前言
作为一个资深篮球爱好者,我经常会用虎扑app看比赛直播,后来注意到文字直播界面右下角加了两个按钮,可以在直播过程中送虎扑币,为自己支持的球队加油。
具体的效果如下图所示:
我个人觉得挺好玩的,所以决定自己实现下这个按钮,废话不多说,先看实现的效果吧:
这个效果看起来和popupwindow差不多,但我是采用自定义view的方式来实现,下面说说过程。
实现过程
首先从虎扑的效果可以看到,它这两个按钮时浮在整个界面之上的,所以它需要和FrameLayout结合使用,因此我让它的宽度跟随屏幕大小,高度根据dpi固定,它的实际尺寸时这样的:
另外这个view初始化出来我们看到可以分为三块,背景圆、圆内文字、圆上方数字,所以正常状态下,只需要在onDraw方法中画出这三块内容即可。先在初始化方法中将自定义的属性和画笔以及初始化数据准备好:
private void init(Context context, AttributeSet attrs) { //获取自定义属性 TypedArray typedArray = context.obtainStyledAttributes(attrs, R.styleable.HoopView); mThemeColor = typedArray.getColor(R.styleable.HoopView_theme_color, Color.YELLOW); mText = typedArray.getString(R.styleable.HoopView_text); mCount = typedArray.getString(R.styleable.HoopView_count); mBgPaint = new Paint(); mBgPaint.setAntiAlias(true); mBgPaint.setColor(mThemeColor); mBgPaint.setAlpha(190); mBgPaint.setStyle(Paint.Style.FILL); mPopPaint = new Paint(); mPopPaint.setAntiAlias(true); mPopPaint.setColor(Color.LTGRAY); mPopPaint.setAlpha(190); mPopPaint.setStyle(Paint.Style.FILL_AND_STROKE); mTextPaint = new TextPaint(); mTextPaint.setAntiAlias(true); mTextPaint.setColor(mTextColor); mTextPaint.setTextSize(context.getResources().getDimension(R.dimen.hoop_text_size)); mCountTextPaint = new TextPaint(); mCountTextPaint.setAntiAlias(true); mCountTextPaint.setColor(mThemeColor); mCountTextPaint.setTextSize(context.getResources().getDimension(R.dimen.hoop_count_text_size)); typedArray.recycle(); mBigRadius = context.getResources().getDimension(R.dimen.hoop_big_circle_radius); mSmallRadius = context.getResources().getDimension(R.dimen.hoop_small_circle_radius); margin = (int) context.getResources().getDimension(R.dimen.hoop_margin); mHeight = (int) context.getResources().getDimension(R.dimen.hoop_view_height); countMargin = (int) context.getResources().getDimension(R.dimen.hoop_count_margin); mDatas = new String[] {"1", "10", "100"}; // 计算背景框改变的长度,默认是三个按钮 mChangeWidth = (int) (2 * mSmallRadius * 3 + 4 * margin);}
在onMeasure中测出view的宽度后,根据宽度计算出背景圆的圆心坐标和一些相关的数据值。
@Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { int widthSize = MeasureSpec.getSize(widthMeasureSpec); mWidth = getDefaultSize(widthSize, widthMeasureSpec); setMeasuredDimension(mWidth, mHeight); // 此时才测出了mWidth值,再计算圆心坐标及相关值 cx = mWidth - mBigRadius; cy = mHeight - mBigRadius; // 大圆圆心 circle = new PointF(cx, cy); // 三个按钮的圆心 circleOne= new PointF(cx - mBigRadius - mSmallRadius - margin, cy); circleTwo = new PointF(cx - mBigRadius - 3 * mSmallRadius - 2 * margin, cy); circleThree = new PointF(cx - mBigRadius - 5 * mSmallRadius - 3 * margin, cy); // 初始的背景框的边界即为大圆的四个边界点 top = cy - mBigRadius; bottom = cy + mBigRadius; }
因为这里面涉及到点击按钮展开和收缩的过程,所以我定义了如下几种状态,只有在特定的状态下才能进行某些操作。
private int mState = STATE_NORMAL;//当前展开收缩的状态 private boolean mIsRun = false;//是否正在展开或收缩 //正常状态 public static final int STATE_NORMAL = 0; //按钮展开 public static final int STATE_EXPAND = 1; //按钮收缩 public static final int STATE_SHRINK = 2; //正在展开 public static final int STATE_EXPANDING = 3; //正在收缩 public static final int STATE_SHRINKING = 4;
接下来就执行onDraw方法了,先看看代码:
@Override protected void onDraw(Canvas canvas) { switch (mState) { case STATE_NORMAL: drawCircle(canvas); break; case STATE_SHRINK: case STATE_SHRINKING: drawBackground(canvas); break; case STATE_EXPAND: case STATE_EXPANDING: drawBackground(canvas); break; } drawCircleText(canvas); drawCountText(canvas); }
圆上方的数字和圆内的文字是整个过程中一直存在的,所以我将这两个操作放在switch之外,正常状态下绘制圆和之前两部分文字,点击展开时绘制背景框展开过程和文字,展开状态下再次点击绘制收缩过程和文字,当然在绘制背景框的方法中也需要不断绘制大圆,大圆也是一直存在的。
上面的绘制方法:
/** * 画背景大圆 * @param canvas */ private void drawCircle(Canvas canvas) { left = cx - mBigRadius; right = cx + mBigRadius; canvas.drawCircle(cx, cy, mBigRadius, mBgPaint); } /** * 画大圆上面表示金币数的文字 * @param canvas */ private void drawCountText(Canvas canvas) { canvas.translate(0, -countMargin); //计算文字的宽度 float textWidth = mCountTextPaint.measureText(mCount, 0, mCount.length()); canvas.drawText(mCount, 0, mCount.length(), (2 * mBigRadius - textWidth - 35) / 2, 0.2f, mCountTextPaint); } /** * 画大圆内的文字 * @param canvas */ private void drawCircleText(Canvas canvas) { StaticLayout layout = new StaticLayout(mText, mTextPaint, (int) (mBigRadius * Math.sqrt(2)), Layout.Alignment.ALIGN_CENTER, 1.0f, 0.0f, true); canvas.translate(mWidth - mBigRadius * 1.707f, mHeight - mBigRadius * 1.707f); layout.draw(canvas); canvas.save(); } /** * 画背景框展开和收缩 * @param canvas */ private void drawBackground(Canvas canvas) { left = cx - mBigRadius - mChange; right = cx + mBigRadius; canvas.drawRoundRect(left, top, right, bottom, mBigRadius, mBigRadius, mPopPaint); if ((mChange > 0) && (mChange <= 2 * mSmallRadius + margin)) { // 绘制第一个按钮 canvas.drawCircle(cx - mChange, cy, mSmallRadius, mBgPaint); // 绘制第一个按钮内的文字 canvas.drawText(mDatas[0], cx - (mBigRadius - mSmallRadius) - mChange, cy + 15, mTextPaint); } else if ((mChange > 2 * mSmallRadius + margin) && (mChange <= 4 * mSmallRadius + 2 * margin)) { // 绘制第一个按钮 canvas.drawCircle(cx - mBigRadius - mSmallRadius - margin, cy, mSmallRadius, mBgPaint); // 绘制第一个按钮内的文字 canvas.drawText(mDatas[0], cx - mBigRadius - mSmallRadius - margin - 20, cy + 15, mTextPaint); // 绘制第二个按钮 canvas.drawCircle(cx - mChange, cy, mSmallRadius, mBgPaint); // 绘制第二个按钮内的文字 canvas.drawText(mDatas[1], cx - mChange - 20, cy + 15, mTextPaint); } else if ((mChange > 4 * mSmallRadius + 2 * margin) && (mChange <= 6 * mSmallRadius + 3 * margin)) { // 绘制第一个按钮 canvas.drawCircle(cx - mBigRadius - mSmallRadius - margin, cy, mSmallRadius, mBgPaint); // 绘制第一个按钮内的文字 canvas.drawText(mDatas[0], cx - mBigRadius - mSmallRadius - margin - 16, cy + 15, mTextPaint); // 绘制第二个按钮 canvas.drawCircle(cx - mBigRadius - 3 * mSmallRadius - 2 * margin, cy, mSmallRadius, mBgPaint); // 绘制第二个按钮内的文字 canvas.drawText(mDatas[1], cx - mBigRadius - 3 * mSmallRadius - 2 * margin - 25, cy + 15, mTextPaint); // 绘制第三个按钮 canvas.drawCircle(cx - mChange, cy, mSmallRadius, mBgPaint); // 绘制第三个按钮内的文字 canvas.drawText(mDatas[2], cx - mChange - 34, cy + 15, mTextPaint); } else if (mChange > 6 * mSmallRadius + 3 * margin) { // 绘制第一个按钮 canvas.drawCircle(cx - mBigRadius - mSmallRadius - margin, cy, mSmallRadius, mBgPaint); // 绘制第一个按钮内的文字 canvas.drawText(mDatas[0], cx - mBigRadius - mSmallRadius - margin - 16, cy + 15, mTextPaint); // 绘制第二个按钮 canvas.drawCircle(cx - mBigRadius - 3 * mSmallRadius - 2 * margin, cy, mSmallRadius, mBgPaint); // 绘制第二个按钮内的文字 canvas.drawText(mDatas[1], cx - mBigRadius - 3 * mSmallRadius - 2 * margin - 25, cy + 15, mTextPaint); // 绘制第三个按钮 canvas.drawCircle(cx - mBigRadius - 5 * mSmallRadius - 3 * margin, cy, mSmallRadius, mBgPaint); // 绘制第三个按钮内的文字 canvas.drawText(mDatas[2], cx - mBigRadius - 5 * mSmallRadius - 3 * margin - 34, cy + 15, mTextPaint); } drawCircle(canvas); }
然后是点击事件的处理,只有触摸点在大圆内时才会触发展开或收缩的操作,点击小圆时提供了一个接口给外部调用。
@Override public boolean onTouchEvent(MotionEvent event) { int action = event.getAction(); switch (action) { case MotionEvent.ACTION_DOWN: //如果点击的时候动画在进行,不处理 if (mIsRun) return true; PointF pointF = new PointF(event.getX(), event.getY()); if (isPointInCircle(pointF, circle, mBigRadius)) { //如果触摸点在大圆内,根据弹出方向弹出或者收缩按钮 if ((mState == STATE_SHRINK || mState == STATE_NORMAL) && !mIsRun) { //展开 mIsRun = true;//这是必须先设置true,因为onAnimationStart在onAnimationUpdate之后才调用 showPopMenu(); } else { //收缩 mIsRun = true; hidePopMenu(); } } else { //触摸点不在大圆内 if (mState == STATE_EXPAND) { //如果是展开状态 if (isPointInCircle(pointF, circleOne, mSmallRadius)) { listener.clickButton(this, Integer.parseInt(mDatas[0])); } else if (isPointInCircle(pointF, circleTwo, mSmallRadius)) { listener.clickButton(this, Integer.parseInt(mDatas[1])); } else if (isPointInCircle(pointF, circleThree, mSmallRadius)) { listener.clickButton(this, Integer.parseInt(mDatas[2])); } mIsRun = true; hidePopMenu(); } } break; } return super.onTouchEvent(event); }
展开和收缩的动画是改变背景框的宽度属性的动画,并监听这个属性动画,在宽度值改变的过程中去重新绘制整个view。因为一开始我就确定了大圆小圆的半径和小圆与背景框之间的间距,所以初始化时已经计算好了背景框的宽度:
mChangeWidth = (int) (2 * mSmallRadius * 3 + 4 * margin);
/** * 弹出背景框 */ private void showPopMenu() { if (mState == STATE_SHRINK || mState == STATE_NORMAL) { ValueAnimator animator = ValueAnimator.ofInt(0, mChangeWidth); animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { if (mIsRun) { mChange = (int) animation.getAnimatedValue(); invalidate(); } else { animation.cancel(); mState = STATE_NORMAL; } } }); animator.addListener(new AnimatorListenerAdapter() { @Override public void onAnimationStart(Animator animation) { super.onAnimationStart(animation); mIsRun = true; mState = STATE_EXPANDING; } @Override public void onAnimationCancel(Animator animation) { super.onAnimationCancel(animation); mIsRun = false; mState = STATE_NORMAL; } @Override public void onAnimationEnd(Animator animation) { super.onAnimationEnd(animation); mIsRun = false; //动画结束后设置状态为展开 mState = STATE_EXPAND; } }); animator.setDuration(500); animator.start(); } }
/** * 隐藏弹出框 */ private void hidePopMenu() { if (mState == STATE_EXPAND) { ValueAnimator animator = ValueAnimator.ofInt(mChangeWidth, 0); animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { if (mIsRun) { mChange = (int) animation.getAnimatedValue(); invalidate(); } else { animation.cancel(); } } }); animator.addListener(new AnimatorListenerAdapter() { @Override public void onAnimationStart(Animator animation) { super.onAnimationStart(animation); mIsRun = true; mState = STATE_SHRINKING; } @Override public void onAnimationCancel(Animator animation) { super.onAnimationCancel(animation); mIsRun = false; mState = STATE_EXPAND; } @Override public void onAnimationEnd(Animator animation) { super.onAnimationEnd(animation); mIsRun = false; //动画结束后设置状态为收缩 mState = STATE_SHRINK; } }); animator.setDuration(500); animator.start(); } }
这个过程看起来是弹出或收缩,实际上宽度值每改变一点,就将所有的组件重绘一次,只是文字和大圆等内容的尺寸及位置都没有变化,只有背景框的宽度值在变,所以才有这种效果。
在xml中的使用:
activity中使用:
hoopview1 = (HoopView) findViewById(R.id.hoopview1); hoopview1.setOnClickButtonListener(new HoopView.OnClickButtonListener() { @Override public void clickButton(View view, int num) { Toast.makeText(MainActivity.this, "hoopview1增加了" + num, Toast.LENGTH_SHORT).show(); } });
大致实现过程就是这样,与原始效果还是有点区别,我这个还有很多瑕疵,比如文字的位置居中问题,弹出或收缩时,小圆内的文字的旋转动画我没有实现。
总结
以上就是这篇文章的全部内容了,希望本文的内容对各位Android开发者们能带来一定的帮助,如果有疑问大家可以留言交流,谢谢大家对的支持。