时间:2022-05-06 09:21:10 | 栏目:Android代码 | 点击:次
Shimmer( baseColor: const Color(0x08ffffff), // 背景颜色 highlightColor: Colors.white, // 高光的颜色 loop: 2, // 闪烁循环次数,不传默认一直循环 child: Image.asset('assets/images/watermelon.png',width: 325, height: 260, fit: BoxFit.contain), )
① 特效控件分为两层:底层显示调用方传入的控件;上层覆盖一层渐变着色器。
② 启动动画,根据动画的进度,对渐变着色器的区域进行绘制,当区域变大变小时,着色器高光的地方也在相应进行偏移。
③ 同时着色器不能超出底层控件的绘制范围,底层控件的形状是不规则的,渐变层不能超出底层控件的layer对象。这样才能实现完全贴合 底层控件形状 的微光闪烁。
控件分层显示
@override Widget build(BuildContext context) { return Stack( children: [ // 底层控件 widget.child, // 覆盖闪烁微光 AnimatedBuilder( animation: _controller, child: widget.child, builder: (BuildContext context, Widget? child) => _Shimmer( child: child, percent: _controller.value, direction: widget.direction, gradient: widget.gradient, ), ) ], );
开启动画
late AnimationController _controller; int _count = 0; @override void initState() { super.initState(); _controller = AnimationController(vsync: this, duration: widget.duration) ..addStatusListener((AnimationStatus status) { if (status != AnimationStatus.completed) { return; } _count++; if (widget.loop != 0 && _count < widget.loop) { _controller.forward(from: 0.0); } }); if (widget.loop == 0) { _controller.repeat(); } else { _controller.forward(); } }
重点:着色器该如何绘制,又该如何通过AnimationController的进度进行偏移?由于着色器不能超出底层控件的绘制范围,所以必须拿到底层控件的绘制上下文【即 PaintingContext】,调用其pushLayer方法,让引擎把着色器绘制上去。
需要用到PaintingContext,自然就需要去管理RenderObject,所以着色器的编写使用RenderProxyBox进行计算并绘制出layer对象,计算的过程根据上面的AnimationController的进度进行计算。
class _ShimmerFilter extends RenderProxyBox { ShimmerDirection _direction; Gradient _gradient; double _percent; _ShimmerFilter(this._percent, this._direction, this._gradient); @override ShaderMaskLayer? get layer => super.layer as ShaderMaskLayer?; set percent(double newValue) { if (newValue != _percent) { _percent = newValue; markNeedsPaint(); } } set gradient(Gradient newValue) { if (newValue != _gradient) { _gradient = newValue; markNeedsPaint(); } } set direction(ShimmerDirection newDirection) { if (newDirection != _direction) { _direction = newDirection; markNeedsLayout(); } } @override void paint(PaintingContext context, Offset offset) { if (child != null) { final double width = child!.size.width; final double height = child!.size.height; Rect rect; double dx, dy; if (_direction == ShimmerDirection.rtl) { dx = _offset(width, -width, _percent); dy = 0.0; rect = Rect.fromLTWH(dx - width, dy, 3 * width, height); } else if (_direction == ShimmerDirection.ttb) { dx = 0.0; dy = _offset(-height, height, _percent); rect = Rect.fromLTWH(dx, dy - height, width, 3 * height); } else if (_direction == ShimmerDirection.btt) { dx = 0.0; dy = _offset(height, -height, _percent); rect = Rect.fromLTWH(dx, dy - height, width, 3 * height); } else { dx = _offset(-width, width, _percent); dy = 0.0; rect = Rect.fromLTWH(dx - width, dy, 3 * width, height); } layer ??= ShaderMaskLayer(); layer! ..shader = _gradient.createShader(rect) ..maskRect = offset & size ..blendMode = BlendMode.srcIn; context.pushLayer(layer!, super.paint, offset); } else { layer = null; } } double _offset(double start, double end, double percent) { return start + (end - start) * percent; } }
Render对象绘制出来后,需要封装成widget使用,由于是单一组件,用SingleChildRenderObjectWidget即可。
class _Shimmer extends SingleChildRenderObjectWidget { @override _ShimmerFilter createRenderObject(BuildContext context) { return _ShimmerFilter(percent, direction, gradient); } @override void updateRenderObject(BuildContext context, _ShimmerFilter shimmer) { shimmer.percent = percent; shimmer.gradient = gradient; shimmer.direction = direction; } }
这种闪烁动画,应用场景多种多样。可以作为对重要视图的着重显示,例如:勋章;也可以作为加载中骨架屏的加载动画。自己灵活使用即可。
作为一个大前端开发者,我希望把UI尽善尽美的展现给用户;此时你不仅需要一个集能力、审美、高标准于一体的设计师配合,更需要自己对所写界面有着极高的追求。而Flutter作为一个UI框架,玩到最后其实就是特效动画的高性能编写,这势必离不开其绘制原理,不要停留在widget、element的学习,Render、layer甚至再底层的C++才是我们学习路径。
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