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Android 动画 Animator 家族使用指南

nanyue 2024-10-24 11:49:26 技术文章 2 ℃

零、前言: 本文知识点

  • ValueAnimator的认识与使用
  • 估值器TypeEvaluator的自定义与使用
  • 插值器TimeInterpolator的自定义与使用
  • Path与Animator的结合使用
  • ObjectAnimator的自定义与使用
  • TimeAnimator的使用
  • AnimatorSet动画集合的使用
  • Animator家族的监听器介绍与使用
  • Animator家族在xml中的使用

一直用动画,貌似还没有好好地总结一下,趁有空,总结一波

所谓动画,就是不停变化,在视觉上达到连续的效果

Animator的体系并不复杂,但内部实现挺复杂的,很多类常年埋没于底层,不见天日

如: PropertyValuesHolder及其子类、 Keyframes族、 Keyframe族、 KeyframeSet族

今天试着读了一下源码,基本上读的懵懵懂懂,总的思路算是把握了


第一节:ValueAnimator的使用

一、简单的使用

0.Animator家族简单认识:

Animator是一个抽象类,不可用,只能找它的子类

现在先看非常常用的ValueAnimator


1.下面是一段ValueAnimator最简单的使用

ValueAnimator animator = ValueAnimator.ofInt(0, 10);
animator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 @Override
 public void onAnimationUpdate(ValueAnimator animation) {
 Log.e(TAG, animation.getAnimatedValue()+"---");
 }
});
animator.start();

打印结果分析:

2018-12-26 12:04:09.290 ~ 2018-12-26 12:04:09.584---->584-290=294
默认持续时间是300(源码中定义的),基本一致,在这段时间内不断回调onAnimationUpdate方法
并且animation的值从预定的0~10之间不断变化,这就是ValueAnimator的基本用处
2018-12-26 12:04:09.290 2001-2001/com.toly1994.animator_test E/MainActivity: 0---
2018-12-26 12:04:09.335 2001-2001/com.toly1994.animator_test E/MainActivity: 0---
2018-12-26 12:04:09.351 2001-2001/com.toly1994.animator_test E/MainActivity: 1---
2018-12-26 12:04:09.373 2001-2001/com.toly1994.animator_test E/MainActivity: 1---
2018-12-26 12:04:09.412 2001-2001/com.toly1994.animator_test E/MainActivity: 3---
2018-12-26 12:04:09.439 2001-2001/com.toly1994.animator_test E/MainActivity: 5---
2018-12-26 12:04:09.450 2001-2001/com.toly1994.animator_test E/MainActivity: 5---
2018-12-26 12:04:09.468 2001-2001/com.toly1994.animator_test E/MainActivity: 6---
2018-12-26 12:04:09.484 2001-2001/com.toly1994.animator_test E/MainActivity: 7---
2018-12-26 12:04:09.502 2001-2001/com.toly1994.animator_test E/MainActivity: 8---
2018-12-26 12:04:09.517 2001-2001/com.toly1994.animator_test E/MainActivity: 8---
2018-12-26 12:04:09.534 2001-2001/com.toly1994.animator_test E/MainActivity: 9---
2018-12-26 12:04:09.568 2001-2001/com.toly1994.animator_test E/MainActivity: 9---
2018-12-26 12:04:09.584 2001-2001/com.toly1994.animator_test E/MainActivity: 10---

2.从中衍生的想法

1).不断调用onAnimationUpdate回调

2).可以获取有规律变化的不同的数值

在自定义View中onAnimationUpdate刷新界面,并动态改变数值

/**
 * 作者:张风捷特烈<br/>
 * 时间:2018/12/26 0026:7:50<br/>
 * 邮箱:1981462002@qq.com<br/>
 * 说明:Animator测试View
 */
public class AnimatorView extends View {
 private static final String TAG = "AnimatorView";
 private Paint mPaint;//画笔
 private int mRadius = 100;//小球初始半径
 private ValueAnimator mAnimator;//动画器
 public AnimatorView(Context context) {
 this(context, null);
 }
 public AnimatorView(Context context, @Nullable AttributeSet attrs) {
 super(context, attrs);
 init();
 }
 private void init() {
 mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
 mPaint.setColor(0xff94E1F7);
 mAnimator = ValueAnimator.ofInt(100, 300);
 mAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 @Override
 public void onAnimationUpdate(ValueAnimator animation) {
 mRadius= (int) animation.getAnimatedValue();
 invalidate();
 }
 });
 }
 @Override
 protected void onDraw(Canvas canvas) {
 super.onDraw(canvas);
 canvas.translate(400, 400);//移动坐标
 canvas.drawCircle(0, 0, mRadius, mPaint);
 }
 @Override
 public boolean onTouchEvent(MotionEvent event) {
 switch (event.getAction()) {
 case MotionEvent.ACTION_DOWN:
 Log.e(TAG, "onTouchEvent: ");
 mAnimator.start();//点击开启动画
 break;
 case MotionEvent.ACTION_UP:
 }
 return super.onTouchEvent(event);
 }
}

其实道理很简单,就是把打印输出换成了刷新视图,而且半径在不断变化


3.常规配置

看一下RESTART(默认)和REVERSE的区别

RESTARTREVERSE

mAnimator.setStartDelay(1000);//设置延迟
mAnimator.setRepeatCount(2);//设置重复执行次数
// mAnimator.setRepeatMode(ValueAnimator.RESTART);//重新开始100->300 100->300
mAnimator.setRepeatMode(ValueAnimator.REVERSE);//反转开始100->300 300->100
mAnimator.setDuration(1000);//设置时长

二、 ofArgb与 ofObject

颜色变化颜色大小


1.改变颜色: ofArgb

传入两个颜色(起始色和终止色)

mColorAnimator = ValueAnimator.ofArgb(0xff94E1F7, 0xffF35519);
mColorAnimator.setDuration(500);//设置时长
mColorAnimator.setRepeatCount(1);//设置重复执行次数
mColorAnimator.setRepeatMode(ValueAnimator.REVERSE);
mColorAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 @Override
 public void onAnimationUpdate(ValueAnimator animation) {
 mPaint.setColor((Integer) animation.getAnimatedValue());
 invalidate();
 }
});

2.如何即改变大小又改变颜色:

ValueAnimator.ofObject + TypeEvaluator

2.1先定义一个类承载数据:Ball(为了演示简洁,使用public属性)

public class Ball {
 public int color;
 public int r;
 public Ball() {
 }
 public Ball(int r, int color) {
 this.color = color;
 this.r = r;
 }
}

2.2.创建TypeEvaluator(类型估值器)

TypeEvaluator是确定对象的各个属性如何变化,看下面例子:

这里fraction是分率,startValue和endValue分别是起始和终止对象的状态

public class BallEvaluator implements TypeEvaluator {
 @Override
 public Object evaluate(float fraction, Object startValue, Object endValue) {
 Ball start = (Ball) startValue;//小球初始状态
 Ball end = (Ball) endValue;//小球终止状态
 Ball ball = new Ball();//当前小球
 //半径=初始+分率*(结尾-初始) 比如运动到一半,分率是0.5
 ball.r = (int) (start.r + fraction * (end.r - start.r));
 //颜色怎么渐变?
 ball.color = evaluateColor(fraction, start.color, end.color);
 return null;
 }
 /**
 * 根据分率计算颜色
 */
 private int evaluateColor(float fraction, Object startValue, Object endValue) {
 int startInt = (Integer) startValue;
 float startA = ((startInt >> 24) & 0xff) / 255.0f;
 float startR = ((startInt >> 16) & 0xff) / 255.0f;
 float startG = ((startInt >> 8) & 0xff) / 255.0f;
 float startB = (startInt & 0xff) / 255.0f;
 int endInt = (Integer) endValue;
 float endA = ((endInt >> 24) & 0xff) / 255.0f;
 float endR = ((endInt >> 16) & 0xff) / 255.0f;
 float endG = ((endInt >> 8) & 0xff) / 255.0f;
 float endB = (endInt & 0xff) / 255.0f;
 // convert from sRGB to linear
 startR = (float) Math.pow(startR, 2.2);
 startG = (float) Math.pow(startG, 2.2);
 startB = (float) Math.pow(startB, 2.2);
 endR = (float) Math.pow(endR, 2.2);
 endG = (float) Math.pow(endG, 2.2);
 endB = (float) Math.pow(endB, 2.2);
 // compute the interpolated color in linear space
 float a = startA + fraction * (endA - startA);
 float r = startR + fraction * (endR - startR);
 float g = startG + fraction * (endG - startG);
 float b = startB + fraction * (endB - startB);
 // convert back to sRGB in the [0..255] range
 a = a * 255.0f;
 r = (float) Math.pow(r, 1.0 / 2.2) * 255.0f;
 g = (float) Math.pow(g, 1.0 / 2.2) * 255.0f;
 b = (float) Math.pow(b, 1.0 / 2.2) * 255.0f;
 return Math.round(a) << 24 | Math.round(r) << 16 | Math.round(g) << 8 | Math.round(b);
 }
}

看源码中怎么渐变颜色的: ArgbEvaluator.getInstance()

可以看到有个计算颜色的方法,拿来用呗(我直接拷过去用)

public static ValueAnimator ofArgb(int... values) {
 ValueAnimator anim = new ValueAnimator();
 anim.setIntValues(values);
 anim.setEvaluator(ArgbEvaluator.getInstance());
 return anim;
}
---->[计算颜色方法evaluate]---------------
public Object evaluate(float fraction, Object startValue, Object endValue) {
 //计算颜色方法详情......
}

3.使用估值器指定曲线方程运动

该方程是二次曲线:y=x*x/800 当然你也可以定义自己喜欢的方程

public class Ball {
 public int color;
 public int r;
 public int x;
 public int y;
 public Ball() {
 }
 public Ball(int r, int color) {
 this.color = color;
 this.r = r;
 }
 public Ball(int r, int color, int x, int y) {
 this.color = color;
 this.r = r;
 this.x = x;
 this.y = y;
 }
}

估值器修改:

public class BallEvaluator implements TypeEvaluator {
 @Override
 public Object evaluate(float fraction, Object startValue, Object endValue) {
 Ball start = (Ball) startValue;
 Ball end = (Ball) endValue;
 Ball ball = new Ball();
 ball.color = evaluateColor(fraction, start.color, end.color);
 ball.r = (int) (start.r + fraction * (end.r - start.r));
 ball.x = (int) (start.x + fraction * (end.x - start.x));
 ball.y= ball.x*ball.x/800;//此处依赖x确定y值
 return ball;
 }
}

AnimatorView

public class AnimatorView extends View {
 private static final String TAG = "AnimatorView";
 private Paint mPaint;
 private int mRadius = 50;
 private int dx;
 private int dy;
 private ValueAnimator mAnimator;
 private ValueAnimator mColorAnimator;
 private ValueAnimator mObjAnimator;
 public AnimatorView(Context context) {
 this(context, null);
 }
 public AnimatorView(Context context, @Nullable AttributeSet attrs) {
 super(context, attrs);
 init();
 }
 private void init() {
 mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
 mPaint.setColor(0xff94E1F7);
 Ball startBall = new Ball(50, 0xff94E1F7,0,0);
 Ball endBall = new Ball(100, 0xffF35519,500,1000);
 mObjAnimator = ValueAnimator.ofObject(new BallEvaluator(), startBall, endBall);
 mObjAnimator.setRepeatMode(ValueAnimator.REVERSE);//反转开始100->300 300->100
 mObjAnimator.setDuration(1000);//设置时长
 mObjAnimator.setRepeatCount(1);//设置重复执行次数
 mObjAnimator.setRepeatMode(ValueAnimator.REVERSE);
 mObjAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 @Override
 public void onAnimationUpdate(ValueAnimator animation) {
 Ball ball = (Ball) animation.getAnimatedValue();
 mRadius = ball.r;
 mPaint.setColor(ball.color);
 dx=ball.x;
 dy=ball.y;
 Log.e(TAG, "onAnimationUpdate: "+dx+":"+dy);
 invalidate();
 }
 });
 }
 @Override
 protected void onDraw(Canvas canvas) {
 super.onDraw(canvas);
 canvas.translate(dx, dy);
 canvas.drawCircle(mRadius, mRadius, mRadius, mPaint);
 }
 @Override
 public boolean onTouchEvent(MotionEvent event) {
 switch (event.getAction()) {
 case MotionEvent.ACTION_DOWN:
 mObjAnimator.start();
 break;
 case MotionEvent.ACTION_UP:
 }
 return super.onTouchEvent(event);
 }
}

基本套路就是这样,有了ofObject,属性随意变,还怕动画吗?

核心就是估值器的定义,其实ofInt,ofFloat,ofArgb只是适用了内置估值器而已 本质上和ofObject并没有什么不同,可以看成单属性的简易版ofObject


三、插值器

如果估值器TypeEvaluator告诉你给怎么跑,那么插值器则告诉你跑多快

下面演示一下三个内置插值器(内置还有几个,自己试试)和自定义的三个插值器


1.自定义插值器:sin型先快后慢

这里的input是从0~1变化的值,插值器就是改变input值的变化情况

public class D_Sin_Inter implements TimeInterpolator {
 @Override
 public float getInterpolation(float input) {
 //input是一个从0~1均匀变化的值
 //从0到PI/2均匀变化的值
 float rad = (float) (Math.PI/2 * input);
 //返回这个弧度的sin值--sin曲线在0~PI/2区域是增长越来越缓慢,小球运动越来越缓慢
 return (float) (Math.sin(rad));
 }
}

2.自定义插值器:sin型先满后快

public class A_Sin_Inter implements TimeInterpolator {
 @Override
 public float getInterpolation(float input) {
 //input是一个从0~1均匀变化的值
 //从0到PI/2均匀变化的值
 float rad = (float) (Math.PI/2 * input+Math.PI/2);
 //返回这个弧度的sin值--sin曲线在PI/2~PI区域是降低越来越快
 return (float) (1-(Math.sin(rad)));//返回1-
 }
}

3.自定义插值器:log型

/**
 * 作者:张风捷特烈<br/>
 * 时间:2018/12/26 0026:20:41<br/>
 * 邮箱:1981462002@qq.com<br/>
 * 说明:Log型先快后慢
 */
public class D_Log_Inter implements TimeInterpolator {
 @Override
 public float getInterpolation(float input) {
 return (float) (Math.log10(1 + 9 * input));
 }
}

插值器实际上就是基于input加工,时间流动(每次刷新间隔)是基本恒定的,

input是从0~1均匀变化的,通过input将其映射到一组对应关系上,就像数学中的函数

input是x,称为自变量,因变量y由函数式和x确定,返回值便是y,供代码中使用(DSinInter如下)

LinearInterpolator线性插值器也就是x=y,而已,本质是一样的


4.优雅的实现测试代码

只需在名字数组和插值器数组里对应添加即可,其他会自动处理

public class AnimatorInterView extends View {
 private static final String TAG = "AnimatorView";
 private Paint mPaint;
 private int mRadius = 50;
 private int dx[];
 private String[] mStrings;
 private TimeInterpolator[] mInterpolators;
 public AnimatorInterView(Context context) {
 this(context, null);
 }
 public AnimatorInterView(Context context, @Nullable AttributeSet attrs) {
 super(context, attrs);
 init();
 }
 private void init() {
 mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
 mPaint.setColor(0xff94E1F7);
 mPaint.setTextSize(40);
 mStrings = new String[]{"Linear", "Bounce", "AOI", "OI", "D_sin", "D_log", "A_sin", "A_log"};
 mInterpolators = new TimeInterpolator[]{
 new LinearInterpolator(),
 new BounceInterpolator(),
 new AnticipateOvershootInterpolator(),
 new OvershootInterpolator(),
 new D_Sin_Inter(),
 new D_Log_Inter(),
 new A_Sin_Inter()};
 dx = new int[mInterpolators.length];
 }
 private ValueAnimator createAnimator(int index, TimeInterpolator interpolator) {
 ValueAnimator mAnimator = ValueAnimator.ofInt(0, 800);
 mAnimator.setRepeatCount(1);//设置重复执行次数
 mAnimator.setRepeatMode(ValueAnimator.REVERSE);//反转开始100->300 300->100
 mAnimator.setDuration(3000);//设置时长
 mAnimator.setInterpolator(interpolator);
 mAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 @Override
 public void onAnimationUpdate(ValueAnimator animation) {
 dx[index] = (int) animation.getAnimatedValue();
 invalidate();
 }
 });
 return mAnimator;
 }
 @Override
 protected void onDraw(Canvas canvas) {
 super.onDraw(canvas);
 for (int i = 0; i < dx.length; i++) {
 canvas.translate(0, 120);
 mPaint.setColor(0xff94E1F7);
 canvas.drawCircle(mRadius + dx[i], mRadius, mRadius, mPaint);
 mPaint.setColor(0xff000000);
 mPaint.setStrokeWidth(4);
 canvas.drawLine(mRadius, mRadius, 800 + mRadius, mRadius, mPaint);
 canvas.drawText(mStrings[i], 800 + 3 * mRadius, mRadius, mPaint);
 }
 }
 @Override
 public boolean onTouchEvent(MotionEvent event) {
 switch (event.getAction()) {
 case MotionEvent.ACTION_DOWN:
 for (int i = 0; i < mInterpolators.length; i++) {
 createAnimator(i, mInterpolators[i]).start();
 }
 break;
 case MotionEvent.ACTION_UP:
 }
 return super.onTouchEvent(event);
 }
}

[插曲]:路径于Animator的结合

核心是使用PathMeasure和DashPathEffect对路径的长度进行控制

关于Path的这方面知识,这里不做详解,详见:Android关于Path你所知道的和不知道的一切

/**
 * 作者:张风捷特烈<br/>
 * 时间:2018/12/26 0026:7:50<br/>
 * 邮箱:1981462002@qq.com<br/>
 * 说明:Animator与Path
 */
public class AnimatorPathView extends View {
 private static final String TAG = "AnimatorView";
 private Paint mPaint;
 private Path mPath;
 private PathMeasure pathMeasure;
 public AnimatorPathView(Context context) {
 this(context, null);
 }
 public AnimatorPathView(Context context, @Nullable AttributeSet attrs) {
 super(context, attrs);
 init();
 }
 private void init() {
 mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
 mPaint.setColor(0xff94E1F7);
 mPaint.setStyle(Paint.Style.STROKE);
 mPaint.setStrokeWidth(10);
 mPaint.setStrokeJoin(Paint.Join.ROUND);
 //测量路径
 mPath = new Path();
 mPath = nStarPath(mPath, 8, 250, 160);//八角形路径
 pathMeasure = new PathMeasure(mPath, false);
 }
 private ValueAnimator createAnimator() {
 ValueAnimator mAnimator = ValueAnimator.ofInt(0, 800);
 mAnimator.setRepeatCount(1);//设置重复执行次数
 mAnimator.setRepeatMode(ValueAnimator.REVERSE);//反转开始100->300 300->100
 mAnimator.setDuration(3000);//设置时长
 mAnimator.setInterpolator(new AnticipateOvershootInterpolator());
 mAnimator.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 @Override
 public void onAnimationUpdate(ValueAnimator animation) {
 float value = animation.getAnimatedFraction();
 //核心:创建DashPathEffect
 DashPathEffect effect = new DashPathEffect(
 new float[]{
 pathMeasure.getLength(),
 pathMeasure.getLength()},
 value * pathMeasure.getLength());
 mPaint.setPathEffect(effect);
 invalidate();
 }
 });
 return mAnimator;
 }
 @Override
 protected void onDraw(Canvas canvas) {
 super.onDraw(canvas);
 canvas.translate(250, 250);
 canvas.drawPath(mPath, mPaint);
 }
 @Override
 public boolean onTouchEvent(MotionEvent event) {
 switch (event.getAction()) {
 case MotionEvent.ACTION_DOWN:
 createAnimator().start();
 break;
 case MotionEvent.ACTION_UP:
 }
 return super.onTouchEvent(event);
 }
 /**
 * n角星路径
 *
 * @param num 几角星
 * @param R 外接圆半径
 * @param r 内接圆半径
 * @return n角星路径
 */
 public static Path nStarPath(Path path, int num, float R, float r) {
 float perDeg = 360 / num;
 float degA = perDeg / 2 / 2;
 float degB = 360 / (num - 1) / 2 - degA / 2 + degA;
 path.moveTo((float) (Math.cos(rad(degA)) * R), (float) (-Math.sin(rad(degA)) * R));
 for (int i = 0; i < num; i++) {
 path.lineTo(
 (float) (Math.cos(rad(degA + perDeg * i)) * R),
 (float) (-Math.sin(rad(degA + perDeg * i)) * R));
 path.lineTo(
 (float) (Math.cos(rad(degB + perDeg * i)) * r),
 (float) (-Math.sin(rad(degB + perDeg * i)) * r));
 }
 path.close();
 return path;
 }
 /**
 * 角度制化为弧度制
 *
 * @param deg 角度
 * @return 弧度
 */
 public static float rad(float deg) {
 return (float) (deg * Math.PI / 180);
 }
}

第二节:ValueAnimator之子 ObjectAnimator和TimeAnimator:

作为孩子,它老爸能做的它也能做,并且还会有一些自己的特长

ObjectAnimator针对有setXxx方法的属性,进行的"Xxx"属性变化动画

注: Xxx的首字母大小写都可以


一、View内置属性的测试

1.简单入门--下移示例:

private ObjectAnimator mMoveDown;//下移动画
mMoveDown = ObjectAnimator//创建实例
 //(View,属性名,初始化值,结束值)
 .ofFloat(this, "translationY", 0, 300)
 .setDuration(1000);//设置时常
@Override//绘制方法
protected void onDraw(Canvas canvas) {
 super.onDraw(canvas);
 canvas.drawCircle(50, 50, 50, mPaint);
}
mMoveDown.start();//开启动画

加上背景看一下,可以看出是整个View进行了变化。


2.常用属性一览:

属性名演示解释alpha

透明度1~0translationX

X方向移动translationY

Y方向移动rotation

旋转(默认View中心点)rotationX

X轴旋转(默认View中心横轴)rotationY

Y轴旋转(默认View中心纵轴)scaleX

X缩放 倍数scaleY

Y缩放 倍数

3.旋转、缩放中心点设置:

setPivotX(200);
setPivotY(200);

4.多参数情况( 多参情况Animator家族皆适用)

0-->360 360-->0 0-->90

.ofFloat(this, "rotation", 0, 360,360,0,0,90)

二、自定义ObjectAnimator属性

内置的只是一些常用的,我们也可以自定义自己的属性

1.自定义圆的大小动画

必须用一个setXxx的方法,属性名则为xxx,调用重绘方法

public void setRadius(int radius) {
 mRadius = radius;
 invalidate();//记得重绘
}
ObjectAnimator//创建实例
 //(View,属性名,初始化值,结束值)
 .ofInt(this, "Radius", 100, 50,100,20,100)
 .setDuration(3000);//设置时常

2.自定义颜色动画

public void setColor(int color) {
 mColor = color;
 mPaint.setColor(mColor);
 invalidate();//记得重绘
}
colorAnimator = ObjectAnimator//创建实例
 //(View,属性名,初始化值,结束值)
 .ofInt(this, "color", 0xff0000ff, 0xffF2BA38, 0xffDD70BC)
 .setDuration(3000);
colorAnimator.setEvaluator(new ArgbEvaluator());//颜色的估值器

3.ValueAnimator和ObjectAnimator的区别在哪?

1.ValueAnimator需要手动添加监听,手动获取ValueAnimator的数据,手动书写变更逻辑
2.ObjectAnimator可以不用进行更新监听,核心在`setXxx`里进行, 
也就是每次更新时会自己走setXxx里的方法,这样方便在外部使用来动态改变属性
3.ValueAnimator的灵活性要好,毕竟自己动手,可以脑洞大开,想怎么玩怎么玩
4.ObjectAnimator针对有setXxx的属性进行动画,两者的侧重点不同 
5.总的来说ObjectAnimator向于应用(简洁,快速),ValueAnimator偏向于操作(灵活,多变)

三、TimeAnimator

这个类总共代码100行,而且几乎一半都是注释

它继承自ValueAnimator,可谓也是Animator家族的掌上明珠,但非常纯真与专注

她想做的只有一件事:提供一条时间流(每个16或17ms回调一次方法)

mAnimator = new TimeAnimator();
////(自己,运行总时长,每次回调的时间间隔)
mAnimator.setTimeListener((animation, totalTime, deltaTime) -> {
 Log.e(TAG, "totalTime:" + totalTime + ", deltaTime:" + deltaTime);
 if (totalTime > 300) {
 animation.pause();
 }
});

运行结果:

2018-12-27 10:09:35.047 E/TimeAnimatorView: totalTime:0, deltaTime:0
2018-12-27 10:09:35.051 E/TimeAnimatorView: totalTime:2, deltaTime:2
2018-12-27 10:09:35.068 E/TimeAnimatorView: totalTime:19, deltaTime:17
2018-12-27 10:09:35.085 E/TimeAnimatorView: totalTime:36, deltaTime:17
2018-12-27 10:09:35.101 E/TimeAnimatorView: totalTime:52, deltaTime:16
2018-12-27 10:09:35.118 E/TimeAnimatorView: totalTime:69, deltaTime:17
2018-12-27 10:09:35.135 E/TimeAnimatorView: totalTime:86, deltaTime:17
2018-12-27 10:09:35.151 E/TimeAnimatorView: totalTime:102, deltaTime:16
2018-12-27 10:09:35.167 E/TimeAnimatorView: totalTime:119, deltaTime:17
2018-12-27 10:09:35.184 E/TimeAnimatorView: totalTime:136, deltaTime:17
2018-12-27 10:09:35.200 E/TimeAnimatorView: totalTime:152, deltaTime:16
2018-12-27 10:09:35.218 E/TimeAnimatorView: totalTime:169, deltaTime:17
2018-12-27 10:09:35.234 E/TimeAnimatorView: totalTime:186, deltaTime:17
2018-12-27 10:09:35.251 E/TimeAnimatorView: totalTime:202, deltaTime:16
2018-12-27 10:09:35.268 E/TimeAnimatorView: totalTime:219, deltaTime:17
2018-12-27 10:09:35.284 E/TimeAnimatorView: totalTime:236, deltaTime:17
2018-12-27 10:09:35.300 E/TimeAnimatorView: totalTime:252, deltaTime:16
2018-12-27 10:09:35.318 E/TimeAnimatorView: totalTime:269, deltaTime:17
2018-12-27 10:09:35.334 E/TimeAnimatorView: totalTime:286, deltaTime:17
2018-12-27 10:09:35.350 E/TimeAnimatorView: totalTime:303, deltaTime:17

这样关于ValueAnimator基本上就结束了(还有几个监听,最后一起将)


四、AnimatorSet

综合前几次的动画效果,拼装在一起,AnimatorSet本身并不难

1.Builder模式的AnimatorSet

源码一翻,可见里面有个Builder,可就是建造者模式了, 每个动画在AnimatorSet中是一个Node,Budiler中的方法就是: 为处理当前节点和插入节点的关系,看下面一组动画 :

mSet//半径-->移动+渐变-->变色
 .play(translationX)//移动
 .with(alpha)//渐变
 .after(radiusAnimator)//半径
 .before(colorAnimator);//变色

测试源码:

public class AnimatorSetView extends View {
 private static final String TAG = "AnimatorView";
 private Paint mPaint;
 private int mRadius = 50;
 private int mColor = 50;
 private ObjectAnimator colorAnimator;
 private ObjectAnimator radiusAnimator;
 ObjectAnimator translationX;
 ObjectAnimator alpha;
 private AnimatorSet mSet;
 public AnimatorSetView(Context context) {
 this(context, null);
 }
 public AnimatorSetView(Context context, @Nullable AttributeSet attrs) {
 super(context, attrs);
 init();
 }
 private void init() {
 mPaint = new Paint(Paint.ANTI_ALIAS_FLAG);
 mPaint.setColor(0xff94E1F7);
 mSet = new AnimatorSet();
 translationX = ObjectAnimator//创建实例
 //(View,属性名,初始化值,结束值)
 .ofFloat(this, "translationX", 0, 300, 150, 100, 20, 100)
 .setDuration(3000);//设置时常
 alpha = ObjectAnimator//创建实例
 //(View,属性名,初始化值,结束值)
 .ofFloat(this, "alpha", 1, 0.5f, 1, 0, 1)
 .setDuration(3000);//设置时常
 radiusAnimator = ObjectAnimator//创建实例
 //(View,属性名,初始化值,结束值)
 .ofInt(this, "Radius", 50, 100, 50, 100, 20, 100)
 .setDuration(3000);//设置时常
 colorAnimator = ObjectAnimator//创建实例
 //(View,属性名,初始化值,结束值)
 .ofInt(this, "color", 0xff0000ff, 0xffF2BA38, 0xffDD70BC)
 .setDuration(3000);
 colorAnimator.setEvaluator(new ArgbEvaluator());//颜色的估值器
 mSet//半径-->移动+渐变-->变色
 .play(translationX)
 .with(alpha)
 .after(radiusAnimator)
 .before(colorAnimator);
 }
 @Override
 protected void onDraw(Canvas canvas) {
 super.onDraw(canvas);
 canvas.drawCircle(mRadius, mRadius, mRadius, mPaint);
 }
 @Override
 public boolean onTouchEvent(MotionEvent event) {
 switch (event.getAction()) {
 case MotionEvent.ACTION_DOWN:
 mSet.start();
 break;
 case MotionEvent.ACTION_UP:
 }
 return super.onTouchEvent(event);
 }
 public void setRadius(int radius) {
 mRadius = radius;
 setMeasuredDimension(mRadius * 2, mRadius * 2);
 invalidate();//记得重绘
 }
 public void setColor(int color) {
 mColor = color;
 mPaint.setColor(mColor);
 invalidate();//记得重绘
 }
}

2.AnimatorSet自身方法:

顾名思义:也就是一起运动还是分批运动

mSet.playTogether(translationX,alpha,radiusAnimator,colorAnimator);
mSet.playSequentially(translationX,alpha,radiusAnimator,colorAnimator);

四、Animator的监听:

可见Animator有两个内部接口, AnimatorListener和 AnimatorPauseListener。AnimatorListenerAdapter是两个接口的空实现类,标准适配器模式。

ValueAnimator作为孩子,有自己的一个接口 AnimatorUpdateListener

1、 AnimatorListener:动画监听

Animator中的监听器两个孩子也都能用

 //动画开启时回调
 void onAnimationStart(Animator animation);
 //动画结束时回调
 void onAnimationEnd(Animator animation);
 //动画取消时回调
 void onAnimationCancel(Animator animation);
 //重复时回调
 void onAnimationRepeat(Animator animation);

2.动画测试

开始时设为绿色-->重复时设为随机色-->取消是大小变为50-->结束时设为蓝色

mTranslationX = translationX();
mTranslationX.setRepeatMode(ValueAnimator.REVERSE);
mTranslationX.setRepeatCount(ValueAnimator.INFINITE);
mTranslationX.addListener(new Animator.AnimatorListener() {
 @Override
 public void onAnimationStart(Animator animation) {
 //开始时设为绿色
 setColor(Color.GREEN);
 }
 @Override
 public void onAnimationEnd(Animator animation) {
 //结束时设为蓝色
 setColor(Color.BLUE);
 }
 @Override
 public void onAnimationCancel(Animator animation) {
 //取消时大小变为50
 setCircleR(50);
 }
 @Override
 public void onAnimationRepeat(Animator animation) {
 //重复时设为随机色
 setColor(ColUtils.randomColor());
 }
});
mTranslationX.start();
 mTranslationX.cancel();//取消动画

3、 AnimatorPauseListener:动画暂停监听

//暂停回调
void onAnimationPause(Animator animation);
//恢复回调
void onAnimationResume(Animator animation);

效果如下:点击运动,右滑暂停颜色变黄,下滑恢复颜色变蓝

mTranslationX.addPauseListener(new Animator.AnimatorPauseListener() {
 @Override
 public void onAnimationPause(Animator animation) {
 setColor(Color.YELLOW);//暂停黄色
 }
 @Override
 public void onAnimationResume(Animator animation) {
 setColor(Color.BLUE);//恢复蓝色
 }
});

4、 AnimatorUpdateListener: ValueAnimator一系专有监听

//更新时回调
void onAnimationUpdate(ValueAnimator animation);

效果如下:每当更新是将半径和位移联动

mTranslationX.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
 @Override
 public void onAnimationUpdate(ValueAnimator animation) {
 mCircleR = (Float) animation.getAnimatedValue();
 invalidate();
 }
});

五、Animator家族在xml中的使用:

在res下创建: animator文件夹

1.Animator标签

直接用animator标签感觉也有点麻烦,这里看一下吧

xml中属性含义代码中对应duration播放的时长setDuration()valueType参数值类型ofXXXvalueFrom初始值ofXXX(第1参)valueTo结束值ofXXX(第2参)startOffset延时startDelay()repeatCount重复次数setRepeatCount()interpolator插值器setRepeatMode()

1.1.animator.xml

<?xml version="1.0" encoding="utf-8"?>
<animator
 xmlns:android="http://schemas.android.com/apk/res/android"
 android:duration="2000"
 android:repeatCount="2"
 android:repeatMode="reverse"
 android:startOffset="1000"
 android:valueFrom="0dp"
 android:valueType="floatType"
 android:valueTo="200dp">
</animator>

1.2.布局

<?xml version="1.0" encoding="utf-8"?>
<android.support.constraint.ConstraintLayout
 xmlns:android="http://schemas.android.com/apk/res/android"
 xmlns:app="http://schemas.android.com/apk/res-auto"
 xmlns:tools="http://schemas.android.com/tools"
 android:layout_width="match_parent"
 android:layout_height="match_parent"
 tools:context=".MainActivity">
 <View
 android:id="@+id/id_btn_go"
 android:layout_width="50dp"
 android:layout_height="50dp"
 android:layout_marginStart="24dp"
 android:layout_marginTop="32dp"
 android:background="#3ED7FA"
 app:layout_constraintStart_toStartOf="parent"
 app:layout_constraintTop_toTopOf="parent"/>
</android.support.constraint.ConstraintLayout>

1.3.代码中使用: MainActivity

由Xml获取ValueAnimator,之后的事,就自己动手,感觉有点麻烦

View button = findViewById(R.id.id_btn_go);
ValueAnimator animator = (ValueAnimator) AnimatorInflater.loadAnimator(this, R.animator.animator);
animator.addUpdateListener(anim->{
 float animatedValue = (float) anim.getAnimatedValue();
 button.setTranslationX(animatedValue);
});
button.setOnClickListener((v)->{
 animator.start();
});

2. set与 objectAnimator标签

objectAnimator多了一个propertyName属性,其余一致


2.1 set_obj_animator.xml

<?xml version="1.0" encoding="utf-8"?>
<set xmlns:android="http://schemas.android.com/apk/res/android"
 android:ordering="sequentially">
 <objectAnimator
 android:duration="1500"
 android:propertyName="rotationY"
 android:valueFrom="0"
 android:valueTo="180"/>
 <objectAnimator
 android:duration="1500"
 android:propertyName="alpha"
 android:valueFrom="0.3f"
 android:valueTo="1f"/>
 <objectAnimator
 android:duration="1500"
 android:propertyName="translationX"
 android:valueFrom="0"
 android:valueTo="180dp"/>
</set>

2.2:代码中使用

View button = findViewById(R.id.id_btn_go);
Animator set_obj = AnimatorInflater.loadAnimator(this, R.animator.set_obj_animator);
et_obj.setTarget(button);
button.setOnClickListener((v)->{
 set_obj.start();
});

3、最后看一下我大 objectAnimator变换路径

详情可见:Android资源res之矢量图完全指南(加SVG-path命令分析)

箭头:M8,50, l100,0 M0,47, l40,40 M0,52 l40 -40
菜单:M0,50, l80,0 M0,80, l80,0 M0,20 l80 0

path变形变形+旋转


1.将两个path字符串放入string.xml

直接写也可以,但复用不方便

<resources>
 <string name="app_name">test</string>
 <string name="path_from">M8,50, l100,0 M0,47, l40,40 M0,52 l40 -40 </string>
 <string name="path_to">M0,50, l80,0 M0,80, l80,0 M0,20 l80 0</string>
</resources>

2.矢量图:path_test.xml

<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
 android:width="48dp"
 android:height="48dp"
 android:viewportWidth="100"
 android:viewportHeight="100">
 <group
 android:translateX="4"
 android:translateY="4">
 <path
 android:pathData="M0,0 A30,50,90,0,1,50,50"
 android:strokeWidth="4"
 android:strokeColor="@color/black"/>
 </group>
</vector>

3.旋转动画:rotation_animator.xml

<?xml version="1.0" encoding="utf-8"?>
<objectAnimator
 xmlns:android="http://schemas.android.com/apk/res/android"
 android:duration="1000"
 android:propertyName="rotation"
 android:valueFrom="0"
 android:valueTo="180"/>

4.路径动画:path_animator.xml

<?xml version="1.0" encoding="utf-8"?>
<objectAnimator
 xmlns:android="http://schemas.android.com/apk/res/android"
 android:duration="1000"
 android:interpolator="@android:interpolator/linear"
 android:propertyName="pathData"
 android:valueFrom="@string/path_from"
 android:valueTo="@string/path_to"
 android:valueType="pathType"/>

5.矢量图文件: icon_path.xml

<?xml version="1.0" encoding="utf-8"?>
<vector xmlns:android="http://schemas.android.com/apk/res/android"
 android:width="48dp"
 android:height="48dp"
 android:viewportWidth="100"
 android:viewportHeight="100">
 <group android:name="container"
 android:translateX="8"
 android:pivotX="50"
 android:scaleY="0.8"
 android:scaleX="0.8"
 android:pivotY="50">
 <path
 android:name="alpha_anim"
 android:pathData="@string/path_from"
 android:strokeWidth="8"
 android:strokeColor="#000"/>
 </group>
</vector>

6.整合动画:anima_path.xml

<animated-vector
 xmlns:android="http://schemas.android.com/apk/res/android"
 android:drawable="@drawable/icon_path">
 <target
 android:name="alpha_anim"
 android:animation="@animator/path_animator"/>
 <target
 android:name="container"
 android:animation="@animator/rotation_animator">
 </target>
</animated-vector>

7.使用动画:

 <ImageView
 android:id="@+id/id_iv"
 android:layout_width="200dp"
 android:layout_height="200dp"
 android:src="@drawable/anima_path"
 app:layout_constraintBottom_toBottomOf="parent"
 app:layout_constraintEnd_toEndOf="parent"
 app:layout_constraintStart_toStartOf="parent"
 app:layout_constraintTop_toTopOf="parent"/>
//点击时:
Drawable drawable = mIdIv.getDrawable();
if (drawable instanceof Animatable){
 ((Animatable) drawable).start();
}

ok,这样就行了,你可以随意定制两个路径,但必须保证两个路径的指令相同,不然会崩


后记:捷文规范

1.本文成长记录及勘误表

项目源码日期备注V0.1--github2018-12-27Android动画Animator家族使用指南

2.更多关于我

笔名QQ微信爱好张风捷特烈1981462002zdl1994328语言我的github我的简书我的掘金个人网站

3.声明

1----本文由张风捷特烈原创,转载请注明

2----欢迎广大编程爱好者共同交流

3----个人能力有限,如有不正之处欢迎大家批评指证,必定虚心改正

4----看到这里,我在此感谢你的喜欢与支持




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