最近看到了好多高端、大气、上档次的动画效果,如果给你的项目中加上这些动画,相信你的app一定很优秀,今天给大家分析一下来自Yalantis的一个超好看的下拉刷新动画。
首先我们看一下效果如何:
怎么样?是不是很高大上?接下来我们看一下代码:
一、首先我们需要自定义刷新的动态RefreshView(也就是下拉时候的头)
1.初始化头所占用的Dimens
private void initiateDimens() {
mScreenWidth = mContext.getResources().getDisplayMetrics().widthPixels;
mJetTopOffset = mParent.getTotalDragDistance() * 0.5f;
mTop = -mParent.getTotalDragDistance();
}
2.为头填充图片,设置图片的大小
分别为左边的云彩,右边的云彩,中间的云彩还有中间的飞机,飞机是带有动画的,下面会介绍飞机的动画
private void createBitmaps() {
mLeftClouds = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.clouds_left);
mRightClouds = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.clouds_right);
mFrontClouds = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.clouds_center);
mJet = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.airplane);
mJetWidthCenter = mJet.getWidth() / 2;
mJetHeightCenter = mJet.getHeight() / 2;
mFrontCloudWidthCenter = mFrontClouds.getWidth() / 2;
mFrontCloudHeightCenter = mFrontClouds.getHeight() / 2;
mRightCloudsWidthCenter = mRightClouds.getWidth() / 2;
mRightCloudsHeightCenter = mRightClouds.getHeight() / 2;
mLeftCloudsWidthCenter = mLeftClouds.getWidth() / 2;
mLeftCloudsHeightCenter = mLeftClouds.getHeight() / 2;
}
3.然后我们来画这个头
public void draw(@NonNull Canvas canvas) {
final int saveCount = canvas.save();
// DRAW BACKGROUND.
canvas.drawColor(mContext.getResources().getColor(R.color.sky_background));
if (isRefreshing) {
// Set up new set of wind
while (mWinds.size() < WIND_SET_AMOUNT) {
float y = (float) (mParent.getTotalDragDistance() / (Math.random() * RANDOM_Y_COEFFICIENT));
float x = random(MIN_WIND_X_OFFSET, MAX_WIND_X_OFFSET);
// Magic with checking interval between winds
if (mWinds.size() > 1) {
y = 0;
while (y == 0) {
float tmp = (float) (mParent.getTotalDragDistance() / (Math.random() * RANDOM_Y_COEFFICIENT));
for (Map.Entry wind : mWinds.entrySet()) {
// We want that interval will be greater than fifth part of draggable distance
if (Math.abs(wind.getKey() - tmp) > mParent.getTotalDragDistance() / RANDOM_Y_COEFFICIENT) {
y = tmp;
} else {
y = 0;
break;
}
}
}
}
mWinds.put(y, x);
drawWind(canvas, y, x);
}
// Draw current set of wind
if (mWinds.size() >= WIND_SET_AMOUNT) {
for (Map.Entry wind : mWinds.entrySet()) {
drawWind(canvas, wind.getKey(), wind.getValue());
}
}
// We should to create new set of winds
if (mInverseDirection && mNewWindSet) {
mWinds.clear();
mNewWindSet = false;
mWindLineWidth = random(MIN_WIND_LINE_WIDTH, MAX_WIND_LINE_WIDTH);
}
// needed for checking direction
mLastAnimationTime = mLoadingAnimationTime;
}
drawJet(canvas);
drawSideClouds(canvas);
drawCenterClouds(canvas);
canvas.restoreToCount(saveCount);
}
private void drawWind(Canvas canvas, float y, float xOffset) {
float cof = (mScreenWidth + xOffset) / (LOADING_ANIMATION_COEFFICIENT / SLOW_DOWN_ANIMATION_COEFFICIENT);
float time = mLoadingAnimationTime;
// HORRIBLE HACK FOR REVERS ANIMATION THAT SHOULD WORK LIKE RESTART ANIMATION
if (mLastAnimationTime - mLoadingAnimationTime > 0) {
mInverseDirection = true;
// take time from 0 to end of animation time
time = (LOADING_ANIMATION_COEFFICIENT / SLOW_DOWN_ANIMATION_COEFFICIENT) - mLoadingAnimationTime;
} else {
mNewWindSet = true;
mInverseDirection = false;
}
// Taking current x position of drawing wind
// For fully disappearing of line we should subtract wind line width
float x = (mScreenWidth - (time * cof)) + xOffset - mWindLineWidth;
float xEnd = x + mWindLineWidth;
canvas.drawLine(x, y, xEnd, y, mWindPaint);
}
private void drawSideClouds(Canvas canvas) {
Matrix matrixLeftClouds = mMatrix;
Matrix matrixRightClouds = mAdditionalMatrix;
matrixLeftClouds.reset();
matrixRightClouds.reset();
// Drag percent will newer get more then 1 here
float dragPercent = Math.min(1f, Math.abs(mPercent));
boolean overdrag = false;
// But we check here for overdrag
if (mPercent > 1.0f) {
overdrag = true;
}
float scale;
float scalePercentDelta = dragPercent - SCALE_START_PERCENT;
if (scalePercentDelta > 0) {
float scalePercent = scalePercentDelta / (1.0f - SCALE_START_PERCENT);
scale = SIDE_CLOUDS_INITIAL_SCALE + (SIDE_CLOUDS_FINAL_SCALE - SIDE_CLOUDS_INITIAL_SCALE) * scalePercent;
} else {
scale = SIDE_CLOUDS_INITIAL_SCALE;
}
// Current y position of clouds
float dragYOffset = mParent.getTotalDragDistance() * (1.0f - dragPercent);
// Position where clouds fully visible on screen and we should drag them with content of listView
int cloudsVisiblePosition = mParent.getTotalDragDistance() / 2 - mLeftCloudsHeightCenter;
boolean needMoveCloudsWithContent = false;
if (dragYOffset < cloudsVisiblePosition) {
needMoveCloudsWithContent = true;
}
float offsetRightX = mScreenWidth - mRightClouds.getWidth();
float offsetRightY = (needMoveCloudsWithContent
? mParent.getTotalDragDistance() * dragPercent - mLeftClouds.getHeight()
: dragYOffset)
+ (overdrag ? mTop : 0);
float offsetLeftX = 0;
float offsetLeftY = (needMoveCloudsWithContent
? mParent.getTotalDragDistance() * dragPercent - mLeftClouds.getHeight()
: dragYOffset)
+ (overdrag ? mTop : 0);
// Magic with animation on loading process
if (isRefreshing) {
if (checkCurrentAnimationPart(AnimationPart.FIRST)) {
offsetLeftY += getAnimationPartValue(AnimationPart.FIRST) / Y_SIDE_CLOUDS_SLOW_DOWN_COF;
offsetRightX -= getAnimationPartValue(AnimationPart.FIRST) / X_SIDE_CLOUDS_SLOW_DOWN_COF;
} else if (checkCurrentAnimationPart(AnimationPart.SECOND)) {
offsetLeftY += getAnimationPartValue(AnimationPart.SECOND) / Y_SIDE_CLOUDS_SLOW_DOWN_COF;
offsetRightX -= getAnimationPartValue(AnimationPart.SECOND) / X_SIDE_CLOUDS_SLOW_DOWN_COF;
} else if (checkCurrentAnimationPart(AnimationPart.THIRD)) {
offsetLeftY -= getAnimationPartValue(AnimationPart.THIRD) / Y_SIDE_CLOUDS_SLOW_DOWN_COF;
offsetRightX += getAnimationPartValue(AnimationPart.THIRD) / X_SIDE_CLOUDS_SLOW_DOWN_COF;
} else if (checkCurrentAnimationPart(AnimationPart.FOURTH)) {
offsetLeftY -= getAnimationPartValue(AnimationPart.FOURTH) / X_SIDE_CLOUDS_SLOW_DOWN_COF;
offsetRightX += getAnimationPartValue(AnimationPart.FOURTH) / Y_SIDE_CLOUDS_SLOW_DOWN_COF;
}
}
matrixRightClouds.postScale(scale, scale, mRightCloudsWidthCenter, mRightCloudsHeightCenter);
matrixRightClouds.postTranslate(offsetRightX, offsetRightY);
matrixLeftClouds.postScale(scale, scale, mLeftCloudsWidthCenter, mLeftCloudsHeightCenter);
matrixLeftClouds.postTranslate(offsetLeftX, offsetLeftY);
canvas.drawBitmap(mLeftClouds, matrixLeftClouds, null);
canvas.drawBitmap(mRightClouds, matrixRightClouds, null);
}
private void drawCenterClouds(Canvas canvas) {
Matrix matrix = mMatrix;
matrix.reset();
float dragPercent = Math.min(1f, Math.abs(mPercent));
float scale;
float overdragPercent = 0;
boolean overdrag = false;
if (mPercent > 1.0f) {
overdrag = true;
// Here we want know about how mach percent of over drag we done
overdragPercent = Math.abs(1.0f - mPercent);
}
float scalePercentDelta = dragPercent - SCALE_START_PERCENT;
if (scalePercentDelta > 0) {
float scalePercent = scalePercentDelta / (1.0f - SCALE_START_PERCENT);
scale = CENTER_CLOUDS_INITIAL_SCALE + (CENTER_CLOUDS_FINAL_SCALE - CENTER_CLOUDS_INITIAL_SCALE) * scalePercent;
} else {
scale = CENTER_CLOUDS_INITIAL_SCALE;
}
float parallaxPercent = 0;
boolean parallax = false;
// Current y position of clouds
float dragYOffset = mParent.getTotalDragDistance() * dragPercent;
// Position when should start parallax scrolling
int startParallaxHeight = mParent.getTotalDragDistance() - mFrontCloudHeightCenter;
if (dragYOffset > startParallaxHeight) {
parallax = true;
parallaxPercent = dragYOffset - startParallaxHeight;
}
float offsetX = (mScreenWidth / 2) - mFrontCloudWidthCenter;
float offsetY = dragYOffset
- (parallax ? mFrontCloudHeightCenter + parallaxPercent : mFrontCloudHeightCenter)
+ (overdrag ? mTop : 0);
float sx = overdrag ? scale + overdragPercent / 4 : scale;
float sy = overdrag ? scale + overdragPercent / 2 : scale;
if (isRefreshing && !overdrag) {
if (checkCurrentAnimationPart(AnimationPart.FIRST)) {
sx = scale - (getAnimationPartValue(AnimationPart.FIRST) / LOADING_ANIMATION_COEFFICIENT) / 8;
} else if (checkCurrentAnimationPart(AnimationPart.SECOND)) {
sx = scale - (getAnimationPartValue(AnimationPart.SECOND) / LOADING_ANIMATION_COEFFICIENT) / 8;
} else if (checkCurrentAnimationPart(AnimationPart.THIRD)) {
sx = scale + (getAnimationPartValue(AnimationPart.THIRD) / LOADING_ANIMATION_COEFFICIENT) / 6;
} else if (checkCurrentAnimationPart(AnimationPart.FOURTH)) {
sx = scale + (getAnimationPartValue(AnimationPart.FOURTH) / LOADING_ANIMATION_COEFFICIENT) / 6;
}
sy = sx;
}
matrix.postScale(sx, sy, mFrontCloudWidthCenter, mFrontCloudHeightCenter);
matrix.postTranslate(offsetX, offsetY);
canvas.drawBitmap(mFrontClouds, matrix, null);
}
private void drawJet(Canvas canvas) {
Matrix matrix = mMatrix;
matrix.reset();
float dragPercent = mPercent;
float rotateAngle = 0;
// Check overdrag
if (dragPercent > 1.0f && !mEndOfRefreshing) {
rotateAngle = (dragPercent % 1) * 10;
dragPercent = 1.0f;
}
float offsetX = ((mScreenWidth * dragPercent) / 2) - mJetWidthCenter;
float offsetY = mJetTopOffset
+ (mParent.getTotalDragDistance() / 2)
* (1.0f - dragPercent)
- mJetHeightCenter;
if (isRefreshing) {
if (checkCurrentAnimationPart(AnimationPart.FIRST)) {
offsetY -= getAnimationPartValue(AnimationPart.FIRST);
} else if (checkCurrentAnimationPart(AnimationPart.SECOND)) {
offsetY -= getAnimationPartValue(AnimationPart.SECOND);
} else if (checkCurrentAnimationPart(AnimationPart.THIRD)) {
offsetY += getAnimationPartValue(AnimationPart.THIRD);
} else if (checkCurrentAnimationPart(AnimationPart.FOURTH)) {
offsetY += getAnimationPartValue(AnimationPart.FOURTH);
}
}
matrix.setTranslate(offsetX, offsetY);
if (dragPercent == 1.0f) {
matrix.preRotate(rotateAngle, mJetWidthCenter, mJetHeightCenter);
}
canvas.drawBitmap(mJet, matrix, null);
}
动画效果已经画好了,下面我们来看看怎么结合下拉刷新来调用吧?
二、我们还需要自定义一个PullToRefreshView(下拉刷新)
1.我们的PullToRefreshView这里需要继承ViewGroup
我们先把刚才定义的刷新时的动画加进来
private RefreshView mRefreshView;private ImageView mRefreshImageView;mRefreshImageView = new ImageView(context); mRefreshView = new RefreshView(getContext(), this); mRefreshImageView.setImageDrawable(mRefreshView); addView(mRefreshImageView);2.然后我们设置ontouchEvent()事件
@Override public boolean onTouchEvent(@NonNull MotionEvent ev) { if (!mIsBeingDragged) { return super.onTouchEvent(ev); } final int action = MotionEventCompat.getActionMasked(ev); switch (action) { case MotionEvent.ACTION_MOVE: { final int pointerIndex = MotionEventCompat.findPointerIndex(ev, mActivePointerId); if (pointerIndex < 0) { return false; } final float y = MotionEventCompat.getY(ev, pointerIndex); final float yDiff = y - mInitialMotionY; final float scrollTop = yDiff * DRAG_RATE; mCurrentDragPercent = scrollTop / mTotalDragDistance; if (mCurrentDragPercent < 0) { return false; } float boundedDragPercent = Math.min(1f, Math.abs(mCurrentDragPercent)); float extraOS = Math.abs(scrollTop) - mTotalDragDistance; float slingshotDist = mTotalDragDistance; float tensionSlingshotPercent = Math.max(0, Math.min(extraOS, slingshotDist * 2) / slingshotDist); float tensionPercent = (float) ((tensionSlingshotPercent / 4) - Math.pow( (tensionSlingshotPercent / 4), 2)) * 2f; float extraMove = (slingshotDist) * tensionPercent / 2; int targetY = (int) ((slingshotDist * boundedDragPercent) + extraMove); mRefreshView.setPercent(mCurrentDragPercent); setTargetOffsetTop(targetY - mCurrentOffsetTop, true); break; } case MotionEventCompat.ACTION_POINTER_DOWN: final int index = MotionEventCompat.getActionIndex(ev); mActivePointerId = MotionEventCompat.getPointerId(ev, index); break; case MotionEventCompat.ACTION_POINTER_UP: onSecondaryPointerUp(ev); break; case MotionEvent.ACTION_UP: case MotionEvent.ACTION_CANCEL: { if (mActivePointerId == INVALID_POINTER) { return false; } final int pointerIndex = MotionEventCompat.findPointerIndex(ev, mActivePointerId); final float y = MotionEventCompat.getY(ev, pointerIndex); final float overScrollTop = (y - mInitialMotionY) * DRAG_RATE; mIsBeingDragged = false; if (overScrollTop > mTotalDragDistance) { setRefreshing(true, true); } else { mRefreshing = false; animateOffsetToPosition(mAnimateToStartPosition); } mActivePointerId = INVALID_POINTER; return false; } } return true; }三、最后我们看怎样在Activity中使用这个下拉刷新控件
1.先看一下布局文件
这里是我们的下拉刷新空间嵌套着我们的ListView,然后我们再给ListView填充数据即可
2.为ListView填充数据
为了我们的效果比较好看,这里我们给ListView的每一个item填充不同的颜色,看起来会比较高大上。
Mapmap; List 3.最后,我们再设置一下下拉刷新的监听事件就OK了
mPullToRefreshView = (PullToRefreshView) findViewById(R.id.pull_to_refresh); mPullToRefreshView.setonRefreshListener(new PullToRefreshView.onRefreshListener() { @Override public void onRefresh() { mPullToRefreshView.postDelayed(new Runnable() { @Override public void run() { mPullToRefreshView.setRefreshing(false); } }, REFRESH_DELAY); } });怎么样?有没有很高大上啊?
大家可以动手实践一下,希望对大家的学习有所帮助。



