前幾天收到這么一個(gè)需求,本來(lái)以為挺簡(jiǎn)單的,沒(méi)想到最后發(fā)現(xiàn)實(shí)現(xiàn)起來(lái)還是有點(diǎn)小麻煩的,在這里小小的總結(jié)一下。
先看看下面這張需求的樣圖:

然后在看一下最終實(shí)現(xiàn)的效果圖,可能是gif錄制軟件的問(wèn)題,有一些浮影,忽略就好了:

首先要分析一下最核心的地方,如何獲取到滑動(dòng)距離對(duì)應(yīng)的弧長(zhǎng),看圖:

p1是手指按下的點(diǎn),很明顯要想知道當(dāng)前進(jìn)度弧邊的值,就是要求出角d的值。
以p為圓心點(diǎn),atan(b)=Math.atan((-p.y)/(-p.x));
所以角d的值為:Math.toDegrees(atan);
那么角b的值就得出來(lái)了,b=Math.toDegrees(atan) + mProgressOffest;
圖中的圓可以分為四個(gè)象限,同理可以得出四個(gè)象限中求得弧長(zhǎng)的方法:
/**
* 更新當(dāng)前進(jìn)度對(duì)應(yīng)弧度
*
* @param x 按下x坐標(biāo)點(diǎn)
* @param y 按下y坐標(biāo)點(diǎn)
*/
private void updateCurrentAngle(float x, float y) {
//根據(jù)坐標(biāo)轉(zhuǎn)換成對(duì)應(yīng)的角度
float pointX = x - mCenterX;
float pointY = y - mCenterY;
float tan_x;//根據(jù)左邊點(diǎn)所在象限處理過(guò)后的x值
float tan_y;//根據(jù)左邊點(diǎn)所在象限處理過(guò)后的y值
double atan;//所在象限弧邊angle
//01:第一象限-右上角區(qū)域
if (pointX >= 0 && pointY <= 0) {
tan_x = pointX;
tan_y = pointY * (-1);
atan = Math.atan(tan_x / tan_y);//求弧邊
mCurrentAngle = (int) Math.toDegrees(atan) + 90.f + mProgressOffest;
}
//02:第二象限-左上角區(qū)域
if (pointX <= 0 && pointY <= 0) {
tan_x = pointX * (-1);
tan_y = pointY * (-1);
atan = Math.atan(tan_y / tan_x);//求弧邊
mCurrentAngle = (int) Math.toDegrees(atan) + mProgressOffest;
}
//03:第三象限-左下角區(qū)域
if (pointX <= 0 && pointY >= 0) {
tan_x = pointX * (-1);
tan_y = pointY;
atan = Math.atan(tan_x / tan_y);//求弧邊
if ((int) Math.toDegrees(atan) >= (90.f - mProgressOffest)) {
mCurrentAngle = (int) Math.toDegrees(atan) - (90.f - mProgressOffest);
} else {
mCurrentAngle = (int) Math.toDegrees(atan) + 270.f + mProgressOffest;
}
}
//04:第四象限-右下角區(qū)域
if (pointX >= 0 && pointY >= 0) {
tan_x = pointX;
tan_y = pointY;
atan = Math.atan(tan_y / tan_x);//求弧邊
mCurrentAngle = (int) Math.toDegrees(atan) + 180.f + mProgressOffest;
}
}
獲取手指按下的區(qū)域,避免誤判斷:
/**
* 按下時(shí)判斷按下的點(diǎn)是否按在圓環(huán)范圍內(nèi)
*
* @param x x坐標(biāo)點(diǎn)
* @param y y坐標(biāo)點(diǎn)
*/
private boolean isTouchArc(float x, float y) {
double d = getTouchRadius(x, y);
return d >= mMinValidateTouchArcRadius && d <= mMaxValidateTouchArcRadius;
}
/**
* 計(jì)算某點(diǎn)到圓點(diǎn)的距離
*
* @param x x坐標(biāo)點(diǎn)
* @param y y坐標(biāo)點(diǎn)
*/
private double getTouchRadius(float x, float y) {
float cx = x - getWidth() / 2;
float cy = y - getHeight() / 2;
return Math.hypot(cx, cy);
}
繪制bitmap;
/**
* 繪制小圓點(diǎn)bitmap
*
* @param canvas canvas
*/
private void drawDragBitmap(Canvas canvas) {
PointF progressPoint = ChartUtils.calcArcEndPointXY(mCenterX, mCenterY, mRadius,
mCurrentAngle, 180.f - mProgressOffest);
int left = (int) progressPoint.x - mDragBitmap.getWidth() / 2;
int top = (int) progressPoint.y - mDragBitmap.getHeight() / 2;
// mBitmapRect = new Rect(left, top, left + mDragBitmap.getWidth(), top +
// mDragBitmap.getHeight());
//
// canvas.drawBitmap(mDragBitmap,
// new Rect(0, 0, mDragBitmap.getWidth(), mDragBitmap.getHeight()),
// mBitmapRect, mBitmapPaint);
//bitmap直接使用BitmapUtils中的縮放方法縮放,可以不用Rect進(jìn)行縮放,也可以通過(guò)限定Rect來(lái)限定bitmap大小
canvas.drawBitmap(mDragBitmap, left, top, mBitmapPaint);
}
重寫(xiě)onTouchEvent事件;
@Override
public boolean onTouchEvent(MotionEvent event) {
//獲取點(diǎn)擊位置的坐標(biāo)
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
if (isTouchArc(x, y)) {
mTouchQuadrant = getTouchQuadrant(x, y);
mIsTouchOnArc = true;
updateCurrentAngle(x, y);
return true;
}
break;
case MotionEvent.ACTION_MOVE:
if (mIsTouchOnArc) {
updateCurrentAngle(x, y);
if (mOnCirqueProgressChangeListener != null)
mOnCirqueProgressChangeListener.onChange(mMinProgress, mMaxProgress,
Integer.parseInt(mText.replace("℃", "")));
}
break;
case MotionEvent.ACTION_UP:
mIsTouchOnArc = false;
mTouchQuadrant = 0;
if (mOnCirqueProgressChangeListener != null)
mOnCirqueProgressChangeListener.onChangeEnd(mMinProgress, mMaxProgress,
Integer.parseInt(mText.replace("℃", "")));
break;
}
invalidate();
return true;
}
到這里基本這個(gè)自定義控件也就實(shí)現(xiàn)完了。但是!是不是!忘了點(diǎn)!什么?沒(méi)錯(cuò),就是讓我蛋疼不已的圓環(huán)上下限值判斷。
由于手指滑動(dòng)的時(shí)候,當(dāng)前的angle值的范圍是0-360,因此不可能簡(jiǎn)單的限定上下限。沒(méi)有做任何判斷的話,在起點(diǎn)處是可以隨意滑動(dòng)的,如下圖所示:

很明顯這樣是不行的,然后就是一陣雞飛狗跳,簡(jiǎn)(ou)簡(jiǎn)(xin)單(li)單(xue)的一陣折騰之后,基本實(shí)現(xiàn)了要求,最后更新currentAngle的代碼如下:
/**
* 更新當(dāng)前進(jìn)度對(duì)應(yīng)弧度
*
* @param x 按下x坐標(biāo)點(diǎn)
* @param y 按下y坐標(biāo)點(diǎn)
*/
private void updateCurrentAngle(float x, float y) {
//根據(jù)坐標(biāo)轉(zhuǎn)換成對(duì)應(yīng)的角度
float pointX = x - mCenterX;
float pointY = y - mCenterY;
float tan_x;//根據(jù)左邊點(diǎn)所在象限處理過(guò)后的x值
float tan_y;//根據(jù)左邊點(diǎn)所在象限處理過(guò)后的y值
double atan;//所在象限弧邊angle
//01:第一象限-右上角區(qū)域
//保證dragBitmap在峰值的時(shí)候不會(huì)因?yàn)榛竭@個(gè)象限更新currentAngle
if (pointX >= 0 && pointY <= 0) {
if (((mLastQuadrant == 3 && mLastAngle == 359.f)
|| (mLastQuadrant == 3 && mLastAngle == 0.f))
&& mTouchQuadrant != 1)
return;
tan_x = pointX;
tan_y = pointY * (-1);
atan = Math.atan(tan_x / tan_y);//求弧邊
mCurrentAngle = (int) Math.toDegrees(atan) + 90.f + mProgressOffest;
mLastQuadrant = 1;
}
//02:第二象限-左上角區(qū)域
if (pointX <= 0 && pointY <= 0) {
if (((mLastQuadrant == 3 && mLastAngle == 359.f)
|| (mLastQuadrant == 3 && mLastAngle == 0.f))
&& mTouchQuadrant != 2) {
return;
}
tan_x = pointX * (-1);
tan_y = pointY * (-1);
atan = Math.atan(tan_y / tan_x);//求弧邊
mCurrentAngle = (int) Math.toDegrees(atan) + mProgressOffest;
mLastQuadrant = 2;
}
//03:第三象限-左下角區(qū)域
if (pointX <= 0 && pointY >= 0) {
tan_x = pointX * (-1);
tan_y = pointY;
atan = Math.atan(tan_x / tan_y);//求弧邊
if ((int) Math.toDegrees(atan) >= (90.f - mProgressOffest)) {
mCurrentAngle = (int) Math.toDegrees(atan) - (90.f - mProgressOffest);
if (mLastAngle >= 270.f) {
mCurrentAngle = 359.f;
}
} else {
mCurrentAngle = (int) Math.toDegrees(atan) + 270.f + mProgressOffest;
if (mLastAngle <= 90.f) {
mCurrentAngle = 0.f;
}
}
mLastQuadrant = 3;
}
//04:第四象限-右下角區(qū)域
//保證dragBitmap在峰值的時(shí)候不會(huì)因?yàn)榛竭@個(gè)象限更新currentAngle
if (pointX >= 0 && pointY >= 0) {
if (((mLastQuadrant == 3 && mLastAngle == 359.f)
|| (mLastQuadrant == 3 && mLastAngle == 0.f))
&& mTouchQuadrant != 4)
return;
tan_x = pointX;
tan_y = pointY;
atan = Math.atan(tan_y / tan_x);//求弧邊
mCurrentAngle = (int) Math.toDegrees(atan) + 180.f + mProgressOffest;
mLastQuadrant = 4;
}
mLastAngle = mCurrentAngle;
}
其實(shí)做之前就真的覺(jué)得是挺簡(jiǎn)單的一個(gè)自定義控件,結(jié)果萬(wàn)萬(wàn)沒(méi)想到因?yàn)樽詈筮@么一點(diǎn)代碼折騰了半天。雖然最后這坨代碼看著確實(shí)挺蛋疼的,但是暫時(shí)也想不到什么好的方法了,先這樣吧。