前言
水波纹特效,想必大家或多或少见过,在我的印象中,大致有如下几种:
支付宝 "咻咻咻" 式
流量球 "荡漾" 式
真实的水波纹效果,基于Bitmap处理式
话不多说,先来看看效果:
填充式水波纹,间距相等
非填充式水波纹,间距相等
非填充式水波纹,间距不断变大
填充式水波纹,间距不断变小
想必大家已经知道基本的原理了,就是用Canvas来画嘛,但可不是简单的画哦,请往下看。
分析
这种类型的水波纹,其实无非就是画圆而已,在给定的矩形中,一个个圆由最小半径扩大到最大半径,伴随着透明度从1.0变为0.0。我们假定这种扩散是匀速的,则一个圆从创建(透明度为1.0)到消失(透明度为0.0)的时长就是定值,那么某一时刻某一个圆的半径以及透明度完全可以由扩散时间(当前时间 - 创建时间)决定。
实现
按照上面的分析,我们写出以下
Circle
类来表示一个圆:
private class Circle {
private long mCreateTime;
public Circle() {
this.mCreateTime = System.currentTimeMillis();
}
public int getAlpha() {
float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
return (int) ((1.0f - percent) * 255);
}
public float getCurrentRadius() {
float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
return mInitialRadius + percent * (mMaxRadius - mInitialRadius);
}
}
自然而然,在
WaveView
中,要有一个List来
保存当前正在显示的圆:
private List<Circle> mCircleList = new ArrayList<Circle>();
我们定义一个
start
方法,用来启动扩散:
public void start() {
if (!mIsRunning) {
mIsRunning = true;
mCreateCircle.run();
}
}
private Runnable mCreateCircle = new Runnable() {
@Override
public void run() {
if (mIsRunning) {
newCircle();
postDelayed(mCreateCircle, mSpeed); // 每隔mSpeed毫秒创建一个圆
}
}
};
private void newCircle() {
long currentTime = System.currentTimeMillis();
if (currentTime - mLastCreateTime < mSpeed) {
return;
}
Circle circle = new Circle();
mCircleList.add(circle);
invalidate();
mLastCreateTime = currentTime;
}
start
方法只是简单的创建了一个圆并添加到了mCircleList
中,同时开启了循环创建圆的Runnable
,然后通知界面刷新,我们再看看onDraw
方法:
protected void onDraw(Canvas canvas) {
Iterator<Circle> iterator = mCircleList.iterator();
while (iterator.hasNext()) {
Circle circle = iterator.next();
if (System.currentTimeMillis() - circle.mCreateTime < mDuration) {
mPaint.setAlpha(circle.getAlpha());
canvas.drawCircle(getWidth() / 2, getHeight() / 2, circle.getCurrentRadius(), mPaint);
} else {
iterator.remove();
}
}
if (mCircleList.size() > 0) {
postInvalidateDelayed(10);
}
}
onDraw
方法遍历了每一个Circle
,判断Circle
的扩散时间是否超过了设定的扩散时间,如果是则移除,如果不是,则计算Circle
当前的透明度和半径并绘制出来。我们添加了一个延时刷新来不断重绘界面,以达到连续的波纹扩散效果。
现在运行程序,应该能看到图2中的效果了,不过有点别扭,按常识,水波的间距是越来越大的,如何做到呢?
技巧
要让水波纹的半径非匀速变大,我们只能去修改
Circle.getCurrentRadius()
方法了。我们再次看看这个方法:
public float getCurrentRadius() {
float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
return mInitialRadius + percent * (mMaxRadius - mInitialRadius);
}
percent
表示Circle
当前扩散时间和总扩散时间的一个百分比,考虑到当前扩散时间超过总扩散时间时Circle
会被移除,因此percent
的实际区间为[0, 1],看到[0, 1],我不知道大家想到的是什么,我首先想到的就是差值器(Interpolator
),我们可以通过定义差值器来实现对Circle
半径变化的控制!
我们修改代码:
private Interpolator mInterpolator = new LinearInterpolator();
public void setInterpolator(Interpolator interpolator) {
mInterpolator = interpolator;
if (mInterpolator == null) {
mInterpolator = new LinearInterpolator();
}
}
private class Circle {
private long mCreateTime;
public Circle() {
this.mCreateTime = System.currentTimeMillis();
}
public int getAlpha() {
float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
return (int) ((1.0f - mInterpolator.getInterpolation(percent)) * 255);
}
public float getCurrentRadius() {
float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
return mInitialRadius + mInterpolator.getInterpolation(percent) * (mMaxRadius - mInitialRadius);
}
}
这样,外部使用
WaveView
时,只需调用setInterpolator()
来定义不同的插值器即可实现不同的效果。
图3效果的代码:
mWaveView = (WaveView) findViewById(R.id.wave_view);
mWaveView.setDuration(5000);
mWaveView.setStyle(Paint.Style.STROKE);
mWaveView.setSpeed(400);
mWaveView.setColor(Color.parseColor("#ff0000"));
mWaveView.setInterpolator(new AccelerateInterpolator(1.2f));
mWaveView.start();
图4效果的代码:
mWaveView = (WaveView) findViewById(R.id.wave_view);
mWaveView.setDuration(5000);
mWaveView.setStyle(Paint.Style.FILL);
mWaveView.setColor(Color.parseColor("#ff0000"));
mWaveView.setInterpolator(new LinearOutSlowInInterpolator());
mWaveView.start();
附上WaveView的所有代码:
public class WaveView extends View {
private float mInitialRadius; // 初始波纹半径
private float mMaxRadiusRate = 0.85f; // 如果没有设置mMaxRadius,可mMaxRadius = 最小长度 * mMaxRadiusRate;
private float mMaxRadius; // 最大波纹半径
private long mDuration = 2000; // 一个波纹从创建到消失的持续时间
private int mSpeed = 500; // 波纹的创建速度,每500ms创建一个
private Interpolator mInterpolator = new LinearInterpolator();
private List<Circle> mCircleList = new ArrayList<Circle>();
private boolean mIsRunning;
private boolean mMaxRadiusSet;
private Paint mPaint;
private long mLastCreateTime;
private Runnable mCreateCircle = new Runnable() {
@Override
public void run() {
if (mIsRunning) {
newCircle();
postDelayed(mCreateCircle, mSpeed);
}
}
};
public WaveView(Context context) {
this(context, null);
}
public WaveView(Context context, AttributeSet attrs) {
super(context, attrs);
mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
setStyle(Paint.Style.FILL);
}
public void setStyle(Paint.Style style) {
mPaint.setStyle(style);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
if (!mMaxRadiusSet) {
mMaxRadius = Math.min(w, h) * mMaxRadiusRate / 2.0f;
}
}
public void setMaxRadiusRate(float maxRadiusRate) {
this.mMaxRadiusRate = maxRadiusRate;
}
public void setColor(int color) {
mPaint.setColor(color);
}
public void start() {
if (!mIsRunning) {
mIsRunning = true;
mCreateCircle.run();
}
}
public void stop() {
mIsRunning = false;
}
protected void onDraw(Canvas canvas) {
Iterator<Circle> iterator = mCircleList.iterator();
while (iterator.hasNext()) {
Circle circle = iterator.next();
if (System.currentTimeMillis() - circle.mCreateTime < mDuration) {
mPaint.setAlpha(circle.getAlpha());
canvas.drawCircle(getWidth() / 2, getHeight() / 2, circle.getCurrentRadius(), mPaint);
} else {
iterator.remove();
}
}
if (mCircleList.size() > 0) {
postInvalidateDelayed(10);
}
}
public void setInitialRadius(float radius) {
mInitialRadius = radius;
}
public void setDuration(long duration) {
this.mDuration = duration;
}
public void setMaxRadius(float maxRadius) {
this.mMaxRadius = maxRadius;
mMaxRadiusSet = true;
}
public void setSpeed(int speed) {
mSpeed = speed;
}
private void newCircle() {
long currentTime = System.currentTimeMillis();
if (currentTime - mLastCreateTime < mSpeed) {
return;
}
Circle circle = new Circle();
mCircleList.add(circle);
invalidate();
mLastCreateTime = currentTime;
}
private class Circle {
private long mCreateTime;
public Circle() {
this.mCreateTime = System.currentTimeMillis();
}
public int getAlpha() {
float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
return (int) ((1.0f - mInterpolator.getInterpolation(percent)) * 255);
}
public float getCurrentRadius() {
float percent = (System.currentTimeMillis() - mCreateTime) * 1.0f / mDuration;
return mInitialRadius + mInterpolator.getInterpolation(percent) * (mMaxRadius - mInitialRadius);
}
}
public void setInterpolator(Interpolator interpolator) {
mInterpolator = interpolator;
if (mInterpolator == null) {
mInterpolator = new LinearInterpolator();
}
}
}
总结
想必大家看完这篇文章会觉得原来插值器还可以这么用。其实,有些时候我们使用系统提供的API,往往过于局限其中,有时候换个思路,说不定会得到奇妙的效果。以上就是在Android实现水波纹特效的全部内容,希望对大家开发Android有所帮助。
。