path.reset(); path.moveTo(200, 200); //第一个坐标是对应的控制的坐标,第二个坐标是终点坐标 path.quadTo(400, 250, 600, 200); canvas.drawPath(path, paint); canvas.translate(0, 200); //调用close,就会首尾闭合连接 path.close(); canvas.drawPath(path, paint);
int dy = Math.abs(CIRCLEY - startY); int dx = Math.abs(CIRCLEX - startX); angle = Math.atan(dy * 1.0 / dx);
path.reset();
if (flag) {
//第一个点
path.moveTo((float) (CIRCLEX - Math.sin(angle) * ORIGIN_RADIO), (float) (CIRCLEY - Math.cos(angle) * ORIGIN_RADIO));
path.quadTo((float) ((startX + CIRCLEX) * 0.5), (float) ((startY + CIRCLEY) * 0.5), (float) (startX - Math.sin(angle) * DRAG_RADIO), (float) (startY - Math.cos(angle) * DRAG_RADIO));
path.lineTo((float) (startX + Math.sin(angle) * DRAG_RADIO), (float) (startY + Math.cos(angle) * DRAG_RADIO));
path.quadTo((float) ((startX + CIRCLEX) * 0.5), (float) ((startY + CIRCLEY) * 0.5), (float) (CIRCLEX + Math.sin(angle) * ORIGIN_RADIO), (float) (CIRCLEY + Math.cos(angle) * ORIGIN_RADIO));
path.close();
canvas.drawPath(path, paint);
} else {
//第一个点
path.moveTo((float) (CIRCLEX - Math.sin(angle) * ORIGIN_RADIO), (float) (CIRCLEY + Math.cos(angle) * ORIGIN_RADIO));
path.quadTo((float) ((startX + CIRCLEX) * 0.5), (float) ((startY + CIRCLEY) * 0.5), (float) (startX - Math.sin(angle) * DRAG_RADIO), (float) (startY + Math.cos(angle) * DRAG_RADIO));
path.lineTo((float) (startX + Math.sin(angle) * DRAG_RADIO), (float) (startY - Math.cos(angle) * DRAG_RADIO));
path.quadTo((float) ((startX + CIRCLEX) * 0.5), (float) ((startY + CIRCLEY) * 0.5), (float) (CIRCLEX + Math.sin(angle) * ORIGIN_RADIO), (float) (CIRCLEY - Math.cos(angle) * ORIGIN_RADIO));
path.close();
canvas.drawPath(path, paint);
}
paint.setStyle(Paint.Style.FILL) canvas.drawCircle(CIRCLEX, CIRCLEY, ORIGIN_RADIO, paint);//默认的 canvas.drawCircle(startX == 0 ? CIRCLEX : startX, startY == 0 ? CIRCLEY : startY, DRAG_RADIO, paint);//拖拽的
case MotionEvent.ACTION_DOWN://有事件先拦截再说!! getParent().requestDisallowInterceptTouchEvent(true); CurrentState = STATE_IDLE; animSetXY.cancel(); startX = (int) ev.getX(); startY = (int) ev.getRawY(); break;
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
int modeWidth = MeasureSpec.getMode(widthMeasureSpec);
int modeHeight = MeasureSpec.getMode(heightMeasureSpec);
if (modeWidth == MeasureSpec.UNSPECIFIED || modeWidth == MeasureSpec.AT_MOST) {
widthMeasureSpec = MeasureSpec.makeMeasureSpec(DEFAULT_RADIO * 2, MeasureSpec.EXACTLY);
}
if (modeHeight == MeasureSpec.UNSPECIFIED || modeHeight == MeasureSpec.AT_MOST) {
heightMeasureSpec = MeasureSpec.makeMeasureSpec(DEFAULT_RADIO * 2, MeasureSpec.EXACTLY);
}
super.onMeasure(widthMeasureSpec, heightMeasureSpec);
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
super.onSizeChanged(w, h, oldw, oldh);
CIRCLEX = (int) ((w) * 0.5 + 0.5);
CIRCLEY = (int) ((h) * 0.5 + 0.5);
}
<com.lovejjfg.circle.DragBubbleView android:id="@+id/dbv" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_gravity="center"/>
private final static int STATE_IDLE = 1;//静止的状态 private final static int STATE_DRAG_NORMAL = 2;//正在拖拽的状态 private final static int STATE_DRAG_BREAK = 3;//断裂后的拖拽状态 private final static int STATE_UP_BREAK = 4;//放手后的爆裂的状态 private final static int STATE_UP_BACK = 5;//放手后的没有断裂的返回的状态 private final static int STATE_UP_DRAG_BREAK_BACK = 6;//拖拽断裂又返回的状态 private int CurrentState = STATE_IDLE; private int MIN_RADIO = (int) (ORIGIN_RADIO * 0.4);//最小半径 private int MAXDISTANCE = (int) (MIN_RADIO * 13);//最远的拖拽距离
case MotionEvent.ACTION_MOVE://移动的时候
startX = (int) ev.getX();
startY = (int) ev.getY();
updatePath();
invalidate();
break;
private void updatePath() {
int dy = Math.abs(CIRCLEY - startY);
int dx = Math.abs(CIRCLEX - startX);
double dis = Math.sqrt(dy * dy + dx * dx);
if (dis <= MAXDISTANCE) {//增加的情况,原始半径减小
if (CurrentState == STATE_DRAG_BREAK || CurrentState == STATE_UP_DRAG_BREAK_BACK) {
CurrentState = STATE_UP_DRAG_BREAK_BACK;
} else {
CurrentState = STATE_DRAG_NORMAL;
}
ORIGIN_RADIO = (int) (DEFAULT_RADIO - (dis / MAXDISTANCE) * (DEFAULT_RADIO - MIN_RADIO));
Log.e(TAG, "distance: " + (int) ((1 - dis / MAXDISTANCE) * MIN_RADIO));
Log.i(TAG, "distance: " + ORIGIN_RADIO);
} else {
CurrentState = STATE_DRAG_BREAK;
}
// distance = dis;
flag = (startY - CIRCLEY) * (startX - CIRCLEX) <= 0;
Log.i("TAG", "updatePath: " + flag);
angle = Math.atan(dy * 1.0 / dx);
}
case MotionEvent.ACTION_UP:
if (CurrentState == STATE_DRAG_NORMAL) {
CurrentState = STATE_UP_BACK;
valueX.setIntValues(startX, CIRCLEX);
valueY.setIntValues(startY, CIRCLEY);
animSetXY.start();
} else if (CurrentState == STATE_DRAG_BREAK) {
CurrentState = STATE_UP_BREAK;
invalidate();
} else {
CurrentState = STATE_UP_DRAG_BREAK_BACK;
valueX.setIntValues(startX, CIRCLEX);
valueY.setIntValues(startY, CIRCLEY);
animSetXY.start();
}
break;
animSetXY = new AnimatorSet();
valueX = ValueAnimator.ofInt(startX, CIRCLEX);
valueY = ValueAnimator.ofInt(startY, CIRCLEY);
animSetXY.playTogether(valueX, valueY);
valueX.setDuration(500);
valueY.setDuration(500);
valueX.setInterpolator(new OvershootInterpolator());
valueY.setInterpolator(new OvershootInterpolator());
valueX.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
startX = (int) animation.getAnimatedValue();
Log.e(TAG, "onAnimationUpdate-startX: " + startX);
invalidate();
}
});
valueY.addUpdateListener(new ValueAnimator.AnimatorUpdateListener() {
@Override
public void onAnimationUpdate(ValueAnimator animation) {
startY = (int) animation.getAnimatedValue();
Log.e(TAG, "onAnimationUpdate-startY: " + startY);
invalidate();
}
});
@Override
protected void onDraw(Canvas canvas) {
switch (CurrentState) {
case STATE_IDLE://空闲状态,就画默认的圆
if (showCircle) {
canvas.drawCircle(CIRCLEX, CIRCLEY, ORIGIN_RADIO, paint);//默认的
}
break;
case STATE_UP_BACK://执行返回的动画
case STATE_DRAG_NORMAL://拖拽状态 画贝塞尔曲线和两个圆
path.reset();
if (flag) {
//第一个点
path.moveTo((float) (CIRCLEX - Math.sin(angle) * ORIGIN_RADIO), (float) (CIRCLEY - Math.cos(angle) * ORIGIN_RADIO));
path.quadTo((float) ((startX + CIRCLEX) * 0.5), (float) ((startY + CIRCLEY) * 0.5), (float) (startX - Math.sin(angle) * DRAG_RADIO), (float) (startY - Math.cos(angle) * DRAG_RADIO));
path.lineTo((float) (startX + Math.sin(angle) * DRAG_RADIO), (float) (startY + Math.cos(angle) * DRAG_RADIO));
path.quadTo((float) ((startX + CIRCLEX) * 0.5), (float) ((startY + CIRCLEY) * 0.5), (float) (CIRCLEX + Math.sin(angle) * ORIGIN_RADIO), (float) (CIRCLEY + Math.cos(angle) * ORIGIN_RADIO));
path.close();
canvas.drawPath(path, paint);
} else {
//第一个点
path.moveTo((float) (CIRCLEX - Math.sin(angle) * ORIGIN_RADIO), (float) (CIRCLEY + Math.cos(angle) * ORIGIN_RADIO));
path.quadTo((float) ((startX + CIRCLEX) * 0.5), (float) ((startY + CIRCLEY) * 0.5), (float) (startX - Math.sin(angle) * DRAG_RADIO), (float) (startY + Math.cos(angle) * DRAG_RADIO));
path.lineTo((float) (startX + Math.sin(angle) * DRAG_RADIO), (float) (startY - Math.cos(angle) * DRAG_RADIO));
path.quadTo((float) ((startX + CIRCLEX) * 0.5), (float) ((startY + CIRCLEY) * 0.5), (float) (CIRCLEX + Math.sin(angle) * ORIGIN_RADIO), (float) (CIRCLEY - Math.cos(angle) * ORIGIN_RADIO));
path.close();
canvas.drawPath(path, paint);
}
if (showCircle) {
canvas.drawCircle(CIRCLEX, CIRCLEY, ORIGIN_RADIO, paint);//默认的
canvas.drawCircle(startX == 0 ? CIRCLEX : startX, startY == 0 ? CIRCLEY : startY, DRAG_RADIO, paint);//拖拽的
}
break;
case STATE_DRAG_BREAK://拖拽到了上限,画拖拽的圆:
case STATE_UP_DRAG_BREAK_BACK:
if (showCircle) {
canvas.drawCircle(startX == 0 ? CIRCLEX : startX, startY == 0 ? CIRCLEY : startY, DRAG_RADIO, paint);//拖拽的
}
break;
case STATE_UP_BREAK://画出爆裂的效果
canvas.drawCircle(startX - 25, startY - 25, 10, circlePaint);
canvas.drawCircle(startX + 25, startY + 25, 10, circlePaint);
canvas.drawCircle(startX, startY - 25, 10, circlePaint);
canvas.drawCircle(startX, startY, 18, circlePaint);
canvas.drawCircle(startX - 25, startY, 10, circlePaint);
break;
}
}
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