项目地址:https://github.com/JeasonWong/SlackLoadingView
老规矩,先上效果。
图好大。。
说下第一眼看到这个动画后的思路:
+两根平行线,要用到直线方程 y=kx+b
+另外两根平行线,与之前两根平行线的斜率相乘为-1,即k1*k2=-1
+线条做圆周运动就是k值的不断变化
+然后就是简单的线条长度变化
我相信很多人第一眼会和我有类似的思路,但是当我上了个厕所后意识到我想复杂了~
说下上完厕所后的思路:
不要想着线条是斜的,就是一个普通的线段,一个LineTo搞定(startX和stopX一样,仅Y不同)
线条的垂直更容易,直接Canvas翻转(转过后再转回)
整个动画的圆周运动也是Canvas翻转(转过后不转回)
线条的单度变化依然用属性动画(这是必须的。。)
动画开始前就让整个Canvas旋转
这样一来就太容易了。
我把动画分成了四步:
画布旋转及线条变化动画(Canvas Rotate Line Change)
画布旋转动画(Canvas Rotate)
画布旋转圆圈变化动画(Canvas Rotate Circle Change)
线条变化动画(Line Change)
详细说明前先介绍下成员变量和一些初始化
成员变量
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//静止状态 private final int STATUS_STILL = 0 ; //加载状态 private final int STATUS_LOADING = 1 ; //线条最大长度 private final int MAX_LINE_LENGTH = dp2px(getContext(), 120 ); //线条最短长度 private final int MIN_LINE_LENGTH = dp2px(getContext(), 40 ); //最大间隔时长 private final int MAX_DURATION = 3000 ; //最小间隔时长 private final int MIN_DURATION = 500 ; private Paint mPaint; private int [] mColors = new int []{ 0xB07ECBDA , 0xB0E6A92C , 0xB0D6014D , 0xB05ABA94 }; private int mWidth, mHeight; //动画间隔时长 private int mDuration = MIN_DURATION; //线条总长度 private int mEntireLineLength = MIN_LINE_LENGTH; //圆半径 private int mCircleRadius; //所有动画 private List<Animator> mAnimList = new ArrayList<>(); //Canvas起始旋转角度 private final int CANVAS_ROTATE_ANGLE = 60 ; //动画当前状态 private int mStatus = STATUS_STILL; //Canvas旋转角度 private int mCanvasAngle; //线条长度 private float mLineLength; //半圆Y轴位置 private float mCircleY; //第几部动画 private int mStep; |
初始化
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private void initView() { mPaint = new Paint(); mPaint.setAntiAlias( true ); mPaint.setColor(mColors[ 0 ]); } private void initData() { mCanvasAngle = CANVAS_ROTATE_ANGLE; mLineLength = mEntireLineLength; mCircleRadius = mEntireLineLength / 5 ; mPaint.setStrokeWidth(mCircleRadius * 2 ); mStep = 0 ; } |
一、画布旋转及线条变化动画(Canvas Rotate Line Change)
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/** * Animation1 * 动画1 * Canvas Rotate Line Change * 画布旋转及线条变化动画 */ private void startCRLCAnim() { Collection<Animator> animList = new ArrayList<>(); ValueAnimator canvasRotateAnim = ValueAnimator.ofInt(CANVAS_ROTATE_ANGLE + 0 , CANVAS_ROTATE_ANGLE + 360 ); canvasRotateAnim.addUpdateListener( new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mCanvasAngle = ( int ) animation.getAnimatedValue(); } }); animList.add(canvasRotateAnim); ValueAnimator lineWidthAnim = ValueAnimator.ofFloat(mEntireLineLength, -mEntireLineLength); lineWidthAnim.addUpdateListener( new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mLineLength = ( float ) animation.getAnimatedValue(); invalidate(); } }); animList.add(lineWidthAnim); AnimatorSet animationSet = new AnimatorSet(); animationSet.setDuration(mDuration); animationSet.playTogether(animList); animationSet.setInterpolator( new LinearInterpolator()); animationSet.addListener( new AnimatorListener() { @Override public void onAnimationEnd(Animator animation) { Log.d( "@=>" , "动画1结束" ); if (mStatus == STATUS_LOADING) { mStep++; startCRAnim(); } } }); animationSet.start(); mAnimList.add(animationSet); } |
第一步动画涉及到两个动画同时进行,所以使用了AnimatorSet,这个类很强大,可以让N个动画同时进行(playTogether),也可以让N个动画顺序执行(playSequentially)。
说到这里,其实我的四个动画就是顺序进行的,但是每个动画里又有同时进行的动画,为了讲解方便,我是监听了onAnimationEnd来控制动画执行顺序,其实可以直接使用playSequentially。
上方动画就干了两件事:
1、旋转画布,从CANVAS_ROTATE_ANGLE + 0转到CANVAS_ROTATE_ANGLE + 360,CANVAS_ROTATE_ANGLE是画布初始倾斜角度
2、线条长度变化,从mEntireLineLength到-mEntireLineLength。
对应的onDraw方法:
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@Override protected void onDraw(Canvas canvas) { super .onDraw(canvas); switch (mStep % 4 ) { case 0 : for ( int i = 0 ; i < mColors.length; i++) { mPaint.setColor(mColors[i]); drawCRLC(canvas, mWidth / 2 - mEntireLineLength / 2 .2f, mHeight / 2 - mLineLength, mWidth / 2 - mEntireLineLength / 2 .2f, mHeight / 2 + mEntireLineLength, mPaint, mCanvasAngle + i * 90 ); } break ; ... } } ... private void drawCRLC(Canvas canvas, float startX, float startY, float stopX, float stopY, @NonNull Paint paint, int rotate) { canvas.rotate(rotate, mWidth / 2 , mHeight / 2 ); canvas.drawArc( new RectF(startX - mCircleRadius, startY - mCircleRadius, startX + mCircleRadius, startY + mCircleRadius), 180 , 180 , true , mPaint); canvas.drawLine(startX, startY, stopX, stopY, paint); canvas.drawArc( new RectF(stopX - mCircleRadius, stopY - mCircleRadius, stopX + mCircleRadius, stopY + mCircleRadius), 0 , 180 , true , mPaint); canvas.rotate(-rotate, mWidth / 2 , mHeight / 2 ); } |
是不是很机智,drawCRLC做了三件事:
1、画布旋转后又旋转回来
2、画半圆(为什么要画半圆?不画整个圆?这里留个思考题。)
3、画线条
这样动画1就完成了。
二、画布旋转动画(Canvas Rotate)
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/** * Animation2 * 动画2 * Canvas Rotate * 画布旋转动画 */ private void startCRAnim() { ValueAnimator canvasRotateAnim = ValueAnimator.ofInt(mCanvasAngle, mCanvasAngle + 180 ); canvasRotateAnim.setDuration(mDuration / 2 ); canvasRotateAnim.setInterpolator( new LinearInterpolator()); canvasRotateAnim.addUpdateListener( new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mCanvasAngle = ( int ) animation.getAnimatedValue(); invalidate(); } }); canvasRotateAnim.addListener( new AnimatorListener() { @Override public void onAnimationEnd(Animator animation) { Log.d( "@=>" , "动画2结束" ); if (mStatus == STATUS_LOADING) { mStep++; startCRCCAnim(); } } }); canvasRotateAnim.start(); mAnimList.add(canvasRotateAnim); } ... @Override protected void onDraw(Canvas canvas) { super .onDraw(canvas); switch (mStep % 4 ) { ... case 1 : for ( int i = 0 ; i < mColors.length; i++) { mPaint.setColor(mColors[i]); drawCR(canvas, mWidth / 2 - mEntireLineLength / 2 .2f, mHeight / 2 + mEntireLineLength, mPaint, mCanvasAngle + i * 90 ); } break ; ... } } ... private void drawCR(Canvas canvas, float x, float y, @NonNull Paint paint, int rotate) { canvas.rotate(rotate, mWidth / 2 , mHeight / 2 ); canvas.drawCircle(x, y, mCircleRadius, paint); canvas.rotate(-rotate, mWidth / 2 , mHeight / 2 ); } |
有了动画1的底子,那这个就太容易了,只是简单的旋转Canvas。
三、画布旋转圆圈变化动画(Canvas Rotate Circle Change)
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/** * Animation3 * 动画3 * Canvas Rotate Circle Change * 画布旋转圆圈变化动画 */ private void startCRCCAnim() { Collection<Animator> animList = new ArrayList<>(); ValueAnimator canvasRotateAnim = ValueAnimator.ofInt(mCanvasAngle, mCanvasAngle + 90 , mCanvasAngle + 180 ); canvasRotateAnim.addUpdateListener( new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mCanvasAngle = ( int ) animation.getAnimatedValue(); } }); animList.add(canvasRotateAnim); ValueAnimator circleYAnim = ValueAnimator.ofFloat(mEntireLineLength, mEntireLineLength / 4 , mEntireLineLength); circleYAnim.addUpdateListener( new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mCircleY = ( float ) animation.getAnimatedValue(); invalidate(); } }); animList.add(circleYAnim); AnimatorSet animationSet = new AnimatorSet(); animationSet.setDuration(mDuration); animationSet.playTogether(animList); animationSet.setInterpolator( new LinearInterpolator()); animationSet.addListener( new AnimatorListener() { @Override public void onAnimationEnd(Animator animation) { Log.d( "@=>" , "动画3结束" ); if (mStatus == STATUS_LOADING) { mStep++; startLCAnim(); } } }); animationSet.start(); mAnimList.add(animationSet); } ... @Override protected void onDraw(Canvas canvas) { super .onDraw(canvas); switch (mStep % 4 ) { ... case 2 : for ( int i = 0 ; i < mColors.length; i++) { mPaint.setColor(mColors[i]); drawCRCC(canvas, mWidth / 2 - mEntireLineLength / 2 .2f, mHeight / 2 + mCircleY, mPaint, mCanvasAngle + i * 90 ); } break ; ... } } ... private void drawCRCC(Canvas canvas, float x, float y, @NonNull Paint paint, int rotate) { canvas.rotate(rotate, mWidth / 2 , mHeight / 2 ); canvas.drawCircle(x, y, mCircleRadius, paint); canvas.rotate(-rotate, mWidth / 2 , mHeight / 2 ); } |
动画3做了两件事:
1、旋转Canvas
2、变化Circle的Y坐标,达到往里缩的效果
四、线条变化动画(Line Change)
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/** * Animation4 * 动画4 * Line Change * 线条变化动画 */ private void startLCAnim() { ValueAnimator lineWidthAnim = ValueAnimator.ofFloat(mEntireLineLength, -mEntireLineLength); lineWidthAnim.setDuration(mDuration); lineWidthAnim.setInterpolator( new LinearInterpolator()); lineWidthAnim.addUpdateListener( new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mLineLength = ( float ) animation.getAnimatedValue(); invalidate(); } }); lineWidthAnim.addListener( new AnimatorListener() { @Override public void onAnimationEnd(Animator animation) { Log.d( "@=>" , "动画4结束" ); if (mStatus == STATUS_LOADING) { mStep++; startCRLCAnim(); } } }); lineWidthAnim.start(); mAnimList.add(lineWidthAnim); } ... @Override protected void onDraw(Canvas canvas) { super .onDraw(canvas); switch (mStep % 4 ) { ... case 3 : for ( int i = 0 ; i < mColors.length; i++) { mPaint.setColor(mColors[i]); drawLC(canvas, mWidth / 2 - mEntireLineLength / 2 .2f, mHeight / 2 + mEntireLineLength, mWidth / 2 - mEntireLineLength / 2 .2f, mHeight / 2 + mLineLength, mPaint, mCanvasAngle + i * 90 ); } break ; } } ... private void drawLC(Canvas canvas, float startX, float startY, float stopX, float stopY, @NonNull Paint paint, int rotate) { canvas.rotate(rotate, mWidth / 2 , mHeight / 2 ); canvas.drawArc( new RectF(startX - mCircleRadius, startY - mCircleRadius, startX + mCircleRadius, startY + mCircleRadius), 0 , 180 , true , mPaint); canvas.drawLine(startX, startY, stopX, stopY, paint); canvas.drawArc( new RectF(stopX - mCircleRadius, stopY - mCircleRadius, stopX + mCircleRadius, stopY + mCircleRadius), 180 , 180 , true , mPaint); canvas.rotate(-rotate, mWidth / 2 , mHeight / 2 ); } |
动画4只做了线条的变化。
这样整个Slack的Loading动画就完成了,是不是很简单。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。