# InsCycleImageView **Repository Path**: BeyondYuanYuan/inscycleimageview ## Basic Information - **Project Name**: InsCycleImageView - **Description**: 一个自定义的圆形图片,包含几种状态,点击状态,没有点击状态,默认状态,点击状态是圆形图片外有一个类似于进度条的圆圈在旋转,当然这个进度条的颜色是可以改变的,包括改变前的颜色和,改编后的颜色,在旋转的过程当中有一个过渡,从开始颜色逐渐过渡到结束颜色,同时,这个进度的时间也是可以控制的,详情见md文件 - **Primary Language**: Android - **License**: BSD-2-Clause - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2017-05-25 - **Last Updated**: 2020-12-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README #InsCycleImageView 使用步骤: 1:在build.gradle增加依赖: dependencies { compile 'com.qintong:insLoadingAnimation:1.0.1' } 2:InsLoadingView继承自ImageView, 所以最基本的,可以按照ImageView的用法使用InsLoadingView: 3:Step 3 设置状态: 您可以手动设置其状态,来对应在您应用中的当前状态。InsLoadingView的状态有: LOADING: 表示InsLoadingView被点击之后正在加载内容(未加载完毕之前),该状态下动画正在执行。 UNCLICKED: 该InsLoadingView被点击之前的状态,此状态下动画停止。 CLICKED: 表示InsLoadingView被点击和加载过,此状态下动画停止切圆圈的颜色为灰色。 默认的状态是LOADING。 可以通过一下代码设置状态: xml: app:status="loading" //or "clicked",or "clicked" java: mInsLoadingView.setStatus(InsLoadingView.Status.LOADING); //Or InsLoadingView.Status.CLICKED, InsLoadingView.Status.UNCLICKED 4:设置颜色 设置start color和start color,InsLoadingView的圆圈会显示两个颜色间的过渡。 可以按如下代码设置: xml: app:start_color="#FFF700C2" //or your color app:end_color="#FFFFD900" //or your color java: mInsLoadingView.setStartColor(Color.YELLOW); //or your color mInsLoadingView.setEndColor(Color.BLUE); //or your color 默认的start color和start color为#FFF700C2和#FFFFD900。 5:设置速度 通过设置环绕动画的时间和整体旋转的时间来改变速度: xml: app:circle_duration="2000" app:rotate_duration="10000" java: mInsLoadingView.setCircleDuration(2000); mInsLoadingView.setRotateDuration(10000); 默认的时间为2000ms和10000ms。 ===================================================== 实现代码 2.实现 完整的代码请见https://github.com/qintong91/InsLoadingAnimation 下面就对代码进行分析。 InsLoadingView继承自ImageView,动画效果主要通过重写onDraw()函数重新绘制。所以可以先看onDraw()方法: @Override protected synchronized void onDraw(Canvas canvas) { canvas.scale(mScale, mScale, centerX(), centerY()); drawBitmap(canvas); Paint paint = getPaint(getColor(0), getColor(360), 360); switch (mStatus) { case LOADING: drawTrack(canvas, paint); break; case UNCLICKED: drawCircle(canvas, paint); break; case CLICKED: drawClickedircle(canvas); break; } } drawBitmap()为实现显示圆形图片重新完成了绘制图片的过程。之后根据当前status绘制图片外的圈:status为LOADING时候绘制时是动画,其他两种情况绘制是静态的圆圈。 (1) 动画绘制: LOADING时候的动画是项目中最核心的部分。从动画效果中可以看出,圆弧的两端都在运动:运动较慢的一端其实反应了外圈的整体旋转(连同颜色),较快一端的旋转还有两个过程:圆弧向外“伸展”一圈和向回“收缩”一圈的过程。 degress和cricleWidth是实时变化的,他们的值由ValueAnimator设置,这两个值分别表示整个动画整体旋转的角度(也就是动画中转速较慢一端)和转速较快的圆弧的动画。两个变量的单位都是度degress范围为0-360,cricleWidth范围为-360到360。cricleWidth圆弧向回“收缩”和向外“伸展”的过程,分别对应代码中的a和b过程,对应的circleWidth范围为-360—0度和0—360度。 在a过程中,cricleWidth + 360换算得到成正的adjustCricleWidth,adjustCricleWidth到360度绘制一个扇形圆弧,adjustCricleWidth到0度,依次向后每隔12度画小的扇形圆弧,圆弧的宽度递减。 b过程中:从0到cricleWidth:最前端绘制4个小扇形圆弧,其后到0度绘制一个长圆弧。从360度到cricleWidth,每间隔12度依次绘制小圆弧,其宽度递减。 private void drawTrack(Canvas canvas, Paint paint) { canvas.rotate(degress, centerX(), centerY()); canvas.rotate(ARC_WIDTH, centerX(), centerY()); RectF rectF = new RectF(getWidth() * (1 - circleDia), getWidth() * (1 - circleDia), getWidth() * circleDia, getHeight() * circleDia); if (DEBUG) { Log.d(TAG, "cricleWidth:" + cricleWidth); } if (cricleWidth < 0) { //a float startArg = cricleWidth + 360; canvas.drawArc(rectF, startArg, 360 - startArg, false, paint); float adjustCricleWidth = cricleWidth + 360; float width = 8; while (adjustCricleWidth > ARC_WIDTH) { width = width - arcChangeAngle; adjustCricleWidth = adjustCricleWidth - ARC_WIDTH; canvas.drawArc(rectF, adjustCricleWidth, width, false, paint); } } else { //b for (int i = 0; i <= 4; i++) { if (ARC_WIDTH * i > cricleWidth) { break; } canvas.drawArc(rectF, cricleWidth - ARC_WIDTH * i, 8 + i, false, paint); } if (cricleWidth > ARC_WIDTH * 4) { canvas.drawArc(rectF, 0, cricleWidth - ARC_WIDTH * 4, false, paint); } float adjustCricleWidth = 360; float width = 8 * (360 - cricleWidth) / 360; if (DEBUG) { Log.d(TAG, "width:" + width); } while (width > 0 && adjustCricleWidth > ARC_WIDTH) { width = width - arcChangeAngle; adjustCricleWidth = adjustCricleWidth - ARC_WIDTH; canvas.drawArc(rectF, adjustCricleWidth, width, false, paint); } } } (2) 点击View收缩效果: 在onDraw()方法中有: canvas.scale(mScale, mScale, centerX(), centerY()); 控制了View在点击后的整体收缩效果,mScale参数由ValueAnimator和触摸事件控制。在onTouchEvent()中我们要分析event,ACTION_DOWN时候按下mScale开始变小,从当前值向最向0.9变化(中间值由ValueAnimator生成),在ACTION_UP和ACTION_CANCEL时候手指抬起,mScale由当前值向1变化。 这里值得注意的是,在重写onTouchEvent()时候,有两点要注意:1.要保证super.onTouchEvent(event)被调用,否则该View的OnClickListener和OnLongClickListener将不会响应(具体可见事件传递机制,OnClickListener/OnLongClickListener层级最低)。2.在处理ACTION_DOWN时候要保证返回值为True,否则同次动作的ACTION_UP等事件将不会再响应,这也是事件传递机制的内容。为保证这两点,此处代码如下: @Override public boolean onTouchEvent(MotionEvent event) { boolean result = false; if (DEBUG) { Log.d(TAG, "onTouchEvent: " + event.getAction()); } switch (event.getAction()) { case MotionEvent.ACTION_DOWN: { startDownAnim(); result = true; break; } case MotionEvent.ACTION_UP: { startUpAnim(); break; } case MotionEvent.ACTION_CANCEL: { startUpAnim(); break; } } return super.onTouchEvent(event) || result; } private void startDownAnim() { mTouchAnim.setFloatValues(mScale, 0.9f); mTouchAnim.start(); } private void startUpAnim() { mTouchAnim.setFloatValues(mScale, 1); mTouchAnim.start(); } (3) ValueAnimator: 该项目用到了三个ValueAnimator:分别控制前文的degress,cricleWidth以及mScale,绘制圆弧的过程中是减速的过程,所以用了减速插值器,其他两个过程用的都是线性插值器。此外,还需要判断当前是绘制圆弧向外伸展还是向内伸缩,所以用了个boolean值isFirstCircle进行判断,在动画Repeat时候对其值反转。代码如下: private void onCreateAnimators() { mRotateAnim = ValueAnimator.ofFloat(0, 180, 360); mRotateAnim.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { degress = (float) animation.getAnimatedValue(); postInvalidate(); } }); mRotateAnim.setInterpolator(new LinearInterpolator()); mRotateAnim.setDuration(mRotateDuration); mRotateAnim.setRepeatCount(-1); mCircleAnim = ValueAnimator.ofFloat(0, 360); mCircleAnim.setInterpolator(new DecelerateInterpolator()); mCircleAnim.setDuration(mCircleDuration); mCircleAnim.setRepeatCount(-1); mCircleAnim.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { if (isFirstCircle) { cricleWidth = (float) animation.getAnimatedValue(); } else { cricleWidth = (float) animation.getAnimatedValue() - 360; } postInvalidate(); } }); mCircleAnim.addListener(new Animator.AnimatorListener() { @Override public void onAnimationStart(Animator animation) { } @Override public void onAnimationEnd(Animator animation) { } @Override public void onAnimationCancel(Animator animation) { } @Override public void onAnimationRepeat(Animator animation) { isFirstCircle = !isFirstCircle; } }); mTouchAnim = new ValueAnimator(); mTouchAnim.setInterpolator(new DecelerateInterpolator()); mTouchAnim.setDuration(200); mTouchAnim.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { mScale = (float) animation.getAnimatedValue(); postInvalidate(); } }); startAnim(); } (4) 绘制圆形图片: 由于与ImageView不同,这里图片要显示成圆形,所以这里我们通过Drawble拿到Bitmap对象后,将其BitmapShader修剪成正方形,paint的shader设置为其BitmapShader,再用该paint画圆: private void drawBitmap(Canvas canvas) { Paint bitmapPaint = new Paint(); setBitmapShader(bitmapPaint); RectF rectF = new RectF(getWidth() * (1 - bitmapDia), getWidth() * (1 - bitmapDia), getWidth() * bitmapDia, getHeight() * bitmapDia); canvas.drawOval(rectF, bitmapPaint); } private void setBitmapShader(Paint paint) { Drawable drawable = getDrawable(); Matrix matrix = new Matrix(); if (null == drawable) { return; } Bitmap bitmap = drawableToBitmap(drawable); BitmapShader tshader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP); float scale = 1.0f; int bSize = Math.min(bitmap.getWidth(), bitmap.getHeight()); scale = getWidth() * 1.0f / bSize; matrix.setScale(scale, scale); if (bitmap.getWidth() > bitmap.getHeight()) { matrix.postTranslate(-(bitmap.getWidth() * scale - getWidth()) / 2, 0); } else { matrix.postTranslate(0, -(bitmap.getHeight() * scale - getHeight()) / 2); } tshader.setLocalMatrix(matrix); paint.setShader(tshader); } private Bitmap drawableToBitmap(Drawable drawable) { if (drawable instanceof BitmapDrawable) { BitmapDrawable bitmapDrawable = (BitmapDrawable) drawable; return bitmapDrawable.getBitmap(); } int w = drawable.getIntrinsicWidth(); int h = drawable.getIntrinsicHeight(); Bitmap bitmap = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(bitmap); drawable.setBounds(0, 0, w, h); drawable.draw(canvas); return bitmap; } (5) 颜色: 在onDraw()中,getPaint()得到了从mStartColor到mEndColor的过渡的颜色: Paint paint = getPaint(mStartColor, mEndColor, 360); 其中: private Paint getPaint(int startColor, int endColor, double arcWidth) { Paint paint = new Paint(); Shader shader = new LinearGradient(0f, 0f, (float) (getWidth() * circleDia * (arcWidth - ARC_WIDTH * 4) / 360), getHeight() * strokeWidth, startColor, endColor, CLAMP); paint.setShader(shader); setPaintStroke(paint); return paint; } (6) 重写onMeasure(): 因为该控件是圆形,所以还需要重写onMeasure()方法,使其最后长和高一致,并针对MATCH_PARENT和WRAP_CONTENT以及指定具体宽高的情况下分别处理,注意WRAP_CONTENT下这里是指定了最大宽/高为300px,这与ImageView不同。代码如下: @Override protected synchronized void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { final int widthSpecMode = MeasureSpec.getMode(widthMeasureSpec); final int widthSpecSize = MeasureSpec.getSize(widthMeasureSpec); final int heightSpecMode = MeasureSpec.getMode(heightMeasureSpec); final int heightSpecSize = MeasureSpec.getSize(heightMeasureSpec); if (DEBUG) { Log.d(TAG, "onMeasure widthMeasureSpec:" + widthSpecMode + "--" + widthSpecSize); Log.d(TAG, "onMeasure heightMeasureSpec:" + heightSpecMode + "--" + heightSpecSize); } int width; if (widthSpecMode == MeasureSpec.EXACTLY && heightSpecMode == MeasureSpec.EXACTLY) { width = Math.min(widthSpecSize, heightSpecSize); } else { width = Math.min(widthSpecSize, heightSpecSize); width = Math.min(width, 300); } setMeasuredDimension(width, width); }