标签:des android style blog http color io os 使用
做 Android 动画效果一段时间了,感觉深深喜欢上了钻研特效。在手机上显示自己的特效是一件很不错的事情。
废话不多说,前面几天我发布了:[Material Design] 教你做一个Material风格、动画的按钮(MaterialButton)
在其中我讲解了我对 Android L 中 Material 效果的按钮的动画实现方式,今天的文章将基于其上进行进阶讲解新的特效。
在 MaterialButton 中的特效原理是:用户点击时启动一个动画,该动画是在点击位置画颜色渐变同时半径变大的圆,从而实现扩散效果;具体可点击上面的链接查看一下。在按钮中的这样的特效距离谷歌的还是有很大的差距的,下面来对比一下:
官方的:
我们上个版本的:
可以看出谷歌的是有位移效果,而我们的是原地扩散的效果,当然动画速度这个与PS的设置有关,不做比较,实际速度比上面的略快。
下面咱们就来试试做做位移的特效,先画个图给大家看看:
相信大家都能看懂,第一种就是之前的实现方式,只是在原地扩散,第二种就是新的,将在扩散的同时向中心靠拢,且为了达到更加好的视觉效果,靠拢中心的XY轴速度并不是一样的,X轴的靠拢时间=整个扩散时间,向Y轴靠拢的时间~=整个扩散时间*0.3(且都是先快后慢),现在来看看成品效果:
点击中间的时候与第一种差距不大,但是点击两边的时候将会有明显的差距,能感觉到向中心靠拢的触觉。是不是和谷歌的相比起来又近了一些了?
说了这个多的理论与演示,下面来说说整个的实现:
首先我们抽取上一篇文章的成果作为这篇的开头,具体怎么新建控件就不再做介绍了,先看看上一篇的代码成果(该代码进行了一定的修改):
- public class MaterialButton extends Button {
- private static final Interpolator ANIMATION_INTERPOLATOR = new DecelerateInterpolator();
- private static final long ANIMATION_TIME = 600;
-
- private Paint backgroundPaint;
- private static ArgbEvaluator argbEvaluator = new ArgbEvaluator();
- private float paintX, paintY, radius;
-
-
- public MaterialButton(Context context) {
- super(context);
- init(null, 0);
- }
-
- public MaterialButton(Context context, AttributeSet attrs) {
- super(context, attrs);
- init(attrs, 0);
- }
-
- public MaterialButton(Context context, AttributeSet attrs, int defStyle) {
- super(context, attrs, defStyle);
- init(attrs, defStyle);
- }
-
- @SuppressWarnings("deprecation")
- private void init(AttributeSet attrs, int defStyle) {
- ...
- }
-
-
- @SuppressWarnings("NullableProblems")
- @Override
- protected void onDraw(Canvas canvas) {
- canvas.save();
- canvas.drawCircle(paintX, paintY, radius, backgroundPaint);
- canvas.restore();
-
- super.onDraw(canvas);
- }
-
- @SuppressWarnings("NullableProblems")
- @Override
- public boolean onTouchEvent(MotionEvent event) {
- if (event.getAction() == MotionEvent.ACTION_DOWN) {
- paintX = event.getX();
- paintY = event.getY();
- startRoundAnimator();
- }
- return super.onTouchEvent(event);
- }
-
-
-
-
- private void startRoundAnimator() {
- float start, end, height, width;
- long time = (long) (ANIMATION_TIME * 1.85);
-
-
- height = getHeight();
- width = getWidth();
-
-
- if (height < width) {
- start = height;
- end = width;
- } else {
- start = width;
- end = height;
- }
-
- float startRadius = (start / 2 > paintY ? start - paintY : paintY) * 1.15f;
- float endRadius = (end / 2 > paintX ? end - paintX : paintX) * 0.85f;
-
-
- if (startRadius > endRadius) {
- startRadius = endRadius * 0.6f;
- endRadius = endRadius / 0.8f;
- time = (long) (time * 0.5);
- }
-
- AnimatorSet set = new AnimatorSet();
- set.playTogether(
- ObjectAnimator.ofFloat(this, mRadiusProperty, startRadius, endRadius),
- ObjectAnimator.ofObject(this, mBackgroundColorProperty, argbEvaluator, attributes.getColor(1), attributes.getColor(2))
- );
-
- set.setDuration((long) (time / end * endRadius));
- set.setInterpolator(ANIMATION_INTERPOLATOR);
- set.start();
- }
-
-
-
-
-
- private Property<MaterialButton, Float> mRadiusProperty = new Property<MaterialButton, Float>(Float.class, "radius") {
- @Override
- public Float get(MaterialButton object) {
- return object.radius;
- }
-
- @Override
- public void set(MaterialButton object, Float value) {
- object.radius = value;
- invalidate();
- }
- };
-
- private Property<MaterialButton, Integer> mBackgroundColorProperty = new Property<MaterialButton, Integer>(Integer.class, "bg_color") {
- @Override
- public Integer get(MaterialButton object) {
- return object.backgroundPaint.getColor();
- }
-
- @Override
- public void set(MaterialButton object, Integer value) {
- object.backgroundPaint.setColor(value);
- }
- };
-
- }
在上述代码中我们实现了点击时进行扩散的效果,初始化控件部分由于我加入了许多的代码这里删除了,具体可以看看我的项目实现,最后会给出地址。
现在基于此开工!
首先我们建立 两个新的属性 分别X坐标与Y坐标属性:
- private Property<MaterialButton, Float> mPaintXProperty = new Property<MaterialButton, Float>(Float.class, "paintX") {
- @Override
- public Float get(MaterialButton object) {
- return object.paintX;
- }
-
- @Override
- public void set(MaterialButton object, Float value) {
- object.paintX = value;
- }
- };
-
- private Property<MaterialButton, Float> mPaintYProperty = new Property<MaterialButton, Float>(Float.class, "paintY") {
- @Override
- public Float get(MaterialButton object) {
- return object.paintY;
- }
-
- @Override
- public void set(MaterialButton object, Float value) {
- object.paintY = value;
- }
- };
在这两个属性中并未调用第一篇所说的 “ invalidate();”方法进行界面刷新,因为该方法应该放在持续时间最长的半径属性中调用。
之后我们获取到高宽 以及根据高和宽 计算出对应的 开始半径与结束半径:
- <span style="white-space:pre"> </span>float start, end, height, width, speed = 0.3f;
- long time = ANIMATION_TIME;
-
-
- height = getHeight();
- width = getWidth();
-
-
- if (height < width) {
- start = height;
- end = width;
- } else {
- start = width;
- end = height;
- }
- start = start / 2 > paintY ? start - paintY : paintY;
- end = end * 0.8f / 2f;
-
-
- if (start > end) {
- start = end * 0.6f;
- end = end / 0.8f;
- time = (long) (time * 0.65);
- speed = 1f;
- }
我们首先比较了高与宽的长度 把短的赋予为开始半径 长的赋予为结束半径。
第二步,我们把开始长度除以2 得出其一半的长度
然后与
点击时的Y轴坐标比较,如果Y轴较长则取Y,如果不够则取其相减结果。这样能保证点击开始时的半径能刚好大于其高或者宽(短的一边),这样就不会出现小圆
扩散的效果,看起来将会由椭圆的效果(当然以后将会直接画出椭圆)
第三步,我们运算出结束半径,同时保证结束半径为长的一边的一半的8/10 这样的效果是不会出现布满整个控件的情况。8/10 的空间刚好是个不错的选择。
第四步,判断开始长度是否大于结束长度,如果是(近似正方形情况),进行一定规则的重新运算,保证其开始半径能刚好与控件长度差不多(0.48左右),结束半径能刚刚布满控件,同时减少动画时间
当然,我现在才发现了一个BUG,在第二步的地方的BUG,大家看看,希望能提出是哪里的BUG;就当是一个互动!该BUG将会在下个版本修复。
之后我们建立每个属性的动画,并给每个属性动画设置对应的时间:
- <span style="white-space:pre"> </span>
- ObjectAnimator aPaintX = ObjectAnimator.ofFloat(this, mPaintXProperty, paintX, width / 2);
- aPaintX.setDuration(time);
-
- ObjectAnimator aPaintY = ObjectAnimator.ofFloat(this, mPaintYProperty, paintY, height / 2);
- aPaintY.setDuration((long) (time * speed));
-
- ObjectAnimator aRadius = ObjectAnimator.ofFloat(this, mRadiusProperty, start, end);
- aRadius.setDuration(time);
-
- ObjectAnimator aBackground = ObjectAnimator.ofObject(this, mBackgroundColorProperty, argbEvaluator, attributes.getColor(1), attributes.getColor(2));
- aBackground.setDuration(time);
可以看见Y轴的时间乘以了一个speed变量,该变量默认是0.3 如果是近似正方形将初始化为1以便能同时对齐到中心位置,在上一步中有对应变量。
然后咱们把所有的属性动画添加到一个动画集并设置其速度方式为:先快后慢。最后启动该动画集。
- AnimatorSet set = new AnimatorSet();
- set.playTogether(aPaintX, aPaintY, aRadius, aBackground);
- set.setInterpolator(ANIMATION_INTERPOLATOR);
- set.start();
以上就是最新的动画效果的实现原理及代码了,当然我们可以将其合并到第一篇的代码中,并使用一个 Bool 属性来控制使用哪一种动画:
- public class MaterialButton extends Button {
- private static final Interpolator ANIMATION_INTERPOLATOR = new DecelerateInterpolator();
- private static final long ANIMATION_TIME = 600;
-
- private Paint backgroundPaint;
- private static ArgbEvaluator argbEvaluator = new ArgbEvaluator();
- private float paintX, paintY, radius;
- private Attributes attributes;
-
- public MaterialButton(Context context) {
- super(context);
- init(null, 0);
- }
-
- public MaterialButton(Context context, AttributeSet attrs) {
- super(context, attrs);
- init(attrs, 0);
- }
-
- public MaterialButton(Context context, AttributeSet attrs, int defStyle) {
- super(context, attrs, defStyle);
- init(attrs, defStyle);
- }
-
- @SuppressWarnings("deprecation")
- private void init(AttributeSet attrs, int defStyle) {
- ...
- }
-
-
- @SuppressWarnings("NullableProblems")
- @Override
- protected void onDraw(Canvas canvas) {
- canvas.save();
- canvas.drawCircle(paintX, paintY, radius, backgroundPaint);
- canvas.restore();
-
- super.onDraw(canvas);
- }
-
- @SuppressWarnings("NullableProblems")
- @Override
- public boolean onTouchEvent(MotionEvent event) {
- if (attributes.isMaterial() && event.getAction() == MotionEvent.ACTION_DOWN) {
- paintX = event.getX();
- paintY = event.getY();
- if (attributes.isAutoMove())
- startMoveRoundAnimator();
- else
- startRoundAnimator();
- }
- return super.onTouchEvent(event);
- }
-
-
-
-
- private void startRoundAnimator() {
- float start, end, height, width;
- long time = (long) (ANIMATION_TIME * 1.85);
-
-
- height = getHeight();
- width = getWidth();
-
-
- if (height < width) {
- start = height;
- end = width;
- } else {
- start = width;
- end = height;
- }
-
- float startRadius = (start / 2 > paintY ? start - paintY : paintY) * 1.15f;
- float endRadius = (end / 2 > paintX ? end - paintX : paintX) * 0.85f;
-
-
- if (startRadius > endRadius) {
- startRadius = endRadius * 0.6f;
- endRadius = endRadius / 0.8f;
- time = (long) (time * 0.5);
- }
-
- AnimatorSet set = new AnimatorSet();
- set.playTogether(
- ObjectAnimator.ofFloat(this, mRadiusProperty, startRadius, endRadius),
- ObjectAnimator.ofObject(this, mBackgroundColorProperty, argbEvaluator, attributes.getColor(1), attributes.getColor(2))
- );
-
- set.setDuration((long) (time / end * endRadius));
- set.setInterpolator(ANIMATION_INTERPOLATOR);
- set.start();
- }
-
-
- private void startMoveRoundAnimator() {
- float start, end, height, width, speed = 0.3f;
- long time = ANIMATION_TIME;
-
-
- height = getHeight();
- width = getWidth();
-
-
- if (height < width) {
- start = height;
- end = width;
- } else {
- start = width;
- end = height;
- }
- start = start / 2 > paintY ? start - paintY : paintY;
- end = end * 0.8f / 2f;
-
-
- if (start > end) {
- start = end * 0.6f;
- end = end / 0.8f;
- time = (long) (time * 0.65);
- speed = 1f;
- }
-
-
- ObjectAnimator aPaintX = ObjectAnimator.ofFloat(this, mPaintXProperty, paintX, width / 2);
- aPaintX.setDuration(time);
-
- ObjectAnimator aPaintY = ObjectAnimator.ofFloat(this, mPaintYProperty, paintY, height / 2);
- aPaintY.setDuration((long) (time * speed));
-
- ObjectAnimator aRadius = ObjectAnimator.ofFloat(this, mRadiusProperty, start, end);
- aRadius.setDuration(time);
-
- ObjectAnimator aBackground = ObjectAnimator.ofObject(this, mBackgroundColorProperty, argbEvaluator, attributes.getColor(1), attributes.getColor(2));
- aBackground.setDuration(time);
-
-
- AnimatorSet set = new AnimatorSet();
- set.playTogether(aPaintX, aPaintY, aRadius, aBackground);
- set.setInterpolator(ANIMATION_INTERPOLATOR);
- set.start();
- }
-
-
-
-
- private Property<MaterialButton, Float> mPaintXProperty = new Property<MaterialButton, Float>(Float.class, "paintX") {
- @Override
- public Float get(MaterialButton object) {
- return object.paintX;
- }
-
- @Override
- public void set(MaterialButton object, Float value) {
- object.paintX = value;
- }
- };
-
- private Property<MaterialButton, Float> mPaintYProperty = new Property<MaterialButton, Float>(Float.class, "paintY") {
- @Override
- public Float get(MaterialButton object) {
- return object.paintY;
- }
-
- @Override
- public void set(MaterialButton object, Float value) {
- object.paintY = value;
- }
- };
-
- private Property<MaterialButton, Float> mRadiusProperty = new Property<MaterialButton, Float>(Float.class, "radius") {
- @Override
- public Float get(MaterialButton object) {
- return object.radius;
- }
-
- @Override
- public void set(MaterialButton object, Float value) {
- object.radius = value;
- invalidate();
- }
- };
-
- private Property<MaterialButton, Integer> mBackgroundColorProperty = new Property<MaterialButton, Integer>(Integer.class, "bg_color") {
- @Override
- public Integer get(MaterialButton object) {
- return object.backgroundPaint.getColor();
- }
-
- @Override
- public void set(MaterialButton object, Integer value) {
- object.backgroundPaint.setColor(value);
- }
- };
-
- }
在最后附上两种方式运行后的效果对比图:
还不错吧?要是感觉比较和你的胃口,这里有我的整个项目:
Genius-Android
APK与动画MP4
[Material Design] MaterialButton 效果进阶 动画自动移动进行对齐效果
标签:des android style blog http color io os 使用
原文地址:http://www.cnblogs.com/yido9932/p/4021107.html