概述
今天再寫一個(gè)之前很想嘗試的開關(guān)按鈕,大概的效果是這樣的。
運(yùn)行效果

custom_switch.gif
開關(guān)組成
- 帶圓弧的矩形背景
- 中間的圓形開關(guān)按鈕
動(dòng)畫效果
選中時(shí)會(huì)由白色慢慢變成綠色,然后中間的圓形按鈕陰影逐漸向左移,且整個(gè)圓形按鈕也在不斷往右移,切換未選中狀態(tài)時(shí)則相反,那么接下來我們開始coding~
參數(shù)定義
// 初始化畫筆
var paint = Paint()
// 定義繪制背景的路徑
var path = Path()
// 定義動(dòng)畫
private lateinit var animator : ValueAnimator
init {
paint.isAntiAlias = true
setLayerType(LAYER_TYPE_SOFTWARE,null)
}
// 控件的寬
var w = 0f
// 控件的高
var h = 0f
// 圓形按鈕的半徑
var radius = 0f
// 圓形按鈕的中心的x坐標(biāo)
var centerX = 0f
// 圓形按鈕中心的y坐標(biāo)
var centerY = 0f
// 底層的顏色背景
var color = Color.rgb(255,255,255)
// 當(dāng)前狀態(tài)的圓形按鈕的中心的x坐標(biāo)
var currentCenterX = 0f
// 動(dòng)畫執(zhí)行時(shí)間
var animatorDuration = 500L
// 定義的未選中時(shí)的陰影偏移量
var shadowOffSet = 10f
// 繪制的當(dāng)前狀態(tài)的陰影偏移量
var currentShadow = 10f
繪制背景
我們?cè)谶@里實(shí)現(xiàn)漸變是在底層給了一個(gè)白色的背景,然后再繪制一層綠色背景,并不斷修改綠色背景的透明度來實(shí)現(xiàn)顏色漸變的過程這樣實(shí)現(xiàn)并不是最優(yōu)解有嘗試過漸變但效果不佳,可能是沒有正確運(yùn)用吧~改天再琢磨琢磨
- 1.初始化路徑
大概流程就是我們從左邊第一個(gè)直線的左邊開始繪制,到了右上的直線末端然后繪制一個(gè)半圓,就這樣最后繪制到出發(fā)點(diǎn)。
這里要注意arcTo函數(shù)不要打程addArc函數(shù)了~不然畫出來結(jié)果不對(duì)的
private fun initPath(){
path.moveTo(radius,centerY-radius)
path.lineTo(radius*3,centerY-radius)
var rightRect = RectF()
rightRect.left = radius*2
rightRect.top = centerY-radius
rightRect.right = radius*4
rightRect.bottom = centerY+radius
path.arcTo(rightRect,-90f,180f)
path.lineTo(radius,centerY+radius)
var leftRect = RectF()
leftRect.left = 0f
leftRect.top = centerY-radius
leftRect.right = radius*2
leftRect.bottom = centerY+radius
path.arcTo(leftRect,90f,180f)
}
- 2.繪制背景
很簡單,繪制path,給兩個(gè)背景,一個(gè)是底層的白色,第二個(gè)是會(huì)變化透明度的綠色
private fun drawBg(canvas: Canvas){
paint.style = Paint.Style.FILL
paint.setShadowLayer(5f,2f,2f,Color.BLACK)
paint.color = Color.WHITE
canvas.drawPath(path,paint)
paint.color = this.color
canvas.drawPath(path,paint)
}
繪制圓形按鈕
很簡單哦,就是繪制一個(gè)帶陰影的圓
private fun drawSwitch(canvas: Canvas){
paint.shader = null
paint.color = Color.WHITE
paint.style = Paint.Style.FILL
paint.strokeWidth = 5f
paint.setShadowLayer(10f,currentShadow,shadowOffSet,Color.parseColor("#DDA69E9E"))
canvas.drawCircle(centerX,centerY,radius/10*9,paint)
}
初始化動(dòng)畫
動(dòng)畫里主要會(huì)發(fā)生變化的就是中心點(diǎn)半徑,綠色的背景的顏色值變化,以及陰影在x軸上的偏移量的變化。
private fun initAnimator(){
animator = ValueAnimator.ofFloat(0f,100f)
animator.duration = animatorDuration
animator.interpolator = LinearInterpolator()
animator.addUpdateListener { valueAnimator ->
var currentValue = valueAnimator.animatedValue as Float
Log.d("animator","currentValue $currentValue")
if (isChecked){
centerX = (3*radius-currentCenterX)*(currentValue/100f)+currentCenterX
color = Color.argb((currentValue/100f*255).toInt(),0,255,0)
currentShadow = (shadowOffSet-20*((currentValue/100f)))
}else{
centerX = currentCenterX - (currentCenterX-radius)*(currentValue/100f)
color = Color.argb((255-currentValue/100f*255).toInt(),0,255,0)
currentShadow = 20*((currentValue/100f))-shadowOffSet
}
postInvalidate()
}
animator.addListener(object : Animator.AnimatorListener{
override fun onAnimationStart(p0: Animator?) {
Log.d("animator","onAnimationStart")
}
override fun onAnimationEnd(p0: Animator?) {
currentCenterX = centerX
Log.d("animator","onAnimationEnd")
}
override fun onAnimationCancel(p0: Animator?) {
Log.d("animator","onAnimationCancel")
}
override fun onAnimationRepeat(p0: Animator?) {
Log.d("animator","onAnimationRepeat")
}
})
}
完整代碼
package com.tx.txcustomview.view
import android.animation.Animator
import android.animation.ValueAnimator
import android.content.Context
import android.graphics.*
import android.util.AttributeSet
import android.util.Log
import android.view.MotionEvent
import android.view.animation.LinearInterpolator
/**
* create by xu.tian
* @date 2021/9/14
*/
class CustomSwitch(context: Context?, attrs: AttributeSet?) : androidx.appcompat.widget.AppCompatCheckBox(
context!!, attrs) {
// 初始化畫筆
var paint = Paint()
// 定義繪制背景的路徑
var path = Path()
// 定義動(dòng)畫
private lateinit var animator : ValueAnimator
init {
paint.isAntiAlias = true
setLayerType(LAYER_TYPE_SOFTWARE,null)
}
// 控件的寬
var w = 0f
// 控件的高
var h = 0f
// 圓形按鈕的半徑
var radius = 0f
// 圓形按鈕的中心的x坐標(biāo)
var centerX = 0f
// 圓形按鈕中心的y坐標(biāo)
var centerY = 0f
// 底層的顏色背景
var color = Color.rgb(255,255,255)
// 當(dāng)前狀態(tài)的圓形按鈕的中心的x坐標(biāo)
var currentCenterX = 0f
// 動(dòng)畫執(zhí)行時(shí)間
var animatorDuration = 500L
// 定義的未選中時(shí)的陰影偏移量
var shadowOffSet = 10f
// 繪制的當(dāng)前狀態(tài)的陰影偏移量
var currentShadow = 10f
override fun onDraw(canvas: Canvas) {
drawBg(canvas)
drawSwitch(canvas)
}
override fun onSizeChanged(w: Int, h: Int, oldw: Int, oldh: Int) {
super.onSizeChanged(w, h, oldw, oldh)
this.w = w.toFloat()
this.h= h.toFloat()
radius = (w/4).toFloat()
centerX = radius
centerY = (h/2).toFloat()
currentCenterX = centerX
initPath()
initAnimator()
}
override fun onTouchEvent(event: MotionEvent?): Boolean {
when (event?.action){
MotionEvent.ACTION_UP -> {
isChecked = !isChecked
startAnim()
}
}
return true
}
/**
* 繪制背景
*/
private fun drawBg(canvas: Canvas){
paint.style = Paint.Style.FILL
paint.setShadowLayer(5f,2f,2f,Color.BLACK)
paint.color = Color.WHITE
canvas.drawPath(path,paint)
paint.color = this.color
canvas.drawPath(path,paint)
}
/**
* 初始化繪制背景的路徑
*/
private fun initPath(){
path.moveTo(radius,centerY-radius)
path.lineTo(radius*3,centerY-radius)
var rightRect = RectF()
rightRect.left = radius*2
rightRect.top = centerY-radius
rightRect.right = radius*4
rightRect.bottom = centerY+radius
path.arcTo(rightRect,-90f,180f)
path.lineTo(radius,centerY+radius)
var leftRect = RectF()
leftRect.left = 0f
leftRect.top = centerY-radius
leftRect.right = radius*2
leftRect.bottom = centerY+radius
path.arcTo(leftRect,90f,180f)
}
/**
* 繪制中心的圓形按鈕
*/
private fun drawSwitch(canvas: Canvas){
paint.shader = null
paint.color = Color.WHITE
paint.style = Paint.Style.FILL
paint.strokeWidth = 5f
paint.setShadowLayer(10f,currentShadow,shadowOffSet,Color.parseColor("#DDA69E9E"))
canvas.drawCircle(centerX,centerY,radius/10*9,paint)
}
/**
* 初始化動(dòng)畫
*/
private fun initAnimator(){
animator = ValueAnimator.ofFloat(0f,100f)
animator.duration = animatorDuration
animator.interpolator = LinearInterpolator()
animator.addUpdateListener { valueAnimator ->
var currentValue = valueAnimator.animatedValue as Float
Log.d("animator","currentValue $currentValue")
if (isChecked){
centerX = (3*radius-currentCenterX)*(currentValue/100f)+currentCenterX
color = Color.argb((currentValue/100f*255).toInt(),0,255,0)
currentShadow = (shadowOffSet-20*((currentValue/100f)))
}else{
centerX = currentCenterX - (currentCenterX-radius)*(currentValue/100f)
color = Color.argb((255-currentValue/100f*255).toInt(),0,255,0)
currentShadow = 20*((currentValue/100f))-shadowOffSet
}
postInvalidate()
}
animator.addListener(object : Animator.AnimatorListener{
override fun onAnimationStart(p0: Animator?) {
Log.d("animator","onAnimationStart")
}
override fun onAnimationEnd(p0: Animator?) {
currentCenterX = centerX
Log.d("animator","onAnimationEnd")
}
override fun onAnimationCancel(p0: Animator?) {
Log.d("animator","onAnimationCancel")
}
override fun onAnimationRepeat(p0: Animator?) {
Log.d("animator","onAnimationRepeat")
}
})
}
/**
* 開始執(zhí)行動(dòng)畫
*/
private fun startAnim(){
animator.start()
}
/**
* remove view時(shí)取消動(dòng)畫,防止內(nèi)存泄漏
*/
override fun onDetachedFromWindow() {
super.onDetachedFromWindow()
animator.cancel()
}
}
總結(jié)
今天的開關(guān)就寫到這里了,整體來說實(shí)現(xiàn)這個(gè)開關(guān)還是比較簡單的,下篇再見了~