1.2.5Path、貝塞爾曲線與計算規則——仿QQ未讀消息拖拽粘性效果的實現

參考文章:

https://www.jianshu.com/p/ed2721286778

 

先看下效果:

 

代碼如下,詳細的步驟說明都在代碼註釋當中了:

佈局文件:

<?xml version="1.0" encoding="utf-8"?>
<androidx.constraintlayout.widget.ConstraintLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:app="http://schemas.android.com/apk/res-auto"
    xmlns:tools="http://schemas.android.com/tools"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    tools:context=".MainActivity">

    <com.source.api28.path.QQMsgView
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:background="#cc000000"
        app:bubble_color="#ff0000"
        app:bubble_radius="10dp"
        app:bubble_text="12"
        app:bubble_textColor="#fff"
        app:bubble_textSize="12sp"
        app:layout_constraintBottom_toBottomOf="parent"
        app:layout_constraintLeft_toLeftOf="parent"
        app:layout_constraintRight_toRightOf="parent"
        app:layout_constraintTop_toTopOf="parent" />

</androidx.constraintlayout.widget.ConstraintLayout>
/**
 * 仿QQ未讀消息拖拽粘性效果的實現
 */
public class QQMsgView extends View {
    /**
     * 氣泡默認狀態--靜止
     */
    private final int BUBBLE_STATE_DEFAULT = 0;
    /**
     * 氣泡相連
     */
    private final int BUBBLE_STATE_CONNECT = 1;
    /**
     * 氣泡分離
     */
    private final int BUBBLE_STATE_APART = 2;
    /**
     * 氣泡消失
     */
    private final int BUBBLE_STATE_DISMISS = 3;

    /**
     * 氣泡半徑
     */
    private float mBubbleRadius;
    /**
     * 氣泡顏色
     */
    private int mBubbleColor;
    /**
     * 氣泡消息文字
     */
    private String mTextStr;
    /**
     * 氣泡消息文字顏色
     */
    private int mTextColor;
    /**
     * 氣泡消息文字大小
     */
    private float mTextSize;
    /**
     * 不動氣泡的半徑
     */
    private float mBubFixedRadius;
    /**
     * 可動氣泡的半徑
     */
    private float mBubMovableRadius;
    /**
     * 不動氣泡的圓心
     */
    private PointF mBubFixedCenter;
    /**
     * 可動氣泡的圓心
     */
    private PointF mBubMovableCenter;
    /**
     * 氣泡的畫筆
     */
    private Paint mBubblePaint;
    /**
     * 貝塞爾曲線path
     */
    private Path mBezierPath;

    private Paint mTextPaint;

    //文本繪製區域
    private Rect mTextRect;

    private Paint mBurstPaint;

    //爆炸繪製區域
    private Rect mBurstRect;

    /**
     * 氣泡狀態標誌
     */
    private int mBubbleState = BUBBLE_STATE_DEFAULT;
    /**
     * 兩氣泡圓心距離
     */
    private float mDist;
    /**
     * 氣泡相連狀態最大圓心距離
     */
    private float mMaxDist;
    /**
     * 手指觸摸偏移量
     */
    private final float MOVE_OFFSET;

    /**
     * 氣泡爆炸的bitmap數組
     */
    private Bitmap[] mBurstBitmapsArray;
    /**
     * 是否在執行氣泡爆炸動畫
     */
    private boolean mIsBurstAnimStart = false;

    /**
     * 當前氣泡爆炸圖片index
     */
    private int mCurDrawableIndex;

    /**
     * 氣泡爆炸的圖片id數組
     */
    private int[] mBurstDrawablesArray = {R.mipmap.burst_1, R.mipmap.burst_2, R.mipmap.burst_3, R.mipmap.burst_4, R.mipmap.burst_5};


    public QQMsgView(Context context) {
        this(context, null);
    }

    public QQMsgView(Context context, AttributeSet attrs) {
        this(context, attrs, 0);
    }

    public QQMsgView(Context context, AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);
        TypedArray array = context.obtainStyledAttributes(attrs, R.styleable.DragBubbleView, defStyleAttr, 0);
        mBubbleRadius = array.getDimension(R.styleable.DragBubbleView_bubble_radius, mBubbleRadius);
        mBubbleColor = array.getColor(R.styleable.DragBubbleView_bubble_color, Color.RED);
        mTextStr = array.getString(R.styleable.DragBubbleView_bubble_text);
        mTextSize = array.getDimension(R.styleable.DragBubbleView_bubble_textSize, mTextSize);
        mTextColor = array.getColor(R.styleable.DragBubbleView_bubble_textColor, Color.WHITE);
        array.recycle();
        //兩個圓半徑大小一致
        mBubFixedRadius = mBubbleRadius;
        mBubMovableRadius = mBubFixedRadius;
        mMaxDist = 8 * mBubbleRadius;

        MOVE_OFFSET = mMaxDist / 4;
        //抗鋸齒
        mBubblePaint = new Paint(Paint.ANTI_ALIAS_FLAG);
        mBubblePaint.setColor(mBubbleColor);
        mBubblePaint.setStyle(Paint.Style.FILL);
        mBezierPath = new Path();

        //文本畫筆
        mTextPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
        mTextPaint.setColor(mTextColor);
        mTextPaint.setTextSize(mTextSize);
        mTextRect = new Rect();

        //爆炸畫筆
        mBurstPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
        mBurstPaint.setFilterBitmap(true);
        mBurstRect = new Rect();
        mBurstBitmapsArray = new Bitmap[mBurstDrawablesArray.length];
        for (int i = 0; i < mBurstDrawablesArray.length; i++) {
            //將氣泡爆炸的drawable轉爲bitmap
            Bitmap bitmap = BitmapFactory.decodeResource(getResources(), mBurstDrawablesArray[i]);
            mBurstBitmapsArray[i] = bitmap;
        }
    }

    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);
        mBubbleState = BUBBLE_STATE_DEFAULT;

        //設置固定氣泡圓心初始座標
        if (mBubFixedCenter == null) {
            mBubFixedCenter = new PointF(w / 2, h / 2);
        } else {
            mBubFixedCenter.set(w / 2, h / 2);
        }
        //設置可動氣泡圓心初始座標
        if (mBubMovableCenter == null) {
            mBubMovableCenter = new PointF(w / 2, h / 2);
        } else {
            mBubMovableCenter.set(w / 2, h / 2);
        }
    }

    @Override
    protected void onDraw(Canvas canvas) {
        //1. 連接情況繪製貝塞爾曲線  2.繪製圓背景以及文本 3.另外端點繪製一個圓
        //1. 靜止狀態  2,連接狀態 3,分離狀態  4,消失
        if (mBubbleState == BUBBLE_STATE_CONNECT) {
            //繪製靜止的氣泡
            canvas.drawCircle(mBubFixedCenter.x, mBubFixedCenter.y, mBubFixedRadius, mBubblePaint);
            //計算控制點的座標
            int iAnchorX = (int) ((mBubMovableCenter.x + mBubFixedCenter.x) / 2);
            int iAnchorY = (int) ((mBubMovableCenter.y + mBubFixedCenter.y) / 2);

            float sinTheta = (mBubMovableCenter.y - mBubFixedCenter.y) / mDist;
            float cosTheta = (mBubMovableCenter.x - mBubFixedCenter.x) / mDist;

            //D
            float iBubFixedStartX = mBubFixedCenter.x - mBubFixedRadius * sinTheta;
            float iBubFixedStartY = mBubFixedCenter.y + mBubFixedRadius * cosTheta;
            //C
            float iBubMovableEndX = mBubMovableCenter.x - mBubMovableRadius * sinTheta;
            float iBubMovableEndY = mBubMovableCenter.y + mBubMovableRadius * cosTheta;

            //A
            float iBubFixedEndX = mBubFixedCenter.x + mBubFixedRadius * sinTheta;
            float iBubFixedEndY = mBubFixedCenter.y - mBubFixedRadius * cosTheta;
            //B
            float iBubMovableStartX = mBubMovableCenter.x + mBubMovableRadius * sinTheta;
            float iBubMovableStartY = mBubMovableCenter.y - mBubMovableRadius * cosTheta;

            mBezierPath.reset();
            mBezierPath.moveTo(iBubFixedStartX, iBubFixedStartY);
            mBezierPath.quadTo(iAnchorX, iAnchorY, iBubMovableEndX, iBubMovableEndY);

            mBezierPath.lineTo(iBubMovableStartX, iBubMovableStartY);
            mBezierPath.quadTo(iAnchorX, iAnchorY, iBubFixedEndX, iBubFixedEndY);
            mBezierPath.close();
            canvas.drawPath(mBezierPath, mBubblePaint);
        }

        //靜止,連接,分離狀態都需要繪製圓背景以及文本
        if (mBubbleState != BUBBLE_STATE_DISMISS) {
            canvas.drawCircle(mBubMovableCenter.x, mBubMovableCenter.y, mBubMovableRadius, mBubblePaint);
            mTextPaint.getTextBounds(mTextStr, 0, mTextStr.length(), mTextRect);
            canvas.drawText(mTextStr, mBubMovableCenter.x - mTextRect.width() / 2, mBubMovableCenter.y + mTextRect.height() / 2, mTextPaint);
        }

        // 認爲是消失狀態,執行爆炸動畫
        if (mBubbleState == BUBBLE_STATE_DISMISS && mCurDrawableIndex < mBurstBitmapsArray.length) {
            mBurstRect.set((int) (mBubMovableCenter.x - mBubMovableRadius),
                    (int) (mBubMovableCenter.y - mBubMovableRadius),
                    (int) (mBubMovableCenter.x + mBubMovableRadius),
                    (int) (mBubMovableCenter.y + mBubMovableRadius));
            canvas.drawBitmap(mBurstBitmapsArray[mCurDrawableIndex], null, mBurstRect, mBubblePaint);
        }
    }

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        switch (event.getAction()) {
            case MotionEvent.ACTION_DOWN:
                if (mBubbleState != BUBBLE_STATE_DISMISS) {
                    mDist = (float) Math.hypot(event.getX() - mBubFixedCenter.x, event.getY() - mBubFixedCenter.y);
                    if (mDist < mBubbleRadius + MOVE_OFFSET) {
                        //加上MOVE_OFFSET是爲了方便拖拽
                        mBubbleState = BUBBLE_STATE_CONNECT;
                    } else {
                        mBubbleState = BUBBLE_STATE_DEFAULT;
                    }
                }
                break;
            case MotionEvent.ACTION_MOVE:
                if (mBubbleState != BUBBLE_STATE_DEFAULT) {
                    mDist = (float) Math.hypot(event.getX() - mBubFixedCenter.x, event.getY() - mBubFixedCenter.y);
                    mBubMovableCenter.x = event.getX();
                    mBubMovableCenter.y = event.getY();
                    if (mBubbleState == BUBBLE_STATE_CONNECT) {
                        if (mDist < mMaxDist - MOVE_OFFSET) {
                            mBubFixedRadius = mBubbleRadius - mDist / 8;
                        } else {
                            mBubbleState = BUBBLE_STATE_APART;
                        }
                    }
                    invalidate();
                }
                break;
            case MotionEvent.ACTION_UP:
                if (mBubbleState == BUBBLE_STATE_CONNECT) {
                    // 橡皮筋動畫
                    startBubbleRestAnim();
                } else if (mBubbleState == BUBBLE_STATE_APART) {
                    if (mDist < 2 * mBubbleRadius) {
                        //反彈動畫
                        startBubbleRestAnim();
                    } else {
                        // 爆炸動畫
                        startBubbleBurstAnim();
                    }
                }
                break;
        }
        return true;
    }

    /**
     * 連接狀態下鬆開手指,執行類似橡皮筋動畫
     */
    private void startBubbleRestAnim() {
        ValueAnimator anim;
        anim = ValueAnimator.ofObject(new PointFEvaluator(),
                new PointF(mBubMovableCenter.x, mBubMovableCenter.y),
                new PointF(mBubFixedCenter.x, mBubFixedCenter.y));
        anim.setDuration(200);
        anim.setInterpolator(new OvershootInterpolator(5f));
        anim.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
            @Override
            public void onAnimationUpdate(ValueAnimator animation) {
                mBubMovableCenter = (PointF) animation.getAnimatedValue();
                invalidate();
            }
        });
        anim.addListener(new AnimatorListenerAdapter() {
            @Override
            public void onAnimationEnd(Animator animation) {
                super.onAnimationEnd(animation);
                mBubbleState = BUBBLE_STATE_DEFAULT;
            }
        });
        anim.start();
    }

    /**
     * 爆炸動畫
     */
    private void startBubbleBurstAnim() {
        //將氣泡改成消失狀態
        mBubbleState = BUBBLE_STATE_DISMISS;
        ValueAnimator animator = ValueAnimator.ofInt(0, mBurstBitmapsArray.length);
        animator.setInterpolator(new LinearInterpolator());
        animator.setDuration(500);
        animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
            @Override
            public void onAnimationUpdate(ValueAnimator animation) {
                mCurDrawableIndex = (int) animation.getAnimatedValue();
                invalidate();
            }
        });
        animator.start();
    }
}

END

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