Android实现炫酷播放效果的方法
小编给大家分享一下Android实现炫酷播放效果的方法,相信大部分人都还不怎么了解,因此分享这篇文章给大家参考一下,希望大家阅读完这篇文章后大有收获,下面让我们一起去了解一下吧!
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具体内容如下
一、首先看效果
二、实现原理
使用贝塞尔曲线实现滑动效果,在使用属性动画实现水波纹效果,然后就能实现以上效果
三、实现
1、先封装动画框架,创建动画基础类
PathPoint.java
public class PathPoint { public static final int MOVE = 0; public static final int LINE = 1; public static final int CURVE = 2; float mControl0X, mControl0Y; float mControl1X, mControl1Y; public float mX, mY; int mOperation; //line/move private PathPoint(int operation, float x, float y) { this.mOperation = operation; this.mX = x; this.mY = y; } //curve private PathPoint(float c0X, float c0Y, float c1X, float c1Y, float x, float y) { this.mControl0X = c0X; this.mControl0Y = c0Y; this.mControl1X = c1X; this.mControl1Y = c1Y; this.mX = x; this.mY = y; this.mOperation = CURVE; } public static PathPoint moveTo(float x, float y) { return new PathPoint(MOVE, x, y); } public static PathPoint lineTo(float x, float y) { return new PathPoint(LINE, x, y); } public static PathPoint curveTo(float c0X, float c0Y, float c1X, float c1Y, float x, float y) { return new PathPoint(c0X, c0Y, c1X, c1Y, x, y); } }
2、创建动画集合类,并且保存绘制轨迹
AnimatorPath
public class AnimatorPath { //记录轨迹 private ListmPoints = new ArrayList<>(); public void moveTo(float x, float y) { mPoints.add(PathPoint.moveTo(x, y)); } public void lineTo(float x, float y) { mPoints.add(PathPoint.lineTo(x, y)); } public void curveTo(float c0X, float c0Y, float c1X, float c1Y, float x, float y) { mPoints.add(PathPoint.curveTo(c0X, c0Y, c1X, c1Y, x, y)); } public Collection getPoints() { return mPoints; } }
3、实现页面布局
4、获取控件,并且设置点击事件,设置一些动画常量
private View mFab; private FrameLayout mFabcontainer; private LinearLayout mControlsContainer; //从什么时候开始执行动画 private static final float SCALE_FACTOR = 13f; //持续时间 private static final long ANIMATION_DURATION = 300; //贝塞尔曲线滑动到什么时候开始执行动画 private static final float MINIMUN_X_DISTANCE = 200; private boolean mRevealFlag; private float mFabSize;
5、给mFab设置点击事件
private void onFabPressed(View view) { final float startX = mFab.getX(); //开始动画 AnimatorPath path = new AnimatorPath(); path.moveTo(0, 0); path.curveTo(-200, 200, -400, 100, -600, 50); // path.lineTo(-600,50); ObjectAnimator anim = ObjectAnimator.ofObject(this, "fabLoc", new PathEvaluator(), path.getPoints().toArray()); anim.setInterpolator(new AccelerateInterpolator()); // anim.setRepeatCount(ValueAnimator.INFINITE); // anim.setRepeatMode(ValueAnimator.REVERSE); anim.setDuration(ANIMATION_DURATION); anim.start(); anim.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator valueAnimator) { //到了path路径中的某个位置就是开始扩散动画 if (Math.abs(startX - mFab.getX()) > MINIMUN_X_DISTANCE) { if (!mRevealFlag) { ImageButton fab = (ImageButton) mFab; fab.setImageDrawable(new BitmapDrawable()); //看布局里边的FabContainer要比toolbar背景高mFabSize/2(为了最初的半个fab效果) mFabcontainer.setY(mFabcontainer.getY() + mFabSize / 2); //fab放大动画 mFab.animate() .scaleXBy(SCALE_FACTOR) .scaleYBy(SCALE_FACTOR) .setListener(mEndRevealListener) .setDuration(ANIMATION_DURATION); mRevealFlag = true; } } } }); } public void setFabLoc(PathPoint newLoc) { mFab.setTranslationX(newLoc.mX); if (mRevealFlag) { //因为布局里边的mFabcontainer要比toolbar背景高mFabSize/2,所以fab为了看起来平顺,需要上移mFabSize/2 mFab.setTranslationY(newLoc.mY - (mFabSize / 2)); } else { mFab.setTranslationY(newLoc.mY); } } private AnimatorListenerAdapter mEndRevealListener = new AnimatorListenerAdapter() { @Override public void onAnimationEnd(Animator animation) { super.onAnimationEnd(animation); mFab.setVisibility(View.INVISIBLE); mFabcontainer.setBackgroundColor(getResources().getColor(R.color.colorAccent)); //reveal动画完毕后,接着每一个子控件都有个缩放动画(依次顺序出来) for (int i = 0; i < mControlsContainer.getChildCount(); i++) { View v = mControlsContainer.getChildAt(i); ViewPropertyAnimator animate = v.animate() .scaleX(1) .scaleY(1) .setDuration(ANIMATION_DURATION); animate.setStartDelay(i * 50); animate.start(); } } };
PathEvaluator
public class PathEvaluator implements TypeEvaluator{ @Override public PathPoint evaluate(float t, PathPoint startValue, PathPoint endValue) { //t执行的百分比 (0~1) float x, y; if (endValue.mOperation == PathPoint.CURVE) { //三阶贝塞尔曲线 公式 float oneMinusT = 1 - t; x = oneMinusT * oneMinusT * oneMinusT * startValue.mX + 3 * oneMinusT * oneMinusT * t * endValue.mControl0X + 3 * oneMinusT * t * t * endValue.mControl1X + t * t * t * endValue.mX; y = oneMinusT * oneMinusT * oneMinusT * startValue.mY + 3 * oneMinusT * oneMinusT * t * endValue.mControl0Y + 3 * oneMinusT * t * t * endValue.mControl1X + t * t * t * endValue.mY; } else if (endValue.mOperation == PathPoint.LINE) { //x=起始点+t*起始点和终点的距离 x = startValue.mX + t * (endValue.mX - startValue.mX); y = startValue.mY + t * (endValue.mY - startValue.mY); } else { x = endValue.mX; y = endValue.mY; } return PathPoint.moveTo(x, y); } }
注意:属性动画既可以改变属性,也可以改变一个变量或者方法
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