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Android technology sharing | [study room] custom view instead of notification animation (end)
2022-01-26 22:09:54 【anyRTC】
In the previous article, we implemented customization View Basic functions required , In this article, we pass Timer Realize animation function . I secretly modified some data structures , Post it below later .
Final rendering :
Animation is through Timer Every time 17 Millisecond call View#post To call the main thread to update a frame . Define a interpolator Make the animation more natural ( The effect of gradual deceleration ).
First, define a data structure for storing and executing animation :
private data class AnimInfo(
val block: (percentage: Float) -> Unit,// Each frame call
val duration: Long = 510,
val progress: Long = 0L,
val done: () -> Unit = {}// Call... At the end of the animation
)
There are also modified data structures related to storing messages :
data class Message(
val avatar: String,// Head portrait
val nickname: String,// nickname
val joinRoom: Int = 1,// 1= Join in , Others are exit
var shader: BitmapShader? = null,
var bitmap: Bitmap? = null,
var life: Long = 0L,// current time
val lifeTime: Long = 5000L, // Maximum lifetime
)
Use linked lists to store Message and AnimInfo data :
private val animArr = LinkedList<AnimInfo>()
private val dataArr = LinkedList<Message>()
Use one Timer Timing animation and update Message Has existed for . stay init method :
init {
paint.textSize = fontSize.toFloat()
paint.style = Paint.Style.FILL
val metrics = paint.fontMetrics
fontCenterOffset = (abs(metrics.top) - metrics.bottom) / 2f
timer = Timer()
timer.schedule(object : TimerTask() {
override fun run() {
if (dataArr.isNotEmpty()) {// There is time to time
dataArr.forEach {
it.life += 17L
}
val first = dataArr.first
if (first.life >= first.lifeTime) {// When the first item exceeds the maximum existence time, remove
dismissFirstMessage(true)
}
}
if (animArr.isEmpty()) {// If no animation is registered, skip directly
return
}
val i = animArr.iterator()// Serialization is easier to remove
while (i.hasNext()) {
val next = i.next()
next.progress += 17L
var percentage = next.progress.toFloat() / next.duration
if (percentage > 1.0f)
percentage = 1.0f
post { next.block.invoke(interpolator(percentage)) }// Each frame call
if (next.progress >= next.duration) {// When the animation is finished, call done And remove yourself
post { next.done.invoke() }
i.remove()
}
}
}
}, 0, 17)
}
interpolator The implementation of the :
private fun interpolator(x: Float): Float = (1.0f - (1.0f - x) * (1.0f - x))
Remember in onDetachedFromWindow Lieutenant general timer Task logoff :
override fun onDetachedFromWindow() {
timer.cancel()
timer.purge()
super.onDetachedFromWindow()
}
Definition registerAnimator Method , Make opening an animation more ceremonial ( No
private fun registerAnimator(animInfo: AnimInfo) {
animArr.add(animInfo)
}
Deleted drawMessage Method , Added addMessage Methods and removeFirstMessage Method .
addMessage Method :
fun addMessage(msg: Message) {
if (!this::mBufferBitmap.isInitialized) {// Initialization has not been completed yet post Wait for initialization
post { addMessage(msg) }
return
}
// If the number of notifications in animation execution or currently displayed has reached the maximum, it will be added to waitList in , Waiting for execution
if (animRunning || dataArr.size == limitMessageSize) {
if (dataArr.size == limitMessageSize)
dismissFirstMessage()
waitList.add(msg)
return
}
animRunning = true
dataArr.add(msg)
val nicknameWidth = paint.measureText(msg.nickname)
val msgWidth = nicknameWidth + basedMessageWidth
loadImage(msg.avatar) { bitmap, b ->
if (!b) [email protected]
val shader = BitmapShader(bitmap!!, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP)
msg.let {
it.bitmap = bitmap
it.shader = shader
}
}
// Only the new one is updated here , So there is no need to empty the previously drawn data
val yOffset = (dataArr.size - 1) * (messageHeight + messagePadding).toFloat()
registerAnimator(AnimInfo({ percentage ->
val xOffset = msgWidth + -(percentage * msgWidth)
mBufferMatrix.reset()
mBufferMatrix.postTranslate(xOffset, yOffset)
mBufferCanvas.setMatrix(mBufferMatrix)
drawMsg(msg, msgWidth, nicknameWidth)
invalidate()
}) {
// After the animation, first judge whether there are tasks waiting to be deleted , Then judge whether there are tasks waiting to be added
animRunning = false
if (waitingRemove > 0) {
removeFirstMessage()
} else if (waitList.isNotEmpty()) {
addMessage(waitList.removeFirst())
}
})
}
removeFirstMessage Method :
// timer Every time 17 Polling once in milliseconds , If the animation is in execution, it will lead to waitingRemove Add a lot
// therefore timer Incoming messages do not increase the number of times waiting to be deleted
fun removeFirstMessage(isFromTimer: Boolean = false) {
if (dataArr.isEmpty())
return
if (animRunning) {
if (!isFromTimer) waitingRemove++
return
}
animRunning = true
registerAnimator(AnimInfo({ percentage ->
// Because it changes two pieces of data and shifts up and down , You need to clear the last drawing
mBufferBitmap.eraseColor(Color.TRANSPARENT)
for (i in 0 until dataArr.size) {
val item = dataArr[i]
val nicknameWidth = paint.measureText(item.nickname)
val msgWidth = nicknameWidth + basedMessageWidth
val msgHeight = (messageHeight + messagePadding).toFloat()
mBufferMatrix.reset()
mBufferMatrix.setTranslate(0f, (i * msgHeight) - (percentage * msgHeight))
mBufferCanvas.setMatrix(mBufferMatrix)
drawMsg(item, msgWidth, nicknameWidth)
invalidate()
}
}) {
animRunning = false
dataArr.removeFirst().bitmap?.recycle()
if (waitList.size > 0) {// First determine whether there are messages waiting to be added , And addMessage Just the opposite
addMessage(waitList.removeFirst())
} else if (waitingRemove > 0) {
if (dataArr.isNotEmpty()) {
waitingRemove--
removeFirstMessage()
[email protected]
}
waitingRemove = 0
}
})
}
There are still some small problems that have not been handled well , For example, call continuously in a short time addMessage This will result in too many tasks waiting to be deleted ( Although it has been thoroughly handled ), For example, image loading is not interrupted .
If you want to go to the business environment, you need to improve these problems .
Source code address : Click here
copyright notice
author[anyRTC],Please bring the original link to reprint, thank you.
https://en.cdmana.com/2022/01/202201262209530062.html
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