一个简单却很炫的LoadingView

来源:互联网 发布:养羊软件 编辑:程序博客网 时间:2024/05/14 16:48

今天看到一个银行的APP上面的loadingview 挺好的,就尝试着自己实现,觉得很简单,但自己实现起来还是发现了一些问题。LoadingView和下图类似:
这里写图片描述

实现的代码也不是很复杂,就是小球的运动轨迹需要计算,我自己手画了个计算的图,很简单的就是三角函数的使用。
这里写图片描述

然后代码就是代码实现了,主要的内容都有注释,代码如下:

ublic class LoadingView extends View {    private final static String TAG = "LoadingView";    private final static int LEFT_BALL_DOWN = 1;    private final static int LEFT_BALL_UP = 2;    private final static int RIGHT_BALL_DOWN = 3;    private final static int RIGHT_BALL_UP = 4;    private Paint paint1, paint2, paint3, paint4, paint5;    private int mCurrentAnimatorValue;    private int circleRadius = 10; //小球的半径    private int distance = 60; //小球开始下落到最低点的距离    private int mCurrentState = LEFT_BALL_DOWN;    public LoadingView(Context context) {        super(context);        init(context);    }    public LoadingView(Context context, @Nullable AttributeSet attrs) {        super(context, attrs);        init(context);    }    public LoadingView(Context context, @Nullable AttributeSet attrs, int defStyleAttr) {        super(context, attrs, defStyleAttr);        init(context);    }    private void init(Context context) {        paint1 = getPaint(Color.RED);        paint2 = getPaint(Color.YELLOW);        paint3 = getPaint(Color.GREEN);        paint4 = getPaint(Color.BLUE);        paint5 = getPaint(Color.CYAN);        ValueAnimator animator = ValueAnimator.ofInt(0, 90);        animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {            @Override            public void onAnimationUpdate(ValueAnimator animation) {                mCurrentAnimatorValue = (int) animation.getAnimatedValue();                Log.e(TAG, "onAnimationUpdate : mCurrentAnimatorValue = " + mCurrentAnimatorValue);                invalidate();            }        });        animator.addListener(new Animator.AnimatorListener() {            @Override            public void onAnimationStart(Animator animation) {            }            @Override            public void onAnimationEnd(Animator animation) {            }            @Override            public void onAnimationCancel(Animator animation) {            }            @Override            public void onAnimationRepeat(Animator animation) {                Log.e(TAG, "onAnimationRepeat : mCurrentAnimatorValue = " + mCurrentAnimatorValue);                switch (mCurrentState) {                    case LEFT_BALL_DOWN:                        mCurrentState = RIGHT_BALL_UP;                        break;                    case RIGHT_BALL_UP:                        mCurrentState = RIGHT_BALL_DOWN;                        break;                    case RIGHT_BALL_DOWN:                        mCurrentState = LEFT_BALL_UP;                        break;                    case LEFT_BALL_UP:                        mCurrentState = LEFT_BALL_DOWN;                        break;                }            }        });        animator.setStartDelay(500);        animator.setDuration(600);        animator.setRepeatCount(ValueAnimator.INFINITE);        animator.setInterpolator(new DecelerateInterpolator());        animator.start();    }    private Paint getPaint(int color) {        Paint paint = new Paint();        paint.setColor(color);        paint.setAntiAlias(true);        paint.setStyle(Paint.Style.FILL);        return paint;    }    @Override    protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {        super.onMeasure(widthMeasureSpec, heightMeasureSpec);    }    @Override    protected void onDraw(Canvas canvas) {        super.onDraw(canvas);        int x, y;        double cosValue = Math.cos(PI * mCurrentAnimatorValue / 180);        double sinValue = Math.sin(PI * mCurrentAnimatorValue / 180);        drawFourBall(canvas);        switch (mCurrentState) {            case LEFT_BALL_DOWN://最左边小球往下撞击                x = circleRadius + (int) ((distance - circleRadius) * (1 - cosValue));                y = getHeight() - distance + (int) ((distance - circleRadius) * sinValue);                canvas.drawCircle(x, y, circleRadius, paint1);                break;            case RIGHT_BALL_UP://最右边小球往上撞击                x = distance + 8 * circleRadius + (int) ((distance - circleRadius) * sinValue);                y = getHeight() - distance + (int) (cosValue * (distance - circleRadius));                canvas.drawCircle(x, y, circleRadius, paint5);                break;            case RIGHT_BALL_DOWN://最右边小球往下撞击                x = distance + 8 * circleRadius + (int) ((distance - circleRadius) * (cosValue));                y = (getHeight() - distance) + (int) ((distance - circleRadius) * (sinValue));                canvas.drawCircle(x, y, circleRadius, paint5);                break;            case LEFT_BALL_UP://最左边小球往上撞击                x = distance - (int) ((distance - circleRadius) * sinValue);                y = getHeight() - distance + (int) ((distance - circleRadius) * cosValue);                canvas.drawCircle(x, y, circleRadius, paint1);                break;        }    }    private void drawFourBall(Canvas canvas) {        int y = getHeight() - circleRadius;        canvas.drawCircle(distance + 2 * circleRadius, y, circleRadius, paint2);        canvas.drawCircle(distance + 4 * circleRadius, y, circleRadius, paint3);        canvas.drawCircle(distance + 6 * circleRadius, y, circleRadius, paint4);        if (mCurrentState == LEFT_BALL_DOWN || mCurrentState == LEFT_BALL_UP) {//最左边球运动的时候,要绘制最右边的球            canvas.drawCircle(distance + 8 * circleRadius, y, circleRadius, paint5);        } else if (mCurrentState == RIGHT_BALL_UP || mCurrentState == RIGHT_BALL_DOWN) {//最右边球运动的时候,要绘制最左边的球            canvas.drawCircle(distance, y, circleRadius, paint1);        }    }}

实现的效果如图一,有问题的话互相讨论。最后贴上想xml文件,后续会完善设置loadingview的大小和颜色之类的参数。
xml如下:

<com.define_view.LoadingView        android:layout_marginTop="20px"        android:background="#999999"        android:layout_width="200px"        android:layout_height="200px" />
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