Flutter-自定义之钟表

Posted 大白龙

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效果图

绘制控件(四大角色)

  • CustomPaint
  • CustomPainter
  • Canvas
  • Paint

CustomPaint

英文翻译:自定义绘制;CustomPaint可以实现很多酷炫的动画和效果。CustomPaint 提供了让用户自定义widget的能力,它暴露了一个canvas,可以通过这个canvas来绘制widget,CustomPaint会先调用painter绘制背景,然后再绘制child,最后调用foregroundPainter来绘制前景,CustomPaint的定义如下

CustomPaint(Key key, 
      CustomPainter painter,
      CustomPainter foregroundPainter,
      Size size: Size.zero, 
      bool isComplex: false, 
      bool willChange: false, 
      Widget child )
  
  • painter:负责绘制背景的painter
  • foregroundPainter : 负责绘制前景的painter
  • size : 控件大小
  • isComplex : 是否复杂绘制,需要用cache来提高绘制效率
  • willChange : 和isComplex配合使用,当启用缓存时,该属性代表在下一帧中绘制是否会改变
  • child : 子widget

CustomPainter

CustomPaint的绘制过程都将会交给CustomPainter来完成,CustomPainter是个抽象接口,在子类继承CustomPainter的时候必须要重写它的paint 跟 shouldRepaint接口。

class MyCustomPainter extends CustomPainter  
 //绘制自定义的效果  
@override  void paint(Canvas canvas, Size size) 
 
 //判断是否需要重新绘制ui 通常在当前实例和旧实例属性不一致时返回true。 
 @override  bool shouldRepaint(MyCustomPainter oldDelegate)    
        return this != oldDelegate; 
 

  • paint : 每当CustomPaint需要重绘的时候都会调用此接口
  • shouldRepaint : 当CustomPaint被重新设置了一个新的painter后会回调此方法,CustomPaint会根据shouldRepaint的返回值来判断是否需要重新绘制ui,譬如新的painter跟旧的painter绘制的内容不一样时,此时shouldRepaint需要返回true来通知CustomPaint重新绘制。

Canvas

  • Canvas:画布,真正的绘制是由canvas跟paint来完成的,画布提供了各种绘制的接口来绘制图形。 常用的绘制接口有更多请查看官方文档
小知识点:
  • canvas.save(); 画布将当前的状态保存
  • canvas.restore(); 画布取出原来所保存的状态

Paint

  • Paint:画笔,是用来在画布上面绘制图形。画笔属性:颜色、线宽、绘制模式、抗锯齿等等。
常用属性有:
  • isAntiAlias : 设置画笔是否扛锯齿
  • color : 颜色
  • strokeWidth : 设置画笔画线宽度
  • style :绘制模式,画线或充满

以上简单介绍了Flutter绘制API,下面开始真正来实现钟表的效果。

实现开始

四大步骤

  • 1、效果功能分析。
  • 2、功能拆解。
  • 3、功能参数。
  • 4、功能代码实现。

1、效果功能分析

钟表(参考自己家的钟表)

2、功能拆解

  • 绘制边框API:
void drawCircle(Offset c, double radius, Paint paint)
  • 绘制刻度:
void drawPoints(PointMode pointMode, List<Offset> points, Paint paint)
  • 绘制数字:
TextPainter(
  textAlign: TextAlign.center,
  textDirection: TextDirection.ltr,
  text: TextSpan(),
) ..layout()
  ..paint(canvas, offset);
  • 绘制时针:
void drawLine(Offset p1, Offset p2, Paint paint)
  • 绘制分针:
void drawLine(Offset p1, Offset p2, Paint paint)
  • 绘制秒针:
void drawLine(Offset p1, Offset p2, Paint paint)
  • 绘制中间圆圈:
void drawCircle(Offset c, double radius, Paint paint)
  • 绘制移动小球:
void drawCircle(Offset c, double radius, Paint paint)
  • 移动指针:
 Timer.periodic(Duration(seconds: 1), (timer) 
    setState(() 
      dateTime = DateTime.now();
    );
);

3、功能参数

  • 钟表的半径
  • 边框的颜色
  • 刻度的颜色
  • 数字的颜色
  • 时针的颜色
  • 分针的颜色
  • 秒针的颜色
  • 走秒小球颜色
  • 中间圆颜色

4、功能代码实现

从功能拆解可以看出,所有的功能未知数就是位置的计算,我们可以先计算下点的坐标。

如图:

我们一起来回顾下上学时期的数学几何知识吧!

  • 先求A点

  • 再求B点

  • 再求C点

同上计算出也是:

C点坐标(R + L*sinα,R - L*cosα)

所以说在园中,随便一个点的坐标都是:

(R + Lsinα,R - Lcosα)

上面计算过程中使用了之前学习的诱导公式,这里列举出来:

诱导公式

到这里基本需要计算的知识点已经完毕了,剩下就是对API的使用,因为代码不多,这里直接把完整的代码贴出来,注释很详细。

完整代码

import 'dart:async';
import 'dart:math';
import 'dart:ui';

import 'package:flutter/material.dart';

///时钟
class ClockView extends StatefulWidget 
  const ClockView(
    Key key,
    this.radius = 150,
    this.borderColor = Colors.black,
    this.scaleColor = Colors.black,
    this.numberColor = Colors.black,
    this.moveBallColor = Colors.red,
    this.hourHandColor = Colors.black,
    this.minuteHandColor = Colors.black,
    this.secondHandColor = Colors.red,
    this.middleCircleColor = Colors.red,
  ) : super(key: key);

  //钟表的半径
  final double radius;

  //边框的颜色
  final Color borderColor;

  //刻度的颜色
  final Color scaleColor;

  //数字的颜色
  final Color numberColor;

  //走秒小球颜色
  final Color moveBallColor;

  //时针的颜色
  final Color hourHandColor;

  //分针的颜色
  final Color minuteHandColor;

  //秒针的颜色
  final Color secondHandColor;

  //中间圆颜色
  final Color middleCircleColor;

  @override
  State<StatefulWidget> createState() 
    return ClockViewState();
  


class ClockViewState extends State<ClockView> 
  //当前时间
  DateTime dateTime;

  //定时器
  Timer timer;

  @override
  void initState() 
    super.initState();
    dateTime = DateTime.now();
    timer = Timer.periodic(Duration(seconds: 1), (timer) 
      setState(() 
        dateTime = DateTime.now();
      );
    );
  

  @override
  void dispose() 
    //取消定时器
    if (timer.isActive) 
      timer?.cancel();
    
    super.dispose();
  

  @override
  Widget build(BuildContext context) 
    return CustomPaint(
      painter: ClockPainter(
        dateTime,
        radius: widget.radius,
        borderColor: this.widget.borderColor,
        scaleColor: this.widget.scaleColor,
        numberColor: this.widget.numberColor,
        moveBallColor: this.widget.moveBallColor,
        hourHandColor: this.widget.hourHandColor,
        minuteHandColor: this.widget.minuteHandColor,
        secondHandColor: this.widget.secondHandColor,
        middleCircleColor: this.widget.middleCircleColor,
      ),
      size: Size(widget.radius * 2, widget.radius * 2),
    );
  


class ClockPainter extends CustomPainter 
  //边框的颜色
  final Color borderColor;

  //刻度的颜色
  final Color scaleColor;

  //数字的颜色
  final Color numberColor;

  //中间圆颜色
  final Color middleCircleColor;

  //走秒小球颜色
  final Color moveBallColor;

  //时针的颜色
  final Color hourHandColor;

  //分针的颜色
  final Color minuteHandColor;

  //秒针的颜色
  final Color secondHandColor;

  //边框画笔的宽度
  double borderWidth;

  //刻度画笔的宽度
  double scaleWidth;

  //数字画笔的宽度
  double numberWidth;

  //时针画笔的宽度
  double hourHandWidth;

  //分针画笔的宽度
  double minuteHandWidth;

  //秒针画笔的宽度
  double secondHandWidth;

  //中间圆的宽度
  double middleCircleWidth;

  //小刻度的位置集合
  List<Offset> scaleOffset = [];

  //大刻度的位置集合 每5个小刻度是一个大刻度
  List<Offset> bigScaleOffset = [];

  //钟表的半径
  final double radius;

  //当前时间
  final DateTime dateTime;

  //边框画笔
  Paint borderPaint;

  //刻度画笔
  Paint scalePaint;

  //大刻度画笔
  Paint biggerScalePaint;

  //数字画笔
  TextPainter textPainter;

  //时针画笔
  Paint hourPaint;

  //分针画笔
  Paint minutePaint;

  //秒针画笔
  Paint secondPaint;

  //中间圆画笔
  Paint centerPaint;

  //移动小球画笔
  Paint moveBallPaint;

  ClockPainter(
    this.dateTime, 
    this.radius,
    this.borderColor,
    this.scaleColor,
    this.numberColor,
    this.moveBallColor,
    this.hourHandColor,
    this.minuteHandColor,
    this.secondHandColor,
    this.middleCircleColor,
  ) 
    //根据自己的审美设置这些画笔的宽度
    borderWidth = 8 * (radius / 100);
    scaleWidth = 2 * (radius / 100);
    numberWidth = 20 * (radius / 100);
    hourHandWidth = 5 * (radius / 100);
    minuteHandWidth = 3 * (radius / 100);
    secondHandWidth = 1 * (radius / 100);
    middleCircleWidth = 4 * (radius / 100);

    //边框画笔
    borderPaint =
        createPaint(borderColor, borderWidth, style: PaintingStyle.stroke);
    //刻度画笔
    scalePaint = createPaint(numberColor, scaleWidth);
    //大刻度
    biggerScalePaint = createPaint(numberColor, scaleWidth * 2);
    //时针画笔
    hourPaint = createPaint(hourHandColor, hourHandWidth);
    //分针画笔
    minutePaint = createPaint(minuteHandColor, minuteHandWidth);
    //秒针画笔
    secondPaint = createPaint(secondHandColor, secondHandWidth);
    //中间圆
    centerPaint = createPaint(middleCircleColor, middleCircleWidth);
    //移动小球画笔
    moveBallPaint = createPaint(moveBallColor, scaleWidth * 2);
    //数字
    textPainter = TextPainter(
      textAlign: TextAlign.center,
      textDirection: TextDirection.ltr,
    );

    //计算出 小刻度和大刻度
    final l = radius - borderWidth * 2;
    for (var i = 0; i < 60; i++) 
      Offset offset = pointOffset(radius, l, 360 / 60 * i);
      //小刻度
      scaleOffset.add(offset);
      //大刻度
      if (i % 5 == 0) 
        bigScaleOffset.add(offset);
      
    
  

  @override
  void paint(Canvas canvas, Size size) 
    //绘制边框
    drawBorder(canvas);
    //绘制刻度
    drawScale(canvas);
    //绘制数字
    drawNumber(canvas);
    //绘制时针
    drawHour(canvas);
    //绘制分针
    drawMinute(canvas);
    //绘制秒针
    drawSecond(canvas);
    //绘制中间圆圈
    drawMiddleCircle(canvas);
    //绘制移动小球
    drawMoveBall(canvas);
  

  //判断是否需要重绘
  @override
  bool shouldRepaint(CustomPainter oldDelegate) 
    return true;
  

  ///绘制边框
  void drawBorder(Canvas canvas) 
    canvas.drawCircle(
        Offset(radius, radius), radius - borderWidth / 2, borderPaint);
  

  ///绘制刻度
  void drawScale(Canvas canvas) 
    //小刻度
    canvas.drawPoints(PointMode.points, scaleOffset, scalePaint);
    //大刻度
    canvas.drawPoints(PointMode.points, bigScaleOffset, biggerScalePaint);
  

  ///绘制数字
  void drawNumber(Canvas canvas) 
    double l = radius - borderWidth * 4;
    for (var i = 0; i < bigScaleOffset.length; i++) 
      textPainter.text = TextSpan(
        text: "$i == 0 ? 12 : i",
        style: TextStyle(color: numberColor, fontSize: numberWidth),
      );
      Offset offset = pointOffset(radius, l, i * 360 / 12);
      textPainter.layout();
      textPainter.paint(
          canvas,
          Offset(
            offset.dx - (textPainter.width / 2),
            offset.dy - (textPainter.height / 2),
          ));
    
  

  ///绘制时针
  void drawHour(Canvas canvas) 
    final hour = dateTime.hour;
    double angle = 360 / 12 * hour + dateTime.minute / 60 * 30;
    Offset hourHand1 = pointOffset(radius, radius * 0.1, angle + 180);
    Offset hourHand2 = pointOffset(radius, radius * 0.45, angle);
    canvas.drawLine(hourHand1, hourHand2, hourPaint);
  

  ///绘制分针
  void drawMinute(Canvas canvas) 
    final minute = dateTime.minute;
    double angle = 360 / 60 * minute + dateTime.second / 60 * 6;
    Offset minuteHand1 = pointOffset(radius, radius * 0.1, angle + 180);
    Offset minuteHand2 = pointOffset(radius, radius * 0.7, angle);
    canvas.drawLine(minuteHand1, minuteHand2, minutePaint);
  

  ///绘制秒针
  void drawSecond(Canvas canvas) 
    final second = dateTime.second;
    double angle = 360 / 60 * second;
    Offset secondHand1 = pointOffset(radius, radius * 0.1, angle + 180);
    Offset secondHand2 = pointOffset(radius, radius * 0.7, angle);
    canvas.drawLine(secondHand1, secondHand2, secondPaint);
  

  ///绘制中间圆圈
  void drawMiddleCircle(Canvas canvas) 
    canvas.drawCircle(Offset(radius, radius), middleCircleWidth, centerPaint);
  

  ///绘制移动小球
  void drawMoveBall(Canvas canvas) 
    final second = dateTime.second;
    canvas.drawCircle(scaleOffset[second], middleCircleWidth, moveBallPaint);
  


///创建Paint
Paint createPaint(Color color, double strokeWidth,
    PaintingStyle style = PaintingStyle.fill) 
  return Paint()
    ..color = color
    ..isAntiAlias = true
    ..style = style
    ..strokeCap = StrokeCap.round
    ..strokeWidth = strokeWidth;


///圆中万能求点公式
Offset pointOffset(double radius, double l, double angle) 
  return Offset(
    radius + l * sin(degToRad(angle)),
    radius - l * cos(degToRad(angle)),
  );


///角度转换为弧度
num degToRad(num deg) => deg * (pi / 180.0);

到这里就结束了,欢迎同学们的关注哦!

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