将褪色动画添加到HexagonLoadingView

时间:2019-07-05 09:41:03

标签: android animation android-animation android-custom-view

我根据库https://github.com/Agraphie/hexagonloadingview使用了如下所示的六边形装载机。 但是我需要与上述库稍有不同的动画。 像https://codepen.io/wuser/pen/BgPMqE

六角视图动画的代码

import android.content.Context;
import android.graphics.Canvas;
import android.graphics.LinearGradient;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Shader;
import android.util.AttributeSet;
import android.view.View;

public class HexagonLoadingView extends View {

public static final int NUMBER_OF_HEXAGONS = 7;
/**
 * Constants for changing the number of appearance/disappearance of the hexagons. {@link
 * HexagonLoadingView#HEXAGON_UPPER_LEFT_APPEARANCE_POSITION} = 0 means the hexagon will start
 * appearing in the upper left corner. {@link HexagonLoadingView#HEXAGON_MIDDLE_MIDDLE_APPEARANCE_POSITION}
 * = 6 means this hexagon will appear last and disappear first.
 */
public static final int HEXAGON_UPPER_LEFT_APPEARANCE_POSITION = 0;
public static final int HEXAGON_UPPER_RIGHT_APPEARANCE_POSITION = 1;
public static final int HEXAGON_MIDDLE_LEFT_APPEARANCE_POSITION = 5;
public static final int HEXAGON_MIDDLE_MIDDLE_APPEARANCE_POSITION = 6;
public static final int HEXAGON_MIDDLE_RIGHT_APPEARANCE_POSITION = 2;
public static final int HEXAGON_LOWER_RIGHT_APPEARANCE_POSITION = 3;
public static final int HEXAGON_LOWER_LEFT_APPEARANCE_POSITION = 4;
/**
 * Increase this for a slower animation i.e. decrease this for a faster animation.
 */
public static final int APPEARANCE_SPEED_COEFFICIENT = 10;

/**
 * The radius of each hexagon.
 */
private float mRadius;

/**
 * The width and height of each hexagon.
 */
private float mWidth, mHeight;

/**
 * The various hexagons as {@link Path} objects.
 */
private Path mHexagonUpperRight;
private Path mHexagonMiddleRight;
private Path mHexagonLowerRight;
private Path mHexagonLowerLeft;
private Path mHexagonMiddleLeft;
private Path mHexagonUpperLeft;
private Path mHexagonMiddleMiddle;

/**
 * The {@link Paint} objects for each hexagon. Every hexagon can have its own colour.
 */
private Paint mHexagonPaintUpperRight = new Paint();
private Paint mHexagonPaintMiddleRight = new Paint();
private Paint mHexagonPaintLowerRight = new Paint();
private Paint mHexagonPaintLowerLeft = new Paint();
private Paint mHexagonPaintMiddleLeft = new Paint();
private Paint mHexagonPaintUpperLeft = new Paint();
private Paint mHexagonPaintMiddleMiddle = new Paint();

/**
 * Field for identifying if hexagons should be currently set to the background colour or to
 * their given colour.
 */
private boolean displayHexagons = true;

private float mRadiusStep;
private float[] mHexagonRadius;

public HexagonLoadingView(Context context) {
    super(context);
}

public HexagonLoadingView(Context context, AttributeSet attrs) {
    super(context, attrs);
}

public HexagonLoadingView(Context context, AttributeSet attrs, int defStyleAttr) {
    super(context, attrs, defStyleAttr);
}

/**
 * Method for calculating the hexagons, taking into account the current radius of the specified
 * hexagon.
 */
private void calculateHexagons() {
    mHexagonPaintUpperRight.setShader(new LinearGradient(0, 0, 0, getHeight(),
            getContext().getResources().getColor(R.color.hex_loading_color_8),
            getContext().getResources().getColor(R.color.hex_loading_color_9),
            Shader.TileMode.MIRROR));
    mHexagonPaintMiddleRight.setShader(new LinearGradient(0, 0, 0, getHeight(),
            getContext().getResources().getColor(R.color.hex_loading_color_8),
            getContext().getResources().getColor(R.color.hex_loading_color_9),
            Shader.TileMode.MIRROR));
    mHexagonPaintLowerRight.setShader(new LinearGradient(0, 0, 0, getHeight(),
            getContext().getResources().getColor(R.color.hex_loading_color_8),
            getContext().getResources().getColor(R.color.hex_loading_color_9),
            Shader.TileMode.MIRROR));
    mHexagonPaintLowerLeft.setShader(new LinearGradient(0, 0, 0, getHeight(),
            getContext().getResources().getColor(R.color.hex_loading_color_8),
            getContext().getResources().getColor(R.color.hex_loading_color_9),
            Shader.TileMode.MIRROR));
    mHexagonPaintMiddleLeft.setShader(new LinearGradient(0, 0, 0, getHeight(),
            getContext().getResources().getColor(R.color.hex_loading_color_8),
            getContext().getResources().getColor(R.color.hex_loading_color_9),
            Shader.TileMode.MIRROR));
    mHexagonPaintUpperLeft.setShader(new LinearGradient(0, 0, 0, getHeight(),
            getContext().getResources().getColor(R.color.hex_loading_color_8),
            getContext().getResources().getColor(R.color.hex_loading_color_9),
            Shader.TileMode.MIRROR));
    mHexagonPaintMiddleMiddle.setShader(new LinearGradient(0, 0, 0, getHeight(),
            getContext().getResources().getColor(R.color.hex_loading_color_8),
            getContext().getResources().getColor(R.color.hex_loading_color_9),
            Shader.TileMode.MIRROR));

    mHexagonUpperLeft = calculatePath((int) -(mRadius), (int) -(mRadius * 1.7),
            mHexagonRadius[HEXAGON_UPPER_LEFT_APPEARANCE_POSITION]);
    mHexagonUpperRight = calculatePath((int) (mRadius), ((int) -(mRadius * 1.7)),
            mHexagonRadius[HEXAGON_UPPER_RIGHT_APPEARANCE_POSITION]);
    mHexagonMiddleLeft = calculatePath((int) (-1.95 * mRadius), 0,
            mHexagonRadius[HEXAGON_MIDDLE_LEFT_APPEARANCE_POSITION]);
    mHexagonMiddleMiddle = calculatePath(0, 0,
            mHexagonRadius[HEXAGON_MIDDLE_MIDDLE_APPEARANCE_POSITION]);
    mHexagonMiddleRight = calculatePath((int) (1.95 * mRadius), 0,
            mHexagonRadius[HEXAGON_MIDDLE_RIGHT_APPEARANCE_POSITION]);
    mHexagonLowerLeft = calculatePath((int) -(mRadius), (int) (mRadius * 1.7),
            mHexagonRadius[HEXAGON_LOWER_LEFT_APPEARANCE_POSITION]);
    mHexagonLowerRight = calculatePath((int) (mRadius), (int) (mRadius * 1.7),
            mHexagonRadius[HEXAGON_LOWER_RIGHT_APPEARANCE_POSITION]);
}

@Override
public void onDraw(Canvas c) {
    //Check if this is the first load, if so don't do anything and display only the background
    //for a while
    calculateHexagons();

    //Count the hexagons up i.e. down i.e. make them appear or disappear.
    //Increase always only one hexagon at a time which has not been fully drawn yet.
    //Also check which hexagons have been completed.
    int completedHexagons = 0;
    if (displayHexagons) {
        for (int i = 0; i < mHexagonRadius.length; i++) {
            if (mHexagonRadius[i] < mRadius) {
                mHexagonRadius[i] += mRadiusStep;
                break;
            }
            completedHexagons++;
        }
    } else {
        for (int i = 0; i < mHexagonRadius.length; i++) {
            if (mHexagonRadius[i] > 0) {
                mHexagonRadius[i] = (mHexagonRadius[i] + (mRadiusStep * -1) < 0) ? 0
                        : mHexagonRadius[i] + (mRadiusStep * -1);
                break;
            }
            completedHexagons++;
        }
    }

    checkDrawingMode(completedHexagons);

    //Now draw our hexagons
    c.drawPath(mHexagonUpperLeft, mHexagonPaintUpperLeft);
    c.drawPath(mHexagonUpperRight, mHexagonPaintUpperRight);
    c.drawPath(mHexagonMiddleRight, mHexagonPaintMiddleRight);
    c.drawPath(mHexagonLowerRight, mHexagonPaintLowerRight);
    c.drawPath(mHexagonLowerLeft, mHexagonPaintLowerLeft);
    c.drawPath(mHexagonMiddleLeft, mHexagonPaintMiddleLeft);
    c.drawPath(mHexagonMiddleMiddle, mHexagonPaintMiddleMiddle);
}

/**
 * Method for checking how many hexagons are completed in their drawing. If all hexagons are
 * completed (i.e. all appeared or disappeared), invert the drawing mode to the opposite of what
 * it was.
 */
private void checkDrawingMode(int completedHexagons) {
    if (completedHexagons == NUMBER_OF_HEXAGONS) {
        displayHexagons = !displayHexagons;
    }
}

@Override
protected void onAttachedToWindow() {
    super.onAttachedToWindow();

    mHexagonRadius = new float[NUMBER_OF_HEXAGONS];
    mHexagonRadius[HEXAGON_UPPER_LEFT_APPEARANCE_POSITION] = 0;
    mHexagonRadius[HEXAGON_UPPER_RIGHT_APPEARANCE_POSITION] = 0;
    mHexagonRadius[HEXAGON_MIDDLE_RIGHT_APPEARANCE_POSITION] = 0;
    mHexagonRadius[HEXAGON_LOWER_RIGHT_APPEARANCE_POSITION] = 0;
    mHexagonRadius[HEXAGON_LOWER_LEFT_APPEARANCE_POSITION] = 0;
    mHexagonRadius[HEXAGON_MIDDLE_LEFT_APPEARANCE_POSITION] = 0;
    mHexagonRadius[HEXAGON_MIDDLE_MIDDLE_APPEARANCE_POSITION] = 0;
}

@Override
public void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
    super.onMeasure(widthMeasureSpec, heightMeasureSpec);
    mWidth = MeasureSpec.getSize(widthMeasureSpec);
    mHeight = MeasureSpec.getSize(heightMeasureSpec);
    mRadius = mHeight / 6;
    mRadiusStep = mRadius / APPEARANCE_SPEED_COEFFICIENT;
}


/**
 * Calculate the path for a hexagon.
 *
 * @param xCenterScale The offset in the x direction.
 * @param yCenterScale The offset in the y direction.
 * @return The calculated hexagon as {@link Path} object.
 */
private Path calculatePath(int xCenterScale, int yCenterScale, float radius) {
    float triangleHeight = (float) (Math.sqrt(3) * radius / 2);
    float centerX = (mWidth / 2) + xCenterScale;
    float centerY = (mHeight / 2) + yCenterScale;
    Path hexagonPath = new Path();

    hexagonPath.moveTo(centerX, centerY + radius);
    hexagonPath.lineTo(centerX - triangleHeight, centerY + radius / 2);
    hexagonPath.lineTo(centerX - triangleHeight, centerY - radius / 2);
    hexagonPath.lineTo(centerX, centerY - radius);
    hexagonPath.lineTo(centerX + triangleHeight, centerY - radius / 2);
    hexagonPath.lineTo(centerX + triangleHeight, centerY + radius / 2);
    hexagonPath.moveTo(centerX, centerY + radius);

    invalidate();

    return hexagonPath;
  }


} 

如何将动画修改为完全像这样:https://codepen.io/wuser/pen/BgPMqE

2 个答案:

答案 0 :(得分:3)

首先,在onDraw方法中计算每个六边形对于图形性能而言确实是昂贵的,因为它会为由于GC导致阻塞主线程的每个六边形创建一个着色器。您可以在onSizeChanged回调中计算六边形。然后,您可以使用以下画布方法绘制每个六边形:canvas.translate()canvas.scale()。动画师根据经过的时间计算每个六边形的平移和缩放比例。对于这种动画情况,可以使用TimerAnimator。一旦在视图中启动TimerAnimator,它就会每隔16ms调用一次回调。在此回调中,您可以调用invalidate()进行查看。为了计算每个六角形的alpha值,您还应该使用经过的时间。此视图仅一个Paint就足够了。另外,当视图变为不可见或消失状态时,别忘了停止TimerAnimator。

答案 1 :(得分:0)

我将SVG切成单独的形状,然后可以对其进行动画处理(或使用After Effects和Lottie,对这种动画效果很好,for example)。该动画的棘手之处在于,它是从中心transform-origin: 50% 50%;而不是它们的最终位置按比例放大的-因此,这是一个方向性的向外/向内移动,同时按比例放大/缩小。

基本上,这是AnimatorSet中的6 ValueAnimator ...

请参见documentation