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Android自定義View模仿虎撲直播界面的打賞按鈕功能

 更新時(shí)間:2017年04月04日 11:58:03   作者:shenhuniurou  
這篇文章主要介紹了Android自定義View模仿虎撲直播界面的打賞按鈕功能,文中介紹的非常詳細(xì),對(duì)各位Android開發(fā)者們具有一定的參考價(jià)值,需要的朋友們下面來(lái)一起看看吧。

前言

作為一個(gè)資深籃球愛好者,我經(jīng)常會(huì)用虎撲app看比賽直播,后來(lái)注意到文字直播界面右下角加了兩個(gè)按鈕,可以在直播過(guò)程中送虎撲幣,為自己支持的球隊(duì)加油。

具體的效果如下圖所示:


我個(gè)人覺(jué)得挺好玩的,所以決定自己實(shí)現(xiàn)下這個(gè)按鈕,廢話不多說(shuō),先看實(shí)現(xiàn)的效果吧:

這個(gè)效果看起來(lái)和popupwindow差不多,但我是采用自定義view的方式來(lái)實(shí)現(xiàn),下面說(shuō)說(shuō)過(guò)程。

實(shí)現(xiàn)過(guò)程

首先從虎撲的效果可以看到,它這兩個(gè)按鈕時(shí)浮在整個(gè)界面之上的,所以它需要和FrameLayout結(jié)合使用,因此我讓它的寬度跟隨屏幕大小,高度根據(jù)dpi固定,它的實(shí)際尺寸時(shí)這樣的:

另外這個(gè)view初始化出來(lái)我們看到可以分為三塊,背景圓、圓內(nèi)文字、圓上方數(shù)字,所以正常狀態(tài)下,只需要在onDraw方法中畫出這三塊內(nèi)容即可。先在初始化方法中將自定義的屬性和畫筆以及初始化數(shù)據(jù)準(zhǔn)備好:

private void init(Context context, AttributeSet attrs) {
//獲取自定義屬性
TypedArray typedArray = context.obtainStyledAttributes(attrs, R.styleable.HoopView);
mThemeColor = typedArray.getColor(R.styleable.HoopView_theme_color, Color.YELLOW);
mText = typedArray.getString(R.styleable.HoopView_text);
mCount = typedArray.getString(R.styleable.HoopView_count);

mBgPaint = new Paint();
mBgPaint.setAntiAlias(true);
mBgPaint.setColor(mThemeColor);
mBgPaint.setAlpha(190);
mBgPaint.setStyle(Paint.Style.FILL);

mPopPaint = new Paint();
mPopPaint.setAntiAlias(true);
mPopPaint.setColor(Color.LTGRAY);
mPopPaint.setAlpha(190);
mPopPaint.setStyle(Paint.Style.FILL_AND_STROKE);

mTextPaint = new TextPaint();
mTextPaint.setAntiAlias(true);
mTextPaint.setColor(mTextColor);
mTextPaint.setTextSize(context.getResources().getDimension(R.dimen.hoop_text_size));

mCountTextPaint = new TextPaint();
mCountTextPaint.setAntiAlias(true);
mCountTextPaint.setColor(mThemeColor);
mCountTextPaint.setTextSize(context.getResources().getDimension(R.dimen.hoop_count_text_size));

typedArray.recycle();

mBigRadius = context.getResources().getDimension(R.dimen.hoop_big_circle_radius);
mSmallRadius = context.getResources().getDimension(R.dimen.hoop_small_circle_radius);
margin = (int) context.getResources().getDimension(R.dimen.hoop_margin);
mHeight = (int) context.getResources().getDimension(R.dimen.hoop_view_height);
countMargin = (int) context.getResources().getDimension(R.dimen.hoop_count_margin);

mDatas = new String[] {"1", "10", "100"};
// 計(jì)算背景框改變的長(zhǎng)度,默認(rèn)是三個(gè)按鈕
mChangeWidth = (int) (2 * mSmallRadius * 3 + 4 * margin);}

在onMeasure中測(cè)出view的寬度后,根據(jù)寬度計(jì)算出背景圓的圓心坐標(biāo)和一些相關(guān)的數(shù)據(jù)值。

@Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
int widthSize = MeasureSpec.getSize(widthMeasureSpec);
mWidth = getDefaultSize(widthSize, widthMeasureSpec);
setMeasuredDimension(mWidth, mHeight);

// 此時(shí)才測(cè)出了mWidth值,再計(jì)算圓心坐標(biāo)及相關(guān)值
cx = mWidth - mBigRadius;
cy = mHeight - mBigRadius;
// 大圓圓心
circle = new PointF(cx, cy);
// 三個(gè)按鈕的圓心
circleOne = new PointF(cx - mBigRadius - mSmallRadius - margin, cy);
circleTwo = new PointF(cx - mBigRadius - 3 * mSmallRadius - 2 * margin, cy);
circleThree = new PointF(cx - mBigRadius - 5 * mSmallRadius - 3 * margin, cy);
// 初始的背景框的邊界即為大圓的四個(gè)邊界點(diǎn)
top = cy - mBigRadius;
bottom = cy + mBigRadius;
}

因?yàn)檫@里面涉及到點(diǎn)擊按鈕展開和收縮的過(guò)程,所以我定義了如下幾種狀態(tài),只有在特定的狀態(tài)下才能進(jìn)行某些操作。

private int mState = STATE_NORMAL;//當(dāng)前展開收縮的狀態(tài)
private boolean mIsRun = false;//是否正在展開或收縮

//正常狀態(tài)
public static final int STATE_NORMAL = 0;
//按鈕展開
public static final int STATE_EXPAND = 1;
//按鈕收縮
public static final int STATE_SHRINK = 2;
//正在展開
public static final int STATE_EXPANDING = 3;
//正在收縮
public static final int STATE_SHRINKING = 4;

接下來(lái)就執(zhí)行onDraw方法了,先看看代碼:

@Override protected void onDraw(Canvas canvas) {
switch (mState) {
case STATE_NORMAL:
drawCircle(canvas);
break;
case STATE_SHRINK:
case STATE_SHRINKING:
drawBackground(canvas);
break;
case STATE_EXPAND:
case STATE_EXPANDING:
drawBackground(canvas);
break;
}
drawCircleText(canvas);
drawCountText(canvas);
}

圓上方的數(shù)字和圓內(nèi)的文字是整個(gè)過(guò)程中一直存在的,所以我將這兩個(gè)操作放在switch之外,正常狀態(tài)下繪制圓和之前兩部分文字,點(diǎn)擊展開時(shí)繪制背景框展開過(guò)程和文字,展開狀態(tài)下再次點(diǎn)擊繪制收縮過(guò)程和文字,當(dāng)然在繪制背景框的方法中也需要不斷繪制大圓,大圓也是一直存在的。

上面的繪制方法:

/**
 * 畫背景大圓
 * @param canvas
 */
private void drawCircle(Canvas canvas) {
left = cx - mBigRadius;
right = cx + mBigRadius;
canvas.drawCircle(cx, cy, mBigRadius, mBgPaint);
}


/**
 * 畫大圓上面表示金幣數(shù)的文字
 * @param canvas
 */
private void drawCountText(Canvas canvas) {
canvas.translate(0, -countMargin);
//計(jì)算文字的寬度
float textWidth = mCountTextPaint.measureText(mCount, 0, mCount.length());
canvas.drawText(mCount, 0, mCount.length(), (2 * mBigRadius - textWidth - 35) / 2, 0.2f, mCountTextPaint);
}


/**
 * 畫大圓內(nèi)的文字
 * @param canvas
 */
private void drawCircleText(Canvas canvas) {
StaticLayout layout = new StaticLayout(mText, mTextPaint, (int) (mBigRadius * Math.sqrt(2)), Layout.Alignment.ALIGN_CENTER, 1.0f, 0.0f, true);
canvas.translate(mWidth - mBigRadius * 1.707f, mHeight - mBigRadius * 1.707f);
layout.draw(canvas);
canvas.save();
}


/**
 * 畫背景框展開和收縮
 * @param canvas
 */
private void drawBackground(Canvas canvas) {
left = cx - mBigRadius - mChange;
right = cx + mBigRadius;
canvas.drawRoundRect(left, top, right, bottom, mBigRadius, mBigRadius, mPopPaint);
if ((mChange > 0) && (mChange <= 2 * mSmallRadius + margin)) {
// 繪制第一個(gè)按鈕
canvas.drawCircle(cx - mChange, cy, mSmallRadius, mBgPaint);
// 繪制第一個(gè)按鈕內(nèi)的文字
canvas.drawText(mDatas[0], cx - (mBigRadius - mSmallRadius) - mChange, cy + 15, mTextPaint);
} else if ((mChange > 2 * mSmallRadius + margin) && (mChange <= 4 * mSmallRadius + 2 * margin)) {
// 繪制第一個(gè)按鈕
canvas.drawCircle(cx - mBigRadius - mSmallRadius - margin, cy, mSmallRadius, mBgPaint);
// 繪制第一個(gè)按鈕內(nèi)的文字
canvas.drawText(mDatas[0], cx - mBigRadius - mSmallRadius - margin - 20, cy + 15, mTextPaint);

// 繪制第二個(gè)按鈕
canvas.drawCircle(cx - mChange, cy, mSmallRadius, mBgPaint);
// 繪制第二個(gè)按鈕內(nèi)的文字
canvas.drawText(mDatas[1], cx - mChange - 20, cy + 15, mTextPaint);
} else if ((mChange > 4 * mSmallRadius + 2 * margin) && (mChange <= 6 * mSmallRadius + 3 * margin)) {
// 繪制第一個(gè)按鈕
canvas.drawCircle(cx - mBigRadius - mSmallRadius - margin, cy, mSmallRadius, mBgPaint);
// 繪制第一個(gè)按鈕內(nèi)的文字
canvas.drawText(mDatas[0], cx - mBigRadius - mSmallRadius - margin - 16, cy + 15, mTextPaint);

// 繪制第二個(gè)按鈕
canvas.drawCircle(cx - mBigRadius - 3 * mSmallRadius - 2 * margin, cy, mSmallRadius, mBgPaint);
// 繪制第二個(gè)按鈕內(nèi)的文字
canvas.drawText(mDatas[1], cx - mBigRadius - 3 * mSmallRadius - 2 * margin - 25, cy + 15, mTextPaint);

// 繪制第三個(gè)按鈕
canvas.drawCircle(cx - mChange, cy, mSmallRadius, mBgPaint);
// 繪制第三個(gè)按鈕內(nèi)的文字
canvas.drawText(mDatas[2], cx - mChange - 34, cy + 15, mTextPaint);
} else if (mChange > 6 * mSmallRadius + 3 * margin) {
// 繪制第一個(gè)按鈕
canvas.drawCircle(cx - mBigRadius - mSmallRadius - margin, cy, mSmallRadius, mBgPaint);
// 繪制第一個(gè)按鈕內(nèi)的文字
canvas.drawText(mDatas[0], cx - mBigRadius - mSmallRadius - margin - 16, cy + 15, mTextPaint);

// 繪制第二個(gè)按鈕
canvas.drawCircle(cx - mBigRadius - 3 * mSmallRadius - 2 * margin, cy, mSmallRadius, mBgPaint);
// 繪制第二個(gè)按鈕內(nèi)的文字
canvas.drawText(mDatas[1], cx - mBigRadius - 3 * mSmallRadius - 2 * margin - 25, cy + 15, mTextPaint);

// 繪制第三個(gè)按鈕
canvas.drawCircle(cx - mBigRadius - 5 * mSmallRadius - 3 * margin, cy, mSmallRadius, mBgPaint);
// 繪制第三個(gè)按鈕內(nèi)的文字
canvas.drawText(mDatas[2], cx - mBigRadius - 5 * mSmallRadius - 3 * margin - 34, cy + 15, mTextPaint);
}
drawCircle(canvas);

}

然后是點(diǎn)擊事件的處理,只有觸摸點(diǎn)在大圓內(nèi)時(shí)才會(huì)觸發(fā)展開或收縮的操作,點(diǎn)擊小圓時(shí)提供了一個(gè)接口給外部調(diào)用。

@Override public boolean onTouchEvent(MotionEvent event) {
int action = event.getAction();
switch (action) {
case MotionEvent.ACTION_DOWN:
//如果點(diǎn)擊的時(shí)候動(dòng)畫在進(jìn)行,不處理
if (mIsRun) return true;
PointF pointF = new PointF(event.getX(), event.getY());
if (isPointInCircle(pointF, circle, mBigRadius)) { //如果觸摸點(diǎn)在大圓內(nèi),根據(jù)彈出方向彈出或者收縮按鈕
if ((mState == STATE_SHRINK || mState == STATE_NORMAL) && !mIsRun) {
//展開
mIsRun = true;//這是必須先設(shè)置true,因?yàn)閛nAnimationStart在onAnimationUpdate之后才調(diào)用
showPopMenu();
} else {
//收縮
mIsRun = true;
hidePopMenu();
}
} else { //觸摸點(diǎn)不在大圓內(nèi)
if (mState == STATE_EXPAND) { //如果是展開狀態(tài)
if (isPointInCircle(pointF, circleOne, mSmallRadius)) {
listener.clickButton(this, Integer.parseInt(mDatas[0]));
} else if (isPointInCircle(pointF, circleTwo, mSmallRadius)) {
listener.clickButton(this, Integer.parseInt(mDatas[1]));
} else if (isPointInCircle(pointF, circleThree, mSmallRadius)) {
listener.clickButton(this, Integer.parseInt(mDatas[2]));
}
mIsRun = true;
hidePopMenu();
}
}
break;
}
return super.onTouchEvent(event);
}

展開和收縮的動(dòng)畫是改變背景框的寬度屬性的動(dòng)畫,并監(jiān)聽這個(gè)屬性動(dòng)畫,在寬度值改變的過(guò)程中去重新繪制整個(gè)view。因?yàn)橐婚_始我就確定了大圓小圓的半徑和小圓與背景框之間的間距,所以初始化時(shí)已經(jīng)計(jì)算好了背景框的寬度:

mChangeWidth = (int) (2 * mSmallRadius * 3 + 4 * margin);
/**
 * 彈出背景框
 */
private void showPopMenu() {
if (mState == STATE_SHRINK || mState == STATE_NORMAL) {
ValueAnimator animator = ValueAnimator.ofInt(0, mChangeWidth);
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override public void onAnimationUpdate(ValueAnimator animation) {
if (mIsRun) {
mChange = (int) animation.getAnimatedValue();
invalidate();
} else {
animation.cancel();
mState = STATE_NORMAL;
}
}
});
animator.addListener(new AnimatorListenerAdapter() {
@Override public void onAnimationStart(Animator animation) {
super.onAnimationStart(animation);
mIsRun = true;
mState = STATE_EXPANDING;
}


@Override public void onAnimationCancel(Animator animation) {
super.onAnimationCancel(animation);
mIsRun = false;
mState = STATE_NORMAL;
}


@Override public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
mIsRun = false;
//動(dòng)畫結(jié)束后設(shè)置狀態(tài)為展開
mState = STATE_EXPAND;
}
});
animator.setDuration(500);
animator.start();
}
}
/**
 * 隱藏彈出框
 */
private void hidePopMenu() {
if (mState == STATE_EXPAND) {
ValueAnimator animator = ValueAnimator.ofInt(mChangeWidth, 0);
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override public void onAnimationUpdate(ValueAnimator animation) {
if (mIsRun) {
mChange = (int) animation.getAnimatedValue();
invalidate();
} else {
animation.cancel();
}
}
});
animator.addListener(new AnimatorListenerAdapter() {
@Override public void onAnimationStart(Animator animation) {
super.onAnimationStart(animation);
mIsRun = true;
mState = STATE_SHRINKING;
}


@Override public void onAnimationCancel(Animator animation) {
super.onAnimationCancel(animation);
mIsRun = false;
mState = STATE_EXPAND;
}


@Override public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
mIsRun = false;
//動(dòng)畫結(jié)束后設(shè)置狀態(tài)為收縮
mState = STATE_SHRINK;
}
});
animator.setDuration(500);
animator.start();
}
}

這個(gè)過(guò)程看起來(lái)是彈出或收縮,實(shí)際上寬度值每改變一點(diǎn),就將所有的組件重繪一次,只是文字和大圓等內(nèi)容的尺寸及位置都沒(méi)有變化,只有背景框的寬度值在變,所以才有這種效果。

在xml中的使用:

<LinearLayout
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_alignParentBottom="true"
android:layout_marginBottom="20dp"
android:layout_alignParentRight="true"
android:orientation="vertical">

<com.xx.hoopcustomview.HoopView
android:id="@+id/hoopview1"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_marginRight="10dp"
app:text="支持火箭"
app:count="1358"
app:theme_color="#31A129"/>

<com.xx.hoopcustomview.HoopView
android:id="@+id/hoopview2"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:layout_marginRight="10dp"
app:text="熱火無(wú)敵"
app:count="251"
app:theme_color="#F49C11"/>
</LinearLayout>

activity中使用:

hoopview1 = (HoopView) findViewById(R.id.hoopview1);
hoopview1.setOnClickButtonListener(new HoopView.OnClickButtonListener() {
@Override public void clickButton(View view, int num) {
Toast.makeText(MainActivity.this, "hoopview1增加了" + num, Toast.LENGTH_SHORT).show();
}
});

大致實(shí)現(xiàn)過(guò)程就是這樣,與原始效果還是有點(diǎn)區(qū)別,我這個(gè)還有很多瑕疵,比如文字的位置居中問(wèn)題,彈出或收縮時(shí),小圓內(nèi)的文字的旋轉(zhuǎn)動(dòng)畫我沒(méi)有實(shí)現(xiàn)。

總結(jié)

以上就是這篇文章的全部?jī)?nèi)容了,希望本文的內(nèi)容對(duì)各位Android開發(fā)者們能帶來(lái)一定的幫助,如果有疑問(wèn)大家可以留言交流,謝謝大家對(duì)腳本之家的支持。

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