@
- 建立弧形進度條
- 繪製弧
- 準備物料
- 建立氣泡
- 建立手勢
- 建立互動與動效
- 專案地址
嗶哩嗶哩(Bilibili)中使用者可以透過長按點贊鍵同時完成點贊、投幣、收藏對UP主表示支援,後UP主多用“一鍵三連”向影片瀏覽者請求對其作品同時進行點贊、投幣、收藏。
“三連按鈕”是一組按鈕,輕擊時當做普通狀態按鈕使用,當長按 2 秒鐘後,轉為三連模式,可以控制並顯示進度,並在進度完成時彈出一些泡泡
一直想實現這個效果,但由於.NET MAUI對圖形填充渲染問題直到.NET 8才修復。想要的效果直到最近才能實現。
兩年前Dino老師用UWP實現過“一鍵三連”:
[UWP]模仿嗶哩嗶哩的一鍵三連
今天用MAUI實現。
使用.NET MAU實現跨平臺支援,本專案可執行於Android、iOS平臺。
建立弧形進度條
新建.NET MAUI專案,命名HoldDownButtonGroup
在專案中新增SkiaSharp繪製功能的引用Microsoft.Maui.Graphics.Skia
以及SkiaSharp.Views.Maui.Controls
。
<ItemGroup>
<PackageReference Include="Microsoft.Maui.Graphics.Skia" Version="7.0.59" />
<PackageReference Include="SkiaSharp.Views.Maui.Controls" Version="2.88.3" />
</ItemGroup>
進度條(ProgressBar)用於展示任務的進度,告知使用者當前狀態和預期,本專案依賴弧形進度條元件(CircleProgressBar),此元件在本專案中用於展示“三連按鈕”長按任務的進度
這裡簡單介紹弧形進度條元件的原理和實現,更多內容請閱讀:[MAUI]弧形進度條與弧形滑塊的互動實現。
控制元件將包含以下可繫結屬性:
- Maxiumum:最大值
- Minimum:最小值
- Progress:當前進度
- AnimationLength:動畫時長
- BorderWidth:描邊寬度
- LabelContent:標籤內容
- ContainerColor:容器顏色,即進度條的背景色
- ProgressColor:進度條顏色
建立CircleProgressBar.xaml,程式碼如下:
<?xml version="1.0" encoding="UTF-8"?>
<ContentView xmlns="http://schemas.microsoft.com/dotnet/2021/maui"
xmlns:x="http://schemas.microsoft.com/winfx/2009/xaml"
xmlns:forms="clr-namespace:SkiaSharp.Views.Maui.Controls;assembly=SkiaSharp.Views.Maui.Controls"
x:Class="HoldDownButtonGroup.Controls.CircleProgressBar">
<ContentView.Content>
<Grid>
<forms:SKCanvasView x:Name="canvasView"
PaintSurface="OnCanvasViewPaintSurface" />
<ContentView x:Name="MainContent"></ContentView>
<Label
FontSize="28"
HorizontalOptions="Center"
VerticalOptions="Center"
x:Name="labelView"></Label>
</Grid>
</ContentView.Content>
</ContentView>
SKCanvasView是SkiaSharp.Views.Maui.Controls封裝的View控制元件。
繪製弧
Skia中,透過AddArc方法繪製弧,需要傳入一個SKRect物件,其代表一個弧(或橢弧)的外接矩形。startAngle和sweepAngle分別代表順時針起始角度和掃描角度。
透過startAngle和sweepAngle可以繪製出一個弧,如下圖紅色部分所示:
在CircleProgressBar.xaml.cs
的CodeBehind中,建立OnCanvasViewPaintSurface,透過給定起始角度為正上方,掃描角度為360對於100%進度,透過插值計算出當前進度對應的掃描角度,繪製出進度條。
private void OnCanvasViewPaintSurface(object sender, SKPaintSurfaceEventArgs args)
{
var SumValue = Maximum - Minimum;
SKImageInfo info = args.Info;
SKSurface surface = args.Surface;
SKCanvas canvas = surface.Canvas;
canvas.Clear();
SKRect rect = new SKRect(_mainRectPadding, _mainRectPadding, info.Width - _mainRectPadding, info.Height - _mainRectPadding);
float startAngle = -90;
float sweepAngle = (float)((_realtimeProgress / SumValue) * 360);
canvas.DrawOval(rect, OutlinePaint);
using (SKPath path = new SKPath())
{
path.AddArc(rect, startAngle, sweepAngle);
canvas.DrawPath(path, ArcPaint);
}
}
其中SumValue表明進度條的總進度,透過Maximum和Minimum計算得出。
public double SumValue => Maximum - Minimum;
建立進度條軌道背景畫刷和進度條畫刷,其中進度條畫刷的StrokeCap屬性設定為SKStrokeCap.Round,使得進度條兩端為圓形。
protected SKPaint _outlinePaint;
public SKPaint OutlinePaint
{
get
{
if (_outlinePaint == null)
{
RefreshMainRectPadding();
SKPaint outlinePaint = new SKPaint
{
Color = this.ContainerColor.ToSKColor(),
Style = SKPaintStyle.Stroke,
StrokeWidth = (float)BorderWidth,
};
_outlinePaint = outlinePaint;
}
return _outlinePaint;
}
}
protected SKPaint _arcPaint;
public SKPaint ArcPaint
{
get
{
if (_arcPaint == null)
{
RefreshMainRectPadding();
SKPaint arcPaint = new SKPaint
{
Color = this.ProgressColor.ToSKColor(),
Style = SKPaintStyle.Stroke,
StrokeWidth = (float)BorderWidth,
StrokeCap = SKStrokeCap.Round,
};
_arcPaint = arcPaint;
}
return _arcPaint;
}
}
在Progress值變更時,重新渲染進度條,並觸發ValueChanged事件。
private void UpdateProgress()
{
this._realtimeProgress = this.Progress;
this.labelView.Text = this.Progress.ToString(LABEL_FORMATE);
this.canvasView?.InvalidateSurface();
}
效果如下
準備物料
點贊、投幣、收藏三個按鈕的圖片來自於嗶哩嗶哩(Bilibili)網站。這些按鈕用svg格式在html中。
我們只需前往嗶哩嗶哩主站,要開啟瀏覽器的開發者工具,用元素檢查器,在找到按鈕位置後檢視其樣式,複製path中的svg程式碼,即可得到這些向量圖片。
複製右側紅色區域選中的部分,我們只需要這些svg程式碼。
在Xaml中我們建立Path元素,並設定Data屬性為svg程式碼。即可得到一個圖形
<Path HeightRequest="65"
WidthRequest="65"
x:Name="Icon1"
Fill="Transparent"
Aspect="Uniform"
Data="M 9.77234 30.8573 V 11.7471 H 7.54573 C 5.50932 11.7471 3.85742 13.3931 3.85742 15.425 V 27.1794 C 3.85742 29.2112 5.50932 30.8573 7.54573 30.8573 H 9.77234 Z M 11.9902 30.8573 V 11.7054 C 14.9897 10.627 16.6942 7.8853 17.1055 3.33591 C 17.2666 1.55463 18.9633 0.814421 20.5803 1.59505 C 22.1847 2.36964 23.243 4.32583 23.243 6.93947 C 23.243 8.50265 23.0478 10.1054 22.6582 11.7471 H 29.7324 C 31.7739 11.7471 33.4289 13.402 33.4289 15.4435 C 33.4289 15.7416 33.3928 16.0386 33.3215 16.328 L 30.9883 25.7957 C 30.2558 28.7683 27.5894 30.8573 24.528 30.8573 H 11.9911 H 11.9902 Z"
VerticalOptions="Center"
HorizontalOptions="Center" />
建立氣泡
氣泡實現分為兩個步驟:
Bubble.xaml 建立單一氣泡動畫
Bubbles.xaml 包含氣泡叢集。隨機生成氣泡動畫路徑,建立氣泡叢集的動畫
Bubbles控制元件將包含以下可繫結屬性:
- Brush:氣泡顏色
- BubbleCnt:氣泡數量
- BubbleSize:氣泡大小
氣泡動畫演算法參考於火火的 BubbleButton,這裡只帖關鍵程式碼
單一氣泡的動畫:先變大後消失
public Animation GetAnimation()
{
var scaleAnimation = new Animation();
var scaleUpAnimation0 = new Animation(v => MainBox.Scale = v, 0, 1);
var scaleUpAnimation1 = new Animation(v => MainBox.Scale = v, 1, 0);
scaleAnimation.Add(0, 0.2, scaleUpAnimation0);
scaleAnimation.Add(0.8, 1, scaleUpAnimation1);
scaleAnimation.Finished = () =>
{
this.MainBox.Scale = 0;
};
return scaleAnimation;
}
生成氣泡
public void SpawnBubbles()
{
this.PitContentLayout.Clear();
for (int i = 0; i < BubbleCnt; i++)
{
var currentBox = new Bubble();
currentBox.FillColor = i % 2 == 0 ? this.Brush : SolidColorBrush.Transparent;
currentBox.BorderColor = this.Brush;
currentBox.HeightRequest = BubbleSize;
currentBox.WidthRequest = BubbleSize;
currentBox.HorizontalOptions = LayoutOptions.Start;
currentBox.VerticalOptions = LayoutOptions.Start;
this.PitContentLayout.Add(currentBox);
}
}
計算單個氣泡的動畫路徑:隨機產生動畫運動的隨機座標
private Animation InitAnimation(Bubble element, Size targetSize, bool isOnTop = true)
{
var offsetAnimation = new Animation();
if (targetSize == default)
{
targetSize = element.DesiredSize;
}
var easing = Easing.Linear;
var originX = PitContentLayout.Width / 2;
var originY = PitContentLayout.Height / 2;
var targetX = rnd.Next(-(int)targetSize.Width, (int)targetSize.Width) + (int)targetSize.Width / 2 + originX;
var targetY = isOnTop ? rnd.Next(-(int)(targetSize.Height * 1.5), 0) + (int)targetSize.Height / 2 + originY :
rnd.Next(0, (int)(targetSize.Height * 1.5)) + (int)targetSize.Height / 2 + originY
;
var offsetX = targetX - originX;
var offsetY = targetY - originY;
var offsetAnimation1 = new Animation(v => element.TranslationX = v, originX - targetSize.Width / 2, targetX - targetSize.Width / 2, easing);
var offsetAnimation2 = new Animation(v => element.TranslationY = v, originY - targetSize.Height / 2, targetY - targetSize.Height / 2, easing);
offsetAnimation.Add(0.2, 0.8, offsetAnimation1);
offsetAnimation.Add(0.2, 0.8, offsetAnimation2);
offsetAnimation.Add(0, 1, element.BoxAnimation);
offsetAnimation.Finished = () =>
{
element.TranslationX = originX;
element.TranslationY = originY;
element.Rotation = 0;
};
return offsetAnimation;
}
開始氣泡動畫
public void StartAnimation()
{
Content.AbortAnimation("ReshapeAnimations");
var offsetAnimationGroup = new Animation();
foreach (var item in this.PitContentLayout.Children)
{
if (item is Bubble)
{
var isOntop = this.PitContentLayout.Children.IndexOf(item) > this.PitContentLayout.Children.Count / 2;
var currentAnimation = InitAnimation(item as Bubble, targetSize, isOntop);
offsetAnimationGroup.Add(0, 1, currentAnimation);
}
}
offsetAnimationGroup.Commit(this, "ReshapeAnimations", 16, 400);
}
建立手勢
可喜可賀,在新發布的.NET 8 中, .NET MAUI 引入了指標手勢識別器(PointerGestureRecognizer),使用方式如下,終於不用自己實現手勢監聽控制元件了。
Xaml:
<Image Source="dotnet_bot.png">
<Image.GestureRecognizers>
<PointerGestureRecognizer PointerEntered="OnPointerEntered"
PointerExited="OnPointerExited"
PointerMoved="OnPointerMoved" />
</Image.GestureRecognizers>
</Image>
C#:
void OnPointerEntered(object sender, PointerEventArgs e)
{
// Handle the pointer entered event
}
void OnPointerExited(object sender, PointerEventArgs e)
{
// Handle the pointer exited event
}
void OnPointerMoved(object sender, PointerEventArgs e)
{
// Handle the pointer moved event
}
具體請閱讀官方文件:
.NET 8 中 .NET MAUI 的新增功能以及
識別指標手勢
在本專案中,需要監聽長按動作,當“三連按鈕”長按2秒後,轉為三連模式,此時需要監聽手指釋放情況,當時長不足時取消三連。
由於在之前的文章中實現過監聽手勢,這裡僅簡單介紹定義,其餘內容不再重複,如需瞭解請閱讀: [MAUI程式設計] 用Handler實現自定義跨平臺控制元件
定義可以監聽的手勢類別,分別是按下、移動、抬起、取消、進入、退出
public enum TouchActionType
{
Entered,
Pressed,
Moved,
Released,
Exited,
Cancelled
}
新增手勢監聽器TouchRecognizer,它將提供一個事件OnTouchActionInvoked,用觸發手勢動作。
public partial class TouchRecognizer: IDisposable
{
public event EventHandler<TouchActionEventArgs> OnTouchActionInvoked;
public partial void Dispose();
}
EventArg類TouchActionEventArgs,用於傳遞手勢動作的引數
建立互動與動效
在頁面建立完三個按鈕後,在CodeBehind中編寫互動邏輯
新增更新圓環進度的方法UpdateProgressWithAnimate,此方法根據圓環進度的百分比,計算圓環進度的動畫時間,並開始動畫
private void UpdateProgressWithAnimate(CircleProgressBar progressElement, double progressTarget = 100, double totalLenght = 5*1000, Action<double, bool> finished = null)
{
Content.AbortAnimation("ReshapeAnimations");
var scaleAnimation = new Animation();
double progressOrigin = progressElement.Progress;
var animateAction = (double r) =>
{
progressElement.Progress = r;
};
var scaleUpAnimation0 = new Animation(animateAction, progressOrigin, progressTarget);
scaleAnimation.Add(0, 1, scaleUpAnimation0);
var calcLenght = (double)(Math.Abs((progressOrigin - progressTarget) / 100)) * totalLenght;
scaleAnimation.Commit(progressElement, "ReshapeAnimations", 16, (uint)calcLenght, finished: finished);
}
建立“三連成功”的動畫方法StartCelebrationAnimate,在這裡透過改變按鈕的Scale和Fill屬性,實現三連成功時“點亮”圖示的動畫效果。
private void StartCelebrationAnimate(Path progressElement, Action<double, bool> finished = null)
{
var toColor = (Color)this.Resources["BrandColor"];
var fromColor = (Color)this.Resources["DisabledColor"];
var scaleAnimation = new Animation();
var scaleUpAnimation0 = new Animation(v => progressElement.Scale=v, 0, 1.5);
var scaleUpAnimation1 = new Animation(v => progressElement.Fill=GetColor(v, fromColor, toColor), 0, 1);
var scaleUpAnimation2 = new Animation(v => progressElement.Scale=v, 1.5, 1);
scaleAnimation.Add(0, 0.5, scaleUpAnimation0);
scaleAnimation.Add(0, 1, scaleUpAnimation1);
scaleAnimation.Add(0.5, 1, scaleUpAnimation2);
scaleAnimation.Commit(progressElement, "CelebrationAnimate", 16, 400, finished: finished);
}
按鈕觸發TouchContentView_OnTouchActionInvoked事件:
_dispatcherTimer作用是延時1秒,如果按鈕被點選,則開始執行後續操作。當按鈕被點選時此Timer會開。
一秒後,開始進入“三連模式”,此時更新圓環進度,當進度完成後開始氣泡動畫和“三連成功”的動畫。
若中途按鈕被釋放,則取消此Timer,並重置圓環進度。
若按鈕未進入“三連模式”,則直接播放按鈕的點選動畫。
private void TouchContentView_OnTouchActionInvoked(object sender, TouchActionEventArgs e)
{
var layout = ((Microsoft.Maui.Controls.Layout)(sender as TouchContentView).Content).Children;
var bubbles = layout[0] as Bubbles;
var circleProgressBar = layout[1] as CircleProgressBar;
switch (e.Type)
{
case TouchActionType.Entered:
break;
case TouchActionType.Pressed:
_dispatcherTimer =Dispatcher.CreateTimer();
_dispatcherTimer.Interval=new TimeSpan(0, 0, 1);
_dispatcherTimer.Tick+= async (o, e) =>
{
_isInProgress=true;
this.UpdateProgressWithAnimate(ProgressBar1, 100, 2*1000, (d, b) =>
{
if (circleProgressBar.Progress==100)
{
this.bubbles1.StartAnimation();
StartCelebrationAnimate(this.Icon1);
}
});
this.UpdateProgressWithAnimate(ProgressBar2, 100, 2*1000, (d, b) =>
{
if (circleProgressBar.Progress==100)
{
this.bubbles2.StartAnimation();
StartCelebrationAnimate(this.Icon2);
}
});
this.UpdateProgressWithAnimate(ProgressBar3, 100, 2*1000, (d, b) =>
{
if (circleProgressBar.Progress==100)
{
this.bubbles3.StartAnimation();
StartCelebrationAnimate(this.Icon3);
}
});
};
_dispatcherTimer.Start();
break;
case TouchActionType.Moved:
break;
case TouchActionType.Released:
if (!_isInProgress)
{
var brandColor = (Color)this.Resources["BrandColor"];
var disabledColor = (Color)this.Resources["DisabledColor"];
if (circleProgressBar.Progress==100)
{
this.UpdateProgressWithAnimate(ProgressBar1, 0, 1000);
this.UpdateProgressWithAnimate(ProgressBar2, 0, 1000);
this.UpdateProgressWithAnimate(ProgressBar3, 0, 1000);
(ProgressBar1.LabelContent as Path).Fill=disabledColor;
(ProgressBar2.LabelContent as Path).Fill=disabledColor;
(ProgressBar3.LabelContent as Path).Fill=disabledColor;
}
else
{
if (((circleProgressBar.LabelContent as Path).Fill as SolidColorBrush).Color==disabledColor)
{
StartCelebrationAnimate(circleProgressBar.LabelContent as Path);
}
else
{
(circleProgressBar.LabelContent as Path).Fill=disabledColor;
}
}
}
if (_dispatcherTimer!=null)
{
if (_dispatcherTimer.IsRunning)
{
_dispatcherTimer.Stop();
_isInProgress=false;
}
_dispatcherTimer=null;
if (circleProgressBar.Progress==100)
{
return;
}
this.UpdateProgressWithAnimate(ProgressBar1, 0, 1000);
this.UpdateProgressWithAnimate(ProgressBar2, 0, 1000);
this.UpdateProgressWithAnimate(ProgressBar3, 0, 1000);
}
break;
case TouchActionType.Exited:
break;
case TouchActionType.Cancelled:
break;
default:
break;
}
}
進入三聯模式動畫效果如下:
未進入三聯模式動畫效果如下:
最終效果如下:
專案地址
Github:maui-samples