使用 Compose,您可以创建由多边形组成的形状。例如,您可以创建以下类型的形状
要在 Compose 中创建自定义圆角多边形,请将 graphics-shapes
依赖项添加到您的 app/build.gradle
中
implementation "androidx.graphics:graphics-shapes:1.0.0-rc01"
该库允许您创建由多边形组成的形状。虽然多边形形状只有直边和尖角,但这些形状允许可选的圆角。它简化了两种不同形状之间的变形。在任意形状之间进行变形很困难,并且往往是一个设计时问题。但是这个库通过在具有相似多边形结构的这些形状之间进行变形,使它变得简单。
创建多边形
以下代码片段创建了一个基本的多边形形状,在绘图区域的中心有 6 个点
Box( modifier = Modifier .drawWithCache { val roundedPolygon = RoundedPolygon( numVertices = 6, radius = size.minDimension / 2, centerX = size.width / 2, centerY = size.height / 2 ) val roundedPolygonPath = roundedPolygon.toPath().asComposePath() onDrawBehind { drawPath(roundedPolygonPath, color = Color.Blue) } } .fillMaxSize() )
在这个例子中,该库创建了一个 RoundedPolygon
,它包含代表所请求形状的几何图形。为了在 Compose 应用程序中绘制该形状,您必须从中获取一个 Path
对象,以便将形状转换为 Compose 知道如何绘制的形式。
圆角多边形
要圆角多边形,请使用 CornerRounding
参数。它接受两个参数,radius
和 smoothing
。每个圆角由 1-3 个三次曲线组成,其中心具有圆形弧形,而两个侧边(“侧翼”)曲线从形状的边缘过渡到中心曲线。
半径
radius
是用于圆角顶点的圆的半径。
例如,以下圆角三角形是如下创建的
平滑
平滑度是一个因子,它决定了从圆角部分过渡到边缘所需的时间。平滑因子为 0(未平滑,是 CornerRounding
的默认值)会导致纯粹的圆形圆角。非零平滑因子(最大值高达 1.0)会导致圆角由三个独立的曲线组成。
例如,以下代码片段说明了将平滑度设置为 0 与 1 之间的细微差别
Box( modifier = Modifier .drawWithCache { val roundedPolygon = RoundedPolygon( numVertices = 3, radius = size.minDimension / 2, centerX = size.width / 2, centerY = size.height / 2, rounding = CornerRounding( size.minDimension / 10f, smoothing = 0.1f ) ) val roundedPolygonPath = roundedPolygon.toPath().asComposePath() onDrawBehind { drawPath(roundedPolygonPath, color = Color.Black) } } .size(100.dp) )
大小和位置
默认情况下,形状是在以 1
为半径的中心 (0, 0
) 处创建的。此半径表示中心和形状基于的多边形的外部顶点之间的距离。请注意,圆角会产生一个较小的形状,因为圆角将比圆角的顶点更靠近中心。要调整多边形的大小,请调整 radius
值。要调整位置,请更改多边形的 centerX
或 centerY
。或者,可以使用标准的 DrawScope
变换函数(如 DrawScope#translate()
)变换对象以更改其大小、位置和旋转。
变形形状
Morph
对象是一个新的形状,表示两个多边形形状之间的动画。要在两个形状之间进行变形,请创建两个 RoundedPolygons
和一个 Morph
对象,该对象接受这两个形状。要计算开始形状和结束形状之间的形状,请提供一个 progress
值(介于 0 到 1 之间),以确定其在开始形状 (0) 和结束形状 (1) 之间的形式
Box( modifier = Modifier .drawWithCache { val triangle = RoundedPolygon( numVertices = 3, radius = size.minDimension / 2f, centerX = size.width / 2f, centerY = size.height / 2f, rounding = CornerRounding( size.minDimension / 10f, smoothing = 0.1f ) ) val square = RoundedPolygon( numVertices = 4, radius = size.minDimension / 2f, centerX = size.width / 2f, centerY = size.height / 2f ) val morph = Morph(start = triangle, end = square) val morphPath = morph .toPath(progress = 0.5f).asComposePath() onDrawBehind { drawPath(morphPath, color = Color.Black) } } .fillMaxSize() )
在上面的例子中,进度正好位于两个形状(圆角三角形和正方形)的中间,产生了以下结果
在大多数情况下,变形是在动画的一部分,而不是静态渲染。要在这两者之间进行动画,您可以使用 Compose 中的标准 动画 API 来随时间改变进度值。例如,您可以无限地在这两个形状之间进行变形,如下所示
val infiniteAnimation = rememberInfiniteTransition(label = "infinite animation") val morphProgress = infiniteAnimation.animateFloat( initialValue = 0f, targetValue = 1f, animationSpec = infiniteRepeatable( tween(500), repeatMode = RepeatMode.Reverse ), label = "morph" ) Box( modifier = Modifier .drawWithCache { val triangle = RoundedPolygon( numVertices = 3, radius = size.minDimension / 2f, centerX = size.width / 2f, centerY = size.height / 2f, rounding = CornerRounding( size.minDimension / 10f, smoothing = 0.1f ) ) val square = RoundedPolygon( numVertices = 4, radius = size.minDimension / 2f, centerX = size.width / 2f, centerY = size.height / 2f ) val morph = Morph(start = triangle, end = square) val morphPath = morph .toPath(progress = morphProgress.value) .asComposePath() onDrawBehind { drawPath(morphPath, color = Color.Black) } } .fillMaxSize() )
使用多边形作为剪裁
在 Compose 中使用 clip
修饰符来更改可组合项的渲染方式,并利用围绕剪裁区域绘制的阴影很常见
fun RoundedPolygon.getBounds() = calculateBounds().let { Rect(it[0], it[1], it[2], it[3]) } class RoundedPolygonShape( private val polygon: RoundedPolygon, private var matrix: Matrix = Matrix() ) : Shape { private var path = Path() override fun createOutline( size: Size, layoutDirection: LayoutDirection, density: Density ): Outline { path.rewind() path = polygon.toPath().asComposePath() matrix.reset() val bounds = polygon.getBounds() val maxDimension = max(bounds.width, bounds.height) matrix.scale(size.width / maxDimension, size.height / maxDimension) matrix.translate(-bounds.left, -bounds.top) path.transform(matrix) return Outline.Generic(path) } }
然后,您可以使用多边形作为剪裁,如以下代码片段所示
val hexagon = remember { RoundedPolygon( 6, rounding = CornerRounding(0.2f) ) } val clip = remember(hexagon) { RoundedPolygonShape(polygon = hexagon) } Box( modifier = Modifier .clip(clip) .background(MaterialTheme.colorScheme.secondary) .size(200.dp) ) { Text( "Hello Compose", color = MaterialTheme.colorScheme.onSecondary, modifier = Modifier.align(Alignment.Center) ) }
这将产生以下结果
这可能看起来与之前渲染的内容没有太大区别,但它允许利用 Compose 中的其他功能。例如,此技术可用于剪裁图像并围绕剪裁区域应用阴影
val hexagon = remember { RoundedPolygon( 6, rounding = CornerRounding(0.2f) ) } val clip = remember(hexagon) { RoundedPolygonShape(polygon = hexagon) } Box( modifier = Modifier.fillMaxSize(), contentAlignment = Alignment.Center ) { Image( painter = painterResource(id = R.drawable.dog), contentDescription = "Dog", contentScale = ContentScale.Crop, modifier = Modifier .graphicsLayer { this.shadowElevation = 6.dp.toPx() this.shape = clip this.clip = true this.ambientShadowColor = Color.Black this.spotShadowColor = Color.Black } .size(200.dp) ) }
点击时变形按钮
您可以使用 graphics-shape
库来创建在按下时在两种形状之间变形的按钮。首先,创建一个扩展 Shape
的 MorphPolygonShape
,对其进行缩放和平移以使其适合。请注意传入进度,以便可以对形状进行动画处理
class MorphPolygonShape( private val morph: Morph, private val percentage: Float ) : Shape { private val matrix = Matrix() override fun createOutline( size: Size, layoutDirection: LayoutDirection, density: Density ): Outline { // Below assumes that you haven't changed the default radius of 1f, nor the centerX and centerY of 0f // By default this stretches the path to the size of the container, if you don't want stretching, use the same size.width for both x and y. matrix.scale(size.width / 2f, size.height / 2f) matrix.translate(1f, 1f) val path = morph.toPath(progress = percentage).asComposePath() path.transform(matrix) return Outline.Generic(path) } }
要使用此变形形状,请创建两个多边形,shapeA
和 shapeB
。创建并记住 Morph
。然后,将变形应用于按钮作为剪裁轮廓,使用按下时的 interactionSource
作为动画背后的驱动力
val shapeA = remember { RoundedPolygon( 6, rounding = CornerRounding(0.2f) ) } val shapeB = remember { RoundedPolygon.star( 6, rounding = CornerRounding(0.1f) ) } val morph = remember { Morph(shapeA, shapeB) } val interactionSource = remember { MutableInteractionSource() } val isPressed by interactionSource.collectIsPressedAsState() val animatedProgress = animateFloatAsState( targetValue = if (isPressed) 1f else 0f, label = "progress", animationSpec = spring(dampingRatio = 0.4f, stiffness = Spring.StiffnessMedium) ) Box( modifier = Modifier .size(200.dp) .padding(8.dp) .clip(MorphPolygonShape(morph, animatedProgress.value)) .background(Color(0xFF80DEEA)) .size(200.dp) .clickable(interactionSource = interactionSource, indication = null) { } ) { Text("Hello", modifier = Modifier.align(Alignment.Center)) }
这将在点击方框时产生以下动画
无限动画形状变形
要无休止地动画变形形状,请使用 rememberInfiniteTransition
。以下是无限地改变形状(并旋转)的个人资料图片的示例。这种方法对上面显示的 MorphPolygonShape
进行了小幅调整
class CustomRotatingMorphShape( private val morph: Morph, private val percentage: Float, private val rotation: Float ) : Shape { private val matrix = Matrix() override fun createOutline( size: Size, layoutDirection: LayoutDirection, density: Density ): Outline { // Below assumes that you haven't changed the default radius of 1f, nor the centerX and centerY of 0f // By default this stretches the path to the size of the container, if you don't want stretching, use the same size.width for both x and y. matrix.scale(size.width / 2f, size.height / 2f) matrix.translate(1f, 1f) matrix.rotateZ(rotation) val path = morph.toPath(progress = percentage).asComposePath() path.transform(matrix) return Outline.Generic(path) } } @Preview @Composable private fun RotatingScallopedProfilePic() { val shapeA = remember { RoundedPolygon( 12, rounding = CornerRounding(0.2f) ) } val shapeB = remember { RoundedPolygon.star( 12, rounding = CornerRounding(0.2f) ) } val morph = remember { Morph(shapeA, shapeB) } val infiniteTransition = rememberInfiniteTransition("infinite outline movement") val animatedProgress = infiniteTransition.animateFloat( initialValue = 0f, targetValue = 1f, animationSpec = infiniteRepeatable( tween(2000, easing = LinearEasing), repeatMode = RepeatMode.Reverse ), label = "animatedMorphProgress" ) val animatedRotation = infiniteTransition.animateFloat( initialValue = 0f, targetValue = 360f, animationSpec = infiniteRepeatable( tween(6000, easing = LinearEasing), repeatMode = RepeatMode.Reverse ), label = "animatedMorphProgress" ) Box( modifier = Modifier.fillMaxSize(), contentAlignment = Alignment.Center ) { Image( painter = painterResource(id = R.drawable.dog), contentDescription = "Dog", contentScale = ContentScale.Crop, modifier = Modifier .clip( CustomRotatingMorphShape( morph, animatedProgress.value, animatedRotation.value ) ) .size(200.dp) ) } }
此代码产生了以下有趣的结果
自定义多边形
如果由规则多边形创建的形状不能满足您的用例,您可以使用顶点列表创建更自定义的形状。例如,您可能想要创建一个像这样的心形
您可以使用接受 x、y 坐标的浮点数组的 RoundedPolygon
重载来指定此形状的各个顶点。
要分解心形多边形,请注意,用于指定点的极坐标系比使用笛卡尔坐标系 (x,y) 更容易,其中 0°
从右侧开始,并按顺时针方向进行,在 12 点钟位置为 270°
现在可以通过指定每个点的角度 (𝜭) 和距中心的半径来以更简单的方式定义形状
现在可以创建顶点并将它们传递给 RoundedPolygon
函数
val vertices = remember { val radius = 1f val radiusSides = 0.8f val innerRadius = .1f floatArrayOf( radialToCartesian(radiusSides, 0f.toRadians()).x, radialToCartesian(radiusSides, 0f.toRadians()).y, radialToCartesian(radius, 90f.toRadians()).x, radialToCartesian(radius, 90f.toRadians()).y, radialToCartesian(radiusSides, 180f.toRadians()).x, radialToCartesian(radiusSides, 180f.toRadians()).y, radialToCartesian(radius, 250f.toRadians()).x, radialToCartesian(radius, 250f.toRadians()).y, radialToCartesian(innerRadius, 270f.toRadians()).x, radialToCartesian(innerRadius, 270f.toRadians()).y, radialToCartesian(radius, 290f.toRadians()).x, radialToCartesian(radius, 290f.toRadians()).y, ) }
需要使用此 radialToCartesian
函数将顶点转换为笛卡尔坐标
internal fun Float.toRadians() = this * PI.toFloat() / 180f internal val PointZero = PointF(0f, 0f) internal fun radialToCartesian( radius: Float, angleRadians: Float, center: PointF = PointZero ) = directionVectorPointF(angleRadians) * radius + center internal fun directionVectorPointF(angleRadians: Float) = PointF(cos(angleRadians), sin(angleRadians))
前面的代码为您提供了心形的原始顶点,但您需要圆角特定角才能获得所选的心形。在 90°
和 270°
处的角没有圆角,但其他角有。要实现对各个角的自定义圆角,请使用 perVertexRounding
参数
val rounding = remember { val roundingNormal = 0.6f val roundingNone = 0f listOf( CornerRounding(roundingNormal), CornerRounding(roundingNone), CornerRounding(roundingNormal), CornerRounding(roundingNormal), CornerRounding(roundingNone), CornerRounding(roundingNormal), ) } val polygon = remember(vertices, rounding) { RoundedPolygon( vertices = vertices, perVertexRounding = rounding ) } Box( modifier = Modifier .drawWithCache { val roundedPolygonPath = polygon.toPath().asComposePath() onDrawBehind { scale(size.width * 0.5f, size.width * 0.5f) { translate(size.width * 0.5f, size.height * 0.5f) { drawPath(roundedPolygonPath, color = Color(0xFFF15087)) } } } } .size(400.dp) )
这将产生粉色心形
如果前面的形状不能满足您的用例,请考虑使用 Path
类来 绘制自定义形状,或从磁盘加载 ImageVector
文件。 graphics-shapes
库不打算用于任意形状,而是专门用于简化圆角多边形的创建以及它们之间的变形动画。
其他资源
有关更多信息和示例,请参阅以下资源