好久没有写过自定义的文章,这次重拾这方面的内容,从雷达图开始。首先看一下效果图:
这就是大概的效果图了,下面我们就一一讲解吧。
首先为了看的懂,我会把所以变量贴出来,以防止看代码段的时候大家不知其意思:
private Paint mBroadPaint = new Paint();//边
private Paint mMarkEasePaint = new Paint();//数值面积
private Paint mMarkPaint = new Paint();//数值边
private Paint mCircleHoldPaint = new Paint();//各个数值点
private Paint mDrawTextPaint = new Paint();//各个角文字
private Paint mHoldTextPaint = new Paint();//数值点文字
private Paint mIntervalTextPaint = new Paint();//区间点
public static final double CIRCLE_ANGLE = 2 * Math.PI;
private int broad_color = Color.parseColor("#585858");//边的颜色
private int broad_color_text = Color.parseColor("#88001B");//角的字体颜色
private int mark_color = Color.parseColor("#FDECA6");//数值区域颜色
private int mark_broad_color = Color.parseColor("#FFCA18");//数值边的颜色
private int corner_hold_color = Color.parseColor("#EC1C24");//数组提示字体的颜色
private int circle_hold_color = Color.parseColor("#008B8B");//数值区域点的颜色
private int interval_text_color = Color.parseColor("#2F4F4F");//区间点的颜色
private float mBroadStrokeWidth = 1.5f;//边的粗细
private float mMarkBroadStrokeWidth = 1.5f;//数值区域边的粗细
private int corner_textSize;//边角的字体的大小
private int circle_hold_textSize;//数组提示字体的大小
private int mMarkEaseAlpha = 70;//数值区域的透明度
private int mBroadAlpha = 225;//各个边的连线的透明度
private int mIntervalTextSize;//区间点的大小
private List<String> cornerName = new ArrayList<>();//角的名字的集合
private List<Float> listData = new ArrayList<>();
private int angleStatus = 0;//角的状态
private float maxValue = 0f;//最大值
private Float radius = 0f;//画图的半径
private float[] listAngle;//所有角的集合
private boolean drawText = false;//画不画数组提示
private long duration = 3000;//动画时间
private boolean openDuration = true;//是否开启动画
private boolean openDataEasePoint = true;//是否开启区域数值提示
private int marginNum = 4; //画多少个雷达图的边
private float margin; //每个雷达图边的间隔
private double mPerimeter;
private float mFlingPoint;
private GestureDetector mDetector;
private Scroller scroller;
接着就是自定义确定整个View的大小,代码如下:
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
int widthModel = MeasureSpec.getMode(widthMeasureSpec);
int heightModel = MeasureSpec.getMode(heightMeasureSpec);
int measureWidth = MeasureSpec.getSize(widthMeasureSpec);
int measureHeight = MeasureSpec.getSize(heightMeasureSpec);
int width;
int height;
if (widthModel == MeasureSpec.EXACTLY) {
width = measureWidth;
} else {
width = getPaddingLeft() + getPaddingRight() + measureWidth;
}
if (heightModel == MeasureSpec.EXACTLY) {
height = measureHeight;
} else {
height = (getPaddingTop() + getPaddingBottom() + measureHeight) / 2;
}
setMeasuredDimension(width, height);
}
@Override
protected void onSizeChanged(int width, int height, int oldw, int oldh) {
super.onSizeChanged(width, height, oldw, oldh);
radius = (float) Math.min(width, height) / 3;
margin = radius / 4;
mPerimeter = 2 * Math.PI * radius;
float tempRedius = (float) 360 / listData.size();
listAngle = new float[listData.size()];
for (int i = 0; i < listData.size(); i++) {
listAngle[i] = tempRedius * (i + 1);
}
if (this.openDuration) {
loadStartAnimator();
}
}
当MeasureSpec.getMode不等于 MeasureSpec.EXACTLY时即父控件没有指定大小时,该View的宽时这个屏幕的宽再加它的左右间隔,而高是该屏幕的高再加上下间隔再除于2,否侧就是用指定控件的大小。
而onSizeChanged当view的大小发生变化时触发再onDraw()之前触发,所以我在这里计算出雷达图的半径(radius),和根据传进来的值计算出各个角的角度数组(listAngle),和各个雷达边的间隔(margin),主要就是这些了。
接下来就是分析最重要的onDraw()方法,代码如下:
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (listAngle.length == 0) {
return;
}
canvas.translate(getWidth() / 2, getHeight() / 2);
canvas.rotate(180);
canvas.save();
//画雷达图各个边
for (int i = 1; i <= marginNum; i++) {
drawRadarBroad(canvas, margin * i);
}
//画雷达图各个边的连线
drawPointLine(canvas, radius);
//画雷达图的角的文字
drawText(canvas, radius);
//画出数值区域
drawData(canvas, radius);
//画出各个点
circleHoldPaint(canvas, radius);
//画各个区间数值提示
drawDataEasePoint(canvas);
}
在这里我们把Canvas的原点移到这个View的中心,旋转180度为了保持刚开始时第一个点在正上方,再保存此时Canvas的状态,接着我们就要“画画”了。
drawRadarBroad(Canvas canvas, float radius)
public void drawRadarBroad(Canvas canvas, float radius) {
Path path = new Path();
for (int i = 0; i < listAngle.length; i++) {
float[] temp = getAngle(radius, listAngle[i]);
if (i == 0) {
path.moveTo(temp[0], temp[1]);
} else {
path.lineTo(temp[0], temp[1]);
}
}
float[] lastPoint = getAngle(radius, listAngle[0]);
path.lineTo(lastPoint[0], lastPoint[1]);
mBroadPaint.setAlpha(mBroadAlpha);
canvas.drawPath(path, mBroadPaint);
}
public float[] getAngle(float radius, float angle) {
float[] param = new float[2];
param[0] = (float) Math.sin(Math.toRadians(angle)) * radius;
param[1] = (float) Math.cos(Math.toRadians(angle)) * radius;
return param;
}
我们通过margin * i计算出每个雷达边的外接圆的半径,在创建Path然后遍历各个角,通过getAngle()方法计算出各个点坐标,getAngle()里面的代码说白了只是三角计算公式而已。当它在第一个点的时候移动path即moveTo(),其后的点都是用lineTo()代表连接,然后最后一个点再和第一个点相连,形成一个闭环,最后调用Canvas.drawPath()画出这个雷达边,多次调用即画出多个边了。效果如下:
drawPointLine(Canvas canvas, float radius)
接下来要把上面的边连起来形成真正的雷达图,代码如下:
public void drawPointLine(Canvas canvas, float radius) {
for (int i = 0; i < listAngle.length; i++) {
Path path = new Path();
path.moveTo(0, 0);
float[] temp = getAngle(radius, listAngle[i]);
path.lineTo(temp[0], temp[1]);
mBroadPaint.setAlpha(mBroadAlpha);
canvas.drawPath(path, mBroadPaint);
}
}
这个很简单,拿到整个最大外接圆的半径,计算出各个角的坐标,然后用Path把他们画出原点到各个角的连线,效果图如下:
接着画出雷达图各个角的提示文字
drawText(Canvas canvas, float radius)
public void drawText(Canvas canvas, float radius) {
if (cornerName.size() == 0) {
return;
}
for (int i = 0; i < listAngle.length; i++) {
canvas.save();
float[] temp = getAngle(radius, listAngle[i]);
canvas.translate(temp[0], temp[1]);
canvas.rotate(-180);
Rect mCenterRect=new Rect();
mIntervalTextPaint.getTextBounds(cornerName.get(i)+"",0,cornerName.get(i).length(),mCenterRect);
if (-0.6<((int)temp[0])&&((int)temp[0])<=0.6) {
canvas.drawText(cornerName.get(i),0,
temp[1]>0?-(mCenterRect.height()/2)
:mCenterRect.height()*2,mDrawTextPaint);
} else {
canvas.drawText(cornerName.get(i),
temp[0]>0?-(mCenterRect.width()):(mCenterRect.width()),
temp[1]>0?-(mCenterRect.height()/2):mCenterRect.height(),
mDrawTextPaint);
}
canvas.restore();
}
}
这个整体思路也很简单,遍历雷达图的所有角,通过getAngle()拿到所有的坐标,在通过canvas.drawText()画出角的提示,这里注意的是,mDrawTextPaint我是设置居中,因为后面还涉及手势滑动,所以当-0.6<((int)temp[0])&&((int)temp[0])<=0.6时,是上下两个点,所以X的偏移我这是为0,最上面一点偏移半个文字高度,而下面是两个。假如不是上下两个点则是正常点,X点的偏移是temp[0]>0?-(mCenterRect.width()):(mCenterRect.width()),Y点的偏移是temp[1]>0?-(mCenterRect.height()/2):mCenterRect.height()。效果图如下:
drawData(Canvas canvas, float radius)
接着就是画数值占雷达图的整个区域和边,代码如下:
public void drawData(Canvas canvas, float radius) {
if (maxValue == 0) {
maxValue = Collections.max(listData);
}
Path path = new Path();
for (int i = 0; i < listAngle.length; i++) {
float tempRadius = (listData.get(i) / maxValue) * radius;
float[] tempAngle = getAngle(tempRadius, listAngle[i]);
if (i == 0) {
path.moveTo(tempAngle[0], tempAngle[1]);
} else {
path.lineTo(tempAngle[0], tempAngle[1]);
}
}
path.close();
canvas.drawPath(path, mMarkEasePaint);
canvas.drawPath(path, mMarkPaint);
}
通过(listData.get(i)/maxValue)*radius画出不同数值对应的半径,再通过getAngle()来获取角的坐标,然后依照画画雷达边画出用path.moveTo和path.lineTo画出整个路径,再通过canvas.drawPath(path,mMarkEasePaint),canvas.drawPath(path, mMarkPaint)分别画出对应的区域和对应的边。效果图如下:
circleHoldPaint(Canvas canvas, float radius)
接着画出数值点和其每个点代表的数值,代码如下:
public void circleHoldPaint(Canvas canvas, float radius) {
if (maxValue == 0) {
maxValue = Collections.max(listData);
}
for (int i = 0; i < listAngle.length; i++) {
float tempRadius = (listData.get(i) / maxValue) * radius;
float[] tempAngle = getAngle(tempRadius, listAngle[i]);
if (drawText) {
canvas.save();
canvas.translate(tempAngle[0], tempAngle[1]);
Rect mCenterRect=new Rect();
mHoldTextPaint.getTextBounds(cornerName.get(i)+"",0,cornerName.get(i).length(),mCenterRect);
canvas.rotate(-180);
canvas.drawText(listData.get(i)+"",tempAngle[0]>0?-mCenterRect.width()/2:mCenterRect.width()/2,tempAngle[1]>0?-mCenterRect.height()/2:mCenterRect.height()/2,mHoldTextPaint);
canvas.restore();
}
canvas.drawCircle(tempAngle[0], tempAngle[1], 5, mCircleHoldPaint);
}
}
首先还是遍历所有的角度的集合,和上面一样通过(listData.get(i) / maxValue) * radius拿到半径,再通过getAngle()拿到每个角度和半径对应的坐标。通过canvas.save()保存当前状态,再通过canvas.translate()把原点移动到对应的坐标,通过canvas.drawText()画出对应的数值,在canvas.restore()来恢复原先的状态。最后通过canvas.drawCircle()画出每个数值点的中心。效果图如下:
drawDataEasePoint(Canvas canvas)
最后就是画各个区间的数值提示,代码如下:
public void drawDataEasePoint(Canvas canvas) {
if (!openDataEasePoint && listAngle.length != 0) {
return;
}
float marginData = maxValue / marginNum;
for (int i = 1; i <= marginNum; i++) {
float[] temp = getAngle(margin * i, listAngle[0]);
canvas.save();
canvas.translate(temp[0], temp[1]);
canvas.rotate(-180);
float data = marginData * i;
Rect mCenterRect=new Rect();
mIntervalTextPaint.getTextBounds(data+"",0,(data+"").length(),mCenterRect);
canvas.drawText(data+"",0, temp[1]>0?mCenterRect.height():-mCenterRect.height(), mIntervalTextPaint);
canvas.restore();
}
}
首先通过maxValue/marginNum计算出每个区间真是数值之间的间隔,在遍历marginNum,通过marginData*i获取每个区间的半径,再通过getAngle()获取对应的坐标,剩下的操作思路和上面的都大同小异,保存状态,计算字体大小,再通过canvas.drawText()画出字体,然后canvas.restore()还原。最终的效果图就都出来了,如下:
上面虽然画出了雷达图的全部样子,可是都是静态的不能手指操作。要怎么实现呢,也很简单,重写onTouch(MotionEvent event)方法,代码如下:
scroller = new Scroller(getContext());
mDetector = new GestureDetector(getContext(), mGestureListener);
@Override
public boolean onTouchEvent(MotionEvent event) {
mDetector.onTouchEvent(event);
return true;
}
private GestureDetector.SimpleOnGestureListener mGestureListener = new GestureDetector.SimpleOnGestureListener() {
@Override
public boolean onDown(MotionEvent e) {
if (!scroller.isFinished()) {
scroller.forceFinished(true);
}
return true;
}
@Override
public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) {
calculationAngle(e1.getX(), e1.getY(), e2.getX(), e2.getY(), distanceX / 5, distanceY / 5);
postInvalidate();
return super.onScroll(e1, e2, distanceX, distanceY);
}
@Override
public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) {
if (Math.abs(velocityX) > Math.abs(velocityY)) {
mFlingPoint = e2.getX();
scroller.fling((int) e2.getX(), 0, (int) (velocityX), 0,(int) (-50 + e2.getX()),(int) (50 + e2.getX()), 0, 0);
} else if (Math.abs(velocityX) < Math.abs(velocityY)) {
mFlingPoint = e2.getX();
scroller.fling(0, (int) e2.getY(), 0, (int) (velocityY), 0, 0,
(int) -(50 + e2.getY()),
(int) (50 + e2.getY()));
}
return super.onFling(e1, e2, velocityX, velocityY);
}
};
public void calculationAngle(float startX, float startY, float endX, float endY, float distanceX, float distanceY) {
float tempRadius = 0;
int action = detectDicr(startX, startY, endX, endY);
if (action == 1 || action == 2) {//上下
if (startX > (getWidth() / 2)) {
tempRadius = distanceY; //右
} else {
tempRadius = -distanceY;//左
}
} else if (action == 3 || action == 4) {//左右
if (startY > (getHeight() / 2)) {
tempRadius = -distanceX;//下
} else {
tempRadius = distanceX;//上
}
}
if (tempRadius > 0) {
angleStatus = 0;
} else {
angleStatus = 1;
}
for (int i = 0; i < listAngle.length; i++) {
listAngle[i] += (tempRadius);
}
}
//通过手势来移动方块:1,2,3,4对应上下左右
private int detectDicr(float start_x, float start_y, float end_x, float end_y) {
boolean isLeftOrRight = Math.abs(start_x - end_x) > Math.abs(start_y - end_y) ? true : false;
if (isLeftOrRight) {
if (start_x - end_x > 0) {
return 3;
} else if (start_x - end_x < 0) {
return 4;
}
} else {
if (start_y - end_y > 0) {
return 1;
} else if (start_y - end_y < 0) {
return 2;
}
}
return 0;
}
当我们手指在这个View滑动时,就是回调onScroll()方法,然后调用calculationAngle()方法,在这方法里detectDicr()方法是用来判断方向的,当它在上下滑石,我们用onScroll()回调的distanceY,左右就用distanceX方法,然后在根据它在哪个象限来判断正负值。再通过遍历所有角度来修改所有角度值,最后通过postInvalidate()不断刷新界面。
当我们手指快速一滑时,会回调onFling()方法,当Math.abs(velocityX) > Math.abs(velocityY)是左右快速滑动,否则是上下快速滑动,然后在调用scroller.fling()方法让它实现平顺的滑动一段距离,然后待会回调如下方法:
@Override
public void computeScroll() {
if (scroller.computeScrollOffset()) {
int x = scroller.getCurrX();
int y = scroller.getCurrY();
double tempRadius = 0;
int max = Math.max(Math.abs(x), Math.abs(y));
double rotateDis = CIRCLE_ANGLE * (Math.abs(max - mFlingPoint) / mPerimeter);
if (angleStatus == 0) {
tempRadius = rotateDis;
} else if (angleStatus == 1) {
tempRadius = -rotateDis;
}
for (int i = 0; i < listAngle.length; i++) {
listAngle[i] += (tempRadius);
}
postInvalidate();
}
}
获取当前X值和Y值,比较拿到最大值,再通过Math.abs(max - mFlingPoint)/radius算出大概的角度值,angleStatus是用来判断方向的,最后还是遍历所有角,来改变所有的角度,通过postInvalidate()不断的刷新界面。这就实现了快速一滑的效果的。
最后就是刚加载的动画了,代码如下:
public void loadStartAnimator() {
ValueAnimator alphaAnimator = ValueAnimator.ofInt(0, 225);
alphaAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
mBroadAlpha = (int) valueAnimator.getAnimatedValue();
postInvalidate();
}
});
final ValueAnimator radiusAnimator = ValueAnimator.ofFloat(0, radius);
radiusAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
radius = (Float) valueAnimator.getAnimatedValue();
postInvalidate();
}
});
final ValueAnimator marginAnimator = ValueAnimator.ofFloat(0, margin);
marginAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator valueAnimator) {
margin = (Float) valueAnimator.getAnimatedValue();
postInvalidate();
}
});
alphaAnimator.setDuration(duration);
radiusAnimator.setDuration(duration);
marginAnimator.setDuration(duration);
alphaAnimator.start();
radiusAnimator.start();
marginAnimator.start();
}
通过ValueAnimator根据动画持续的总时间内产生多个时间因子,即mBroadAlpha(透明度),radius(半径),margin(雷达边的间距)在一段时间内不同改变,再通过postInvalidate()不断刷新界面,从而产生动画效果。
最后奉上源码,大家有什么不懂可以看源码https://github.com/jack921/RadarView