目标:雙向拖動的自定義View
國際慣例先預覽後實作

我們要實作的就是一個段位樣式的拖動條,用來做篩選條件用的,
信心的朋友可能會發現微信設定裡面有個一個通用字型的設定,
拖動然後改變字型大小;
這個相對比微信那個的自定義view算是一個擴充,因為我們是雙向滑動,這個多考慮的一點就是手指拖動的是哪一個滑動塊!
我們先看下GIF預覽,然後我們今天就一步步實作這個小玩意…
實作步驟
- 自定義屬性的抽取
- view尺寸的計算
- 相關内容的繪制(文字,原點,背景進度條,目前進度條等等)
- 處理滑動事件
大體思路分四部分;我們一步步來;簡單的就一部帶過了
- 自定義屬性擷取:
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 = ; 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, );
break;
}
}
typedArray.recycle();
init();
}
拿到我們設定的屬性後,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, );
seekBgPaint = creatPaint(seekBgColor, , Paint.Style.FILL, );
seekBallPaint = creatPaint(seekBallSolidColor, , Paint.Style.FILL, );
seekPbPaint = creatPaint(seekPbColor, , Paint.Style.FILL, );
seekBallEndPaint = creatPaint(seekPbColor, , Paint.Style.FILL, );
seekBallStrokePaint = creatPaint(seekBallStrokeColor, , Paint.Style.FILL, );
seekBallStrokePaint.setShadowLayer(, , , seekBallStrokeColor);
}
- 确定自定義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);
}
-
繪制相關的内容部分,
這裡我們分析效果圖發現,需要繪制五部分,兩個圓,兩個進度條一個 一堆文字,我們根據計算出來的view尺寸以及UI給的比例,即可繪制出來他們這個就是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,是根據外界傳入的資料來繪制的是以細節如下
private void drawTexts(Canvas canvas) {
if (null == data) return;
int size = data.size();
int unitWidth = getUnitWidth(size - );
for (int i = ; i < size; i++) {
String tempDesc = data.get(i);
float measureTextWidth = seekPbPaint.measureText(tempDesc);
canvas.drawText(tempDesc, DEF_PADDING + unitWidth * i - measureTextWidth / , seekTextY, seekTextPaint);
}
}
這個View的核心部分不是繪制,而是計算,描述下我們具體的确定位置的思路
- 根據外界傳入的資料集合平均分view的寬度,求得平均一份的寬度大小
- 然後循環資料集合根據平均一份的寬度,确定沒個文字所在的坐标值
然後我們看下計算的代碼;
// 計算機關寬度,view寬度-内容的左右邊距以及圓球的半徑,自己體會下為什麼
private int getUnitWidth(int count) {
return (viewWidth - * DEF_PADDING - * seekBallRadio) / count;
}
這個方法可以說是最重要的一個了,
//根據目前手指觸摸的x坐标計算,手指離開螢幕以後,應該停留到哪個位置,比如滑動到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 ;
}
int unitWidth = getUnitWidth(data.size() - );
return unitWidth * (upX / unitWidth);
}
核心的代碼全部完畢了,我們看下onTouch裡面的處理
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
//記錄手指按下的坐标
downX = (int) event.getX();
// 根據目前坐标,确定要移動哪個球球,因為我們說了,我們這個是有兩個球的,唯一的一個技巧點就是這個地方,根據手指按下的坐标找到距離哪個球位置最近就移動哪個球,這裡注意下.
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:
//移動的時候根據計算出來的位置以及方向改變兩個小球的位置以及舉行進度條的RectF的範圍
int moveX = (int) event.getX();
// 特殊情況處理,兩個球重合應該怎麼辦,
if (leftSeekBallX == rightSeekBallX) {
if (moveX - downX > ) {
currentMovingType = BallType.RIGHT;
rightSeekBallX = moveX;
} else {
currentMovingType = BallType.LEFT;
leftSeekBallX = moveX;
}
} else {
if (BallType.LEFT == currentMovingType) {
leftSeekBallX = leftSeekBallX - rightSeekBallX >= ? rightSeekBallX : moveX;
} else if (BallType.RIGHT == currentMovingType) {
rightSeekBallX = rightSeekBallX - leftSeekBallX <= ? leftSeekBallX : moveX;
}
}
seekPbRectF = new RectF(leftSeekBallX, viewHeight * SEEK_BG_SCALE, rightSeekBallX, viewHeight * SEEK_BG_SCALE + BG_HEIGHT);
break;
case MotionEvent.ACTION_UP:
// 手指離開的時候,确定傳回給UI的資料集
if (BallType.LEFT == currentMovingType) {
leftPosition = getDataPosition((int) event.getX());
leftSeekBallX = leftSeekBallX - rightSeekBallX >= ? rightSeekBallX : getCurrentSeekX((int) event.getX()) + DEF_PADDING + seekBallRadio;
} else if (BallType.RIGHT == currentMovingType) {
rightPosition = getDataPosition((int) event.getX());
rightSeekBallX = rightSeekBallX - leftSeekBallX <= ? leftSeekBallX : getCurrentSeekX((int) event.getX()) + DEF_PADDING + seekBallRadio;
}
if (null != dragFinishedListener) {
dragFinishedListener.dragFinished(leftPosition, rightPosition);
}
break;
}
// 邊界處理,確定左邊的球不會超過右邊的,右邊的不會超過左邊的
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麼多,然後剩下的view寫完了就該把回調借口透出給UI 完活了…..
public void setData(List<String> data, OnDragFinishedListener dragFinishedListener) {
this.dragFinishedListener = dragFinishedListener;
this.data = data;
leftPosition = ;
if (null != data && data.size() != ) {
rightPosition = data.size() - ;
}
}