前言:筆者近期實(shí)在太忙,加上想不到很好的可以編寫的內(nèi)容(其實(shí)插件開發(fā)系列只寫了一篇),確實(shí)鴿了大家好久。接下來我的重心會偏向酷炫UI的實(shí)現(xiàn),把canvas、動畫、Render層玩透先。
靈感來源
作為一個前端開發(fā)者,遇到動畫特效總是想讓美工輸入json文件,再Lottie加載下,效率性能兩不誤。直到那天我看到一個波浪進(jìn)度球,頓時實(shí)在想不出什么理由可以糊弄成GIF圖或者json文件,畢竟加載進(jìn)度完全是需要代碼精準(zhǔn)控制的。der~還是自己實(shí)現(xiàn)玩一玩吧。
效果
筆者花了周日一整個下午的時間,配著祖?zhèn)鞴し虿瑁K于擼出個像樣的家伙,性能debug環(huán)境下都能穩(wěn)穩(wěn)保持在60幀左右。查看源代碼點(diǎn)這里,預(yù)覽效果見下圖:

實(shí)現(xiàn)步驟
我將這個動效分為3層canvas:圓形背景、圓弧進(jìn)度條、兩層波浪;3個動畫:圓弧前進(jìn)動畫、兩層波浪移動的動畫。
- 首先繪制圓形背景,很簡單,畫圓即可,這一層canvas是不需要重新繪制的;
import 'package:flutter/material.dart';
class RoundBasePainter extends CustomPainter {
final Color color;
RoundBasePainter(this.color);
@override
void paint(Canvas canvas, Size size) {
Paint paint = Paint()
..isAntiAlias = true
..style = PaintingStyle.stroke
..strokeWidth = 7.0
..color = color;
//畫進(jìn)度條圓框背景
canvas.drawCircle(size.center(Offset.zero), size.width / 2, paint);
//保存畫布狀態(tài)
canvas.save();
//恢復(fù)畫布狀態(tài)
canvas.restore();
}
@override
bool shouldRepaint(covariant CustomPainter oldDelegate) => false;
}
- 繪制圓弧進(jìn)度條,這里需要理解下我們的起點(diǎn)是在-90°開始的,同時需要將進(jìn)度轉(zhuǎn)化為角度進(jìn)行圓弧的繪制;
import 'dart:math';
import 'package:flutter/material.dart';
class RoundProgressPainter extends CustomPainter {
final Color color;
final double progress;
RoundProgressPainter(this.color, this.progress);
@override
void paint(Canvas canvas, Size size) {
Paint paint = Paint()
..isAntiAlias = true
..style = PaintingStyle.stroke
..strokeWidth = 7.0
..color = color;
// 畫圓弧
canvas.drawArc(
Rect.fromCircle(
center: size.center(Offset.zero), radius: size.width / 2),
-pi / 2, // 起點(diǎn)是-90°
pi * 2 * progress, // 進(jìn)度*360°
false,
paint);
canvas.save();
canvas.restore();
}
@override
bool shouldRepaint(covariant CustomPainter oldDelegate) {
return true;
}
}
-
繪制波浪,這里的原理是:通過貝塞爾曲線實(shí)現(xiàn)曲線的,再通過path連接成完整的區(qū)域(見圖一),然后把這塊區(qū)域通過clip裁剪成圓形即可;
實(shí)際上波浪的區(qū)域
代碼一睹為快:
import 'package:flutter/material.dart';
class WavyPainter extends CustomPainter {
// 波浪的曲度
final double waveHeight;
// 進(jìn)度 [0-1]
final double progress;
// 對波浪區(qū)域進(jìn)行X軸方向的偏移,實(shí)現(xiàn)滾動效果
final double offsetX;
final Color color;
WavyPainter(this.progress, this.offsetX, this.color, {this.waveHeight = 24});
@override
void paint(Canvas canvas, Size size) {
Paint paint = Paint()
..isAntiAlias = true
..style = PaintingStyle.fill
..strokeWidth = 1.5
..color = color;
drawWave(canvas, size.center(Offset(0, 0)), size.width / 2, paint);
}
@override
bool shouldRepaint(covariant CustomPainter oldDelegate) {
return true;
}
void drawWave(Canvas canvas, Offset center, double radius, Paint paint) {
// 圓形裁剪
canvas.save();
Path clipPath = Path()
..addOval(Rect.fromCircle(center: center, radius: radius));
canvas.clipPath(clipPath);
// 反向計算點(diǎn)的縱坐標(biāo)
double wavePointY = (1 - progress) * radius * 2;
// point3為中心點(diǎn),波浪的直徑為圓的半徑,一共5個點(diǎn),加上兩個閉環(huán)點(diǎn)(p6、p7)
Offset point1 = Offset(center.dx - radius * 3 + offsetX, wavePointY);
Offset point2 = Offset(center.dx - radius * 2 + offsetX, wavePointY);
Offset point3 = Offset(center.dx - radius + offsetX, wavePointY);
Offset point4 = Offset(center.dx + offsetX, wavePointY);
Offset point5 = Offset(center.dx + radius + offsetX, wavePointY);
Offset point6 = Offset(point5.dx, center.dy + radius + waveHeight);
Offset point7 = Offset(point1.dx, center.dy + radius + waveHeight);
// 貝塞爾曲線控制點(diǎn)
Offset c1 =
Offset(center.dx - radius * 2.5 + offsetX, wavePointY + waveHeight);
Offset c2 =
Offset(center.dx - radius * 1.5 + offsetX, wavePointY - waveHeight);
Offset c3 =
Offset(center.dx - radius * 0.5 + offsetX, wavePointY + waveHeight);
Offset c4 =
Offset(center.dx + radius * 0.5 + offsetX, wavePointY - waveHeight);
// 連接貝塞爾曲線
Path wavePath = Path()
..moveTo(point1.dx, point1.dy)
..quadraticBezierTo(c1.dx, c1.dy, point2.dx, point2.dy)
..quadraticBezierTo(c2.dx, c2.dy, point3.dx, point3.dy)
..quadraticBezierTo(c3.dx, c3.dy, point4.dx, point4.dy)
..quadraticBezierTo(c4.dx, c4.dy, point5.dx, point5.dy)
..lineTo(point6.dx, point6.dy)
..lineTo(point7.dx, point7.dy)
..close();
// 繪制
canvas.drawPath(wavePath, paint);
canvas.restore();
}
}
- 添加動畫。重點(diǎn)講解下波浪的動畫效果,其實(shí)就是上面的貝塞爾曲線區(qū)域,進(jìn)行X軸方向的重復(fù)勻速移動,加上貝塞爾曲線的效果,就可以產(chǎn)生上下起伏的波浪效果。且通過下圖,可以確定平移的距離是圓形的直徑。
波浪區(qū)域數(shù)學(xué)模型
筆者創(chuàng)建的是package,下面的代碼是真正暴露給調(diào)用方使用的控件的實(shí)現(xiàn),同時也實(shí)現(xiàn)了所有的動畫。
library round_wavy_progress;
import 'package:flutter/material.dart';
import 'package:round_wavy_progress/painter/round_base_painter.dart';
import 'package:round_wavy_progress/painter/round_progress_painter.dart';
import 'package:round_wavy_progress/painter/wavy_painter.dart';
import 'package:round_wavy_progress/progress_controller.dart';
class RoundWavyProgress extends StatefulWidget {
RoundWavyProgress(this.progress, this.radius, this.controller,
{Key? key,
this.mainColor,
this.secondaryColor,
this.roundSideColor = Colors.grey,
this.roundProgressColor = Colors.white})
: super(key: key);
final double progress;
final double radius;
final ProgressController controller;
final Color? mainColor;
final Color? secondaryColor;
final Color roundSideColor;
final Color roundProgressColor;
@override
_RoundWavyProgressState createState() => _RoundWavyProgressState();
}
class _RoundWavyProgressState extends State<RoundWavyProgress>
with TickerProviderStateMixin {
late AnimationController wareController;
late AnimationController mainController;
late AnimationController secondController;
late Animation<double> waveAnimation;
late Animation<double> mainAnimation;
late Animation<double> secondAnimation;
double currentProgress = 0.0;
@override
void initState() {
super.initState();
widget.controller.stream.listen((event) {
print(event);
wareController.reset();
waveAnimation = Tween(begin: currentProgress, end: event as double)
.animate(wareController);
currentProgress = event;
wareController.forward();
});
wareController = AnimationController(
vsync: this,
duration: Duration(milliseconds: 1200),
);
mainController = AnimationController(
vsync: this,
duration: Duration(milliseconds: 3200),
);
secondController = AnimationController(
vsync: this,
duration: Duration(milliseconds: 1800),
);
waveAnimation = Tween(begin: currentProgress, end: widget.progress)
.animate(wareController);
mainAnimation =
Tween(begin: 0.0, end: widget.radius * 2).animate(mainController);
secondAnimation =
Tween(begin: widget.radius * 2, end: 0.0).animate(secondController);
wareController.forward();
mainController.repeat();
secondController.repeat();
}
@override
Widget build(BuildContext context) {
return LayoutBuilder(builder: (context, constraints) {
final viewportSize = Size(constraints.maxWidth, constraints.maxHeight);
return AnimatedBuilder(
animation: mainAnimation,
builder: (BuildContext ctx, Widget? child) {
return AnimatedBuilder(
animation: secondAnimation,
builder: (BuildContext ctx, Widget? child) {
return AnimatedBuilder(
animation: waveAnimation,
builder: (BuildContext ctx, Widget? child) {
return Stack(
children: [
RepaintBoundary(
child: CustomPaint(
size: viewportSize,
painter: WavyPainter(
waveAnimation.value,
mainAnimation.value,
widget.mainColor ??
Theme.of(context).primaryColor),
child: RepaintBoundary(
child: CustomPaint(
size: viewportSize,
painter: WavyPainter(
waveAnimation.value,
secondAnimation.value,
widget.secondaryColor ??
Theme.of(context)
.primaryColor
.withOpacity(0.5)),
child: RepaintBoundary(
child: CustomPaint(
size: viewportSize,
painter: RoundBasePainter(
widget.roundSideColor),
child: RepaintBoundary(
child: CustomPaint(
size: viewportSize,
painter: RoundProgressPainter(
widget.roundProgressColor,
waveAnimation.value),
),
),
),
),
),
),
),
),
Align(
alignment: Alignment.center,
child: Text(
'${(waveAnimation.value * 100).toStringAsFixed(2)}%',
style: TextStyle(
fontSize: 18,
color: widget.roundProgressColor,
fontWeight: FontWeight.bold),
),
),
],
);
});
});
});
});
}
}
這里代碼也不細(xì)講,沒什么難度。主要跟大家說一下RepaintBoundary的好處,使用這個控件包裹下,可以控制其較小顆粒度的重繪。(具體不擴(kuò)展,有需要請查看:https://pub.flutter-io.cn/documentation/flutter_for_web/latest/widgets/RepaintBoundary-class.html)
同時,這里AnimatedBuilder 的嵌套是真的惡心,由于時間比較急,我沒有去查看是否有更好的實(shí)現(xiàn)方式,但至少這個實(shí)現(xiàn)方法在效果、性能都非常不錯。

寫在最后
感謝小伙伴看到了最后,這個進(jìn)度球已經(jīng)上傳到個人GitHub,歡迎fork和star;我本周會抽時間繼續(xù)優(yōu)化,抽象出更簡潔的api,并且發(fā)布到pub上;
同時也有更加酷炫的UI正在編寫中,我也會盡力抽出空閑時間去編寫更好的文章與大家交流,加油~~~
小弟班門弄斧,希望能一起學(xué)習(xí)進(jìn)步!??!

