鸿蒙0基础学习【使用动画】ArkUI

使用属性动画

ArkUI开发框架在NDK接口主要提供属性动画,实现组件出现/消失转场。同时,可以通过Node-API桥接ArkTS侧帧动画能力,实现Native侧的动画效果。

提供全局animateTo显式动画接口,来指定由于闭包代码导致的状态变化插入过渡动效。同属性动画,布局类改变宽高的动画,内容都是直接到终点状态。

  1. 在.ets文件中获取[UIContext],把this.getUIContext()当做参数输出到Native方法中。
// createNativeNode是Native侧暴露的方法
nativeNode.createNativeNode("xcomponentId", this.getUIContext());
  1. 解析UIContext转换C中的context对象。
// 获取ets测传入的context
ArkUI_ContextHandle context = nullptr;
// 通过code 判断是否获取成功
auto code = OH_ArkUI_GetContextFromNapiValue(env, args[1], &context);
  1. 获取ArkUI_NativeAnimateAPI_1 对象。
// 获取ArkUI_NativeAnimateAPI接口
ArkUI_NativeAnimateAPI_1 *animateApi = nullptr;
OH_ArkUI_GetModuleInterface(ARKUI_NATIVE_ANIMATE, ArkUI_NativeAnimateAPI_1, animateApi);
  1. 设置 ArkUI_AnimateOption参数,通过提供的C方法设置对应的参数。
ArkUI_AnimateOption *option = OH_ArkUI_AnimateOption_Create();
OH_ArkUI_AnimateOption_SetDuration(option, 2000);
OH_ArkUI_AnimateOption_SetTempo(option, 1.1);
OH_ArkUI_AnimateOption_SetCurve(option, ARKUI_CURVE_EASE);
OH_ArkUI_AnimateOption_SetDelay(option, 20);
OH_ArkUI_AnimateOption_SetIterations(option, 1);
OH_ArkUI_AnimateOption_SetPlayMode(option, ARKUI_ANIMATION_PLAY_MODE_REVERSE);
ArkUI_ExpectedFrameRateRange *range = new ArkUI_ExpectedFrameRateRange;
range->min = 10;
range->max = 120;
range->expected = 60;
OH_ArkUI_AnimateOption_SetExpectedFrameRateRange(option, range);
  1. 设置回调参数。
// 用户自定义参数
struct UserData{
    int32_t data;
};
UserData *onFinishUser = new UserData;
onFinishUser->data= 101;
// 设置完成的回调
ArkUI_AnimateCompleteCallback *completeCallback = new ArkUI_AnimateCompleteCallback;
completeCallback->userData = onFinishUser;
completeCallback->type = ARKUI_FINISH_CALLBACK_REMOVED;
completeCallback->callback = [](void *userData) {
    OH_LOG_Print(LOG_APP, LOG_INFO, LOG_PRINT_DOMAIN, "Manager", "CreateNativeNode  onFinishCallback %{public}d",
                 reinterpret_cast<AA *>(userData)->a);
};
// 用户自定义参数
UserData *eventUser = new UserData ;
eventUser->data= 201;
static bool isback = true;
ArkUI_ContextCallback *update = new ArkUI_ContextCallback;
update->userData = eventUser;
update->callback = [](void *user) {
    OH_LOG_Print(LOG_APP, LOG_INFO, LOG_PRINT_DOMAIN, "Manager", "CreateNativeNode  animateTo %{public}d",
                 reinterpret_cast<UserData*>(user)->data);
    // 对应的属性变化 width height
    if (isback) {
        ArkUI_NumberValue custom_widthValue[] = {200};
        ArkUI_AttributeItem custom_widthItem = {custom_widthValue, 1};
        ArkUI_NumberValue custom_heightValue1[] = {80};
        ArkUI_AttributeItem custom_heightItem1 = {custom_heightValue1, 1};
        nodeAPI->setAttribute(textInput, NODE_WIDTH, &custom_widthItem);
        nodeAPI->setAttribute(textInput, NODE_HEIGHT, &custom_heightItem1);
    } else {
        ArkUI_NumberValue custom_widthValue[] = {100};
        ArkUI_AttributeItem custom_widthItem = {custom_widthValue, 1};
        ArkUI_NumberValue custom_heightValue1[] = {40};
        ArkUI_AttributeItem custom_heightItem1 = {custom_heightValue1, 1};
        nodeAPI->setAttribute(textInput, NODE_WIDTH, &custom_widthItem);
        nodeAPI->setAttribute(textInput, NODE_HEIGHT, &custom_heightItem1);
    }
};
// 执行对应的动画
animateApi->animateTo(context, option, update, completeCallback);

外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传

组件出现/消失转场

组件内转场通过NODE_XX_TRANSITION属性(XX包括:OPACITY、TRANSLATE、SCALE、ROTATE、MOVE)配置转场参数,在组件插入和删除时显示过渡动效(通过NODE_TRANSFORM_CENTER属性设置NODE_SCALE_TRANSITION和NODE_ROTATE_ROTATE动效的中心点坐标)。主要用于容器组件中子组件插入和删除时,提升用户体验。

  1. 创建可交互界面,界面中包含Button,点击可以控制转场节点的添加和移除。其中 ArkUI_NodeContentHandle 类型节点的获取与使用可参考[接入ArkTS页面]
constexpr int32_t BUTTON_CLICK_ID = 1;
bool flag = false;
ArkUI_NodeHandle parrentNode;
ArkUI_NodeHandle childNode;
ArkUI_NodeHandle buttonNode;


void mainViewMethod(ArkUI_NodeContentHandle handle)
{
    ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast<ArkUI_NativeNodeAPI_1 *>(
        OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, "ArkUI_NativeNodeAPI_1"));
    ArkUI_NodeHandle column = nodeAPI->createNode(ARKUI_NODE_COLUMN);
    ArkUI_NumberValue widthValue[] = {{.f32 = 500}};
    ArkUI_AttributeItem widthItem = {.value = widthValue, .size = sizeof(widthValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(column, NODE_WIDTH, &widthItem);
    ArkUI_NumberValue heightValue[] = {{.f32 = 500}};
    ArkUI_AttributeItem heightItem = {.value = heightValue, .size = sizeof(heightValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(column, NODE_HEIGHT, &heightItem);
    ArkUI_NodeHandle buttonShow = nodeAPI->createNode(ARKUI_NODE_BUTTON);
    ArkUI_NumberValue buttonWidthValue[] = {{.f32 = 200}};
    ArkUI_AttributeItem buttonWidthItem = {.value = buttonWidthValue,
                                           .size = sizeof(buttonWidthValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(buttonShow, NODE_WIDTH, &buttonWidthItem);
    ArkUI_NumberValue buttonHeightValue[] = {{.f32 = 50}};
    ArkUI_AttributeItem buttonHeightItem = {.value = buttonHeightValue,
                                            .size = sizeof(buttonHeightValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(buttonShow, NODE_HEIGHT, &buttonHeightItem);
    ArkUI_AttributeItem labelItem = {.string = "show"};
    nodeAPI->setAttribute(buttonShow, NODE_BUTTON_LABEL, &labelItem);
    ArkUI_NumberValue buttonOpenTypeValue[] = {{.i32 = static_cast<int32_t>(ARKUI_BUTTON_TYPE_NORMAL)}};
    ArkUI_AttributeItem buttonOpenTypeItem = {.value = buttonOpenTypeValue,
                                              .size = sizeof(buttonOpenTypeValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(buttonShow, NODE_BUTTON_TYPE, &buttonOpenTypeItem);
    ArkUI_NumberValue buttonShowMarginValue[] = {{.f32 = 20}};
    ArkUI_AttributeItem buttonShowMarginItem = {.value = buttonShowMarginValue,
                                                 .size = sizeof(buttonShowMarginValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(buttonShow, NODE_MARGIN, &buttonShowMarginItem);
    nodeAPI->registerNodeEvent(buttonShow, NODE_ON_CLICK, BUTTON_CLICK_ID, nullptr);
    nodeAPI->addNodeEventReceiver(buttonShow, OnButtonShowClicked);
    parrentNode = column;
    buttonNode = buttonShow;
    nodeAPI->addChild(column, buttonShow);
    OH_ArkUI_NodeContent_AddNode(handle, column);
}
  1. 创建一个设置了Transition属性的节点,当目标节点上下树时会播放转场动画。
ArkUI_NodeHandle CreateChildNode() {
    ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast<ArkUI_NativeNodeAPI_1 *>(
        OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, "ArkUI_NativeNodeAPI_1"));
    ArkUI_NodeHandle image = nodeAPI->createNode(ARKUI_NODE_IMAGE);
    ArkUI_AttributeItem imageSrcItem = {.string = "/pages/common/scenery.jpg"};
    nodeAPI->setAttribute(image, NODE_IMAGE_SRC, &imageSrcItem);
    ArkUI_NumberValue textWidthValue[] = {{.f32 = 300}};
    ArkUI_AttributeItem textWidthItem = {.value = textWidthValue,
                                         .size = sizeof(textWidthValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(image, NODE_WIDTH, &textWidthItem);
    ArkUI_NumberValue textHeightValue[] = {{.f32 = 300}};
    ArkUI_AttributeItem textHeightItem = {.value = textHeightValue,
                                          .size = sizeof(textWidthValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(image, NODE_HEIGHT, &textHeightItem);
    ArkUI_NumberValue transformCenterValue[] = {0.0f, 0.0f, 0.0f, 0.5f, 0.5f};
    ArkUI_AttributeItem transformCenterItem = {.value = transformCenterValue,
                                          .size = sizeof(transformCenterValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(image, NODE_TRANSFORM_CENTER, &transformCenterItem);
    ArkUI_NumberValue rotateAnimationValue[] = {0.0f, 0.0f, 1.0f, 360.0f, 0.0f, {.i32 = 500}, {.i32 = static_cast<int32_t>(ARKUI_CURVE_SHARP)}};
    ArkUI_AttributeItem rotateAnimationItem = {.value = rotateAnimationValue,
                                               .size = sizeof(rotateAnimationValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(image, NODE_ROTATE_TRANSITION, &rotateAnimationItem);
    ArkUI_NumberValue scaleAnimationValue[] = {
        0.0f, 0.0f, 0.0f, {.i32 = 500}, {.i32 = static_cast<int32_t>(ARKUI_CURVE_SHARP)}};
    ArkUI_AttributeItem scaleAnimationItem = {.value = scaleAnimationValue,
                                               .size = sizeof(scaleAnimationValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(image, NODE_SCALE_TRANSITION, &scaleAnimationItem);
    ArkUI_NumberValue translateAnimationValue[] = {
        200, 200, 0.0f, {.i32 = 500}, {.i32 = static_cast<int32_t>(ARKUI_CURVE_SHARP)}};
    ArkUI_AttributeItem translateAnimationItem = {.value = translateAnimationValue,
                                              .size = sizeof(translateAnimationValue) / sizeof(ArkUI_NumberValue)};
    nodeAPI->setAttribute(image, NODE_TRANSLATE_TRANSITION, &translateAnimationItem);
    return image;
}
  1. 在Button的监听回调里添加转场节点上下树逻辑,以此控制转场节点的入场和出场。
void OnButtonShowClicked(ArkUI_NodeEvent* event)
{
    if (!event) {
        return;
    }
    if (!childNode) {
        childNode = CreateChildNode();
    }
    ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast<ArkUI_NativeNodeAPI_1 *>(
        OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, "ArkUI_NativeNodeAPI_1"));
    if (flag) {
        flag = false;
        ArkUI_AttributeItem labelItem = {.string = "show"};
        nodeAPI->setAttribute(buttonNode, NODE_BUTTON_LABEL, &labelItem);
        nodeAPI->removeChild(parrentNode, childNode);
    } else {
        flag = true;
        ArkUI_AttributeItem labelItem = {.string = "hide"};
        nodeAPI->setAttribute(buttonNode, NODE_BUTTON_LABEL, &labelItem);
        nodeAPI->addChild(parrentNode, childNode);
    }
}

外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传

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