Jetpack Compose : 一学就会的自定义下拉刷新&加载更多

前言

一个成熟Androider的标志是自定义下拉刷新&加载更多😁

自定义下拉刷新你会怎么做?

因为我这个人比较懒(其实就是菜),所以直接拿Compose自带的下拉刷新来修改。
这里先上效果图,第一张是Compose自带的下拉刷新,第二张是我们想要的下拉刷新。

1.png2.png

通过对比我们很轻松找到需要改造的点:

  1. 列表跟随手指滑动
  2. 指示器样式修改

接下来我们看Compose自带的下拉刷新是如何使用的:

    //refreshing:下拉刷新状态
    //onRefresh:下拉刷新回调方法
    val state = rememberPullRefreshState(refreshing, onRefresh)
    //设置下拉刷新
    Box(Modifier.pullRefresh(state)) {
        //列表
        LazyColumn() {
            //...省略部分代码...
        }
        //下拉刷新指示器
        PullRefreshIndicator(refreshing, state, Modifier.align(Alignment.TopCenter))
    }

想要让列表跟随手指滑动,咱们很容易就能联想到指示器。
所以先读下指示器的源码,看它的滑动是怎么实现的:

@Composable
@ExperimentalMaterialApi
fun PullRefreshIndicator(
    refreshing: Boolean,
    state: PullRefreshState,
    modifier: Modifier = Modifier,
    backgroundColor: Color = MaterialTheme.colors.surface,
    contentColor: Color = contentColorFor(backgroundColor),
    scale: Boolean = false
) {
    Surface(
        modifier = modifier
            .size(IndicatorSize)
            //下拉刷新相关代码
            .pullRefreshIndicatorTransform(state, scale),
        shape = SpinnerShape,
        color = backgroundColor,
        elevation = if (showElevation) Elevation else 0.dp,
    ) {
        省略部分代码...
    }
}

很容易找到 pullRefreshIndicatorTransform(state, scale),继续点进去看源码:

@ExperimentalMaterialApi
fun Modifier.pullRefreshIndicatorTransform(
    state: PullRefreshState,
    scale: Boolean = false,
) = composed(inspectorInfo = debugInspectorInfo {
    name = "pullRefreshIndicatorTransform"
    properties["state"] = state
    properties["scale"] = scale
}) {
    var height by remember { mutableStateOf(0) }

    Modifier
        .onSizeChanged { height = it.height }
        .graphicsLayer {
            //原来滑动处理这么的简单
            //注意:state.position是internal无法直接使用,如何处理后面再讲
            translationY = state.position - height
            //...省略部分代码...
        }
}

接下来我们思考指示器样式问题。
指示器说白就是一个动画,这里用最简单的帧动画来实现:

//动画资源id
val loadingResId = listOf(
    R.drawable.loading_big_1,
    R.drawable.loading_big_4,
    R.drawable.loading_big_7,
    R.drawable.loading_big_10,
    R.drawable.loading_big_13,
    R.drawable.loading_big_16,
    R.drawable.loading_big_19,
)

//取模获得图片id
val id = state.position % loadingResId.size

//通过Image展示
Image(
    painter = painterResource(loadingResId[id.toInt()]),
    contentDescription = null,
    contentScale = ContentScale.Crop,
    modifier = Modifier
        .size(40.dp, 16.dp)
        .align(Alignment.TopCenter)
        //刚才找到的下拉刷新核心代码
        .graphicsLayer {
            // 你不会再思考为什么 * 0.5f吧,别急看到后面就清楚啦
            translationY = state.position * 0.5f
        }
)

完整的自定义下拉刷新&加载更多代码:

@OptIn(ExperimentalMaterialApi::class)
@Composable
fun <T> PullRefreshLayout(
    modifier: Modifier = Modifier,
    contentPadding: PaddingValues = PaddingValues(0.dp),
    verticalArrangement: Arrangement.Vertical = Arrangement.Top,
    refreshing: Boolean,
    onRefresh: () -> Unit,
    loading: Boolean,
    onLoad: () -> Unit,
    items: List<T>,
    itemContent: @Composable LazyItemScope.(index: Int, item: T) -> Unit
) {

    val loadingResId = listOf(
        R.drawable.loading_big_1,
        R.drawable.loading_big_4,
        R.drawable.loading_big_7,
        R.drawable.loading_big_10,
        R.drawable.loading_big_13,
        R.drawable.loading_big_16,
        R.drawable.loading_big_19,
    )
    //指示器图片高度
    val loadingHeightPx: Float
    with(LocalDensity.current) {
        loadingHeightPx = 16.dp.toPx()
    }
    //指示器循环动画
    val loadingAnimate by rememberInfiniteTransition().animateFloat(
        initialValue = 0f,
        targetValue = loadingResId.size.toFloat(),
        animationSpec = infiniteRepeatable(
            animation = tween(250, easing = LinearEasing),
            repeatMode = RepeatMode.Reverse
        )
    )

    //前面说过PullRefreshState.position是internal无法直接使用,
    //所以我们就把rememberPullRefresh的代码copy过来小改下
    val state = rememberPullRefreshLayoutState(refreshing, onRefresh)

    Box(Modifier.pullRefreshLayout(state)) {
        LazyColumn(
            //让列表跟随手指滑动
            modifier = modifier.graphicsLayer {
                translationY = state.position
            },
            contentPadding = contentPadding,
            verticalArrangement = verticalArrangement,
        ) {
            itemsIndexed(items) { index, item ->
                itemContent(index, item)
                //自动加载更多,这里的触发值是5
                if (loading && items.size - index < 5) {
                    LaunchedEffect(items.size) {
                        onLoad()
                    }
                }
            }
            if (items.isNotEmpty()) {
                item {
                    //加载更多的样式,这里用文本简单显示下
                    Box(modifier = Modifier
                        .fillMaxWidth()
                        .padding(8.dp)
                        .clickable {
                            onLoad()
                        }
                    ) {
                        Text(
                            text = "👆👆👇👇👈👉👈👉🅱🅰🅱🅰",
                            fontSize = 12.sp,
                            color = Color.Gray,
                            modifier = Modifier.align(alignment = Alignment.Center)
                        )
                    }
                }
            }
        }
        // Custom progress indicator
        val id = if (refreshing) loadingAnimate else state.position % loadingResId.size
        if (refreshing || (state.position >= loadingHeightPx * 0.5f)) {
            Image(
                painter = painterResource(loadingResId[id.toInt()]),
                contentDescription = null,
                contentScale = ContentScale.Crop,
                modifier = Modifier
                    .size(40.dp, 16.dp)
                    .align(Alignment.TopCenter)
                    //让指示器跟随手指滑动
                    .graphicsLayer {
                        translationY = state.position * 0.5f
                    }
            )
        }
    }
}

//不用看就改个名字而已
@Composable
@ExperimentalMaterialApi
fun rememberPullRefreshLayoutState(
    refreshing: Boolean,
    onRefresh: () -> Unit,
    refreshThreshold: Dp = PullRefreshDefaults.RefreshThreshold,
    refreshingOffset: Dp = PullRefreshDefaults.RefreshingOffset,
): PullRefreshLayoutState {
    require(refreshThreshold > 0.dp) { "The refresh trigger must be greater than zero!" }

    val scope = rememberCoroutineScope()
    val onRefreshState = rememberUpdatedState(onRefresh)
    val thresholdPx: Float
    val refreshingOffsetPx: Float

    with(LocalDensity.current) {
        thresholdPx = refreshThreshold.toPx()
        refreshingOffsetPx = refreshingOffset.toPx()
    }

    val state = remember(scope) {
        PullRefreshLayoutState(scope, onRefreshState, refreshingOffsetPx, thresholdPx)
    }

    SideEffect {
        state.setRefreshing(refreshing)
    }

    return state
}

//不用看就是改个名字并把position的internal去掉
@ExperimentalMaterialApi
fun Modifier.pullRefreshLayout(
    state: PullRefreshLayoutState,
    enabled: Boolean = true
) = inspectable(inspectorInfo = debugInspectorInfo {
    name = "pullRefresh"
    properties["state"] = state
    properties["enabled"] = enabled
}) {
    Modifier.pullRefresh(state::onPull, { state.onRelease() }, enabled)
}

@ExperimentalMaterialApi
class PullRefreshLayoutState internal constructor(
    private val animationScope: CoroutineScope,
    private val onRefreshState: State<() -> Unit>,
    private val refreshingOffset: Float,
    internal val threshold: Float
) {

    val progress get() = adjustedDistancePulled / threshold

    internal val refreshing get() = _refreshing
    //唯一的变化去掉internal
    val position get() = _position

    private val adjustedDistancePulled by derivedStateOf { distancePulled * 0.5f }

    private var _refreshing by mutableStateOf(false)
    private var _position by mutableStateOf(0f)
    private var distancePulled by mutableStateOf(0f)

    internal fun onPull(pullDelta: Float): Float {
        if (this._refreshing) return 0f

        val newOffset = (distancePulled + pullDelta).coerceAtLeast(0f)
        val dragConsumed = newOffset - distancePulled
        distancePulled = newOffset
        _position = calculateIndicatorPosition()
        return dragConsumed
    }

    internal fun onRelease() {
        if (!this._refreshing) {
            if (adjustedDistancePulled > threshold) {
                onRefreshState.value()
            } else {
                animateIndicatorTo(0f)
            }
        }
        distancePulled = 0f
    }

    internal fun setRefreshing(refreshing: Boolean) {
        if (this._refreshing != refreshing) {
            this._refreshing = refreshing
            this.distancePulled = 0f
            animateIndicatorTo(if (refreshing) refreshingOffset else 0f)
        }
    }

    private fun animateIndicatorTo(offset: Float) = animationScope.launch {
        animate(initialValue = _position, targetValue = offset) { value, _ ->
            _position = value
        }
    }

    private fun calculateIndicatorPosition(): Float = when {
        adjustedDistancePulled <= threshold -> adjustedDistancePulled
        else -> {
            val overshootPercent = abs(progress) - 1.0f
            val linearTension = overshootPercent.coerceIn(0f, 2f)
            val tensionPercent = linearTension - linearTension.pow(2) / 4
            val extraOffset = threshold * tensionPercent
            threshold + extraOffset
        }
    }
}

最后

写之前有好多东西想要表达,真正写的时候又变成贴代码,写作能力还有待提高呀😅
这篇文章更多是讲开发思路,下拉刷新源码解析没有多少,点赞多的话到时候整一篇源码解析哈。

Thanks

以上就是本篇文章的全部内容,如有问题欢迎指出,我们一起进步。
如果觉得本篇文章对您有帮助的话请点个赞让更多人看到吧,您的鼓励是我前进的动力。
谢谢~~

作者:miaowmiaow
原文链接:https://juejin.cn/post/7185159395519496250

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