Android自带指南针坐标系,Android自定义View,带你实现小米指南针和时钟

吾幼时即嗜画,家贫无从至笔墨纸砚,遂从姑苏城外寒山寺搬得红枫叶两筐。未几,吾发现红枫叶蒸包子很不错,所以现在我包的包子很好吃。

我的测试机是小米,我发现小米的指南针和钟表挺好玩的,Android画画又不花钱,所以没事就画一画呗。

先看一下效果图:

仿小米指南针:

cee9b7c3abe8

com.gif

仿小米时钟:

cee9b7c3abe8

oclock.gif

此篇简书我会 一步一步实现 小米指南针(指南针知道了时钟就很简单了)

先放一张图,以我的思路剖析一下小米指南针,下文碰到的东西都可以对照这张图 帮助理解

cee9b7c3abe8

all.jpg

1、首先我们要OnMeasure确定View的大小

经过上图分析,View大小就是:指南针整体正方形上面加一个同宽度的字体矩形

代码如下:

@Override

protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {

super.onMeasure(widthMeasureSpec, heightMeasureSpec);

super.onMeasure(widthMeasureSpec, heightMeasureSpec);

int widthSize = MeasureSpec.getSize(widthMeasureSpec);

int widthMode = MeasureSpec.getMode(widthMeasureSpec);

int heightSize = MeasureSpec.getSize(heightMeasureSpec);

int heightMode = MeasureSpec.getMode(heightMeasureSpec);

width = Math.min(widthSize, heightSize);

if (widthMode == MeasureSpec.UNSPECIFIED) {

width = heightSize;

} else if (heightMode == MeasureSpec.UNSPECIFIED) {

width = widthSize;

}

//为指南针上面的文字预留空间,定为1/3边张

mTextHeight = width/3;

//设置圆心点坐标

mCenterX = width/2;

mCenterY = width/2+mTextHeight;

//外部圆的外径

mOutSideRadius = width*3/8;

//外接圆的半径

mCircumRadius = mOutSideRadius*4/5;

//camera最大平移距离

mMaxCameraTranslate = 0.02f*mOutSideRadius;

//View布局大小

setMeasuredDimension(width, width+width/3 );

}

2、画指南针上面的文字。

(1)我们用SensorManager,配合SensorEventListener获取到当前手机方位,拿到View的实例,把对应访问参数set给View

chaosCompassView = (ChaosCompassView) findViewById(R.id.ccv);

mSensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);

mSensorEventListener = new SensorEventListener() {

@Override

public void onSensorChanged(SensorEvent event) {

val = event.values[0];

//给View方位值

chaosCompassView.setVal(val);

}

@Override

public void onAccuracyChanged(Sensor sensor, int accuracy) {

}

};

mSensorManager.registerListener(mSensorEventListener,mSensorManager.getDefaultSensor(Sensor.TYPE_ORIENTATION),

SensorManager.SENSOR_DELAY_GAME);

(3)根据方位值,我们可以大体确认文字的具体值,通过观察小米原声指南针,我把方位大体定义 如下图所示:

cee9b7c3abe8

fangwei.png

(3)确定字体位置居中

我们要用Paint.getTextBounds方法来确认字体外接矩形的大小,然后求出字体的宽度,让字体在对应坐标居中显示,字体还涉及到基准线,配合一张图理解。

cee9b7c3abe8

text.png

(4)绘制文字相关代码代码

private void drawText() {

if (val<=15||val>=345){

text = "北";

}else if (val>15&&val<=75){

text= "东北";

}else if (val>75&&val<=105){

text= "东";

}else if (val>105&&val<=165){

text="东南";

}else if (val>165&&val<=195){

text = "南";

}else if (val>195&&val<=255){

text = "西南";

}else if (val>255&&val<=285){

text = "西";

}else if (val>285&&val<345){

text="西北";

}

mTextPaint.getTextBounds(text,0,text.length(),mTextRect);

//文字宽度

int mTextWidth = mTextRect.width();

//让文字水平居中显示

mCanvas.drawText(text,width/2-mTextWidth/2,mTextHeight/2,mTextPaint);

}

3、画指南针外层圆弧和三角形。

(1)确定好小三角形顶点坐标,然后根据初中数学,算出其余坐标,用Path封闭一个三角型就好。

(2)剩下是画四个圆弧,直接贴代码了

/**

* 指南针外部可简单分为两部分

* 1、用Path实现小三角形

* 2、两个圆弧

*/

private void drawCompassOutSide() {

mCanvas.save();

//小三角形的高度

int mTriangleHeight=40;

//定义Path画小三角形

mOutsideTriangle.moveTo(width/2,mTextHeight-mTriangleHeight);

//小三角形的边长

float mTriangleSide = 46.18f;

//画出小三角形

mOutsideTriangle.lineTo(width/2-mTriangleSide/2,mTextHeight);

mOutsideTriangle.lineTo(width/2+mTriangleSide/2,mTextHeight);

mOutsideTriangle.close();

mCanvas.drawPath(mOutsideTriangle,mOutSideCircumPaint);

//画圆弧

mDarkRedPaint.setStrokeWidth((float) 5);

mLightGrayPaint.setStrokeWidth((float)5);

mDeepGrayPaint.setStrokeWidth((float)3);

mLightGrayPaint.setStyle(Paint.Style.STROKE);

mCanvas.drawArc(width/2-mOutSideRadius,mTextHeight,width/2+mOutSideRadius,mTextHeight+mOutSideRadius*2,-80,120,false,mLightGrayPaint);

mCanvas.drawArc(width/2-mOutSideRadius,mTextHeight,width/2+mOutSideRadius,mTextHeight+mOutSideRadius*2,40,20,false,mDeepGrayPaint);

mCanvas.drawArc(width/2-mOutSideRadius,mTextHeight,width/2+mOutSideRadius,mTextHeight+mOutSideRadius*2,-100,-20,false,mLightGrayPaint);

mCanvas.drawArc(width/2-mOutSideRadius,mTextHeight,width/2+mOutSideRadius,mTextHeight+mOutSideRadius*2,-120,-120,false,mDarkRedPaint);

mCanvas.restore();

}

到此外部分的处理我们就完事了,应该是这个样子:

cee9b7c3abe8

ne.png

4、画指南针内层圆弧和三角形。

(1) 红色的三角形 会跟踪方位值大小移动。所以旋转画布实现跟踪

//参数: 方位值,圆心X,圆心Y

mCanvas.rotate(-val,width/2,mOutSideRadius+mTextHeight);

道理和外层都是一样的直接贴代码了:

/**

* 指南针外接圆,和外部圆换道理差不多

*/

private void drawCompassCircum() {

mCanvas.save();

//外接圆小三角形的高度

int mTriangleHeight=(mOutSideRadius-mCircumRadius)/2;

mCanvas.rotate(-val,width/2,mOutSideRadius+mTextHeight);

mCircumTriangle.moveTo(width/2,mTriangleHeight+mTextHeight);

//内接三角形的边长,简单数学运算

float mTriangleSide = (float) ((mTriangleHeight/(Math.sqrt(3)))*2);

mCircumTriangle.lineTo(width/2-mTriangleSide/2,mTextHeight+mTriangleHeight*2);

mCircumTriangle.lineTo(width/2+mTriangleSide/2,mTextHeight+mTriangleHeight*2);

mCircumTriangle.close();

mCanvas.drawPath(mCircumTriangle,mCircumPaint);

mCanvas.drawArc(width/2-mCircumRadius,mTextHeight+mOutSideRadius-mCircumRadius,

width/2+mCircumRadius,mTextHeight+mOutSideRadius+mCircumRadius,-85,350,false,mDeepGrayPaint);

mAnglePaint.setStrokeWidth(5f);

//这里需要注意的是,对比原声 左右的红色弧线方向会不一样

if (val<=180){

valCompare = val;

mCanvas.drawArc(width/2-mCircumRadius,mTextHeight+mOutSideRadius-mCircumRadius,

width/2+mCircumRadius,mTextHeight+mOutSideRadius+mCircumRadius,-85,valCompare,false,mAnglePaint);

}else{

valCompare = 360-val;

mCanvas.drawArc(width/2-mCircumRadius,mTextHeight+mOutSideRadius-mCircumRadius,

width/2+mCircumRadius,mTextHeight+mOutSideRadius+mCircumRadius,-95,-valCompare,false,mAnglePaint);

}

mCanvas.restore();

}

效果图:

cee9b7c3abe8

new.png

5、画指南针内心,颜色辐射渐变的圆。

(1)用RadialGradient实现辐射渐变

构造方法:

RadialGradient(float centerX, float centerY, float radius, int centerColor, int edgeColor, TileMode tileMode)。

参数:

centerX centerY:辐射中心的坐标

radius:辐射半径

centerColor:辐射中心的颜色

edgeColor:辐射边缘的颜色

tileMode:辐射范围之外的着色模式。

代码如下

private void drawInnerCricle() {

mInnerShader = new RadialGradient(width/2,mOutSideRadius+mTextHeight,mCircumRadius-40, Color.parseColor("#323232"),

Color.parseColor("#000000"),Shader.TileMode.CLAMP);

mInnerPaint.setShader(mInnerShader);

mCanvas.drawCircle(width/2,mOutSideRadius+mTextHeight,mCircumRadius-40,mInnerPaint);

}

对应效果:

cee9b7c3abe8

jianbian.png

6、画指南针刻度表盘 和 圆心数字。

(1)为了让 N E S W 完全居中,我连W都给他单独设置了一个矩阵。。。毕竟很宽。。

(2)表盘的N 也是追随方位值 移动的,注意移动画布就行

(3)圆心数字值 就是方位值的整形。

这块主要也是算坐标,没什么难度,仔细就行。

//刻度

private void drawCompassDegreeScale() {

mCanvas.save();

//获取N文字的宽度

mNorthPaint.getTextBounds("N",0,1,mPositionRect);

int mPositionTextWidth = mPositionRect.width();

int mPositionTextHeight = mPositionRect.height();

//获取W文字宽度,因为W比较宽 所以要单独获取

mNorthPaint.getTextBounds("W",0,1,mPositionRect);

int mWPositionTextWidth = mPositionRect.width();

int mWPositionTextHeight = mPositionRect.height();

//获取小刻度,两位数的宽度

mSamllDegreePaint.getTextBounds("30",0,1,mSencondRect);

int mSencondTextWidth = mSencondRect.width();

int mSencondTextHeight = mSencondRect.height();

//获取小刻度,3位数的宽度

mSamllDegreePaint.getTextBounds("30",0,1,mThirdRect);

int mThirdTextWidth = mThirdRect.width();

int mThirdTextHeight = mThirdRect.height();

mCanvas.rotate(-val,width/2,mOutSideRadius+mTextHeight);

//画刻度线

for (int i = 0; i < 240; i++) {

if (i==0||i==60||i==120||i==180){

mCanvas.drawLine(getWidth() / 2, mTextHeight+mOutSideRadius-mCircumRadius+10,

getWidth() / 2, mTextHeight+mOutSideRadius-mCircumRadius+30, mDeepGrayPaint);

}else{

mCanvas.drawLine(getWidth() / 2, mTextHeight+mOutSideRadius-mCircumRadius+10,

getWidth() / 2, mTextHeight+mOutSideRadius-mCircumRadius+30, mLightGrayPaint);

}

if (i==0){

mCanvas.drawText("N", this.width /2-mPositionTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mPositionTextHeight,mNorthPaint);

}else if (i==60){

mCanvas.drawText("E", this.width /2-mPositionTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mPositionTextHeight,mOthersPaint);

}else if (i==120){

mCanvas.drawText("S", this.width /2-mPositionTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mPositionTextHeight,mOthersPaint);

}else if (i==180){

mCanvas.drawText("W", this.width /2-mWPositionTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mWPositionTextHeight,mOthersPaint);

}else if (i==20){

mCanvas.drawText("30", this.width /2-mSencondTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mSencondTextHeight,mSamllDegreePaint);

}else if (i==40){

mCanvas.drawText("60", this.width /2-mSencondTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mSencondTextHeight,mSamllDegreePaint);

}else if (i==80){

mCanvas.drawText("120", this.width /2-mThirdTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mThirdTextHeight,mSamllDegreePaint);

}else if (i==100){

mCanvas.drawText("150", this.width /2-mThirdTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mThirdTextHeight,mSamllDegreePaint);

}else if (i==140){

mCanvas.drawText("210", this.width /2-mThirdTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mThirdTextHeight,mSamllDegreePaint);

}else if (i==160){

mCanvas.drawText("240", this.width /2-mThirdTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mThirdTextHeight,mSamllDegreePaint);

}else if (i==200){

mCanvas.drawText("300", this.width /2-mThirdTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mThirdTextHeight,mSamllDegreePaint);

}else if (i==220){

mCanvas.drawText("330", this.width /2-mThirdTextWidth/2,mTextHeight+mOutSideRadius-mCircumRadius+40+mThirdTextHeight,mSamllDegreePaint);

}

mCanvas.rotate(1.5f, mCenterX, mOutSideRadius+mTextHeight);

}

mCanvas.restore();

}

中心文字

private void drawCenterText() {

String centerText=String.valueOf((int) val+"°");

mCenterPaint.getTextBounds(centerText,0,centerText.length(),mCenterTextRect);

int centerTextWidth = mCenterTextRect.width();

int centerTextHeight = mCenterTextRect.height();

mCanvas.drawText(centerText,width/2-centerTextWidth/2,mTextHeight+mOutSideRadius+centerTextHeight/5,mCenterPaint);

}

效果图:

cee9b7c3abe8

fina.png

其实做到这里,指南针的功能和View就已经画完了。

接下来我们要做点击动画和Camera实现3D效果

7、通过Camera实现3D效果。

(1)当手指触摸View的时候,通过getX和getY方法得到触摸点,然后通过定义比例值,得到Camera的旋转大小和平移大小。然后在手指抬起时,通过属性动画让View复原。

(2) 使用 Matrix 来做自定义变换

Camera默认旋转是View左上角为旋转中心,所以要我们需要定义Matrix来改变旋转中心。要不扭曲的太夸张了。

camera的设置

/**

* 设置camera相关

*/

private void set3DMetrix() {

mCameraMatrix.reset();

mCamera.save();

mCamera.rotateX(mCameraRotateX);

mCamera.rotateY(mCameraRotateY);

mCamera.getMatrix(mCameraMatrix);

mCamera.restore();

//camera默认旋转是View左上角为旋转中心

//所以动作之前要,设置矩阵位置 -mTextHeight-mOutSideRadius

mCameraMatrix.preTranslate(-getWidth()/2,-getHeight()/2);

//动作之后恢复位置

mCameraMatrix.postTranslate(getWidth()/2,getHeight()/2);

//基于 Canvas 当前的变换,叠加上 Matrix 中的变换。

mCanvas.concat(mCameraMatrix);

}

onTouchEvent

@Override

public boolean onTouchEvent(MotionEvent event) {

switch (event.getAction()){

case MotionEvent.ACTION_DOWN:

if (mValueAnimator!=null&&mValueAnimator.isRunning()){

mValueAnimator.cancel();

}

//3D 效果让Camera旋转,获取旋转偏移大小

getCameraRotate(event);

//获取平移大小

getCameraTranslate(event);

break;

case MotionEvent.ACTION_MOVE:

//3D 效果让Camera旋转,获取旋转偏移大小

getCameraRotate(event);

//获取平移大小

getCameraTranslate(event);

break;

case MotionEvent.ACTION_UP:

//松开手 复原动画

startRestore();

break;

}

return true;

}

获取对应比例

/**

* 获取Camera,平移大小

* @param event

*/

private void getCameraTranslate(MotionEvent event) {

float translateX = (event.getX() - getWidth() / 2);

float translateY = (event.getY() - getHeight()/2);

//求出此时位移的大小与半径之比

float[] percentArr = getPercent(translateX, translateY);

//最终位移的大小按比例匀称改变

mCameraTranslateX = percentArr[0] * mMaxCameraTranslate;

mCameraTranslateY = percentArr[1] * mMaxCameraTranslate;

}

/**

* 让Camera旋转,获取旋转偏移大小

* @param event

*/

private void getCameraRotate(MotionEvent event) {

float mRotateX = -(event.getY()-(getHeight())/2);

float mRotateY = (event.getX()-getWidth()/2);

//求出旋转大小与半径之比

float[] percentArr = getPercent(mRotateX,mRotateY);

mCameraRotateX = percentArr[0]*mMaxCameraRotate;

mCameraRotateY = percentArr[1]*mMaxCameraRotate;

}

/**

* 获取比例

* @param mCameraRotateX

* @param mCameraRotateY

* @return

*/

private float[] getPercent(float mCameraRotateX, float mCameraRotateY) {

float[] percentArr = new float[2];

float percentX = mCameraRotateX/width;

float percentY = mCameraRotateY/width;

//处理一下比例值

if (percentX > 1) {

percentX = 1;

} else if (percentX < -1) {

percentX = -1;

}

if (percentY > 1) {

percentY = 1;

} else if (percentY < -1) {

percentY = -1;

}

percentArr[0] = percentX;

percentArr[1] = percentY;

return percentArr;

}

View复原的属性动画

private void startRestore() {

final String cameraRotateXName = "cameraRotateX";

final String cameraRotateYName = "cameraRotateY";

final String canvasTranslateXName = "canvasTranslateX";

final String canvasTranslateYName = "canvasTranslateY";

PropertyValuesHolder cameraRotateXHolder =

PropertyValuesHolder.ofFloat(cameraRotateXName, mCameraRotateX, 0);

PropertyValuesHolder cameraRotateYHolder =

PropertyValuesHolder.ofFloat(cameraRotateYName, mCameraRotateY, 0);

PropertyValuesHolder canvasTranslateXHolder =

PropertyValuesHolder.ofFloat(canvasTranslateXName, mCameraTranslateX, 0);

PropertyValuesHolder canvasTranslateYHolder =

PropertyValuesHolder.ofFloat(canvasTranslateYName, mCameraTranslateY, 0);

mValueAnimator = ValueAnimator.ofPropertyValuesHolder(cameraRotateXHolder,

cameraRotateYHolder, canvasTranslateXHolder, canvasTranslateYHolder);

mValueAnimator.setInterpolator(new TimeInterpolator() {

@Override

public float getInterpolation(float input) {

float f = 0.571429f;

return (float) (Math.pow(2, -2 * input) * Math.sin((input - f / 4) * (2 * Math.PI) / f) + 1);

}

});

mValueAnimator.setDuration(1000);

mValueAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {

@Override

public void onAnimationUpdate(ValueAnimator animation) {

mCameraRotateX = (float) animation.getAnimatedValue(cameraRotateXName);

mCameraRotateY = (float) animation.getAnimatedValue(cameraRotateYName);

mCameraTranslateX = (float) animation.getAnimatedValue(canvasTranslateXName);

mCameraTranslateX = (float) animation.getAnimatedValue(canvasTranslateYName);

}

});

mValueAnimator.start();

}

总结

到此指南针的View就完事了,可能是因为绘制量比较大,View时间长了会出现卡顿现象,以后会慢慢完善。

大家如果有什么感兴趣的自定义View可以在下方留言,我抽空会做一些我也感兴趣的。

项目源码链接:

如果您觉得喜欢,请给我一个Star。

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Android屏幕上的颜色是由RGB三原色组成的,也就是红、绿、蓝三种颜色的比例所组成的颜色。在Android中,屏幕的坐标系是以左上角为原点,向右为x轴正方向,向下为y轴正方向的平面直角坐标系。 要实现一个自定义的颜色选取器,可以采用以下步骤: 1. 创建一个自定义View,继承自View类。 2. 在View的onDraw()方法中绘制一个矩形,用于显示当前选中的颜色。 3. 在View的onTouchEvent()方法中监听用户的触摸事件,获取用户触摸的坐标位置,并计算对应的颜色值。 4. 将计算出的颜色值设置给矩形,并通过invalidate()方法使View重新绘制。 具体实现可以参考以下代码: ```java public class ColorPickerView extends View { private Paint colorPaint; private int selectedColor; public ColorPickerView(Context context) { super(context); init(); } public ColorPickerView(Context context, AttributeSet attrs) { super(context, attrs); init(); } public ColorPickerView(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); init(); } private void init() { colorPaint = new Paint(); colorPaint.setStyle(Paint.Style.FILL); selectedColor = Color.WHITE; } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); colorPaint.setColor(selectedColor); canvas.drawRect(0, 0, getWidth(), getHeight(), colorPaint); } @Override public boolean onTouchEvent(MotionEvent event) { switch (event.getAction()) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_MOVE: int x = (int) event.getX(); int y = (int) event.getY(); selectedColor = getPixelColor(x, y); invalidate(); break; } return true; } private int getPixelColor(int x, int y) { Bitmap bitmap = Bitmap.createBitmap(getWidth(), getHeight(), Bitmap.Config.ARGB_8888); Canvas canvas = new Canvas(bitmap); draw(canvas); return bitmap.getPixel(x, y); } } ``` 这个自定义View会在屏幕上显示一个矩形,当用户触摸屏幕时,会根据触摸位置计算出对应的颜色值,然后将颜色值设置给矩形并重新绘制。
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