波浪动画实现方法的改进——用自定义SurfaceView实现

由于之前实现WaveView需要大量的重绘,用SurfaceView实现能有效提升性能。代码如下:


public class WaveSurfaceView extends SurfaceView implements SurfaceHolder.Callback {

    private int width;
    private int height;
    private float[] y;
    private float[] y2;
    private float waveLength;
    private Paint paint;
    private Paint paint2;
    private Canvas canvas;
    private boolean isDraw = false;
    private float vScale;
    SurfaceHolder holder;

    public WaveSurfaceView(Context context) {
        this(context, null);
    }

    public WaveSurfaceView(Context context, AttributeSet attrs) {
        this(context, attrs, 0);
    }

    public WaveSurfaceView(Context context, AttributeSet attrs, int defStyleAttr) {
        super(context, attrs, defStyleAttr);

        paint = new Paint();
        paint.setARGB(80, 0, 137, 228);
        paint.setAntiAlias(true);

        paint2 = new Paint();
        paint2.setARGB(150, 0, 137, 228);
        paint2.setAntiAlias(true);

        holder = getHolder();
        holder.addCallback(this);
    }

    @Override
    protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
        super.onMeasure(widthMeasureSpec, heightMeasureSpec);
        width = MeasureSpec.getSize(widthMeasureSpec);
        height = MeasureSpec.getSize(heightMeasureSpec);
        /*以720*1280分辨率屏幕为基准得出速度和振幅的放大因子(由于控件不一定占满屏幕,以width和height计算是不严谨的)*/
        vScale = (float) (width / 720.0);
        float aScale = (float) (height / 1280.0);
        /*振幅*/
        int a = (int) (25 * aScale);
        /*初相位*/
        int b = 0;
        /*人为设定的波长*/
        waveLength = (float) (3.0 / 2 * width);
        /*波长确定后计算出的频率*/
        float w = (float) (4.0 / 3 * Math.PI / width);
        /*存储y坐标的数组(横坐标为0的点+波长的长度)*/
        y = new float[(int) (waveLength + 1)];
        /*为每一个y赋值*/
        for (int i = 0; i < waveLength + 1; i++) {
            y[i] = (float) (a * Math.sin(w * i + b));
        }

        int a2 = (int) (35 * aScale);
        float b2 = (float) (Math.PI / 3);
        float w2 = (float) (2 * Math.PI / width);
        y2 = new float[width + 1];

        for (int i = 0; i < width + 1; i++) {
            y2[i] = (float) (a2 * Math.sin(w2 * i + b2));
        }
    }

    @Override
    public void surfaceCreated(final SurfaceHolder holder) {
        isDraw = true;

        new Thread(new Runnable() {
            @Override
            public void run() {
                while (isDraw) {
                    try {
                        drawWave();
                    } catch (Exception e) {
                        e.printStackTrace();
                    } finally {
                        /*提交每次更新*/
                        if (canvas != null) {
                            holder.unlockCanvasAndPost(canvas);
                        }
                    }
                }

            }
        }).start();
    }

    private void drawWave() {
        /*移动速度*/
        int v = (int) (4 * vScale);
        int v2 = (int) (4 * vScale);
        canvas = holder.lockCanvas();
        /*获取到的canvas对象不是新的,所以每次更新前用drawRGB方法进行擦除以更新而不是覆盖*/
        canvas.drawRGB(249, 245, 237);

        for (int i = 0; i < waveLength + 1; i++) {
            if (i + v <= waveLength) {
                y[i] = y[i + v];
            } else {
                y[i] = y[((int) (i + v - waveLength))];
            }
            if (i <= width) {
                /*细分法画出每一条竖直的线*/
                canvas.drawLine(i, y[i] + height * 2 / 3, i, height, paint);
            }
        }
        for (int i = 0; i < width + 1; i++) {
            if (i + v2 <= width) {
                y2[i] = y2[i + v2];
            } else {
                y2[i] = y2[i + v2 - width];
            }
            canvas.drawLine(i, y2[i] + height * 2 / 3, i, height, paint2);
        }
    }

    @Override
    public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {

    }

    @Override
    public void surfaceDestroyed(SurfaceHolder holder) {
        isDraw = false;
    }
}


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