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目標(biāo):雙向拖動(dòng)的自定義View
國際慣例先預(yù)覽后實(shí)現(xiàn)
我們要實(shí)現(xiàn)的就是一個(gè)段位樣式的拖動(dòng)條,用來做篩選條件用的,細(xì)心的朋友可能會(huì)發(fā)現(xiàn)微信設(shè)置里面有個(gè)一個(gè)通用字體的設(shè)置,拖動(dòng)然后改變字體大小;
這個(gè)相對比微信那個(gè)的自定義view算是一個(gè)擴(kuò)展,因?yàn)槲覀兪请p向滑動(dòng),這個(gè)多考慮的一點(diǎn)就是手指拖動(dòng)的是哪一個(gè)滑動(dòng)塊!
我們先看下GIF預(yù)覽,然后我們今天就一步步實(shí)現(xiàn)這個(gè)小玩意…
實(shí)現(xiàn)步驟
- 自定義屬性的抽取
- view尺寸的計(jì)算
- 相關(guān)內(nèi)容的繪制(文字,原點(diǎn),背景進(jìn)度條,當(dāng)前進(jìn)度條等等)
- 處理滑動(dòng)事件
大體思路分四部分;我們一步步來;簡單的就一部帶過了
自定義屬性獲取
public ATDragView(Context context, AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
setBackgroundColor(ContextCompat.getColor(context, android.R.color.white));
TypedArray typedArray = context.getTheme().obtainStyledAttributes(attrs, R.styleable.ATDragView, defStyleAttr, R.style.def_dragview);
int indexCount = typedArray.getIndexCount();
for (int i = 0; i < indexCount; i++) {
int attr = typedArray.getIndex(i);
switch (attr) {
case R.styleable.ATDragView_seek_bg_color:
seekBgColor = typedArray.getColor(attr, Color.BLACK);
break;
case R.styleable.ATDragView_seek_pb_color:
seekPbColor = typedArray.getColor(attr, Color.BLACK);
break;
case R.styleable.ATDragView_seek_ball_solid_color:
seekBallSolidColor = typedArray.getColor(attr, Color.BLACK);
break;
case R.styleable.ATDragView_seek_ball_stroke_color:
seekBallStrokeColor = typedArray.getColor(attr, Color.BLACK);
break;
case R.styleable.ATDragView_seek_text_color:
seekTextColor = typedArray.getColor(attr, Color.BLACK);
break;
case R.styleable.ATDragView_seek_text_size:
seekTextSize = typedArray.getDimensionPixelSize(attr, 0);
break;
}
}
typedArray.recycle();
init();
}
拿到我們設(shè)置的屬性后,初始化我們需要的工具,比如畫筆,等
private void init() {
currentMovingType = BallType.LEFT;
seekTextPaint = creatPaint(seekTextColor, seekTextSize, Paint.Style.FILL, 0);
seekBgPaint = creatPaint(seekBgColor, 0, Paint.Style.FILL, 0);
seekBallPaint = creatPaint(seekBallSolidColor, 0, Paint.Style.FILL, 0);
seekPbPaint = creatPaint(seekPbColor, 0, Paint.Style.FILL, 0);
seekBallEndPaint = creatPaint(seekPbColor, 0, Paint.Style.FILL, 0);
seekBallStrokePaint = creatPaint(seekBallStrokeColor, 0, Paint.Style.FILL, 0);
seekBallStrokePaint.setShadowLayer(5, 2, 2, seekBallStrokeColor);
}
確定自定義view尺寸
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
int heightMode = MeasureSpec.getMode(heightMeasureSpec);
int measureHeight;
if (heightMode == MeasureSpec.AT_MOST || heightMode == MeasureSpec.UNSPECIFIED) {
measureHeight = (int) TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, DEF_HEIGHT, getContext().getResources().getDisplayMetrics());
heightMeasureSpec = MeasureSpec.makeMeasureSpec(measureHeight, MeasureSpec.EXACTLY);
}
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
繪制相關(guān)的內(nèi)容部分
這里我們分析效果圖發(fā)現(xiàn),需要繪制五部分,兩個(gè)圓,兩個(gè)進(jìn)度條一個(gè) 一堆文字,我們根據(jù)計(jì)算出來的view尺寸以及UI給的比例,即可繪制出來他們這個(gè)就是canvas的API使用
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
drawTexts(canvas);
drawSeekBG(canvas);
drawSeekPB(canvas);
drawLeftCircle(canvas);
drawRightCircle(canvas);
}
具體的文字繪制,是根據(jù)外界傳入的數(shù)據(jù)來繪制的所以細(xì)節(jié)如下
private void drawTexts(Canvas canvas) {
if (null == data) return;
int size = data.size();
int unitWidth = getUnitWidth(size - 1);
for (int i = 0; i < size; i++) {
String tempDesc = data.get(i);
float measureTextWidth = seekPbPaint.measureText(tempDesc);
canvas.drawText(tempDesc, DEF_PADDING + unitWidth * i - measureTextWidth / 2, seekTextY, seekTextPaint);
}
}
這個(gè)View的核心部分不是繪制,而是計(jì)算,描述下我們具體的確定位置的思路
- 根據(jù)外界傳入的數(shù)據(jù)集合平均分view的寬度,求得平均一份的寬度大小
- 然后循環(huán)數(shù)據(jù)集合根據(jù)平均一份的寬度,確定沒個(gè)文字所在的坐標(biāo)值
然后我們看下計(jì)算的代碼;
// 計(jì)算單位寬度,view寬度-內(nèi)容的左右邊距以及圓球的半徑,自己體會(huì)下為什么
private int getUnitWidth(int count) {
return (viewWidth - 2 * DEF_PADDING - 2 * seekBallRadio) / count;
}
這個(gè)方法可以說是最重要的一個(gè)了,
//根據(jù)當(dāng)前手指觸摸的x坐標(biāo)計(jì)算,手指離開屏幕以后,應(yīng)該停留到哪個(gè)位置,比如滑動(dòng)到400到500之間但是不到600,我們不能讓他停留在半路上,讓他自動(dòng)找回他停留的左邊,也就是GIF中的小小回彈效果
private int getCurrentSeekX(int upX) {
if (null == data) {
return 0;
}
int unitWidth = getUnitWidth(data.size() - 1);
return unitWidth * (upX / unitWidth);
}
滑動(dòng)事件處理
核心的代碼全部完畢了,我們看下onTouch里面的處理
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
//記錄手指按下的坐標(biāo)
downX = (int) event.getX();
// 根據(jù)當(dāng)前坐標(biāo),確定要移動(dòng)哪個(gè)球球,因?yàn)槲覀冋f了,我們這個(gè)是有兩個(gè)球的,唯一的一個(gè)技巧點(diǎn)就是這個(gè)地方,根據(jù)手指按下的坐標(biāo)找到距離哪個(gè)球位置最近就移動(dòng)哪個(gè)球,這里注意下.
currentMovingType = getMovingLeftOrRight(downX);
if (BallType.LEFT == currentMovingType) {
leftSeekBallX = downX;
} else if (BallType.RIGHT == currentMovingType) {
rightSeekBallX = downX;
}
seekPbRectF = new RectF(leftSeekBallX, viewHeight * SEEK_BG_SCALE, rightSeekBallX, viewHeight * SEEK_BG_SCALE + BG_HEIGHT);
break;
case MotionEvent.ACTION_MOVE:
//移動(dòng)的時(shí)候根據(jù)計(jì)算出來的位置以及方向改變兩個(gè)小球的位置以及舉行進(jìn)度條的RectF的范圍
int moveX = (int) event.getX();
// 特殊情況處理,兩個(gè)球重合應(yīng)該怎么辦,
if (leftSeekBallX == rightSeekBallX) {
if (moveX - downX > 0) {
currentMovingType = BallType.RIGHT;
rightSeekBallX = moveX;
} else {
currentMovingType = BallType.LEFT;
leftSeekBallX = moveX;
}
} else {
if (BallType.LEFT == currentMovingType) {
leftSeekBallX = leftSeekBallX - rightSeekBallX >= 0 ? rightSeekBallX : moveX;
} else if (BallType.RIGHT == currentMovingType) {
rightSeekBallX = rightSeekBallX - leftSeekBallX <= 0 ? leftSeekBallX : moveX;
}
}
seekPbRectF = new RectF(leftSeekBallX, viewHeight * SEEK_BG_SCALE, rightSeekBallX, viewHeight * SEEK_BG_SCALE + BG_HEIGHT);
break;
case MotionEvent.ACTION_UP:
// 手指離開的時(shí)候,確定返回給UI的數(shù)據(jù)集
if (BallType.LEFT == currentMovingType) {
leftPosition = getDataPosition((int) event.getX());
leftSeekBallX = leftSeekBallX - rightSeekBallX >= 0 ? rightSeekBallX : getCurrentSeekX((int) event.getX()) + DEF_PADDING + seekBallRadio;
} else if (BallType.RIGHT == currentMovingType) {
rightPosition = getDataPosition((int) event.getX());
rightSeekBallX = rightSeekBallX - leftSeekBallX <= 0 ? leftSeekBallX : getCurrentSeekX((int) event.getX()) + DEF_PADDING + seekBallRadio;
}
if (null != dragFinishedListener) {
dragFinishedListener.dragFinished(leftPosition, rightPosition);
}
break;
}
// 邊界處理,確保左邊的球不會(huì)超過右邊的,右邊的不會(huì)超過左邊的
if (BallType.LEFT == currentMovingType) {
if (leftSeekBallX < seekBallRadio + DEF_PADDING) {
leftSeekBallX = seekBallRadio + DEF_PADDING;
}
if (leftSeekBallX > viewWidth - seekBallRadio - DEF_PADDING) {
leftSeekBallX = viewWidth - seekBallRadio - DEF_PADDING;
}
} else if (BallType.RIGHT == currentMovingType) {
if (rightSeekBallX < seekBallRadio + DEF_PADDING) {
rightSeekBallX = seekBallRadio + DEF_PADDING;
}
if (rightSeekBallX > viewWidth - seekBallRadio - DEF_PADDING) {
rightSeekBallX = viewWidth - seekBallRadio - DEF_PADDING;
}
}
seekPbRectF = new RectF(leftSeekBallX, viewHeight * SEEK_BG_SCALE, rightSeekBallX, viewHeight * SEEK_BG_SCALE + BG_HEIGHT);
invalidate();
return true;
}
大部分的核心的代碼就這么多,然后剩下的view寫完了就該把回調(diào)借口透出給UI 完活了…..
public void setData(List<String> data, OnDragFinishedListener dragFinishedListener) {
this.dragFinishedListener = dragFinishedListener;
this.data = data;
leftPosition = 0;
if (null != data && data.size() != 0) {
rightPosition = data.size() - 1;
}
}
源代碼下載地址?https://github.com/GuoFeilong/ATDragViewDemo
原文鏈接:https://blog.csdn.net/givemeacondom/article/details/52397589
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