水波纹的例子实现

效果图:

https://img3.mukewang.com/5c428f890001567e02730342.jpg

我们看xml:

<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
                xmlns:tools="http://schemas.android.com/tools"
                android:layout_width="match_parent"
                android:layout_height="match_parent"
                android:background="#FDE7F1">

    <RelativeLayout
        android:layout_width="284dp"
        android:layout_height="284dp"
        android:layout_centerHorizontal="true"
        android:layout_marginTop="45dp"
        android:background="@drawable/background">

        <nickgao.com.viewpagerswitchexample.view.WaveView
            android:id="@+id/wave_view"
            android:layout_width="match_parent"
            android:layout_height="match_parent"
            android:layout_margin="36dp" />

        <ProgressBar
            android:id="@+id/temperature_device_loading_progress"
            android:layout_width="match_parent"
            android:layout_height="match_parent"
            android:layout_margin="36dp"
            android:indeterminateDrawable="@drawable/device_loading_bg" />



    </RelativeLayout>

</RelativeLayout>

activity中调用:

WaveView mRateWave = (WaveView)findViewById(R.id.wave_view);

mRateWave.setWaveColor(getResources().getColor(R.color.color_9ff0f0), getResources().getColor(R.color.color_5ad3d3));
mRateWave.setBorder(DensityUtil.dp2px(this, 2), getResources().getColor(R.color.color_9ff0f0));
mWaveHelper = new WaveHelper(mRateWave);

mRateWave.setShowWave(true);
mRateWave.setWaveLengthRatio(1f);
mWaveHelper.start(0.7f);

WaveView的代码是:

public class WaveView extends View {
    /**
     * +------------------------+
     * |<--wave length->        |______
     * |   /\          |   /\   |  |
     * |  /  \         |  /  \  | amplitude
     * | /    \        | /    \ |  |
     * |/      \       |/      \|__|____
     * |        \      /        |  |
     * |         \    /         |  |
     * |          \  /          |  |
     * |           \/           | water level
     * |                        |  |
     * |                        |  |
     * +------------------------+__|____
     */
    private static final float DEFAULT_AMPLITUDE_RATIO = 0.05f;
    private static final float DEFAULT_WATER_LEVEL_RATIO = 0.5f;
    private static final float DEFAULT_WAVE_LENGTH_RATIO = 1.0f;
    private static final float DEFAULT_WAVE_SHIFT_RATIO = 0.0f;

    public static final int DEFAULT_BEHIND_WAVE_COLOR = Color.parseColor("#28FFFFFF");
    public static final int DEFAULT_FRONT_WAVE_COLOR = Color.parseColor("#3CFFFFFF");
    public static final ShapeType DEFAULT_WAVE_SHAPE = ShapeType.CIRCLE;

    public enum ShapeType {
        CIRCLE,
        SQUARE
    }

    // if true, the shader will display the wave
    private boolean mShowWave;

    // shader containing repeated waves
    private BitmapShader mWaveShader;
    // shader matrix
    private Matrix mShaderMatrix;
    // paint to draw wave
    private Paint mViewPaint;
    // paint to draw border
    private Paint mBorderPaint;

    private float mDefaultAmplitude;
    private float mDefaultWaterLevel;
    private float mDefaultWaveLength;
    private double mDefaultAngularFrequency;

    private float mAmplitudeRatio = DEFAULT_AMPLITUDE_RATIO;
    private float mWaveLengthRatio = DEFAULT_WAVE_LENGTH_RATIO;
    private float mWaterLevelRatio = DEFAULT_WATER_LEVEL_RATIO;
    private float mWaveShiftRatio = DEFAULT_WAVE_SHIFT_RATIO;

    private int mBehindWaveColor = DEFAULT_BEHIND_WAVE_COLOR;
    private int mFrontWaveColor = DEFAULT_FRONT_WAVE_COLOR;
    private ShapeType mShapeType = DEFAULT_WAVE_SHAPE;

    public WaveView(Context context) {
        super(context);
        init();
    }

    public WaveView(Context context, AttributeSet attrs) {
        super(context, attrs);
        init();
    }

    public WaveView(Context context, AttributeSet attrs, int defStyle) {
        super(context, attrs, defStyle);
        init();
    }

    private void init() {
        mShaderMatrix = new Matrix();
        mViewPaint = new Paint();
        mViewPaint.setAntiAlias(true);
    }

    public float getWaveShiftRatio() {
        return mWaveShiftRatio;
    }

    /**
     * Shift the wave horizontally according to <code>waveShiftRatio</code>.
     *
     * @param waveShiftRatio Should be 0 ~ 1. Default to be 0.
     *                       Result of waveShiftRatio multiples width of WaveView is the length to shift.
     */
    public void setWaveShiftRatio(float waveShiftRatio) {
        if (mWaveShiftRatio != waveShiftRatio) {
            mWaveShiftRatio = waveShiftRatio;
            invalidate();
        }
    }

    public float getWaterLevelRatio() {
        return mWaterLevelRatio;
    }

    /**
     * Set water level according to <code>waterLevelRatio</code>.
     *
     * @param waterLevelRatio Should be 0 ~ 1. Default to be 0.5.
     *                        Ratio of water level to WaveView height.
     */
    public void setWaterLevelRatio(float waterLevelRatio) {
        if (mWaterLevelRatio != waterLevelRatio) {
            mWaterLevelRatio = waterLevelRatio;
            invalidate();
        }
    }

    public float getAmplitudeRatio() {
        return mAmplitudeRatio;
    }

    /**
     * Set vertical size of wave according to <code>amplitudeRatio</code>
     *
     * @param amplitudeRatio Default to be 0.05. Result of amplitudeRatio + waterLevelRatio should be less than 1.
     *                       Ratio of amplitude to height of WaveView.
     */
    public void setAmplitudeRatio(float amplitudeRatio) {
        if (mAmplitudeRatio != amplitudeRatio) {
            mAmplitudeRatio = amplitudeRatio;
            invalidate();
        }
    }

    public float getWaveLengthRatio() {
        return mWaveLengthRatio;
    }

    /**
     * Set horizontal size of wave according to <code>waveLengthRatio</code>
     *
     * @param waveLengthRatio Default to be 1.
     *                        Ratio of wave length to width of WaveView.
     */
    public void setWaveLengthRatio(float waveLengthRatio) {
        mWaveLengthRatio = waveLengthRatio;
    }

    public boolean isShowWave() {
        return mShowWave;
    }

    public void setShowWave(boolean showWave) {
        mShowWave = showWave;
    }

    public void setBorder(int width, int color) {
        if (mBorderPaint == null) {
            mBorderPaint = new Paint();
            mBorderPaint.setAntiAlias(true);
            mBorderPaint.setStyle(Style.STROKE);
        }
        mBorderPaint.setColor(color);
        mBorderPaint.setStrokeWidth(width);

        invalidate();
    }

    public void setWaveColor(int behindWaveColor, int frontWaveColor) {
        mBehindWaveColor = behindWaveColor;
        mFrontWaveColor = frontWaveColor;

        if (getWidth() > 0 && getHeight() > 0) {
            // need to recreate shader when color changed
            mWaveShader = null;
            createShader();
            invalidate();
        }
    }

    public void setShapeType(ShapeType shapeType) {
        mShapeType = shapeType;
        invalidate();
    }

    @Override
    protected void onSizeChanged(int w, int h, int oldw, int oldh) {
        super.onSizeChanged(w, h, oldw, oldh);

        createShader();
    }

    /**
     * Create the shader with default waves which repeat horizontally, and clamp vertically
     */
    private void createShader() {
        mDefaultAngularFrequency = 2.0f * Math.PI / DEFAULT_WAVE_LENGTH_RATIO / getWidth();
        mDefaultAmplitude = getHeight() * DEFAULT_AMPLITUDE_RATIO;
        mDefaultWaterLevel = getHeight() * DEFAULT_WATER_LEVEL_RATIO;
        mDefaultWaveLength = getWidth();

        Bitmap bitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888);
        Canvas canvas = new Canvas(bitmap);

        Paint wavePaint = new Paint();
        wavePaint.setStrokeWidth(2);
        wavePaint.setAntiAlias(true);

        // Draw default waves into the bitmap
        // y=Asin(ωx+φ)+h
        final int endX = getWidth() + 1;
        final int endY = getHeight() + 1;

        float[] waveY = new float[endX];

        wavePaint.setColor(mBehindWaveColor);
        for (int beginX = 0; beginX < endX; beginX++) {
            double wx = beginX * mDefaultAngularFrequency;
            float beginY = (float) (mDefaultWaterLevel + mDefaultAmplitude * Math.sin(wx));
            canvas.drawLine(beginX, beginY, beginX, endY, wavePaint);

            waveY[beginX] = beginY;
        }

        wavePaint.setColor(mFrontWaveColor);
        final int wave2Shift = (int) (mDefaultWaveLength / 4);
        for (int beginX = 0; beginX < endX; beginX++) {
            canvas.drawLine(beginX, waveY[(beginX + wave2Shift) % endX], beginX, endY, wavePaint);
        }

        // use the bitamp to create the shader
        mWaveShader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.CLAMP);
        mViewPaint.setShader(mWaveShader);
    }

    @Override
    protected void onDraw(Canvas canvas) {
        // modify paint shader according to mShowWave state
        if (mShowWave && mWaveShader != null) {
            // first call after mShowWave, assign it to our paint
            if (mViewPaint.getShader() == null) {
                mViewPaint.setShader(mWaveShader);
            }

            // sacle shader according to mWaveLengthRatio and mAmplitudeRatio
            // this decides the size(mWaveLengthRatio for width, mAmplitudeRatio for height) of waves
            mShaderMatrix.setScale(
                    mWaveLengthRatio / DEFAULT_WAVE_LENGTH_RATIO,
                    mAmplitudeRatio / DEFAULT_AMPLITUDE_RATIO,
                    0,
                    mDefaultWaterLevel);
            // translate shader according to mWaveShiftRatio and mWaterLevelRatio
            // this decides the start position(mWaveShiftRatio for x, mWaterLevelRatio for y) of waves
            mShaderMatrix.postTranslate(
                    mWaveShiftRatio * getWidth(),
                    (DEFAULT_WATER_LEVEL_RATIO - mWaterLevelRatio) * getHeight());

            // assign matrix to invalidate the shader
            mWaveShader.setLocalMatrix(mShaderMatrix);

            float borderWidth = mBorderPaint == null ? 0f : mBorderPaint.getStrokeWidth();
            switch (mShapeType) {
                case CIRCLE:
                    if (borderWidth > 0) {
                        canvas.drawCircle(getWidth() / 2f, getHeight() / 2f,
                                (getWidth() - borderWidth) / 2f - 1f, mBorderPaint);
                    }
                    float radius = getWidth() / 2f - borderWidth;
                    canvas.drawCircle(getWidth() / 2f, getHeight() / 2f, radius, mViewPaint);
                    break;
                case SQUARE:
                    if (borderWidth > 0) {
                        canvas.drawRect(
                                borderWidth / 2f,
                                borderWidth / 2f,
                                getWidth() - borderWidth / 2f - 0.5f,
                                getHeight() - borderWidth / 2f - 0.5f,
                                mBorderPaint);
                    }
                    canvas.drawRect(borderWidth, borderWidth, getWidth() - borderWidth,
                            getHeight() - borderWidth, mViewPaint);
                    break;
            }
        } else {
            mViewPaint.setShader(null);
        }
    }
}

github:https://github.com/nickgao1986/WaveHeader

如果你觉得效果好,请帮忙点个赞,谢谢

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