本章节介绍的是一个基于Compose自定义的一个Rainbow彩虹运动三环,业务上类似于iWatch上的那个运动三环,不过这里实现的用的一个半圆去绘制,整个看起来像彩虹,三环的外两层为卡路里跟步数,最里层可设定为活动时间,站立次数。同样地首先看一下gif动图:
大致地介绍一下Rainbow的绘制过程,很明显图形分两层,底层有个alpha为0.4f * 255的背景底,前景会依据具体的值的百分占比绘制一个角度的弧度环,从外往里分三个Type的环,每个环有前景跟背景,画三次,需要每次对Canvas进行一个translate,环的绘制逻辑放在了RainbowModel里了,前景加背景所以这个一共需要被调用6次。
@Composable fun drawCircle(type: Int, fraction: Float, isBg: Boolean, modifier: Modifier){ val colorResource = getColorResource(type) val color = colorResource(id = colorResource) Canvas(modifier = modifier.fillMaxSize()){ val contentWidth = size.width val contentHeight = size.height val itemWidth = contentWidth / 7.2f val spaceWidth = itemWidth / 6.5f val rectF = createTargetRectF(type, itemWidth, spaceWidth, contentWidth, contentHeight) val space = if (type == RainbowConstant.TARGET_THIRD_TYPE) spaceWidth/2.0f else spaceWidth val sweepAngel = fraction * 180 val targetModel = createTargetModel(isBg, type, rectF, itemWidth, space, sweepAngel) println("drawRainbow width:${rectF.width()}, height${rectF.height()}") if (checkFractionIsSmall(fraction, type)) { val roundRectF = createRoundRectF(type, itemWidth, spaceWidth, contentHeight) drawRoundRect( color = color, topLeft = Offset(x = roundRectF.left, y = roundRectF.top), size = Size(roundRectF.width(), roundRectF.height()), cornerRadius = CornerRadius(spaceWidth / 2.0f, spaceWidth / 2.0f) ) } else { withTransform({ translate(left = rectF.left, top = rectF.top) }) { targetModel.createComponents() targetModel.drawComponents(this, color, isBg) } } } }
这里有个边界需要处理,当百分比比较小的时候绘制的一个RoundRectF, 而且不需要translate。
这里前景的三次调用做了个简易的动画,如上面的gif动图所示:
val animator1 = remember{ Animatable(0f, Float.VectorConverter) } val animator2 = remember{ Animatable(0f, Float.VectorConverter) } val animator3 = remember{ Animatable(0f, Float.VectorConverter) } val tweenSpec = tween<Float>(durationMillis = 1000, delayMillis = 600, easing = FastOutSlowInEasing) LaunchedEffect(Unit){ animator1.animateTo(targetValue = 0.5f, animationSpec = tweenSpec) } LaunchedEffect(Unit){ animator2.animateTo(targetValue = 0.7f, animationSpec = tweenSpec) } LaunchedEffect(Unit){ animator3.animateTo(targetValue = 0.8f, animationSpec = tweenSpec) } drawCircle( type = RainbowConstant.TARGET_FIRST_TYPE, fraction = animator1.value, isBg = false, modifier ) drawCircle( type = RainbowConstant.TARGET_SECOND_TYPE, fraction = animator2.value, isBg = false, modifier ) drawCircle( type = RainbowConstant.TARGET_THIRD_TYPE, fraction = animator3.value, isBg = false, modifier )
Rainbow环的绘制
上面是Rainbow绘制的外层框架,然后每个Rainbow环的绘制的逻辑(这里没有用SweepGradient,Compose里对应的为brush 参数, 直接用的单一的Color值)即上面的targetModel.drawComponents(this, color, isBg) 背后的逻辑。想必读者都绘制过RoundRectF, 这里的RountF 弧形环是如何实现绘制的呢?整个的逻辑在RainbowModel里,这里把小圆角视为一个近似直角的扇形,所以一共有4个小扇形,然后除去4个小扇形,中间一个大的没有圆角的弧形,外加内层、外层出去圆角的小弧形,所以总共7个path:
private lateinit var centerCircle: Path private lateinit var wrapperCircle: Path private lateinit var innerCircle: Path private lateinit var wrapperStartPath: Path private lateinit var wrapperEndPath: Path private lateinit var innerStartPath: Path private lateinit var innerEndPath: Path
然后稍微简单介绍下小扇形的绘制, 内层跟外层不太一样,通过构建封闭的Path,所以需要用的圆角的曲线,这里近似地用二阶Bezier代替,所以需要找它的Control点,这里直接用没有没有圆角情况下,直径网外射出去跟圆角的交点,同样外、内的计算稍微不太一样:
fun createCommonPoint(rectF: RectF, sweepAngel: Float): PointF { val radius = rectF.width() / 2 val halfCircleLength = (Math.PI * radius).toFloat() val pathOriginal = Path() pathOriginal.moveTo(rectF.left, (rectF.top + rectF.bottom) / 2) pathOriginal.arcTo(rectF, 180f, 180f, false) val pathMeasure = PathMeasure(pathOriginal, false) val points = FloatArray(2) val pointLength = halfCircleLength * sweepAngel / 180f pathMeasure.getPosTan(pointLength, points, null) return PointF(points[0], points[1]) } fun createEndPoint(rectF: RectF, sweepAngel: Float): PointF { val radius = rectF.width() / 2 val halfCircleLength = (Math.PI * radius).toFloat() val pathOriginal = Path() pathOriginal.moveTo(rectF.right, (rectF.top + rectF.bottom) / 2) pathOriginal.arcTo(rectF, 0f, -180f, false) val pathMeasure = PathMeasure(pathOriginal, false) val points = FloatArray(2) val pointLength = halfCircleLength * sweepAngel / 180f pathMeasure.getPosTan(pointLength, points, null) return PointF(points[0], points[1]) }
借助PathMeasure通过计算 弧长跟半圆的一个Compare,计算弧长的endpoint, 这个点算作 小扇形的二阶bezier的Control点,然后通过createQuadPath()来构建小扇形。
fun createQuadPath(): Path { quadPath = Path() quadPath.apply { moveTo(startPointF.x, startPointF.y) quadTo(ctrlPointF.x, ctrlPointF.y, endPointF.x, endPointF.y) lineTo(centerPointF.x, centerPointF.y) close() } return quadPath }
以下是在RainbowModel里计算wrapperStartPath、wrapperEndPath、innerStartPath、innerEndPath 具体的逻辑
private fun createInnerPath() { innerStartPath = Path() val startQuadModel = QuadModel() startQuadModel.centerPointF = startQuadModel.createCommonPoint(innerStartRectF, innerFixAngel) startQuadModel.ctrlPointF = startQuadModel.createCommonPoint(innerEndRectF, 0f) startQuadModel.startPointF = startQuadModel.createCommonPoint(innerEndRectF, innerFixAngel) startQuadModel.endPointF = startQuadModel.createCommonPoint(innerStartRectF, 0f) innerStartPath = startQuadModel.createQuadPath() val endQuadModel = QuadModel() endQuadModel.centerPointF = endQuadModel.createEndPoint(innerStartRectF, 180 - sweepAngel + innerFixAngel) endQuadModel.ctrlPointF = endQuadModel.createCommonPoint(innerEndRectF, sweepAngel) endQuadModel.startPointF = endQuadModel.createCommonPoint(innerStartRectF, sweepAngel) endQuadModel.endPointF = endQuadModel.createEndPoint(innerEndRectF, 180 - sweepAngel + innerFixAngel) innerEndPath = endQuadModel.createQuadPath() } private fun createWrapperPath() { val startQuadModel = QuadModel() startQuadModel.centerPointF = startQuadModel.createCommonPoint(wrapperEndRectF, wrapperFixAngel) startQuadModel.ctrlPointF = startQuadModel.createCommonPoint(wrapperStartRectF, 0f) startQuadModel.startPointF = startQuadModel.createCommonPoint(wrapperEndRectF, 0f) startQuadModel.endPointF = startQuadModel.createCommonPoint(wrapperStartRectF, wrapperFixAngel) wrapperStartPath = startQuadModel.createQuadPath() val endQuadModel = QuadModel() endQuadModel.centerPointF = endQuadModel.createEndPoint(wrapperEndRectF, 180 - sweepAngel + wrapperFixAngel) endQuadModel.ctrlPointF = endQuadModel.createCommonPoint(wrapperStartRectF, sweepAngel) endQuadModel.startPointF = endQuadModel.createEndPoint(wrapperStartRectF, 180 - sweepAngel + wrapperFixAngel) endQuadModel.endPointF = endQuadModel.createCommonPoint(wrapperEndRectF, sweepAngel) wrapperEndPath = endQuadModel.createQuadPath() }
以上大致是小扇形的绘制逻辑,其中关键的一些点在于,因为它比较小所以直接用二阶贝塞尔来代替圆弧,通过PathLength里计算任一sweepAngel下的二阶Bezier的Control点。然后内层跟外层的一些计算上数据几何上的问题的处理,逆时针、顺时针的注意,笔者也是在代码过程中慢慢调试,然后修改变量等。
然后其它三个Path相对比较简单,不做过多介绍了。
代码同样在https://github.com/yinxiucheng/compose-codelabs/ 下的CustomerComposeView 的rainbow的package 下面。
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