Kotlin动态图
Posted doubleyoujs
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前言
在网页在看见小米动态图的实现,最近正在学习kotlin,就准备自己也实现一个,
参考实现(建议先读):https://blog.csdn.net/u013094278/article/details/75450534
一、实现一个三角形的变化:
1、计算三角形坐标
mLength是高,mStartX,mStartY是开始坐标,offset边长,自己设置开始位置
val offset = (mLength * 2 / Math.sqrt(3f.toDouble())).toFloat() mTriangleEntity.startX = mStartX mTriangleEntity.startY = mStartY mTriangleEntity.endX1 = mStartX - mLength mTriangleEntity.endX2 = mStartX - mLength mTriangleEntity.endY1 = mStartY - offset / 2 mTriangleEntity.endY2 = mStartY + offset / 2
2、使用drawPath来绘制三角形
override fun onDraw(canvas: Canvas?) super.onDraw(canvas) canvas ?: return
mPath.reset() mPath.moveTo(mTriangleEntity.startX, mTriangleEntity.startY) mPath.lineTo(mTriangleEntity.currentX1, mTriangleEntity.currentY1) mPath.lineTo(mTriangleEntity.currentX2, mTriangleEntity.currentY2) mPaint.color = color1 canvas.drawPath(mPath, mPaint)
3、使用valueAnimator来生成动态数据,使图形变化
private fun doAnimator() mValueAnimator.addUpdateListener val data = it.animatedFraction mTriangleEntity.apply currentX1 = startX + data * (endX1 - startX) currentX2 = startX + data * (endX2 - startX) currentY1 = startY + data * (endY1 - startY) currentY2 = startY + data * (endY2 - startY) invalidate() mValueAnimator.start()
二、实现多个三角形
基本原理和一个三角形动态变化是一样的,我们只需要初始化好三角形,然后按照顺序进行相应的变化绘制就可以
1、初始化三角形
一共4个三角形,6个点,先定义start点,其他经过计算出来就行
private fun initTriangle() val offset = (mLength * 2 / Math.sqrt(3f.toDouble())).toFloat() //最右边的点 val point1 = TrianglePoint(mStartX, mStartY) //最上面的点 val point2 = TrianglePoint(mStartX - mLength, mStartY - offset / 2) //最下面的点 val point3 = TrianglePoint(mStartX - mLength, mStartY + offset / 2) val point4 = TrianglePoint(mStartX - mLength / 2, mStartY + offset / 4) val point6 = TrianglePoint(mStartX - mLength / 2, mStartY - offset / 4) val point5 = TrianglePoint(mStartX - mLength, mStartY) mTriangles = arrayOfNulls(4) mTriangles[0] = TriangleEntity(point4, point6, point5, null, null, color1) mTriangles[1] = TriangleEntity(point5, point6, point2, null, null, color2) mTriangles[2] = TriangleEntity(point6, point4, point1, null, null, color3) mTriangles[3] = TriangleEntity(point4, point5, point3, null, null, color4)
2、执行顺序
用枚举状态来控制执行,设置动画一直执行,在重复回调方法中控制进度
private enum class LoadStatus MID_LOADING, FIRST_LOADING, SECOND_LOADING, THIRD_LOADING, THIRD_DISMISS, FIRST_DISMISS, SECOND_DISMISS, MID_DISMISS, LOADING_COMPLETE
mValueAnimator.addListener(object : Animator.AnimatorListener override fun onAnimationRepeat(animation: Animator?) LogUtils.e("onAnimationRepeat.....1" + mCurrentStatus.name) mCurrentStatus = when (mCurrentStatus) LoadStatus.MID_LOADING -> LoadStatus.FIRST_LOADING LoadStatus.FIRST_LOADING -> LoadStatus.SECOND_LOADING LoadStatus.SECOND_LOADING -> LoadStatus.THIRD_LOADING LoadStatus.THIRD_LOADING -> reverseTriangleStart() LoadStatus.LOADING_COMPLETE //reverseTriangleStart() LoadStatus.LOADING_COMPLETE -> LoadStatus.THIRD_DISMISS LoadStatus.THIRD_DISMISS -> LoadStatus.FIRST_DISMISS LoadStatus.FIRST_DISMISS -> LoadStatus.SECOND_DISMISS LoadStatus.SECOND_DISMISS -> LoadStatus.MID_DISMISS LoadStatus.MID_DISMISS -> reverseTriangleStart() LoadStatus.MID_LOADING
3、动态变化
mValueAnimator.addUpdateListener var data = it.animatedFraction if (mCurrentStatus.ordinal > 3) data = 1 - data if (mCurrentStatus != LoadStatus.LOADING_COMPLETE) mTriangles[mCurrentStatus.ordinal % 4]?.run currentP1 = getCurrentPoint(data, startP, endP1) currentP2 = getCurrentPoint(data, startP, endP2) invalidate()
注意红色部分,必须要把枚举状态的顺序固定才能这么写,不然顺序执行有问题。
4、绘制
override fun onDraw(canvas: Canvas?) super.onDraw(canvas) canvas ?: return mTriangles.forEach mPath.reset() mPath.moveTo(it.startP.x, it.startP.y) mPath.lineTo(it.currentP1!!.x, it.currentP1!!.y) mPath.lineTo(it.currentP2!!.x, it.currentP2!!.y) mPath.close() mPaint.color = it.color canvas.drawPath(mPath, mPaint) if (mCurrentStatus == LoadStatus.MID_LOADING) return
其实只要熟悉绘制一个三角形的方法,多个只是数学计算和逻辑上的一些控制,难度不大。
主要在中间遇到几个问题:
1、onAnimationRepeat 在重新绘制的时候会调用2次。
主要原因:执行动画在onLayout方法,会导致出现此情况。修改方式:等待显示后在执行动画,正常。(具体原因其实也不清楚,猜测在View绘制的时候就去执行动画,可能会引起绘制的错误)
2、绘制三角形不是完整的,一个三角形可能还看不出,多个时候就比较明显。
主要原因:动画得到data是(0,1)之间的数,导致计算的当前点不等于最终点
解决方法:没找到valueAnimator可用的方法,就在onAnimationRepeat 中把当前点设置成结束点重新绘制一遍。
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