美化界面的一種手段,總的來說效果還是可以的,網上有很多這種類型的代碼,略微修改,可以比較好的應用到各類項目中,以下爲公共類代碼。
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.DrawFilter;
import android.graphics.Paint;
import android.graphics.PaintFlagsDrawFilter;
import android.util.AttributeSet;
import android.view.View;
public class DynamicWave extends View {
// 波紋顏色
private static final int WAVE_PAINT_COLOR_1 = Color.parseColor("#806abd79") ;
private static final int WAVE_PAINT_COLOR_2 = Color.parseColor("#6abd79") ;
// y = Asin(wx+b)+h
private static final float STRETCH_FACTOR_A = 10;
private static final int OFFSET_Y = 0;
// 第一條水波移動速度
private static final int TRANSLATE_X_SPEED_ONE = 7;
// 第二條水波移動速度
private static final int TRANSLATE_X_SPEED_TWO = 5;
private float mCycleFactorW;
private int mTotalWidth, mTotalHeight;
private float[] mYPositions;
private float[] mResetOneYPositions;
private float[] mResetTwoYPositions;
private int mXOffsetSpeedOne;
private int mXOffsetSpeedTwo;
private int mXOneOffset;
private int mXTwoOffset;
private Paint mWavePaintOne;
private Paint mWavePaintTwo;
private DrawFilter mDrawFilter;
public DynamicWave(Context context, AttributeSet attrs) {
super(context, attrs);
// 移動速度
mXOffsetSpeedOne = TRANSLATE_X_SPEED_ONE;
mXOffsetSpeedTwo = TRANSLATE_X_SPEED_TWO;
// 初始繪製波紋的畫筆
mWavePaintOne = new Paint();
mWavePaintTwo = new Paint();
// 去除畫筆鋸齒
mWavePaintOne.setAntiAlias(true);
mWavePaintTwo.setAntiAlias(true);
// 設置風格爲實線
mWavePaintOne.setStyle(Paint.Style.FILL);
mWavePaintTwo.setStyle(Paint.Style.FILL);
// 設置畫筆顏色
mWavePaintOne.setColor(WAVE_PAINT_COLOR_1);
mWavePaintTwo.setColor(WAVE_PAINT_COLOR_2);
mDrawFilter = new PaintFlagsDrawFilter(0, Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// 從canvas層面去除繪製時鋸齒
canvas.setDrawFilter(mDrawFilter);
resetPositonY();
for (int i = 0; i < mTotalWidth; i++) {
// 減20只是爲了控制波紋繪製的y的在屏幕的位置,大家可以改成一個變量,然後動態改變這個變量,從而形成波紋上升下降效果
// 繪製第一條水波紋
canvas.drawLine(i, mTotalHeight - mResetOneYPositions[i] - 20, i,
mTotalHeight,
mWavePaintOne);
// 繪製第二條水波紋
canvas.drawLine(i, mTotalHeight - mResetTwoYPositions[i] - 20, i,
mTotalHeight,
mWavePaintTwo);
}
// 改變兩條波紋的移動點
mXOneOffset += mXOffsetSpeedOne;
mXTwoOffset += mXOffsetSpeedTwo;
// 如果已經移動到結尾處,則重頭記錄
if (mXOneOffset >= mTotalWidth) {
mXOneOffset = 0;
}
if (mXTwoOffset > mTotalWidth) {
mXTwoOffset = 0;
}
// 引發view重繪,一般可以考慮延遲20-30ms重繪,空出時間片
postInvalidate();
}
private void resetPositonY() {
// mXOneOffset代表當前第一條水波紋要移動的距離
int yOneInterval = mYPositions.length - mXOneOffset;
// 使用System.arraycopy方式重新填充第一條波紋的數據
System.arraycopy(mYPositions, mXOneOffset, mResetOneYPositions, 0, yOneInterval);
System.arraycopy(mYPositions, 0, mResetOneYPositions, yOneInterval, mXOneOffset);
int yTwoInterval = mYPositions.length - mXTwoOffset;
System.arraycopy(mYPositions, mXTwoOffset, mResetTwoYPositions, 0,
yTwoInterval);
System.arraycopy(mYPositions, 0, mResetTwoYPositions, yTwoInterval, mXTwoOffset);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
// 記錄下view的寬高
mTotalWidth = w;
mTotalHeight = h;
// 用於保存原始波紋的y值
mYPositions = new float[mTotalWidth];
// 用於保存波紋一的y值
mResetOneYPositions = new float[mTotalWidth];
// 用於保存波紋二的y值
mResetTwoYPositions = new float[mTotalWidth];
// 將週期定爲view總寬度
mCycleFactorW = (float) (2 * Math.PI / mTotalWidth);
// 根據view總寬度得出所有對應的y值
for (int i = 0; i < mTotalWidth; i++) {
mYPositions[i] = (float) (STRETCH_FACTOR_A * Math.sin(mCycleFactorW * i) + OFFSET_Y);
}
}
}
具體用法,在xml文件中用以下代碼放在自己需要的位置,這就做成了讓波紋在高20dp的橫條中顯示,前面的
com.meikuang.landongjiguang.renyuandingwei.PublicClass
爲公共類路徑名,需要改成自己的。 <com.meikuang.landongjiguang.renyuandingwei.PublicClass.DynamicWave
android:layout_width="match_parent"
android:layout_height="20dp" />