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小編給大家分享一下Android如何實現一個帶粘連效果的LoadingBar,相信大部分人都還不怎么了解,因此分享這篇文章給大家參考一下,希望大家閱讀完這篇文章后大有收獲,下面讓我們一起去了解一下吧!
前言
我們平時在開發的時候,發起網絡請求前,會需要顯示一個Loading,一般的做法都是在xml布局上添加好Loading,然后在Activity中,setVisibility來控制Loading的顯示和隱藏,這樣使用起來就很不方便,因為每一個xml都得引入一個Loading布局。
而LoadingBar就更好的解決了這個問題
最近設計師在外國的一個網站上挑了一個Loading的效果圖,嘗試實現之后,雖然和原圖有點不太一樣,但是效果還是不錯的。難點就是粘連效果的實現,貝塞爾曲線的點點們簡直要把我折磨死了。
先上效果圖:
實例代碼
然后是源碼,就是一個簡單VIew,可以直接放在xml中使用。
package top.greendami.greendami; import android.content.Context; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.Path; import android.support.annotation.Nullable; import android.util.AttributeSet; import android.view.View; /** * Created by GreendaMi on 2017/3/17. */ public class PPView extends View { String TAG = "PPView"; //動畫開關 boolean isLoading = true; Context mContext; private int mWidth = 100; private int mheight = 100; public int mColor; public Paint mPaint = new Paint(); float time = 0; //小球與中間打球的最遠距離 float distance = 100; public PPView(Context context) { super(context); mContext = context; } public PPView(Context context, @Nullable AttributeSet attrs) { super(context, attrs); mContext = context; mColor = context.getResources().getColor(R.color.colorPrimary); init(); } private void init() { mPaint.setAntiAlias(true); mPaint.setColor(mColor); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); int widthSpecSize = MeasureSpec.getSize(widthMeasureSpec); int heightSpecSize = MeasureSpec.getSize(heightMeasureSpec); //寬度至少是高度的4倍 if (widthSpecSize < 4 * heightSpecSize) { widthSpecSize = 4 * heightSpecSize; } mWidth = widthSpecSize; mheight = heightSpecSize; distance = 1.2f * mheight; setMeasuredDimension(widthSpecSize, heightSpecSize); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); if (isLoading) { //大圓半徑 float bigR = mheight * 0.32f + mheight * 0.03f * Math.abs((float) Math.sin(Math.toRadians(time))); float smallR = mheight * 0.22f + mheight * 0.03f * Math.abs((float) Math.cos(Math.toRadians(time))); float bigx = (getWidth()) / 2; //畫中間大圓 canvas.drawCircle(bigx, mheight / 2, bigR, mPaint); float smalx = getSmallCenterX(); //畫小圓 canvas.drawCircle(smalx, mheight / 2, smallR, mPaint); //畫鏈接 //小球在右側 if (smalx > bigx) { Path path = new Path(); //上面的貝塞爾曲線的第一個點,在大圓身上 float x1 = bigx + bigR * (float) Math.cos(Math.toRadians(time)); float y1 = mheight / 2 - bigR * (float) Math.sin(Math.toRadians(time)); if (y1 > mheight / 2 - smallR) { y1 = mheight / 2 - smallR; x1 = bigx + (float) (Math.sqrt(bigR * bigR - smallR * smallR)); } //上面的貝塞爾曲線的第三個點,在小圓身上 float x2 = smalx - smallR * (float) Math.cos(Math.toRadians(time)); float y2 = mheight / 2 - smallR * (float) Math.sin(Math.toRadians(time)); if (y2 > mheight / 2 - smallR * 0.8) { y2 = mheight / 2 - smallR * 0.8f; x2 = smalx - smallR * (float) (Math.sqrt(1-0.64f)); } //下面的貝塞爾曲線的第三個點,在小圓身上 float x3 = smalx - smallR * (float) Math.cos(Math.toRadians(time)); float y3 = mheight / 2 + smallR * (float) Math.sin(Math.toRadians(time)); if (y3 < mheight / 2 + smallR * 0.8) { y3 = mheight / 2 + smallR * 0.8f; x3 = smalx - smallR * (float) (Math.sqrt(1-0.64f)); } //下面的貝塞爾曲線的第一個點,在大圓身上 float x4 = bigx + bigR * (float) Math.cos(Math.toRadians(time)); float y4 = mheight / 2 + bigR * (float) Math.sin(Math.toRadians(time)); if (y4 < mheight / 2 + smallR) { y4 = mheight / 2 + smallR; x4 = bigx + (float) (Math.sqrt(bigR * bigR - smallR * smallR)); } path.moveTo(x1, y1); path.quadTo((bigx + smalx) / 2, mheight / 2, x2, y2); // 繪制貝賽爾曲線(Path) path.lineTo(x3, y3); path.quadTo((bigx + smalx) / 2, mheight / 2, x4, y4); canvas.drawPath(path, mPaint); } //小球在左側 if (smalx < bigx) { Path path = new Path(); float x1 = bigx + bigR * (float) Math.cos(Math.toRadians(time)); float y1 = mheight / 2 - bigR * (float) Math.sin(Math.toRadians(time)); if (y1 > mheight / 2 - smallR) { y1 = mheight / 2 - smallR; x1 = bigx - (float) (Math.sqrt(bigR * bigR - smallR * smallR)); } float x2 = smalx - smallR * (float) Math.cos(Math.toRadians(time)); float y2 = mheight / 2 - smallR * (float) Math.sin(Math.toRadians(time)); if (y2 > mheight / 2 - smallR * 0.8) { y2 = mheight / 2 - smallR * 0.8f; x2 = smalx + smallR * (float) (Math.sqrt(1-0.64f)); } float x3 = smalx - smallR * (float) Math.cos(Math.toRadians(time)); float y3 = mheight / 2 + smallR * (float) Math.sin(Math.toRadians(time)); if (y3 < mheight / 2 + smallR * 0.8) { y3 = mheight / 2 + smallR * 0.8f; x3 = smalx + smallR * (float) (Math.sqrt(1-0.64f)); } float x4 = bigx + bigR * (float) Math.cos(Math.toRadians(time)); float y4 = mheight / 2 + bigR * (float) Math.sin(Math.toRadians(time)); if (y4 < mheight / 2 + smallR) { y4 = mheight / 2 + smallR; x4 = bigx - (float) (Math.sqrt(bigR * bigR - smallR * smallR)); } path.moveTo(x1, y1); path.quadTo((bigx + smalx) / 2, mheight / 2, x2, y2); // 繪制貝賽爾曲線(Path) path.lineTo(x3, y3); path.quadTo((bigx + smalx) / 2, mheight / 2, x4, y4); canvas.drawPath(path, mPaint); } postInvalidate(); } } //計算小球的X坐標 private float getSmallCenterX() { //此處控制速度 time = time + 2.5f; return mWidth / 2 + distance * (float) Math.cos(Math.toRadians(time)); } }
“精心”畫了一張圖,對代碼做了說明。
在代碼中使用
<?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" android:layout_width="match_parent" android:layout_height="match_parent" android:background="@color/white" tools:context="top.greendami.greendami.MainActivity"> <top.greendami.greendami.PPView android:layout_centerInParent="true" android:layout_width="400dp" android:layout_height="80dp" /> </RelativeLayout>
以上是“Android如何實現一個帶粘連效果的LoadingBar”這篇文章的所有內容,感謝各位的閱讀!相信大家都有了一定的了解,希望分享的內容對大家有所幫助,如果還想學習更多知識,歡迎關注億速云行業資訊頻道!
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