首页 > 代码库 > [Material Design] MaterialButton 效果进阶 动画自动移动进行对齐效果
[Material Design] MaterialButton 效果进阶 动画自动移动进行对齐效果
原创作品,转载请注明出处:http://blog.csdn.net/qiujuer/article/details/39998961
做 Android 动画效果一段时间了,感觉深深喜欢上了钻研特效。在手机上显示自己的特效是一件很不错的事情。
废话不多说,前面几天我发布了:[Material Design] 教你做一个Material风格、动画的按钮(MaterialButton)
在其中我讲解了我对 Android L 中 Material 效果的按钮的动画实现方式,今天的文章将基于其上进行进阶讲解新的特效。
在 MaterialButton 中的特效原理是:用户点击时启动一个动画,该动画是在点击位置画颜色渐变同时半径变大的圆,从而实现扩散效果;具体可点击上面的链接查看一下。在按钮中的这样的特效距离谷歌的还是有很大的差距的,下面来对比一下:
官方的:
我们上个版本的:
可以看出谷歌的是有位移效果,而我们的是原地扩散的效果,当然动画速度这个与PS的设置有关,不做比较,实际速度比上面的略快。
下面咱们就来试试做做位移的特效,先画个图给大家看看:
相信大家都能看懂,第一种就是之前的实现方式,只是在原地扩散,第二种就是新的,将在扩散的同时向中心靠拢,且为了达到更加好的视觉效果,靠拢中心的XY轴速度并不是一样的,X轴的靠拢时间=整个扩散时间,向Y轴靠拢的时间~=整个扩散时间*0.3(且都是先快后慢),现在来看看成品效果:
点击中间的时候与第一种差距不大,但是点击两边的时候将会有明显的差距,能感觉到向中心靠拢的触觉。是不是和谷歌的相比起来又近了一些了?
说了这个多的理论与演示,下面来说说整个的实现:
首先我们抽取上一篇文章的成果作为这篇的开头,具体怎么新建控件就不再做介绍了,先看看上一篇的代码成果(该代码进行了一定的修改):
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); } }; }在上述代码中我们实现了点击时进行扩散的效果,初始化控件部分由于我加入了许多的代码这里删除了,具体可以看看我的项目实现,最后会给出地址。
现在基于此开工!
首先我们建立 两个新的属性 分别X坐标与Y坐标属性:
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; } };在这两个属性中并未调用第一篇所说的 “ invalidate();”方法进行界面刷新,因为该方法应该放在持续时间最长的半径属性中调用。
之后我们获取到高宽 以及根据高和宽 计算出对应的 开始半径与结束半径:
<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; }我们首先比较了高与宽的长度 把短的赋予为开始半径 长的赋予为结束半径。
第二步,我们把开始长度除以2 得出其一半的长度 然后与 点击时的Y轴坐标比较,如果Y轴较长则取Y,如果不够则取其相减结果。这样能保证点击开始时的半径能刚好大于其高或者宽(短的一边),这样就不会出现小圆扩散的效果,看起来将会由椭圆的效果(当然以后将会直接画出椭圆)
第三步,我们运算出结束半径,同时保证结束半径为长的一边的一半的8/10 这样的效果是不会出现布满整个控件的情况。8/10 的空间刚好是个不错的选择。
第四步,判断开始长度是否大于结束长度,如果是(近似正方形情况),进行一定规则的重新运算,保证其开始半径能刚好与控件长度差不多(0.48左右),结束半径能刚刚布满控件,同时减少动画时间
当然,我现在才发现了一个BUG,在第二步的地方的BUG,大家看看,希望能提出是哪里的BUG;就当是一个互动!该BUG将会在下个版本修复。
之后我们建立每个属性的动画,并给每个属性动画设置对应的时间:
<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);
可以看见Y轴的时间乘以了一个speed变量,该变量默认是0.3 如果是近似正方形将初始化为1以便能同时对齐到中心位置,在上一步中有对应变量。
然后咱们把所有的属性动画添加到一个动画集并设置其速度方式为:先快后慢。最后启动该动画集。
//AnimatorSet AnimatorSet set = new AnimatorSet(); set.playTogether(aPaintX, aPaintY, aRadius, aBackground); set.setInterpolator(ANIMATION_INTERPOLATOR); set.start();
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); } }; }
还不错吧?要是感觉比较和你的胃口,这里有我的整个项目:
Genius-Android
后续将会上传对应的 测试APK ,当然如果大伙觉得动画不错我把动画的视频文件一起上传打包。
[Material Design] MaterialButton 效果进阶 动画自动移动进行对齐效果