Android中的动画详解系列【3】——自定义动画研究
在上一篇中我们使用到了位移动画TranslateAnimation,下面我们先来看看TranslateAnimation是如何实现Animation中的抽象方法的:
/*
* Copyright (C) 2006 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/ package android.view.animation; import android.content.Context;
import android.content.res.TypedArray;
import android.util.AttributeSet; /**
* An animation that controls the position of an object. See the
* {@link android.view.animation full package} description for details and
* sample code.
*
*/
public class TranslateAnimation extends Animation {
private int mFromXType = ABSOLUTE;
private int mToXType = ABSOLUTE; private int mFromYType = ABSOLUTE;
private int mToYType = ABSOLUTE; private float mFromXValue = 0.0f;
private float mToXValue = 0.0f; private float mFromYValue = 0.0f;
private float mToYValue = 0.0f; private float mFromXDelta;
private float mToXDelta;
private float mFromYDelta;
private float mToYDelta; /**
* Constructor used when a TranslateAnimation is loaded from a resource.
*
* @param context Application context to use
* @param attrs Attribute set from which to read values
*/
public TranslateAnimation(Context context, AttributeSet attrs) {
super(context, attrs); TypedArray a = context.obtainStyledAttributes(attrs,
com.android.internal.R.styleable.TranslateAnimation); Description d = Description.parseValue(a.peekValue(
com.android.internal.R.styleable.TranslateAnimation_fromXDelta));
mFromXType = d.type;
mFromXValue = d.value; d = Description.parseValue(a.peekValue(
com.android.internal.R.styleable.TranslateAnimation_toXDelta));
mToXType = d.type;
mToXValue = d.value; d = Description.parseValue(a.peekValue(
com.android.internal.R.styleable.TranslateAnimation_fromYDelta));
mFromYType = d.type;
mFromYValue = d.value; d = Description.parseValue(a.peekValue(
com.android.internal.R.styleable.TranslateAnimation_toYDelta));
mToYType = d.type;
mToYValue = d.value; a.recycle();
} /**
* Constructor to use when building a TranslateAnimation from code
*
* @param fromXDelta Change in X coordinate to apply at the start of the
* animation
* @param toXDelta Change in X coordinate to apply at the end of the
* animation
* @param fromYDelta Change in Y coordinate to apply at the start of the
* animation
* @param toYDelta Change in Y coordinate to apply at the end of the
* animation
*/
public TranslateAnimation(float fromXDelta, float toXDelta, float fromYDelta, float toYDelta) {
mFromXValue = fromXDelta;
mToXValue = toXDelta;
mFromYValue = fromYDelta;
mToYValue = toYDelta; mFromXType = ABSOLUTE;
mToXType = ABSOLUTE;
mFromYType = ABSOLUTE;
mToYType = ABSOLUTE;
} /**
* Constructor to use when building a TranslateAnimation from code
*
* @param fromXType Specifies how fromXValue should be interpreted. One of
* Animation.ABSOLUTE, Animation.RELATIVE_TO_SELF, or
* Animation.RELATIVE_TO_PARENT.
* @param fromXValue Change in X coordinate to apply at the start of the
* animation. This value can either be an absolute number if fromXType
* is ABSOLUTE, or a percentage (where 1.0 is 100%) otherwise.
* @param toXType Specifies how toXValue should be interpreted. One of
* Animation.ABSOLUTE, Animation.RELATIVE_TO_SELF, or
* Animation.RELATIVE_TO_PARENT.
* @param toXValue Change in X coordinate to apply at the end of the
* animation. This value can either be an absolute number if toXType
* is ABSOLUTE, or a percentage (where 1.0 is 100%) otherwise.
* @param fromYType Specifies how fromYValue should be interpreted. One of
* Animation.ABSOLUTE, Animation.RELATIVE_TO_SELF, or
* Animation.RELATIVE_TO_PARENT.
* @param fromYValue Change in Y coordinate to apply at the start of the
* animation. This value can either be an absolute number if fromYType
* is ABSOLUTE, or a percentage (where 1.0 is 100%) otherwise.
* @param toYType Specifies how toYValue should be interpreted. One of
* Animation.ABSOLUTE, Animation.RELATIVE_TO_SELF, or
* Animation.RELATIVE_TO_PARENT.
* @param toYValue Change in Y coordinate to apply at the end of the
* animation. This value can either be an absolute number if toYType
* is ABSOLUTE, or a percentage (where 1.0 is 100%) otherwise.
*/
public TranslateAnimation(int fromXType, float fromXValue, int toXType, float toXValue,
int fromYType, float fromYValue, int toYType, float toYValue) { mFromXValue = fromXValue;
mToXValue = toXValue;
mFromYValue = fromYValue;
mToYValue = toYValue; mFromXType = fromXType;
mToXType = toXType;
mFromYType = fromYType;
mToYType = toYType;
} @Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
float dx = mFromXDelta;
float dy = mFromYDelta;
if (mFromXDelta != mToXDelta) {
dx = mFromXDelta + ((mToXDelta - mFromXDelta) * interpolatedTime);
}
if (mFromYDelta != mToYDelta) {
dy = mFromYDelta + ((mToYDelta - mFromYDelta) * interpolatedTime);
}
t.getMatrix().setTranslate(dx, dy);
} @Override
public void initialize(int width, int height, int parentWidth, int parentHeight) {
super.initialize(width, height, parentWidth, parentHeight);
mFromXDelta = resolveSize(mFromXType, mFromXValue, width, parentWidth);
mToXDelta = resolveSize(mToXType, mToXValue, width, parentWidth);
mFromYDelta = resolveSize(mFromYType, mFromYValue, height, parentHeight);
mToYDelta = resolveSize(mToYType, mToYValue, height, parentHeight);
}
可以看到实际上重写了两个方法:initialize和applyTransformation
/**
* Initialize this animation with the dimensions of the object being
* animated as well as the objects parents. (This is to support animation
* sizes being specifed relative to these dimensions.)
*
* <p>Objects that interpret Animations should call this method when
* the sizes of the object being animated and its parent are known, and
* before calling {@link #getTransformation}.
*
*
* @param width Width of the object being animated
* @param height Height of the object being animated
* @param parentWidth Width of the animated object's parent
* @param parentHeight Height of the animated object's parent
*/
public void initialize(int width, int height, int parentWidth, int parentHeight) {
reset();
mInitialized = true;
}
/**
* Helper for getTransformation. Subclasses should implement this to apply
* their transforms given an interpolation value. Implementations of this
* method should always replace the specified Transformation or document
* they are doing otherwise.
*
* @param interpolatedTime The value of the normalized time (0.0 to 1.0)
* after it has been run through the interpolation function.
* @param t The Transofrmation object to fill in with the current
* transforms.
*/
protected void applyTransformation(float interpolatedTime, Transformation t) {
}
从initialize方法的注释上看,这个方法的主要作用是:初始化对象的尺寸以及父容器尺寸(为了确定和父容器的相对位置)。
从applyTransformation方法的注释上看,这个方法应该被实现,这个方法给出了一个interpolation值,并帮助获得Transformation对象,应该自己设置transformation对象来实现自己的动画效果。
好吧,基于以上研究,我们试着来重写一个Animation
package com.example.testanimation; import android.graphics.Camera;
import android.graphics.Matrix;
import android.view.animation.Animation;
import android.view.animation.LinearInterpolator;
import android.view.animation.Transformation; /**
* 自定义动画
* @author 阳光小强
*
*/
public class MyAnimation extends Animation{ private float centerX;
private float centerY;
private int duration;
private Camera camera = new Camera();
public MyAnimation(float x, float y, int duration){
this.centerX = x;
this.centerY = y;
this.duration = duration;
} @Override
public void initialize(int width, int height, int parentWidth,
int parentHeight) {
super.initialize(width, height, parentWidth, parentHeight); setDuration(duration); setFillAfter(true); setInterpolator(new LinearInterpolator());
} @Override
protected void applyTransformation(float interpolatedTime, Transformation t) {
camera.save();
camera.translate(100f - 100f * interpolatedTime, 150f * interpolatedTime -150, 80f - 80f * interpolatedTime);
camera.rotateY(360 * interpolatedTime);
camera.rotateX(360 * interpolatedTime);
Matrix matrix = t.getMatrix();
camera.getMatrix(matrix);
matrix.preTranslate(-centerX, -centerY);
matrix.postTranslate(centerX, centerY);
camera.restore();
}
}
代码解释:
1、setDuration(duration):设置动画时间
2、setFillAfter(true):设置动画结束后保持,如果设为false则动画结束后回到原来状态。
3、setInterpolator(new LinearInterpolator()):Interpolater实际上是控制补间动画的插入帧的频率的,所以就会有加速、减速、匀速动画。
4、Camera:一个空间变换工具,类似于Matrix,提供了各种变换方法,如上面的translate和rotateY等。
5、Matrix:一个三维的矩阵变换函数。
6、camera.getMatrix(matrix):计算当前的矩阵变换,并将其复制到矩阵matrix中。
7、matrix.preTranslate :执行矩阵指定的转换。
8、matrix.postTranslate:执行矩阵指定的转换(后面两个方法怎么转换,有什么区别,这就是数学知识了,一两句也说不清)。
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