator = ValueAnimator.ofFloat(0f,100f)
        upAnimator.duration = upAnimDuration
        upAnimator.addUpdateListener { valueAnimator ->
            upCurrentValue = valueAnimator.animatedValue as Float
            drawRadius = radius*pressScale+(1-pressScale)*(upCurrentValue/100)*radius
            postInvalidate()
        }
        upAnimator.addListener(object : Animator.AnimatorListener{
            override fun onAnimationStart(p0: Animator?) {
            }

            override fun onAnimationEnd(p0: Animator?) {
                if (!checked){
                    pressCurrentValue = 0f
                    upCurrentValue = 0f
                }else{
                    pressCurrentValue = 100f
                    upCurrentValue = 100f
                }
                upAnimator.cancel()
                Log.d("CheckView", "upAnimator onAnimationEnd --->$upCurrentValue")
            }

            override fun onAnimationCancel(p0: Animator?) {

            }

            override fun onAnimationRepeat(p0: Animator?) {

            }
        })
}

这里其实也只是计算了一下drawRadius的值

drawRadius = radius*pressScale+(1-pressScale)*(upCurrentValue/100)*radius

这个和按下去就是反过来的,从缩放后的值逐渐变到原来的大小,最后记得执行完两个动画后把状态值重置~

总结

整体来说是比较简单的一个控件,但是如果需要更细致的状态切换那么还是需要再下点功夫的~
See you ~

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