標籤:genius button 動畫 materialbutton material design
原創作品,轉載請註明出處:http://blog.csdn.net/qiujuer/article/details/39998961
做 Android 動畫效果一段時間了,感覺深深喜歡上了鑽研特效。在手機上顯示自己的特效是一件很不錯的事情。
廢話不多說,前面幾天我發布了:[Material Design] 教你做一個Material風格、動畫的按鈕(MaterialButton)
在其中我講解了我對 Android L 中 Material 效果的按鈕的動畫實現方式,今天的文章將基於其上進行進階講解新的特效。
在 MaterialButton 中的特效原理是:使用者點擊時啟動一個動畫,該動畫是在點擊位置畫色彩坡形同時半徑變大的圓,從而實現擴散效果;具體可點擊上面的連結查看一下。在按鈕中的這樣的特效距離Google的還是有很大的差距的,下面來對比一下:
官方的:
我們上個版本的:
可以看出Google的是有位移效果,而我們的是原地擴散的效果,當然動畫速度這個與PS的設定有關,不做比較,實際速度比上面的略快。
下面咱們就來試試做做位移的特效,先畫個圖給大家看看:
相信大家都能看懂,第一種就是之前的實現方式,只是在原地擴散,第二種就是新的,將在擴散的同時向中心靠攏,且為了達到更加好的視覺效果,靠攏中心的XY軸速度並不是一樣的,X軸的靠攏時間=整個擴散時間,向Y軸靠攏的時間~=整個擴散時間*0.3(且都是先快後慢),現在來看看成品效果:
點擊中間的時候與第一種差距不大,但是點擊兩邊的時候將會有明顯的差距,能感覺到向中心靠攏的觸覺。是不是和Google的相比起來又近了一些了?
說了這個多的理論與示範,下面來說說整個的實現:
首先我們抽取上一篇文章的成果作為這篇的開頭,具體怎麼建立控制項就不再做介紹了,先看看上一篇的代碼成果(該代碼進行了一定的修改):
public class MaterialButton extends Button { private static final Interpolator ANIMATION_INTERPOLATOR = new DecelerateInterpolator(); private static final long ANIMATION_TIME = 600; private Paint backgroundPaint; private static ArgbEvaluator argbEvaluator = new ArgbEvaluator(); private float paintX, paintY, radius; public MaterialButton(Context context) { super(context); init(null, 0); } public MaterialButton(Context context, AttributeSet attrs) { super(context, attrs); init(attrs, 0); } public MaterialButton(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); init(attrs, defStyle); } @SuppressWarnings("deprecation") private void init(AttributeSet attrs, int defStyle) { ... } @SuppressWarnings("NullableProblems") @Override protected void onDraw(Canvas canvas) { canvas.save(); canvas.drawCircle(paintX, paintY, radius, backgroundPaint); canvas.restore(); super.onDraw(canvas); } @SuppressWarnings("NullableProblems") @Override public boolean onTouchEvent(MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN) { paintX = event.getX(); paintY = event.getY(); startRoundAnimator(); } return super.onTouchEvent(event); } /** * ============================================================================================= * The Animator methods * ============================================================================================= */ /** * Start Round Animator */ private void startRoundAnimator() { float start, end, height, width; long time = (long) (ANIMATION_TIME * 1.85); //Height Width height = getHeight(); width = getWidth(); //Start End if (height < width) { start = height; end = width; } else { start = width; end = height; } float startRadius = (start / 2 > paintY ? start - paintY : paintY) * 1.15f; float endRadius = (end / 2 > paintX ? end - paintX : paintX) * 0.85f; //If The approximate square approximate square if (startRadius > endRadius) { startRadius = endRadius * 0.6f; endRadius = endRadius / 0.8f; time = (long) (time * 0.5); } AnimatorSet set = new AnimatorSet(); set.playTogether( ObjectAnimator.ofFloat(this, mRadiusProperty, startRadius, endRadius), ObjectAnimator.ofObject(this, mBackgroundColorProperty, argbEvaluator, attributes.getColor(1), attributes.getColor(2)) ); // set Time set.setDuration((long) (time / end * endRadius)); set.setInterpolator(ANIMATION_INTERPOLATOR); set.start(); } /** * ============================================================================================= * The custom properties * ============================================================================================= */ private Property<MaterialButton, Float> mRadiusProperty = new Property<MaterialButton, Float>(Float.class, "radius") { @Override public Float get(MaterialButton object) { return object.radius; } @Override public void set(MaterialButton object, Float value) { object.radius = value; invalidate(); } }; private Property<MaterialButton, Integer> mBackgroundColorProperty = new Property<MaterialButton, Integer>(Integer.class, "bg_color") { @Override public Integer get(MaterialButton object) { return object.backgroundPaint.getColor(); } @Override public void set(MaterialButton object, Integer value) { object.backgroundPaint.setColor(value); } };}在上述代碼中我們實現了點擊時進行擴散的效果,初始化控制項部分由於我加入了許多的代碼這裡刪除了,具體可以看看我的項目實現,最後會給出地址。
現在基於此開工!
首先我們建立 兩個新的屬性 分別X座標與Y座標屬性:
private Property<MaterialButton, Float> mPaintXProperty = new Property<MaterialButton, Float>(Float.class, "paintX") { @Override public Float get(MaterialButton object) { return object.paintX; } @Override public void set(MaterialButton object, Float value) { object.paintX = value; } }; private Property<MaterialButton, Float> mPaintYProperty = new Property<MaterialButton, Float>(Float.class, "paintY") { @Override public Float get(MaterialButton object) { return object.paintY; } @Override public void set(MaterialButton object, Float value) { object.paintY = value; } };在這兩個屬性中並未調用第一篇所說的 “ invalidate();”方法進行介面重新整理,因為該方法應該放在期間最長的半徑屬性中調用。
之後我們擷取到高寬 以及根據高和寬 計算出對應的 開始半徑與結束半徑:
<span style="white-space:pre"></span>float start, end, height, width, speed = 0.3f; long time = ANIMATION_TIME; //Height Width height = getHeight(); width = getWidth(); //Start End if (height < width) { start = height; end = width; } else { start = width; end = height; } start = start / 2 > paintY ? start - paintY : paintY; end = end * 0.8f / 2f; //If The approximate square approximate square if (start > end) { start = end * 0.6f; end = end / 0.8f; time = (long) (time * 0.65); speed = 1f; }我們首先比較了高與寬的長度 把短的賦予為開始半徑 長的賦予為結束半徑。
第二步,我們把開始長度除以2 得出其一半的長度 然後與 點擊時的Y軸座標比較,如果Y軸較長則取Y,如果不夠則取其相減結果。這樣能保證點擊開始時的半徑能剛好大於其高或者寬(短的一邊),這樣就不會出現小圓擴散的效果,看起來將會由橢圓的效果(當然以後將會直接畫出橢圓)
第三步,我們運算出結束半徑,同時保證結束半徑為長的一邊的一半的8/10 這樣的效果是不會出現布滿整個控制項的情況。8/10 的空間剛好是個不錯的選擇。
第四步,判斷開始長度是否大於結束長度,如果是(近似正方形情況),進行一定規則的重新運算,保證其開始半徑能剛好與控制項長度差不多(0.48左右),結束半徑能剛剛布滿控制項,同時減少動畫時間
當然,我現在才發現了一個BUG,在第二步的地方的BUG,大家看看,希望能提出是哪裡的BUG;就當是一個互動!該BUG將會在下個版本修複。
之後我們建立每個屬性的動畫,並給每個屬性動畫設定對應的時間:
<span style="white-space:pre"></span>//PaintX ObjectAnimator aPaintX = ObjectAnimator.ofFloat(this, mPaintXProperty, paintX, width / 2); aPaintX.setDuration(time); //PaintY ObjectAnimator aPaintY = ObjectAnimator.ofFloat(this, mPaintYProperty, paintY, height / 2); aPaintY.setDuration((long) (time * speed)); //Radius ObjectAnimator aRadius = ObjectAnimator.ofFloat(this, mRadiusProperty, start, end); aRadius.setDuration(time); //Background ObjectAnimator aBackground = ObjectAnimator.ofObject(this, mBackgroundColorProperty, argbEvaluator, attributes.getColor(1), attributes.getColor(2)); aBackground.setDuration(time);
可以看見Y軸的時間乘以了一個speed變數,該變數預設是0.3 如果是近似正方形將初始化為1以便能同時對齊到中心位置,在上一步中有對應變數。
然後咱們把所有的屬性動畫添加到一個動畫集並設定其速度方式為:先快後慢。最後啟動該動畫集。
//AnimatorSet AnimatorSet set = new AnimatorSet(); set.playTogether(aPaintX, aPaintY, aRadius, aBackground); set.setInterpolator(ANIMATION_INTERPOLATOR); set.start();
以上就是最新的動畫效果的實現原理及代碼了,當然我們可以將其合并到第一篇的代碼中,並使用一個 Bool 屬性來控制使用哪一種動畫:
public class MaterialButton extends Button { private static final Interpolator ANIMATION_INTERPOLATOR = new DecelerateInterpolator(); private static final long ANIMATION_TIME = 600; private Paint backgroundPaint; private static ArgbEvaluator argbEvaluator = new ArgbEvaluator(); private float paintX, paintY, radius; private Attributes attributes; public MaterialButton(Context context) { super(context); init(null, 0); } public MaterialButton(Context context, AttributeSet attrs) { super(context, attrs); init(attrs, 0); } public MaterialButton(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); init(attrs, defStyle); } @SuppressWarnings("deprecation") private void init(AttributeSet attrs, int defStyle) { ... } @SuppressWarnings("NullableProblems") @Override protected void onDraw(Canvas canvas) { canvas.save(); canvas.drawCircle(paintX, paintY, radius, backgroundPaint); canvas.restore(); super.onDraw(canvas); } @SuppressWarnings("NullableProblems") @Override public boolean onTouchEvent(MotionEvent event) { if (attributes.isMaterial() && event.getAction() == MotionEvent.ACTION_DOWN) { paintX = event.getX(); paintY = event.getY(); if (attributes.isAutoMove()) startMoveRoundAnimator(); else startRoundAnimator(); } return super.onTouchEvent(event); } /** * ============================================================================================= * The Animator methods * ============================================================================================= */ /** * Start Round Animator */ private void startRoundAnimator() { float start, end, height, width; long time = (long) (ANIMATION_TIME * 1.85); //Height Width height = getHeight(); width = getWidth(); //Start End if (height < width) { start = height; end = width; } else { start = width; end = height; } float startRadius = (start / 2 > paintY ? start - paintY : paintY) * 1.15f; float endRadius = (end / 2 > paintX ? end - paintX : paintX) * 0.85f; //If The approximate square approximate square if (startRadius > endRadius) { startRadius = endRadius * 0.6f; endRadius = endRadius / 0.8f; time = (long) (time * 0.5); } AnimatorSet set = new AnimatorSet(); set.playTogether( ObjectAnimator.ofFloat(this, mRadiusProperty, startRadius, endRadius), ObjectAnimator.ofObject(this, mBackgroundColorProperty, argbEvaluator, attributes.getColor(1), attributes.getColor(2)) ); // set Time set.setDuration((long) (time / end * endRadius)); set.setInterpolator(ANIMATION_INTERPOLATOR); set.start(); } /** * Start Move Round Animator */ private void startMoveRoundAnimator() { float start, end, height, width, speed = 0.3f; long time = ANIMATION_TIME; //Height Width height = getHeight(); width = getWidth(); //Start End if (height < width) { start = height; end = width; } else { start = width; end = height; } start = start / 2 > paintY ? start - paintY : paintY; end = end * 0.8f / 2f; //If The approximate square approximate square if (start > end) { start = end * 0.6f; end = end / 0.8f; time = (long) (time * 0.65); speed = 1f; } //PaintX ObjectAnimator aPaintX = ObjectAnimator.ofFloat(this, mPaintXProperty, paintX, width / 2); aPaintX.setDuration(time); //PaintY ObjectAnimator aPaintY = ObjectAnimator.ofFloat(this, mPaintYProperty, paintY, height / 2); aPaintY.setDuration((long) (time * speed)); //Radius ObjectAnimator aRadius = ObjectAnimator.ofFloat(this, mRadiusProperty, start, end); aRadius.setDuration(time); //Background ObjectAnimator aBackground = ObjectAnimator.ofObject(this, mBackgroundColorProperty, argbEvaluator, attributes.getColor(1), attributes.getColor(2)); aBackground.setDuration(time); //AnimatorSet AnimatorSet set = new AnimatorSet(); set.playTogether(aPaintX, aPaintY, aRadius, aBackground); set.setInterpolator(ANIMATION_INTERPOLATOR); set.start(); } /** * ============================================================================================= * The custom properties * ============================================================================================= */ private Property<MaterialButton, Float> mPaintXProperty = new Property<MaterialButton, Float>(Float.class, "paintX") { @Override public Float get(MaterialButton object) { return object.paintX; } @Override public void set(MaterialButton object, Float value) { object.paintX = value; } }; private Property<MaterialButton, Float> mPaintYProperty = new Property<MaterialButton, Float>(Float.class, "paintY") { @Override public Float get(MaterialButton object) { return object.paintY; } @Override public void set(MaterialButton object, Float value) { object.paintY = value; } }; private Property<MaterialButton, Float> mRadiusProperty = new Property<MaterialButton, Float>(Float.class, "radius") { @Override public Float get(MaterialButton object) { return object.radius; } @Override public void set(MaterialButton object, Float value) { object.radius = value; invalidate(); } }; private Property<MaterialButton, Integer> mBackgroundColorProperty = new Property<MaterialButton, Integer>(Integer.class, "bg_color") { @Override public Integer get(MaterialButton object) { return object.backgroundPaint.getColor(); } @Override public void set(MaterialButton object, Integer value) { object.backgroundPaint.setColor(value); } };}
在最後附上兩種方式運行後的效果對比圖:
還不錯吧?要是感覺比較和你的胃口,這裡有我的整個項目:
Genius-Android
後續將會上傳對應的 測試APK ,當然如果大夥覺得動畫不錯我把動畫的視頻檔案一起上傳打包。
[Material Design] MaterialButton 效果進階 動畫自動移動進行對齊效果