这次借助github上的开源项目ShapeLoadingView来学习下ObjectAnimator和animatorSet.
代码结构目录:
- ShapeLoadingView.java
- LoadingView.java
LoadingView是绘制三个基本图形的类。
ShapeLoadingView初始化图形并操作图形进行动画。
下面上加了注释的代码:
package com.mingle.widget;import android.annotation.TargetApi;import android.content.Context;import android.content.res.TypedArray;import android.os.Build;import android.text.TextUtils;import android.util.AttributeSet;import android.view.Gravity;import android.view.LayoutInflater;import android.view.View;import android.view.ViewGroup;import android.view.animation.AccelerateInterpolator;import android.view.animation.DecelerateInterpolator;import android.widget.FrameLayout;import android.widget.ImageView;import android.widget.TextView;import com.mingle.shapeloading.R;import com.nineoldandroids.animation.Animator;import com.nineoldandroids.animation.AnimatorSet;import com.nineoldandroids.animation.ObjectAnimator;/** * Created by zzz40500 on 15/4/6. */public class LoadingView extends FrameLayout { private static final int ANIMATION_DURATION = 500; private static float mDistance = 200; private ShapeLoadingView mShapeLoadingView; private ImageView mIndicationIm; private TextView mLoadTextView; private int mTextAppearance; private String mLoadText; public LoadingView(Context context) { super(context); } public LoadingView(Context context, AttributeSet attrs) { //构造函数 super(context, attrs, 0); init(context, attrs); } private void init(Context context, AttributeSet attrs) { //这里是通过自定义属性来显示字符串 TypedArray typedArray = context .obtainStyledAttributes(attrs, R.styleable.LoadingView); mLoadText = typedArray.getString(R.styleable.LoadingView_loadingText); mTextAppearance = typedArray.getResourceId(R.styleable.LoadingView_loadingTextAppearance, -1); typedArray.recycle(); } public LoadingView(Context context, AttributeSet attrs, int defStyleAttr) { //构造函数 super(context, attrs, defStyleAttr); init(context, attrs); } //这里定义了一个针对LL版本的构造函数,我这可能因为sdk版本这里会报错,如果报错注释掉就行了 @TargetApi(Build.VERSION_CODES.LOLLIPOP) public LoadingView(Context context, AttributeSet attrs, int defStyleAttr, int defStyleRes) { super(context, attrs, defStyleAttr, defStyleRes); init(context, attrs); } //dp和像素的转换 public int dip2px(float dipValue) { final float scale = getContext().getResources().getDisplayMetrics().density; return (int) (dipValue * scale + 0.5f); } //引入布局 @Override protected void onFinishInflate() { super.onFinishInflate(); View view = LayoutInflater.from(getContext()).inflate(R.layout.load_view, null); mDistance = dip2px(54f); LayoutParams layoutParams = new LayoutParams(ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT); layoutParams.gravity = Gravity.CENTER; mShapeLoadingView = (ShapeLoadingView) view.findViewById(R.id.shapeLoadingView); mIndicationIm = (ImageView) view.findViewById(R.id.indication); mLoadTextView = (TextView) view.findViewById(R.id.promptTV); if (mTextAppearance != -1) { mLoadTextView.setTextAppearance(getContext(), mTextAppearance); } setLoadingText(mLoadText); //显示绘画布局 addView(view, layoutParams); //这里是设计一个延时 每隔900调用一次跌落,相当于900ms是一次动画的周期 this.postDelayed(new Runnable() { @Override public void run() { freeFall(); } }, 900); } public void setLoadingText(CharSequence loadingText) { if (TextUtils.isEmpty(loadingText)) { mLoadTextView.setVisibility(GONE); } else { mLoadTextView.setVisibility(VISIBLE); } mLoadTextView.setText(loadingText); } /** * 上抛,上抛是动画的核心,上抛是两个组合动作:1,图形进行旋转;2,图形向上平移,同时还有下面阴影部分随着图形位置变化 * 进行的跟随变化。这里使用了ObjectAnimator来控制每个动画的动作,最后使用AnimatorSet将三个部分组合在一起。 * 看一下具体的动作 */ public void upThrow() { //mShapeLoadingView就是LoadingView里面绘制的图形买第一个objectAnimator控制它进行平移 //使用objectAnimator.ofFloat及参数translationY来进行纵向的平移 ObjectAnimator objectAnimator = ObjectAnimator.ofFloat(mShapeLoadingView, "translationY", mDistance, 0); //动画下部的阴影这里使用ofFloat及参数scaleX来进行X轴的缩放,02f-1是缩放比例 阴影在20%到100%之间变化 ObjectAnimator scaleIndication = ObjectAnimator.ofFloat(mIndicationIm, "scaleX", 0.2f, 1); //这段是对图形做一个旋转的动作 ObjectAnimator objectAnimator1 = null; switch (mShapeLoadingView.getShape()) { case SHAPE_RECT: objectAnimator1 = ObjectAnimator.ofFloat(mShapeLoadingView, "rotation", 0, -120); break; case SHAPE_CIRCLE: objectAnimator1 = ObjectAnimator.ofFloat(mShapeLoadingView, "rotation", 0, 180); break; case SHAPE_TRIANGLE: objectAnimator1 = ObjectAnimator.ofFloat(mShapeLoadingView, "rotation", 0, 180); break; } //设置animation的持续时间,通过setDuration. objectAnimator.setDuration(ANIMATION_DURATION); objectAnimator1.setDuration(ANIMATION_DURATION); //设置一个减速插值器 objectAnimator.setInterpolator(new DecelerateInterpolator(factor)); objectAnimator1.setInterpolator(new DecelerateInterpolator(factor)); AnimatorSet animatorSet = new AnimatorSet(); animatorSet.setDuration(ANIMATION_DURATION); //animatorSet的方法playtogther让三个动画同时运行 animatorSet.playTogether(objectAnimator, objectAnimator1, scaleIndication); animatorSet.addListener(new Animator.AnimatorListener() { @Override public void onAnimationStart(Animator animation) { } @Override public void onAnimationEnd(Animator animation) { freeFall(); } @Override public void onAnimationCancel(Animator animation) { } @Override public void onAnimationRepeat(Animator animation) { } }); animatorSet.start(); } public float factor = 1.2f; /** * 下落 */ public void freeFall() { //主要的点和上抛一致不讲了 ObjectAnimator objectAnimator = ObjectAnimator.ofFloat(mShapeLoadingView, "translationY", 0, mDistance); ObjectAnimator scaleIndication = ObjectAnimator.ofFloat(mIndicationIm, "scaleX", 1, 0.2f); objectAnimator.setDuration(ANIMATION_DURATION); objectAnimator.setInterpolator(new AccelerateInterpolator(factor)); AnimatorSet animatorSet = new AnimatorSet(); animatorSet.setDuration(ANIMATION_DURATION); animatorSet.playTogether(objectAnimator, scaleIndication); animatorSet.addListener(new Animator.AnimatorListener() { @Override public void onAnimationStart(Animator animation) { } @Override public void onAnimationEnd(Animator animation) { //下落到底端改变图形 mShapeLoadingView.changeShape(); upThrow(); } @Override public void onAnimationCancel(Animator animation) { } @Override public void onAnimationRepeat(Animator animation) { } }); animatorSet.start(); }}
package com.mingle.widget;import android.annotation.TargetApi;import android.content.Context;import android.graphics.Canvas;import android.graphics.Paint;import android.graphics.Path;import android.os.Build;import android.util.AttributeSet;import android.view.View;import com.mingle.shapeloading.R;/** * Created by zzz40500 on 15/4/4. */public class ShapeLoadingView extends View { private static final float genhao3 = 1.7320508075689f; private static final float mTriangle2Circle =0.25555555f; private Shape mShape = Shape.SHAPE_CIRCLE; /** * 用贝赛尔曲线画圆 */ private float mMagicNumber = 0.55228475f; public ShapeLoadingView(Context context) { super(context); init(); } public ShapeLoadingView(Context context, AttributeSet attrs) { super(context, attrs); init(); } public ShapeLoadingView(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); } @TargetApi(Build.VERSION_CODES.LOLLIPOP) public ShapeLoadingView(Context context, AttributeSet attrs, int defStyleAttr, int defStyleRes) { super(context, attrs, defStyleAttr, defStyleRes); init(); } private void init() { mPaint = new Paint(); mPaint.setColor(getResources().getColor(R.color.triangle)); mPaint.setAntiAlias(true); //看到网上说这个FILL_AND_STROKE有去锯齿的作用 mPaint.setStyle(Paint.Style.FILL_AND_STROKE); setBackgroundColor(getResources().getColor(R.color.view_bg)); } public boolean mIsLoading = false; private Paint mPaint; private float mControlX = 0; private float mControlY = 0; private float mAnimPercent; @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); //绘制三个图形的三角形方框圆形的位置,作者在这里标记动画可以优化,估计会有后续修改 if(getVisibility()==GONE){ return; } // FIXME: 15/6/15 动画待优化 switch (mShape) { case SHAPE_TRIANGLE: if (mIsLoading) { mAnimPercent += 0.1611113; // triangle to circle Path path = new Path(); path.moveTo(relativeXFromView(0.5f), relativeYFromView(0f)); if (mAnimPercent >= 1) { mShape = Shape.SHAPE_CIRCLE; mIsLoading = false; mAnimPercent=1; } float controlX = mControlX - relativeXFromView(mAnimPercent* mTriangle2Circle) * genhao3; float controlY = mControlY - relativeYFromView(mAnimPercent* mTriangle2Circle); path.quadTo(relativeXFromView(1) - controlX, controlY, relativeXFromView(0.5f + genhao3 / 4), relativeYFromView(0.75f)); path.quadTo(relativeXFromView(0.5f), relativeYFromView(0.75f + 2 * mAnimPercent* mTriangle2Circle), relativeXFromView(0.5f - genhao3 / 4), relativeYFromView(0.75f)); path.quadTo(controlX, controlY, relativeXFromView(0.5f), relativeYFromView(0f)); path.close(); canvas.drawPath(path, mPaint); invalidate(); } else { Path path = new Path(); mPaint.setColor(getResources().getColor(R.color.triangle)); path.moveTo(relativeXFromView(0.5f), relativeYFromView(0f)); path.lineTo(relativeXFromView(1), relativeYFromView(genhao3 / 2f)); path.lineTo(relativeXFromView(0), relativeYFromView(genhao3/2f)); mControlX = relativeXFromView(0.5f - genhao3 / 8.0f); mControlY = relativeYFromView(3 / 8.0f); mAnimPercent = 0; path.close(); canvas.drawPath(path, mPaint); } break; case SHAPE_CIRCLE: if (mIsLoading) { float magicNumber = mMagicNumber + mAnimPercent; mAnimPercent += 0.12; if (magicNumber + mAnimPercent >= 1.9f) { mShape = Shape.SHAPE_RECT; mIsLoading = false; } Path path = new Path(); path.moveTo(relativeXFromView(0.5f), relativeYFromView(0f)); path.cubicTo(relativeXFromView(0.5f + magicNumber / 2), relativeYFromView(0f), relativeXFromView(1), relativeYFromView(0.5f - magicNumber / 2), relativeXFromView(1f), relativeYFromView(0.5f)); path.cubicTo( relativeXFromView(1), relativeXFromView(0.5f + magicNumber / 2), relativeXFromView(0.5f + magicNumber / 2), relativeYFromView(1f), relativeXFromView(0.5f), relativeYFromView(1f)); path.cubicTo(relativeXFromView(0.5f - magicNumber / 2), relativeXFromView(1f), relativeXFromView(0), relativeYFromView(0.5f + magicNumber / 2), relativeXFromView(0f), relativeYFromView(0.5f)); path.cubicTo(relativeXFromView(0f), relativeXFromView(0.5f - magicNumber / 2), relativeXFromView(0.5f - magicNumber / 2), relativeYFromView(0), relativeXFromView(0.5f), relativeYFromView(0f)); path.close(); canvas.drawPath(path, mPaint); invalidate(); } else { mPaint.setColor(getResources().getColor(R.color.circle)); Path path = new Path(); float magicNumber = mMagicNumber; path.moveTo(relativeXFromView(0.5f), relativeYFromView(0f)); path.cubicTo(relativeXFromView(0.5f + magicNumber / 2), 0, relativeXFromView(1), relativeYFromView(magicNumber / 2), relativeXFromView(1f), relativeYFromView(0.5f)); path.cubicTo( relativeXFromView(1), relativeXFromView(0.5f + magicNumber / 2), relativeXFromView(0.5f + magicNumber / 2), relativeYFromView(1f), relativeXFromView(0.5f), relativeYFromView(1f)); path.cubicTo(relativeXFromView(0.5f - magicNumber / 2), relativeXFromView(1f), relativeXFromView(0), relativeYFromView(0.5f + magicNumber / 2), relativeXFromView(0f), relativeYFromView(0.5f)); path.cubicTo(relativeXFromView(0f), relativeXFromView(0.5f - magicNumber / 2), relativeXFromView(0.5f - magicNumber / 2), relativeYFromView(0), relativeXFromView(0.5f), relativeYFromView(0f)); mAnimPercent = 0; path.close(); canvas.drawPath(path, mPaint); } break; case SHAPE_RECT: if (mIsLoading) { mAnimPercent += 0.15; if (mAnimPercent >= 1) { mShape = Shape.SHAPE_TRIANGLE; mIsLoading = false; mAnimPercent = 1; } Path path = new Path(); path.moveTo(relativeXFromView(0.5f * mAnimPercent), 0); path.lineTo(relativeYFromView(1 - 0.5f * mAnimPercent), 0); float distanceX = (mControlX) * mAnimPercent; float distanceY = (relativeYFromView(1f) - mControlY) * mAnimPercent; path.lineTo(relativeXFromView(1f) - distanceX, relativeYFromView(1f) - distanceY); path.lineTo(relativeXFromView(0f) + distanceX, relativeYFromView(1f) - distanceY); path.close(); canvas.drawPath(path, mPaint); invalidate(); } else { mPaint.setColor(getResources().getColor(R.color.rect)); mControlX = relativeXFromView(0.5f - genhao3 / 4); mControlY = relativeYFromView(0.75f); Path path = new Path(); path.moveTo(relativeXFromView(0f), relativeYFromView(0f)); path.lineTo(relativeXFromView(1f), relativeYFromView(0f)); path.lineTo(relativeXFromView(1f), relativeYFromView(1f)); path.lineTo(relativeXFromView(0f), relativeYFromView(1f)); path.close(); mAnimPercent = 0; canvas.drawPath(path, mPaint); } break; } } private float relativeXFromView(float percent) { return getWidth() * percent; } private float relativeYFromView(float percent) { return getHeight() * percent; } public void changeShape() { mIsLoading = true; invalidate(); public enum Shape { SHAPE_TRIANGLE, SHAPE_RECT, SHAPE_CIRCLE } @Override public void setVisibility(int visibility) { super.setVisibility(visibility); if(visibility==VISIBLE){ invalidate(); } } public Shape getShape() { return mShape; }}
这个开源项目我们学习的两个主要知识
1.使用path绘制图形
2.ObjectAnimation&AnimatorSet
看了这个项目是不是可以用这两个知识点做一个自己喜欢的动画?
just do it.
版权声明:本文为博主原创文章,未经博主允许不得转载。

公眾號網頁更新緩存,這玩意兒,說簡單也簡單,說複雜也夠你喝一壺的。你辛辛苦苦更新了公眾號文章,結果用戶打開還是老版本,這滋味,誰受得了?這篇文章,咱就來扒一扒這背後的彎彎繞繞,以及如何優雅地解決這個問題。讀完之後,你就能輕鬆應對各種緩存難題,讓你的用戶始終體驗到最新鮮的內容。先說點基礎的。網頁緩存,說白了就是瀏覽器或者服務器為了提高訪問速度,把一些靜態資源(比如圖片、CSS、JS)或者頁面內容存儲起來。下次訪問時,直接從緩存裡取,不用再重新下載,速度自然快。但這玩意兒,也是個雙刃劍。新版本上線,

本文討論了使用HTML5表單驗證屬性,例如必需的,圖案,最小,最大和長度限制,以直接在瀏覽器中驗證用戶輸入。

本文展示了使用CSS為網頁中添加有效的PNG邊框。 它認為,與JavaScript或庫相比,CSS提供了出色的性能,詳細介紹瞭如何調整邊界寬度,樣式和顏色以獲得微妙或突出的效果

本文討論了html< datalist>元素,通過提供自動完整建議,改善用戶體驗並減少錯誤來增強表格。Character計數:159

本文討論了HTML< meter>元素,用於在一個範圍內顯示標量或分數值及其在Web開發中的常見應用。它區分了< meter>從< progress>和前

本文解釋了HTML5< time>語義日期/時間表示的元素。 它強調了DateTime屬性對機器可讀性(ISO 8601格式)的重要性,並在人類可讀文本旁邊,增強Accessibilit

本文討論了HTML< Progress>元素,其目的,樣式和與< meter>元素。主要重點是使用< progress>為了完成任務和LT;儀表>對於stati


熱AI工具

Undresser.AI Undress
人工智慧驅動的應用程序,用於創建逼真的裸體照片

AI Clothes Remover
用於從照片中去除衣服的線上人工智慧工具。

Undress AI Tool
免費脫衣圖片

Clothoff.io
AI脫衣器

AI Hentai Generator
免費產生 AI 無盡。

熱門文章

熱工具

PhpStorm Mac 版本
最新(2018.2.1 )專業的PHP整合開發工具

Safe Exam Browser
Safe Exam Browser是一個安全的瀏覽器環境,安全地進行線上考試。該軟體將任何電腦變成一個安全的工作站。它控制對任何實用工具的訪問,並防止學生使用未經授權的資源。

SublimeText3 英文版
推薦:為Win版本,支援程式碼提示!

Dreamweaver CS6
視覺化網頁開發工具

SublimeText3 Mac版
神級程式碼編輯軟體(SublimeText3)