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
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 ~