这两天项目比较紧,本来打算完成以后再写博客的,今天终于实现了一个炫的功能,怀着激动的心情,趁热打铁,把项目经验记录一下,效果图如下:
对功能的几点说明:
1.圆形边框旋转
2.水纹上涨
3.水滴滴下
4.方向始终朝向重力
先分析一下思路,首先旋转比较好实现,只需要旋转动画就可以了,第二个水纹效果,参考了一篇博客,http://www.jianshu.com/p/e711e22e053e
在源码基础上进行了修改。第三个水滴滴下效果,参考了这个源码: https://github.com/recruit-lifestyle/WaveSwipeRefreshLayout
并且根据功能在源码基础上进行了修改,第四个方向始终朝向重力方向,需要判断重力方向,然后根据角度旋转图片,感谢这篇博客,里边角度的换算非常有用, http://www.cnblogs.com/bpasser/archive/2011/10/17/2214517.html
现在就一步一步实现这个功能吧
现在先把这块功能的布局文件贴上,所有操作都在这个布局上进行。
<LinearLayout
android:layout_width="match_parent" android:layout_height="0dp" android:layout_weight="3" android:gravity="center" android:orientation="vertical"> <FrameLayout android:id="@+id/id_framelayout" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" android:background="@mipmap/wave_default"> <ImageView android:id="@+id/id_imageRota" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" android:src="@mipmap/wave_1" /> <jp.co.recruit_lifestyle.android.widget.WaveSwipeRefreshLayout android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/main_swipe" android:layout_gravity="center" > <View android:layout_width="1dp" android:layout_height="1dp" /> </jp.co.recruit_lifestyle.android.widget.WaveSwipeRefreshLayout> <com.gelitenight.waveview.library.WaveView android:id="@+id/wave" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" /> <TextView android:id="@+id/id_textViewProgress" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center" android:textSize="40sp" android:textColor="#5aa828" android:textStyle="bold"/> </FrameLayout> </LinearLayout>
先解释一下布局,两张图片:wave_default,
wave_1
首先使用FrameLayout布局,将两个图片重叠,对wave_1进行旋转操作,实现动画。WaveSwipeRefreshLayout控件是水滴效果,因为不允许布局内为空,所以设置一个view,WaveView则是水滴效果,id_textViewProgress是水滴上写的进度数字,说明一下,这里都写成自适应的,wrap_content,具体宽高则在代码中进行控制。
这个比较简单,只需要给view进行旋转动画的操作就可以了,贴一下这部分功能的代码
final RotateAnimation ra = new RotateAnimation(0, 359, RotateAnimation.RELATIVE_TO_SELF, 0.5f, RotateAnimation.RELATIVE_TO_SELF, 0.5f); ra.setDuration(1000); ra.setRepeatCount(-1); //匀速 LinearInterpolator lin = new LinearInterpolator(); ra.setInterpolator(lin); imageViewRota.startAnimation(ra);
我这里设置了匀速旋转
这个需要导入第三方库,导入方法我就不说了,然后在源代码基础上进行修改,具体的效果是这样的,颜色和透明度之类的,在源代码中进行修改,修改的部分比较多,我把修改后的源码贴一下
public class WaveView extends View { /** * +------------------------+ * |<--wave length-> |______ * | /\ | /\ | | * | / \ | / \ | amplitude * | / \ | / \ | | * |/ \ |/ \|__|____ * | \ / | | * | \ / | | * | \ / | | * | \/ | water level * | | | * | | | * +------------------------+__|____ */ private static final float DEFAULT_AMPLITUDE_RATIO = 0.05f; private static final float DEFAULT_WATER_LEVEL_RATIO = 0.5f; private static final float DEFAULT_WAVE_LENGTH_RATIO = 1.0f; private static final float DEFAULT_WAVE_SHIFT_RATIO = 0.0f; public static final int DEFAULT_BEHIND_WAVE_COLOR = Color.parseColor("#addef8"); public static final int DEFAULT_FRONT_WAVE_COLOR = Color.parseColor("#addef8"); public static final ShapeType DEFAULT_WAVE_SHAPE = ShapeType.CIRCLE; public enum ShapeType { CIRCLE, SQUARE } // if true, the shader will display the wave private boolean mShowWave; // shader containing repeated waves private BitmapShader mWaveShader; // shader matrix private Matrix mShaderMatrix; // paint to draw wave private Paint mViewPaint; // paint to draw border private Paint mBorderPaint; private float mDefaultAmplitude; private float mDefaultWaterLevel; private float mDefaultWaveLength; private double mDefaultAngularFrequency; private float mAmplitudeRatio = DEFAULT_AMPLITUDE_RATIO; private float mWaveLengthRatio = DEFAULT_WAVE_LENGTH_RATIO; private float mWaterLevelRatio = DEFAULT_WATER_LEVEL_RATIO; private float mWaveShiftRatio = DEFAULT_WAVE_SHIFT_RATIO; private int mBehindWaveColor = DEFAULT_BEHIND_WAVE_COLOR; private int mFrontWaveColor = DEFAULT_FRONT_WAVE_COLOR; private ShapeType mShapeType = DEFAULT_WAVE_SHAPE; public WaveView(Context context) { super(context); init(); } public WaveView(Context context, AttributeSet attrs) { super(context, attrs); init(); } public WaveView(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); init(); } private void init() { mShaderMatrix = new Matrix(); mViewPaint = new Paint(); mViewPaint.setAntiAlias(true); } public float getWaveShiftRatio() { return mWaveShiftRatio; } /** * Shift the wave horizontally according to <code>waveShiftRatio</code>. * * @param waveShiftRatio Should be 0 ~ 1. Default to be 0. * <br/>Result of waveShiftRatio multiples width of WaveView is the length to shift. */ public void setWaveShiftRatio(float waveShiftRatio) { if (mWaveShiftRatio != waveShiftRatio) { mWaveShiftRatio = waveShiftRatio; invalidate(); } } public float getWaterLevelRatio() { return mWaterLevelRatio; } /** * Set water level according to <code>waterLevelRatio</code>. * * @param waterLevelRatio Should be 0 ~ 1. Default to be 0.5. * <br/>Ratio of water level to WaveView height. */ public void setWaterLevelRatio(float waterLevelRatio){ if (mWaterLevelRatio != waterLevelRatio) { mWaterLevelRatio = waterLevelRatio; invalidate(); } } public float getAmplitudeRatio() { return mAmplitudeRatio; } /** * Set vertical size of wave according to <code>amplitudeRatio</code> * * @param amplitudeRatio Default to be 0.05. Result of amplitudeRatio + waterLevelRatio should be less than 1. * <br/>Ratio of amplitude to height of WaveView. */ public void setAmplitudeRatio(float amplitudeRatio) { if (mAmplitudeRatio != amplitudeRatio) { mAmplitudeRatio = amplitudeRatio; invalidate(); } } public float getWaveLengthRatio() { return mWaveLengthRatio; } /** * Set horizontal size of wave according to <code>waveLengthRatio</code> * * @param waveLengthRatio Default to be 1. * <br/>Ratio of wave length to width of WaveView. */ public void setWaveLengthRatio(float waveLengthRatio) { mWaveLengthRatio = waveLengthRatio; } public boolean isShowWave() { return mShowWave; } public void setShowWave(boolean showWave) { mShowWave = showWave; } public void setBorder(int width, int color) { if (mBorderPaint == null) { mBorderPaint = new Paint(); mBorderPaint.setAntiAlias(true); mBorderPaint.setStyle(Style.STROKE); } mBorderPaint.setColor(color); mBorderPaint.setStrokeWidth(width); invalidate(); } public void setWaveColor(int behindWaveColor, int frontWaveColor) { mBehindWaveColor = behindWaveColor; mFrontWaveColor = frontWaveColor; // need to recreate shader when color changed mWaveShader = null; createShader(); invalidate(); } public void setShapeType(ShapeType shapeType) { mShapeType = shapeType; invalidate(); } @Override protected void onSizeChanged(int w, int h, int oldw, int oldh) { super.onSizeChanged(w, h, oldw, oldh); createShader(); } /** * Create the shader with default waves which repeat horizontally, and clamp vertically */ private void createShader() { mDefaultAngularFrequency = 2.0f * Math.PI / DEFAULT_WAVE_LENGTH_RATIO / getWidth(); mDefaultAmplitude = getHeight() * DEFAULT_AMPLITUDE_RATIO; mDefaultWaterLevel = getHeight() * DEFAULT_WATER_LEVEL_RATIO; mDefaultWaveLength = getWidth(); Bitmap bitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(bitmap); Paint wavePaint = new Paint(); wavePaint.setStrokeWidth(2); wavePaint.setAntiAlias(true); wavePaint.setAlpha(178); // Draw default waves into the bitmap // y=Asin(ωx+φ)+h final int endX = getWidth() + 1; final int endY = getHeight() + 1; float[] waveY = new float[endX]; wavePaint.setColor(mBehindWaveColor); wavePaint.setAlpha(127); for (int beginX = 0; beginX < endX; beginX++) { double wx = beginX * mDefaultAngularFrequency; float beginY = (float) (mDefaultWaterLevel + mDefaultAmplitude * Math.sin(wx)); canvas.drawLine(beginX, beginY, beginX, endY, wavePaint); waveY[beginX] = beginY; } wavePaint.setColor(mFrontWaveColor); final int wave2Shift = (int) (mDefaultWaveLength / 4); for (int beginX = 0; beginX < endX; beginX++) { canvas.drawLine(beginX, waveY[(beginX + wave2Shift) % endX], beginX, endY, wavePaint); } // use the bitamp to create the shader mWaveShader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.CLAMP); mViewPaint.setShader(mWaveShader); } @Override protected void onDraw(Canvas canvas) { // modify paint shader according to mShowWave state if (mShowWave && mWaveShader != null) { // first call after mShowWave, assign it to our paint if (mViewPaint.getShader() == null) { mViewPaint.setShader(mWaveShader); } // sacle shader according to mWaveLengthRatio and mAmplitudeRatio // this decides the size(mWaveLengthRatio for width, mAmplitudeRatio for height) of waves mShaderMatrix.setScale( mWaveLengthRatio / DEFAULT_WAVE_LENGTH_RATIO, mAmplitudeRatio / DEFAULT_AMPLITUDE_RATIO, 0, mDefaultWaterLevel); // translate shader according to mWaveShiftRatio and mWaterLevelRatio // this decides the start position(mWaveShiftRatio for x, mWaterLevelRatio for y) of waves mShaderMatrix.postTranslate( mWaveShiftRatio * getWidth(), (DEFAULT_WATER_LEVEL_RATIO - mWaterLevelRatio) * getHeight()); // assign matrix to invalidate the shader mWaveShader.setLocalMatrix(mShaderMatrix); float borderWidth = mBorderPaint == null ? 0f : mBorderPaint.getStrokeWidth(); switch (mShapeType) { case CIRCLE: if (borderWidth > 0) { canvas.drawCircle(getWidth() / 2f, getHeight() / 2f, (getWidth() - borderWidth) / 2f - 1f, mBorderPaint); } float radius = getWidth() / 2f - borderWidth; canvas.drawCircle(getWidth() / 2f, getHeight() / 2f, radius, mViewPaint); break; case SQUARE: if (borderWidth > 0) { canvas.drawRect( borderWidth /