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akmon/uni_modules/lime-loading/index.uts
2026-01-20 08:04:15 +08:00

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// 引入颜色处理库
import { tinyColor } from '@/uni_modules/lime-color';
/**
* 操作类型
* play: 开始动画
* failed: 显示失败状态
* clear: 清除动画
* destroy: 销毁实例
*/
export type TickType = 'play' | 'failed' | 'clear' | 'destroy' | 'pause'
/**
* 加载动画类型
* circular: 环形加载动画
* spinner: 旋转器加载动画
* failed: 失败状态动画
*/
export type LoadingType = 'circular' | 'spinner' | 'failed';
/**
* 加载组件返回接口
*/
export type UseLoadingReturn = {
ratio : 1;
type : LoadingType;
mode : 'raf' | 'animate'; //
color : string;//Ref<string>;
play : () => void;
failed : () => void;
clear : () => void;
destroy : () => void;
pause : () => void;
}
/**
* 计算圆周上指定角度的点的坐标
* @param centerX 圆心的 X 坐标
* @param centerY 圆心的 Y 坐标
* @param radius 圆的半径
* @param angleDegrees 角度(以度为单位)
* @returns 包含 X 和 Y 坐标的对象
*/
function getPointOnCircle(
centerX : number,
centerY : number,
radius : number,
angleDegrees : number
) : number[] {
// 将角度转换为弧度
const angleRadians = (angleDegrees * Math.PI) / 180;
// 计算点的 X 和 Y 坐标
const x = centerX + radius * Math.cos(angleRadians);
const y = centerY + radius * Math.sin(angleRadians);
return [x, y]
}
export function useLoading(element : Ref<UniElement | null>) : UseLoadingReturn {
const tick = ref<TickType>('pause')
const state = reactive<UseLoadingReturn>({
color: '#000',
type: 'circular',
ratio: 1,
mode: 'raf',
play: () => {
tick.value = 'play'
},
failed: () => {
tick.value = 'failed'
},
clear: () => {
tick.value = 'clear'
},
destroy: () => {
tick.value = 'destroy'
},
pause: () => {
tick.value = 'pause'
}
})
const context = shallowRef<DrawableContext | null>(null);
// let ctx:DrawableContext|null = null
// let rotation = 0
let isPlaying = false
let canvasWidth = ref(0)
let canvasHeight = ref(0)
let canvasSize = ref(0)
let animationFrameId = -1
let animation : UniAnimation | null = null
let drawFrame : (() => void) | null = null
const size = computed(() : number => state.ratio > 1 ? state.ratio : canvasSize.value * state.ratio)
// 绘制圆形加载
const drawCircular = () => {
let startAngle = 0; // 起始角度
let endAngle = 0; // 结束角度
let rotate = 0; // 旋转角度
// const ctx = context.value!
// 动画参数配置
const MIN_ANGLE = 5; // 最小保持角度
const ARC_LENGTH = 359.5 // 最大弧长(避免闭合)
const PI = Math.PI / 180 // 角度转弧度系数
const SPEED = 0.018 / 4 // 动画速度
const ROTATE_INTERVAL = 0.09 / 4 // 旋转增量
const lineWidth = size.value / 10; // 线宽计算
const x = canvasWidth.value / 2 // 中心点X
const y = canvasHeight.value / 2 // 中心点Y
const radius = size.value / 2 - lineWidth // 实际绘制半径
drawFrame = () => {
if (context.value == null || !isPlaying) return
let ctx = context.value!
// console.log('radius', radius, size.value)
ctx.reset();
// 绘制圆弧
ctx.beginPath();
ctx.arc(
x,
y,
radius,
startAngle * PI + rotate,
endAngle * PI + rotate
);
ctx.lineWidth = lineWidth;
ctx.strokeStyle = state.color;
ctx.stroke();
// 角度更新逻辑
if (endAngle < ARC_LENGTH) {
endAngle = Math.min(ARC_LENGTH, endAngle + (ARC_LENGTH - MIN_ANGLE) * SPEED);
} else if (startAngle < ARC_LENGTH) {
startAngle = Math.min(ARC_LENGTH, startAngle + (ARC_LENGTH - MIN_ANGLE) * SPEED);
} else {
// 重置时保留最小可见角度
startAngle = 0;
endAngle = MIN_ANGLE;
}
ctx.update()
if (state.mode == 'raf') {
rotate = (rotate + ROTATE_INTERVAL) % 360; // 持续旋转并限制范围
if (isPlaying && drawFrame != null) {
animationFrameId = requestAnimationFrame(drawFrame!)
}
}
}
}
let lastTime = Date.now();
const drawSpinner = () => {
const steps = 12; // 旋转线条数量
// const size = state.ratio > 1 ? state.ratio : canvasSize.value
const lineWidth = size.value / 10; // 线宽
const x = canvasWidth.value / 2 // 中心坐标
const y = canvasHeight.value / 2
let step = 0; // 当前步数
// #ifdef APP-HARMONY
const length = size.value / 3.4 - lineWidth; // 线长
// #endif
// #ifndef APP-HARMONY
const length = size.value / 3.6 - lineWidth; // 线长
// #endif
const offset = size.value / 4; // 距中心偏移
/** 生成颜色渐变数组 */
function generateColorGradient(hex : string, steps : number) : string[] {
const colors : string[] = []
const _color = tinyColor(hex)
for (let i = 1; i <= steps; i++) {
_color.setAlpha(i / steps);
colors.push(_color.toRgbString());
}
return colors
}
// 计算颜色渐变
let colors = computed(() : string[] => generateColorGradient(state.color, steps))
/** 帧绘制函数 */
drawFrame = () => {
if (context.value == null || !isPlaying) return
const delta = Date.now() - lastTime;
if (delta >= 1000 / 10) {
lastTime = Date.now();
let ctx = context.value!
ctx.reset();
for (let i = 0; i < steps; i++) {
const stepAngle = 360 / steps; // 单步角度
const angle = stepAngle * i; // 当前角度
const index = (steps + i - step) % steps // 颜色索引
// 计算线段坐标
const radian = angle * Math.PI / 180;
const cos = Math.cos(radian);
const sin = Math.sin(radian);
// 绘制线段
ctx.beginPath();
ctx.moveTo(x + offset * cos, y + offset * sin);
ctx.lineTo(x + (offset + length) * cos, y + (offset + length) * sin);
ctx.lineWidth = lineWidth;
ctx.lineCap = 'round';
ctx.strokeStyle = colors.value[index];
ctx.stroke();
}
ctx.update()
if(state.mode == 'raf') {
// step += 1
step = (step + 1) % steps; // 限制step范围
}
}
if (state.mode == 'raf') {
if (isPlaying && drawFrame != null) {
animationFrameId = requestAnimationFrame(drawFrame!)
}
}
}
}
const drwaFailed = () => {
if (context.value == null) return
let ctx = context.value!
// const size = state.ratio > 1 ? state.ratio : canvasSize.value
const innerSize = size.value * 0.8 // 内圈尺寸
const lineWidth = innerSize / 10; // 线宽
const lineLength = (size.value - lineWidth) / 2 // X长度
const centerX = canvasWidth.value / 2;
const centerY = canvasHeight.value / 2;
const radius = (size.value - lineWidth) / 2
const angleRadians1 = 45 * Math.PI / 180
const angleRadians2 = (45 - 90) * Math.PI / 180
ctx.reset()
ctx.lineWidth = lineWidth;
ctx.strokeStyle = state.color;
// 绘制逐渐显示的圆
ctx.beginPath();
ctx.arc(centerX, centerY, radius, 0, Math.PI * 2);
ctx.lineWidth = lineWidth;
ctx.strokeStyle = state.color;
ctx.stroke();
const [startX1, startY] = getPointOnCircle(centerX, centerY, lineLength / 2, 180 + 45)
const [startX2] = getPointOnCircle(centerX, centerY, lineLength / 2, 180 + 90 + 45)
const x2 = Math.sin(angleRadians1) * lineLength + startX1
const y2 = Math.cos(angleRadians1) * lineLength + startY
ctx.beginPath();
ctx.moveTo(startX1, startY)
ctx.lineTo(x2, y2)
ctx.stroke();
const x3 = Math.sin(angleRadians2) * lineLength + startX2
const y3 = Math.cos(angleRadians2) * lineLength + startY
ctx.beginPath();
ctx.moveTo(startX2, startY)
ctx.lineTo(x3, y3)
ctx.stroke();
ctx.update()
}
let currentType : LoadingType | null = null
const useMode = () => {
if (state.mode != 'raf') {
const keyframes = [{ transform: 'rotate(0)' }, { transform: 'rotate(360)' }]
animation = element.value!.animate(keyframes, {
duration: 80000,
easing: 'linear',
// fill: 'forwards',
iterations: Infinity
})
}
}
const startAnimation = (type : string) => {
if (context.value == null || element.value == null) return
animation?.pause()
if (currentType == type) {
isPlaying = true
animation?.play()
drawFrame?.()
return
}
if (type == 'circular') {
currentType = 'circular'
drawCircular()
useMode()
}
if (type == 'spinner') {
currentType = 'spinner'
drawSpinner()
useMode()
}
isPlaying = true
drawFrame?.()
}
// 监听元素尺寸
const resizeObserver : UniResizeObserver = new UniResizeObserver((_entries : UniResizeObserverEntry[]) => {
requestAnimationFrame(()=> {
element.value?.getBoundingClientRectAsync()?.then(rect => {
if (rect.width == 0 || rect.height == 0) return
context.value = element.value!.getDrawableContext() as DrawableContext;
canvasWidth.value = rect.width;
canvasHeight.value = rect.height;
canvasSize.value = Math.min(rect.width, rect.height);
// startAnimation(state.type)
})
})
});
watchEffect(() => {
if (element.value == null) return
resizeObserver.observe(element.value!);
})
watchEffect(() => {
if (context.value == null) return
if (tick.value == 'play') {
startAnimation(state.type)
}
if (tick.value == 'failed') {
clearTimeout(animationFrameId)
animation?.pause()
animation?.cancel()
drwaFailed()
return
}
if (tick.value == 'clear') {
clearTimeout(animationFrameId)
animation?.pause()
animation?.cancel()
context.value?.reset();
context.value?.update();
isPlaying = false
return
}
if (tick.value == 'destroy') {
clearTimeout(animationFrameId)
animation?.pause()
animation?.cancel()
context.value?.reset();
context.value?.update();
context.value = null
animation = null
isPlaying = false
return
}
if (tick.value == 'pause') {
clearTimeout(animationFrameId)
isPlaying = false
animation?.pause()
return
}
})
return state
}