在项目中使用到了 github 上的开源项目 SmoothCheckBox,觉得值得学习。
从动画效果可以看出来,效果该分为三个部分: 一:对勾 是一部分, 这应该是使用了 drawLine 的相关API,难点在于怎么动态的画出对勾。 二:内容的填充色 ,这一部分,该是 drawCircle 的相关API,难点则在于平滑的重绘。 三:最后,border 也是单独一部分,应该也是 drawCircle 的相关API,问题在于使用的巧妙。
一般而言,我看自定义控件会先看 onDraw 方法,纯属个人习惯。因为,onDraw 方法里面的方法和参数往往最为直观。待熟悉了作者的思路,并且把大部分的变量都了然于胸,这个时候才不会看得一头雾水。待看完 onDraw,然后再从 属性构造方法(initAttrs),onMeasure, onLayout, onDraw这样的顺序看起,这也是绘制View的顺序。
显然,作者的思路也是这样,将整个控件分为边框/填充/对勾。 在阅读这三个方法方法,并联合其它的方法,那么代码中各个重要的参数的意义就明白了:
应该说比较重要的一些属性都在这里了,当然也还有一些比较琐碎的参数,不过,那都无关紧要,看一眼就明白了。
initAttrs 这个方法其实没有什么,只是将属性都取了出来,当然这里初始化了View的点击是件,我们先不做讨论,这个还是等看完整个绘制流程在来看好了。
onMeasure 这个方法仅仅只是设置了默认的大小,这是自定义View的标准测量代码,也没什么好说的。如果对 measureSize 这个方法不太明白这写判断,恩,我推介这篇文章 Android View的绘制流程。
可以看到作者在写的时候,考虑的真的挺多,对 mStrokeWidth 的各种判断测量, 将大小限制在了 3 ~ getMeasuredWidth/5 之间。
mStrokeWidth = (mStrokeWidth == 0 ? getMeasuredWidth() / 10 : mStrokeWidth); mStrokeWidth = mStrokeWidth > getMeasuredWidth() / 5 ? getMeasuredWidth() / 5 : mStrokeWidth; mStrokeWidth = (mStrokeWidth < 3) ? 3 : mStrokeWidth;然后是对 mTickPoints 的初始化,将对勾部分的3个点的坐标确定下来,那么对勾的3个点的坐标分别是(7 / 30 * w, 14 / 30 * h), (13 / 30 w, 20 / 30 h), (22 / 30 * w, 10 / 30 * h)。
mTickPoints[0].x = Math.round((float) getMeasuredWidth() / 30 * 7); mTickPoints[0].y = Math.round((float) getMeasuredHeight() / 30 * 14); mTickPoints[1].x = Math.round((float) getMeasuredWidth() / 30 * 13); mTickPoints[1].y = Math.round((float) getMeasuredHeight() / 30 * 20); mTickPoints[2].x = Math.round((float) getMeasuredWidth() / 30 * 22); mTickPoints[2].y = Math.round((float) getMeasuredHeight() / 30 * 10);最后是对对勾转折点左侧,右侧长度的测量
public static long pow(double x,double y) 传回x的y次幂值 public static long sqrt(double x) 传回x开平方值
mLeftLineDistance = (float) Math.sqrt(Math.pow(mTickPoints[1].x - mTickPoints[0].x, 2) + Math.pow(mTickPoints[1].y - mTickPoints[0].y, 2)); mRightLineDistance = (float) Math.sqrt(Math.pow(mTickPoints[2].x - mTickPoints[1].x, 2) + Math.pow(mTickPoints[2].y - mTickPoints[1].y, 2));onlayout 中做的事情还是比较多的,其实从这里的代码就可以看出,这个控件真正的难度就在于对勾的动态绘制。
终于到了比较重要的部分了
@Override protected void onDraw(Canvas canvas) { drawBorder(canvas); drawCenter(canvas); drawTick(canvas); }这里,我建议先只看 drawBorder(canvas) , drawCenter(canvas),这两个方法,比较简单,复杂/代码多的,放到最后慢慢啃。
private void drawCenter(Canvas canvas) { mPaint.setColor(mUnCheckedColor); float radius = (mCenterPoint.x - mStrokeWidth) * mScaleVal; canvas.drawCircle(mCenterPoint.x, mCenterPoint.y, radius, mPaint); } private void drawBorder(Canvas canvas) { mFloorPaint.setColor(mFloorColor); int radius = mCenterPoint.x; canvas.drawCircle(mCenterPoint.x, mCenterPoint.y, radius * mFloorScale, mFloorPaint); }这两个方法就可以看出,控件选中时的填充色和为选中的填充色是由两个圆所构成的,而 border 是使用两个圆的半径差构成的,当然,请先记住 mScaleVal 和 mFloorScale 这两个很重要的参数,这是我们实现效果的重要参数! 接下来,是解决我们大胆猜测的问题的时候了: 二:内容的填充色 ,这一部分,该是 drawCircle 的相关API,难点则在于平滑的重绘。 三:最后,border 也是单独一部分,应该也是 drawCircle 的相关API,问题在于使用的巧妙。 其实只要使用过属性动画,就可以看出这里View的重绘多半是使用了属性动画,毕竟有这么简便的东西,不至于去写定时器吧…至少我是这么觉得。 那么接下来就需要看看在 initAttrs 时,点击事件中的 startCheckedAnimation() 和 startUnCheckedAnimation(),先看 startCheck 部分,只要把这个看明白了,unCheck 其实也是一样的。
private void startCheckedAnimation() { ValueAnimator animator = ValueAnimator.ofFloat(1.0f, 0f); animator.setDuration(mAnimDuration / 3 * 2); animator.setInterpolator(new LinearInterpolator()); animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mScaleVal = (float) animation.getAnimatedValue(); mFloorColor = getGradientColor(mUnCheckedColor, mCheckedColor, 1 - mScaleVal); postInvalidate(); } }); animator.start(); ValueAnimator floorAnimator = ValueAnimator.ofFloat(1.0f, 0.8f, 1.0f); floorAnimator.setDuration(mAnimDuration); floorAnimator.setInterpolator(new LinearInterpolator()); floorAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mFloorScale = (float) animation.getAnimatedValue(); postInvalidate(); } }); floorAnimator.start(); drawTickDelayed(); }drawTickDelayed()可以先不看,这是用来绘制对勾的方法。在 startCheck 方法中,使用了两个属性动画,分别对 mScaleVal / mFloorColor / mFloorScale 这三个参数进行了改变,在重绘过程中,drawCenter 部分会逐渐变小,drawBorder 则只是做了一个缩放动画, 另外颜色值也呈线性改变。这里可以看下改变颜色的方法:
private static int getGradientColor(int startColor, int endColor, float percent) { int startA = Color.alpha(startColor); int startR = Color.red(startColor); int startG = Color.green(startColor); int startB = Color.blue(startColor); int endA = Color.alpha(endColor); int endR = Color.red(endColor); int endG = Color.green(endColor); int endB = Color.blue(endColor); int currentA = (int) (startA * (1 - percent) + endA * percent); int currentR = (int) (startR * (1 - percent) + endR * percent); int currentG = (int) (startG * (1 - percent) + endG * percent); int currentB = (int) (startB * (1 - percent) + endB * percent); return Color.argb(currentA, currentR, currentG, currentB); }如果看明白了 check 方法,那么 unCheck 看一眼也就明白了
private void startUnCheckedAnimation() { ValueAnimator animator = ValueAnimator.ofFloat(0f, 1.0f); animator.setDuration(mAnimDuration); animator.setInterpolator(new LinearInterpolator()); animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mScaleVal = (float) animation.getAnimatedValue(); mFloorColor = getGradientColor(mCheckedColor, mFloorUnCheckedColor, mScaleVal); postInvalidate(); } }); animator.start(); ValueAnimator floorAnimator = ValueAnimator.ofFloat(1.0f, 0.8f, 1.0f); floorAnimator.setDuration(mAnimDuration); floorAnimator.setInterpolator(new LinearInterpolator()); floorAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mFloorScale = (float) animation.getAnimatedValue(); postInvalidate(); } }); floorAnimator.start(); }至此可以说,背景的动效 / 颜色变换 / 两个圆的绘制巧妙 都已经OK了,那么接下来,就来看 对勾的绘制 – drawTick(canvas).
private void drawTick(Canvas canvas) { if (mTickDrawing && isChecked()) { drawTickPath(canvas); } } private void drawTickPath(Canvas canvas) { mTickPath.reset(); // draw left of the tick if (mDrewDistance < mLeftLineDistance) { float step = (mWidth / 20.0f) < 3 ? 3 : (mWidth / 20.0f); mDrewDistance += step; float stopX = mTickPoints[0].x + (mTickPoints[1].x - mTickPoints[0].x) * mDrewDistance / mLeftLineDistance; float stopY = mTickPoints[0].y + (mTickPoints[1].y - mTickPoints[0].y) * mDrewDistance / mLeftLineDistance; mTickPath.moveTo(mTickPoints[0].x, mTickPoints[0].y); mTickPath.lineTo(stopX, stopY); canvas.drawPath(mTickPath, mTickPaint); if (mDrewDistance > mLeftLineDistance) { mDrewDistance = mLeftLineDistance; } } else { mTickPath.moveTo(mTickPoints[0].x, mTickPoints[0].y); mTickPath.lineTo(mTickPoints[1].x, mTickPoints[1].y); canvas.drawPath(mTickPath, mTickPaint); // draw right of the tick if (mDrewDistance < mLeftLineDistance + mRightLineDistance) { float stopX = mTickPoints[1].x + (mTickPoints[2].x - mTickPoints[1].x) * (mDrewDistance - mLeftLineDistance) / mRightLineDistance; float stopY = mTickPoints[1].y - (mTickPoints[1].y - mTickPoints[2].y) * (mDrewDistance - mLeftLineDistance) / mRightLineDistance; mTickPath.reset(); mTickPath.moveTo(mTickPoints[1].x, mTickPoints[1].y); mTickPath.lineTo(stopX, stopY); canvas.drawPath(mTickPath, mTickPaint); float step = (mWidth / 20) < 3 ? 3 : (mWidth / 20); mDrewDistance += step; } else { mTickPath.reset(); mTickPath.moveTo(mTickPoints[1].x, mTickPoints[1].y); mTickPath.lineTo(mTickPoints[2].x, mTickPoints[2].y); canvas.drawPath(mTickPath, mTickPaint); } } // invalidate if (mDrewDistance < mLeftLineDistance + mRightLineDistance) { postDelayed(new Runnable() { @Override public void run() { postInvalidate(); } }, 10); } }mTickDrawing 默认便是 false,startCheckedAnimation() 方法中的 drawTickDelayed() 才是触发对勾绘制的起始点:
private void drawTickDelayed() { postDelayed(new Runnable() { @Override public void run() { mTickDrawing = true; postInvalidate(); } }, mAnimDuration); }当背景动画完成时,对勾开始绘制,从顶层的逻辑上分析,先画左边,再画右边,简化代码便是:
private void drawTickPath(Canvas canvas) { mTickPath.reset(); // draw left of the tick if (mDrewDistance < mLeftLineDistance) { ... } else { ... } // invalidate if (mDrewDistance < mLeftLineDistance + mRightLineDistance) { postDelayed(new Runnable() { @Override public void run() { postInvalidate(); } }, 10); } }已绘制的长度 mDrewDistance < 左边对勾的长度时绘制左边, 否则绘制右边,只要 mDrewDistance 一直小于对勾的总长度,那么便每 10ms 继续重绘。 接着,知道了绘制的逻辑,就来看看绘制对勾的细节代码: 绘制左边
if (mDrewDistance < mLeftLineDistance) { float step = (mWidth / 20.0f) < 3 ? 3 : (mWidth / 20.0f); mDrewDistance += step; float stopX = mTickPoints[0].x + (mTickPoints[1].x - mTickPoints[0].x) * mDrewDistance / mLeftLineDistance; float stopY = mTickPoints[0].y + (mTickPoints[1].y - mTickPoints[0].y) * mDrewDistance / mLeftLineDistance; mTickPath.moveTo(mTickPoints[0].x, mTickPoints[0].y); mTickPath.lineTo(stopX, stopY); canvas.drawPath(mTickPath, mTickPaint); if (mDrewDistance > mLeftLineDistance) { mDrewDistance = mLeftLineDistance; } }绘制的长度最小设置为 每 10ms 绘制 3px float step = (mWidth / 20.0f) < 3 ? 3 : (mWidth / 20.0f);
就计算每一步需要绘制的终点坐标: float stopX = mTickPoints[0].x + (mTickPoints[1].x - mTickPoints[0].x) * mDrewDistance / mLeftLineDistance; float stopY = mTickPoints[0].y + (mTickPoints[1].y - mTickPoints[0].y) * mDrewDistance / mLeftLineDistance; 将终点坐标的计算公式,写的明白点其实可以这样写: float stopX = mTickPoints[0].x + (mDrewDistance / mLeftLineDistance) *(mTickPoints[1].x - mTickPoints[0].x); float stopY = mTickPoints[0].y + (mDrewDistance / mLeftLineDistance) * (mTickPoints[1].y - mTickPoints[0].y) * ; 描述:计算 已绘制长度 与 需要绘制长度 的比列,分别计算出 相应比例下的 x/y 轴的坐标点。 绘制右边
else { mTickPath.moveTo(mTickPoints[0].x, mTickPoints[0].y); mTickPath.lineTo(mTickPoints[1].x, mTickPoints[1].y); canvas.drawPath(mTickPath, mTickPaint); // draw right of the tick if (mDrewDistance < mLeftLineDistance + mRightLineDistance) { float stopX = mTickPoints[1].x + (mTickPoints[2].x - mTickPoints[1].x) * (mDrewDistance - mLeftLineDistance) / mRightLineDistance; float stopY = mTickPoints[1].y - (mTickPoints[1].y - mTickPoints[2].y) * (mDrewDistance - mLeftLineDistance) / mRightLineDistance; mTickPath.reset(); mTickPath.moveTo(mTickPoints[1].x, mTickPoints[1].y); mTickPath.lineTo(stopX, stopY); canvas.drawPath(mTickPath, mTickPaint); float step = (mWidth / 20) < 3 ? 3 : (mWidth / 20); mDrewDistance += step; } else { mTickPath.reset(); mTickPath.moveTo(mTickPoints[1].x, mTickPoints[1].y); mTickPath.lineTo(mTickPoints[2].x, mTickPoints[2].y); canvas.drawPath(mTickPath, mTickPaint); } }其实绘制右边只是别左边多了些步骤而已,比如先绘制左边,比如绘制超出的判断。
一个自定义控件的完成,不仅仅只是绘制,正如前面几篇我绘制的一些工作中会用到的比较简单的控件,往往需要考虑到实际使用的情况,提供简便的方法,SmoothCheckBox 的其它函数就是为此而生:
@Override protected Parcelable onSaveInstanceState() { Bundle bundle = new Bundle(); bundle.putParcelable(KEY_INSTANCE_STATE, super.onSaveInstanceState()); bundle.putBoolean(KEY_INSTANCE_STATE, isChecked()); return bundle; } @Override protected void onRestoreInstanceState(Parcelable state) { if (state instanceof Bundle) { Bundle bundle = (Bundle) state; boolean isChecked = bundle.getBoolean(KEY_INSTANCE_STATE); setChecked(isChecked); super.onRestoreInstanceState(bundle.getParcelable(KEY_INSTANCE_STATE)); return; } super.onRestoreInstanceState(state); } @Override public boolean isChecked() { return mChecked; } @Override public void toggle() { this.setChecked(!isChecked()); } @Override public void setChecked(boolean checked) { mChecked = checked; reset(); invalidate(); if (mListener != null) { mListener.onCheckedChanged(SmoothCheckBox.this, mChecked); } } /** * checked with animation * @param checked checked * @param animate change with animation */ public void setChecked(boolean checked, boolean animate) { if (animate) { mTickDrawing = false; mChecked = checked; mDrewDistance = 0f; if (checked) { startCheckedAnimation(); } else { startUnCheckedAnimation(); } if (mListener != null) { mListener.onCheckedChanged(SmoothCheckBox.this, mChecked); } } else { this.setChecked(checked); } }总的来说这个控件并不是很难,知识点涵盖到了:属性动画,drawCircle,drawPath 的相关知识,不过要想实现这个效果,需要有大量的思考才行,就好象 startCheckedAnimation 中,第一个属性动画的时间:mDuration /3 *2, 我想这是作者测试了很多得出来的最好效果,到此这个控件的分析也就结束了,全部代码也只有 400+ ,感谢作者提供的便利,最后再给个链接 SmoothCheckBox。
