美化界面的一种手段,总的来说效果还是可以的,网上有很多这种类型的代码,略微修改,可以比较好的应用到各类项目中,以下为公共类代码。
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.DrawFilter;
import android.graphics.Paint;
import android.graphics.PaintFlagsDrawFilter;
import android.util.AttributeSet;
import android.view.View;
public class DynamicWave extends View {
// 波纹颜色
private static final int WAVE_PAINT_COLOR_1 = Color.parseColor("#806abd79") ;
private static final int WAVE_PAINT_COLOR_2 = Color.parseColor("#6abd79") ;
// y = Asin(wx+b)+h
private static final float STRETCH_FACTOR_A = 10;
private static final int OFFSET_Y = 0;
// 第一条水波移动速度
private static final int TRANSLATE_X_SPEED_ONE = 7;
// 第二条水波移动速度
private static final int TRANSLATE_X_SPEED_TWO = 5;
private float mCycleFactorW;
private int mTotalWidth, mTotalHeight;
private float[] mYPositions;
private float[] mResetOneYPositions;
private float[] mResetTwoYPositions;
private int mXOffsetSpeedOne;
private int mXOffsetSpeedTwo;
private int mXOneOffset;
private int mXTwoOffset;
private Paint mWavePaintOne;
private Paint mWavePaintTwo;
private DrawFilter mDrawFilter;
public DynamicWave(Context context, AttributeSet attrs) {
super(context, attrs);
// 移动速度
mXOffsetSpeedOne = TRANSLATE_X_SPEED_ONE;
mXOffsetSpeedTwo = TRANSLATE_X_SPEED_TWO;
// 初始绘制波纹的画笔
mWavePaintOne = new Paint();
mWavePaintTwo = new Paint();
// 去除画笔锯齿
mWavePaintOne.setAntiAlias(true);
mWavePaintTwo.setAntiAlias(true);
// 设置风格为实线
mWavePaintOne.setStyle(Paint.Style.FILL);
mWavePaintTwo.setStyle(Paint.Style.FILL);
// 设置画笔颜色
mWavePaintOne.setColor(WAVE_PAINT_COLOR_1);
mWavePaintTwo.setColor(WAVE_PAINT_COLOR_2);
mDrawFilter = new PaintFlagsDrawFilter(0, Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
// 从canvas层面去除绘制时锯齿
canvas.setDrawFilter(mDrawFilter);
resetPositonY();
for (int i = 0; i < mTotalWidth; i++) {
// 减20只是为了控制波纹绘制的y的在屏幕的位置,大家可以改成一个变量,然后动态改变这个变量,从而形成波纹上升下降效果
// 绘制第一条水波纹
canvas.drawLine(i, mTotalHeight - mResetOneYPositions[i] - 20, i,
mTotalHeight,
mWavePaintOne);
// 绘制第二条水波纹
canvas.drawLine(i, mTotalHeight - mResetTwoYPositions[i] - 20, i,
mTotalHeight,
mWavePaintTwo);
}
// 改变两条波纹的移动点
mXOneOffset += mXOffsetSpeedOne;
mXTwoOffset += mXOffsetSpeedTwo;
// 如果已经移动到结尾处,则重头记录
if (mXOneOffset >= mTotalWidth) {
mXOneOffset = 0;
}
if (mXTwoOffset > mTotalWidth) {
mXTwoOffset = 0;
}
// 引发view重绘,一般可以考虑延迟20-30ms重绘,空出时间片
postInvalidate();
}
private void resetPositonY() {
// mXOneOffset代表当前第一条水波纹要移动的距离
int yOneInterval = mYPositions.length - mXOneOffset;
// 使用System.arraycopy方式重新填充第一条波纹的数据
System.arraycopy(mYPositions, mXOneOffset, mResetOneYPositions, 0, yOneInterval);
System.arraycopy(mYPositions, 0, mResetOneYPositions, yOneInterval, mXOneOffset);
int yTwoInterval = mYPositions.length - mXTwoOffset;
System.arraycopy(mYPositions, mXTwoOffset, mResetTwoYPositions, 0,
yTwoInterval);
System.arraycopy(mYPositions, 0, mResetTwoYPositions, yTwoInterval, mXTwoOffset);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
// 记录下view的宽高
mTotalWidth = w;
mTotalHeight = h;
// 用于保存原始波纹的y值
mYPositions = new float[mTotalWidth];
// 用于保存波纹一的y值
mResetOneYPositions = new float[mTotalWidth];
// 用于保存波纹二的y值
mResetTwoYPositions = new float[mTotalWidth];
// 将周期定为view总宽度
mCycleFactorW = (float) (2 * Math.PI / mTotalWidth);
// 根据view总宽度得出所有对应的y值
for (int i = 0; i < mTotalWidth; i++) {
mYPositions[i] = (float) (STRETCH_FACTOR_A * Math.sin(mCycleFactorW * i) + OFFSET_Y);
}
}
}
具体用法,在xml文件中用以下代码放在自己需要的位置,这就做成了让波纹在高20dp的横条中显示,前面的
com.meikuang.landongjiguang.renyuandingwei.PublicClass
为公共类路径名,需要改成自己的。
<com.meikuang.landongjiguang.renyuandingwei.PublicClass.DynamicWave
android:layout_width="match_parent"
android:layout_height="20dp" />