概述:
开发过程中,看到有些界面用到一道光线在屏幕中掠过的效果,觉得挺炫的。所以查找相关资料自己实现了一遍。
先上个预览图:
实现思路:
简单来说就是在一个view中绘制好一道光影,并不断改变光影在view中的位置。
1.首先我们先了解一下光影怎么绘制
在了解如何绘制之前,我们先看一下LinearGradient的构造方法
/** * Create a shader that draws a linear gradient along a line. * * @param x0 The x-coordinate for the start of the gradient line * @param y0 The y-coordinate for the start of the gradient line * @param x1 The x-coordinate for the end of the gradient line * @param y1 The y-coordinate for the end of the gradient line * @param colors The sRGB colors to be distributed along the gradient line * @param positions May be null. The relative positions [0..1] of * each corresponding color in the colors array. If this is null, * the the colors are distributed evenly along the gradient line. * @param tile The Shader tiling mode * * * 翻译过来: * x0,y0为渐变起点,x1,y1为渐变的终点 * * colors数组为两点间的渐变颜色值,positions数组取值范围是0~1 * 传入的colors[]长度和positions[]长度必须相等,一一对应关系,否则报错 * position传入null则代表colors均衡分布 * * tile有三种模式 * Shader.TileMode.CLAMP: 边缘拉伸模式,它会拉伸边缘的一个像素来填充其他区域 * Shader.TileMode.MIRROR: 镜像模式,通过镜像变化来填充其他区域 * Shader.TileMode.REPEAT:重复模式,通过复制来填充其他区域 */ LinearGradient(float x0, float y0, float x1, float y1, @NonNull @ColorInt int[] colors, @Nullable float[] positions, @NonNull TileMode tile)
colors[]和positions[]的说明结合下图,这样理解起来应该就比较明朗了
回到正题,如何绘制光影。我们看到的那道光可以参照下图:
根据分析得到我们的着色器是线性着色器(其他着色器请查询相关api):
LinearGradient(a的x坐标, a的y坐标, c的x坐标, c的y坐标, new int[]{Color.parseColor("#00FFFFFF"), Color.parseColor("#FFFFFFFF"), Color.parseColor("#00FFFFFF")}, new float[]{0f, 0.5f, 1f}, Shader.TileMode.CLAMP)
2.给画笔上色。设置着色器mPaint.setShader(mLinearGradient)
3.给定一个数值范围利用数值生成器ValueAnimator产生数值,监听数值变化。每次回调都将该数值传入光影的起点和终点并进行绘制
代码如下:
/** * author: caoyb * created on: 2021/12/20 15:13 * description: */ public class ConfigLoadingView extends View { private Paint mPaint; private Path mPath; private LinearGradient mLinearGradient; private ValueAnimator mValueAnimator; public ConfigLoadingView(Context context) { this(context, null); } public ConfigLoadingView(Context context, @Nullable AttributeSet attrs) { this(context, attrs, 0); } public ConfigLoadingView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); init(); } private void init() { mPaint = new Paint(); mPath = new Path(); } private void initPointAndAnimator(int w, int h) { Point point1 = new Point(0, 0); Point point2 = new Point(w, 0); Point point3 = new Point(w, h); Point point4 = new Point(0, h); mPath.moveTo(point1.x, point1.y); mPath.lineTo(point2.x, point2.y); mPath.lineTo(point3.x, point3.y); mPath.lineTo(point4.x, point4.y); mPath.close(); // 斜率k float k = 1f * h / w; // 偏移 float offset = 1f * w / 2; // 0f - offset * 2 为数值左边界(屏幕外左侧), w + offset * 2为数值右边界(屏幕外右侧) // 目的是使光影走完一遍,加一些时间缓冲,不至于每次光影移动的间隔都那么急促 mValueAnimator = ValueAnimator.ofFloat(0f - offset * 2, w + offset * 2); mValueAnimator.setRepeatCount(-1); mValueAnimator.setInterpolator(new LinearInterpolator()); mValueAnimator.setDuration(1500); mValueAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator animation) { float value = (float) animation.getAnimatedValue(); mLinearGradient = new LinearGradient(value, k * value, value + offset, k * (value + offset), new int[]{Color.parseColor("#00FFFFFF"), Color.parseColor("#1AFFFFFF"), Color.parseColor("#00FFFFFF")}, null, Shader.TileMode.CLAMP); mPaint.setShader(mLinearGradient); invalidate(); } }); mValueAnimator.start(); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); int widthSize = MeasureSpec.getSize(widthMeasureSpec); int heightSize = MeasureSpec.getSize(heightMeasureSpec); initPointAndAnimator(widthSize, heightSize); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); canvas.drawPath(mPath, mPaint); } @Override protected void onDetachedFromWindow() { super.onDetachedFromWindow(); mValueAnimator.cancel(); } }
注意点:
LinearGradient里参数之一:
color[]参数只能是16进制的RGB数值,不能传R.color.xxx。R.color.xxx虽然是int型,但拿到的是资源ID,并不是16进制RGB
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