依然是github开源项目:
这个项目代码不多,实现的非常easy。可是非常有意思由于动画的基本元素不是画出来的,而是使用了spannableString来实现。- DotsTextView.java
- JumpingSpan.java
- MainActivity.java DotstextView是动画的实现主体。 JumpingSpan是基本元素,是动画中的插件 MainActivity中仅仅要在布局中引入DotsTextView就可以。 下面是切割线,show code:
package pl.tajchert.sample;import android.graphics.Canvas;import android.graphics.Paint;import android.graphics.Paint.FontMetricsInt;import android.text.style.ReplacementSpan;/* ReplacementSpan真是一个挺奇妙的东西。在官方api上介绍甚少 *几个主要功能函数也是do nothing. * 本例中自己定义的translationX,translationY没有发挥作用。假设给两个变量赋值 * 那么第一个JumpingSpan距离前面元素距离增大,这里这样使用是为了让每一个"."为一个单独的单元进行独立操作 */public class JumpingSpan extends ReplacementSpan { private float translationX = 0; private float translationY = 0; @Override public int getSize(Paint paint, CharSequence text, int start, int end, FontMetricsInt fontMetricsInt) { return (int) paint.measureText(text, start, end); } @Override public void draw(Canvas canvas, CharSequence text, int start, int end, float x, int top, int y, int bottom, Paint paint) { canvas.drawText(text, start, end, x + translationX, y + translationY, paint); } public void setTranslationX(float translationX) { this.translationX = translationX; } public void setTranslationY(float translationY) { this.translationY = translationY; }}
package pl.tajchert.sample;import android.animation.Animator;import android.animation.AnimatorSet;import android.animation.ObjectAnimator;import android.animation.TypeEvaluator;import android.animation.ValueAnimator;import android.animation.ValueAnimator.AnimatorUpdateListener;import android.content.Context;import android.content.res.TypedArray;import android.os.Handler;import android.os.Looper;import android.text.SpannableString;import android.text.Spanned;import android.util.AttributeSet;import android.widget.TextView;import pl.tajchert.waitingdots.R;public class DotsTextView extends TextView { private JumpingSpan dotOne; private JumpingSpan dotTwo; private JumpingSpan dotThree; private int showSpeed = 700; private int jumpHeight; private boolean autoPlay; private boolean isPlaying; private boolean isHide; private int period; private long startTime; private boolean lockDotOne; private boolean lockDotTwo; private boolean lockDotThree; private Handler handler; private AnimatorSet mAnimatorSet = new AnimatorSet(); private float textWidth; public DotsTextView(Context context) { super(context); init(context, null); } public DotsTextView(Context context, AttributeSet attrs) { super(context, attrs); init(context, attrs); } public DotsTextView(Context context, AttributeSet attrs, int defStyleAttr) { super(context, attrs, defStyleAttr); init(context, attrs); } private void init(Context context, AttributeSet attrs) { handler = new Handler(Looper.getMainLooper()); //自己定义属性 if (attrs != null) { TypedArray typedArray = context.obtainStyledAttributes(attrs, R.styleable.WaitingDots); period = typedArray.getInt(R.styleable.WaitingDots_period, 6000); jumpHeight = typedArray.getInt(R.styleable.WaitingDots_jumpHeight, (int) (getTextSize() / 4)); autoPlay = typedArray.getBoolean(R.styleable.WaitingDots_autoplay, true); typedArray.recycle(); } dotOne = new JumpingSpan(); dotTwo = new JumpingSpan(); dotThree = new JumpingSpan(); //将每一个点设置为jumpingSpan类型 SpannableString spannable = new SpannableString("..."); spannable.setSpan(dotOne, 0, 1, Spanned.SPAN_EXCLUSIVE_EXCLUSIVE); spannable.setSpan(dotTwo, 1, 2, Spanned.SPAN_EXCLUSIVE_EXCLUSIVE); spannable.setSpan(dotThree, 2, 3, Spanned.SPAN_EXCLUSIVE_EXCLUSIVE); setText(spannable, BufferType.SPANNABLE); textWidth = getPaint().measureText(".", 0, 1); //一下两个是把updateListener加到点1上,通过它来进行刷新动作 ObjectAnimator dotOneJumpAnimator = createDotJumpAnimator(dotOne, 0); dotOneJumpAnimator.addUpdateListener(new AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator valueAnimator) { invalidate(); } }); //这里通过animationSet来控制三个点的组合动作 mAnimatorSet.playTogether(dotOneJumpAnimator, createDotJumpAnimator(dotTwo, period / 6), createDotJumpAnimator(dotThree, period * 2 / 6)); isPlaying = autoPlay; if(autoPlay) { start(); } } public void start() { isPlaying = true; //一旦開始就INFINITE setAllAnimationsRepeatCount(ValueAnimator.INFINITE); mAnimatorSet.start(); } /*动画的实现核心 *@param jumpingSpan 传入点。 * @delay 动画执行延迟,通过这个參数让三个点进行有时差的运动 */ private ObjectAnimator createDotJumpAnimator(JumpingSpan jumpingSpan, long delay) { ObjectAnimator jumpAnimator = ObjectAnimator.ofFloat(jumpingSpan, "translationY", 0, -jumpHeight); /*setEvaluator这个重要。功能是为了通过方程来平滑的实现点运动的“节奏感”,能够试试把这段去掉。 你会发现点会以默认的速度上下运动,特别生硬。TypeEvaluator中的evaluate能够计算出点的当前位置。 通过对当前点的计算间接设计了点的轨迹运动,和时间插值TimeInterpolator达到同样的效果。就好比你不知道速度可是你知道每秒所在的位置相当于速度了。
这个计算方法是这种:能够參见这个博文 http://blog.csdn.net/serapme/article/details/47006049 ValueAnimator还封装了一个TypeAnimator。依据開始、结束值与TimeIniterpolator计算得到的值计算出属性值。 ValueAnimator依据动画已进行的时间跟动画总时间(duration)的比计算出一个时间因子(0~1),然后依据TimeInterpolator计算出还有一个因子,最后TypeAnimator通过这个因子计算出属性值,如上例中10ms时: 首先计算出时间因子,即经过的时间百分比:t=10ms/40ms=0.25 经插值计算(inteplator)后的插值因子:大约为0.15。上述样例中用了AccelerateDecelerateInterpolator,计算公式为(input即为时间因子): (Math.cos((input + 1) * Math.PI) / 2.0f) + 0.5f; 最后依据TypeEvaluator计算出在10ms时的属性值:0.15*(40-0)=6pixel。上例中TypeEvaluator为FloatEvaluator,计算方法为 : public Float evaluate(float fraction, Number startValue, Number endValue) { float startFloat = startValue.floatValue(); return startFloat + fraction * (endValue.floatValue() - startFloat); } */
jumpAnimator.setEvaluator(new TypeEvaluator<Number>() { @Override public Number evaluate(float fraction, Number from, Number to) { return Math.max(0, Math.sin(fraction * Math.PI * 2)) * (to.floatValue() - from.floatValue()); } }); jumpAnimator.setDuration(period); jumpAnimator.setStartDelay(delay); jumpAnimator.setRepeatCount(ValueAnimator.INFINITE); jumpAnimator.setRepeatMode(ValueAnimator.RESTART); return jumpAnimator; } //下面部分非核心功能也没难度就不凝视了~主要是由于懒~ public void stop() { isPlaying = false; setAllAnimationsRepeatCount(0); } private void setAllAnimationsRepeatCount(int repeatCount) { for (Animator animator : mAnimatorSet.getChildAnimations()) { if (animator instanceof ObjectAnimator) { ((ObjectAnimator) animator).setRepeatCount(repeatCount); } } } public void hide() { createDotHideAnimator(dotThree, 2).start(); ObjectAnimator dotTwoMoveRightToLeft = createDotHideAnimator(dotTwo, 1); dotTwoMoveRightToLeft.addUpdateListener(new AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator valueAnimator) { invalidate(); } }); dotTwoMoveRightToLeft.start(); isHide = true; } public void show() { ObjectAnimator dotThreeMoveRightToLeft = createDotShowAnimator(dotThree, 2); dotThreeMoveRightToLeft.start(); ObjectAnimator dotTwoMoveRightToLeft = createDotShowAnimator(dotTwo, 1); dotTwoMoveRightToLeft.addUpdateListener(new AnimatorUpdateListener() { @Override public void onAnimationUpdate(ValueAnimator valueAnimator) { invalidate(); } }); dotTwoMoveRightToLeft.start(); isHide = false; } private ObjectAnimator createDotHideAnimator(JumpingSpan span, float widthMultiplier) { return createDotHorizontalAnimator(span, 0, -textWidth * widthMultiplier); } private ObjectAnimator createDotShowAnimator(JumpingSpan span, int widthMultiplier) { return createDotHorizontalAnimator(span, -textWidth * widthMultiplier, 0); } private ObjectAnimator createDotHorizontalAnimator(JumpingSpan span, float from, float to) { ObjectAnimator dotThreeMoveRightToLeft = ObjectAnimator.ofFloat(span, "translationX", from, to); dotThreeMoveRightToLeft.setDuration(showSpeed); return dotThreeMoveRightToLeft; } public void showAndPlay() { show(); start(); } public void hideAndStop() { hide(); stop(); } public boolean isHide() { return isHide; } public boolean isPlaying() { return isPlaying; } public void setJumpHeight(int jumpHeight) { this.jumpHeight = jumpHeight; } public void setPeriod(int period) { this.period = period; } }
毫无疑问在activity中引入布局中就可以。
dotsTextView = (DotsTextView) findViewById(R.id.dots);
一个简单使用的loadingview。