595 lines
15 KiB
Plaintext
595 lines
15 KiB
Plaintext
// 引入颜色处理库
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import { tinyColor } from '@/uni_modules/lime-color';
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// ===================== 类型定义 =====================
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/**
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* 加载动画类型
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* circular: 环形加载动画
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* spinner: 旋转器加载动画
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* failed: 失败状态动画
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*/
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export type LoadingType = 'circular' | 'spinner' | 'failed';
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/**
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* 操作类型
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* play: 开始动画
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* failed: 显示失败状态
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* clear: 清除动画
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* destroy: 销毁实例
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*/
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export type TickType = 'play' | 'failed' | 'clear' | 'destroy' | 'pause'
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/**
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* 加载组件配置选项
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* @property type - 初始动画类型
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* @property strokeColor - 线条颜色
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* @property ratio - 尺寸比例
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* @property immediate - 是否立即启动
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*/
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export type UseLoadingOptions = {
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type : LoadingType;
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strokeColor : string;
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ratio : number;
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immediate ?: boolean;
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};
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/**
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* 加载组件返回接口
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*/
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export type UseLoadingReturn = {
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// state : Ref<boolean>;
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// setOptions: (options: UseLoadingOptions) => void
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ratio : 1;
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type : LoadingType;
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color : string;//Ref<string>;
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play : () => void;
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failed : () => void;
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clear : () => void;
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destroy : () => void;
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pause : () => void;
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}
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/**
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* 画布尺寸信息
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*/
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export type Dimensions = {
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width : number;
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height : number;
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size : number
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}
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/**
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* 线段坐标点
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*/
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type Point = {
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x1 : number
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y1 : number
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x2 : number
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y2 : number
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}
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/**
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* 画布上下文信息
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*/
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type LoadingCanvasContext = {
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ctx : Ref<DrawableContext | null>;
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dimensions : Ref<Dimensions>;
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updateDimensions : (el : UniElement) => void;
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};
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/**
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* 动画参数配置
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*/
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type AnimationParams = {
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width : number
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height : number
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center : number[] // 元组类型,明确表示两个数值的坐标
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color : string // 使用Ref类型包裹字符串
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size : number // 数值类型尺寸
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}
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// ===================== 动画管理器 =====================
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type AnimationFrameHandler = () => boolean;
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/**
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* 动画管理类
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* 封装动画的启动/停止逻辑
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*/
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export class AnimationManager {
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time : number = 1000 / 60 // 默认帧率60fps
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private timer : number = -1;// 定时器ID
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private isDestroyed : boolean = false; // 销毁状态
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private drawFrame : AnimationFrameHandler// 帧绘制函数
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private lastTime : number = 0;
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private isRunning : boolean = false;
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type : LoadingType;
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constructor(drawFrame : AnimationFrameHandler, type : LoadingType = 'circular') {
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this.type = type
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this.drawFrame = drawFrame
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}
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/** 启动动画循环 */
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start() {
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if (this.isRunning) return;
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this.isRunning = true;
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this.lastTime = Date.now();
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let animate : ((task : number) => void) | null = null
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animate = (task : number) => {
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if (!this.isRunning) return;
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if (this.isDestroyed) return;
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const delta = Date.now() - this.lastTime;
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if (delta >= this.time || delta < 10) {
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const shouldContinue : boolean = this.drawFrame();
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this.lastTime = Date.now()
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if (!shouldContinue) {
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this.stop();
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return;
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}
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}
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this.timer = requestAnimationFrame(animate!);
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};
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animate(Date.now());
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}
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/** 停止动画并清理资源 */
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stop() {
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cancelAnimationFrame(this.timer)
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this.isDestroyed = true;
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}
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pause() {
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this.isRunning = false;
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cancelAnimationFrame(this.timer);
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}
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}
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// ===================== 工具函数 =====================
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/**
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* 缓动函数 - 三次缓入缓出
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* @param t 时间系数 (0-1)
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* @returns 计算后的进度值
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*/
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function easeInOutCubic(t : number) : number {
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return t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1;
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}
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// ===================== 画布管理 =====================
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/**
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* 获取画布上下文信息
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* @param element 画布元素引用
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* @returns 包含画布上下文和尺寸信息的对象
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*/
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//_element : Ref<UniElement | null>
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export function useCanvas() : LoadingCanvasContext {
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const ctx = shallowRef<DrawableContext | null>(null);
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const dimensions = ref<Dimensions>({
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width: 0,
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height: 0,
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size: 0
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});
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const updateDimensions = (el : UniElement) => {
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// const rect = el.getBoundingClientRect();
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// // 鸿蒙尺寸为0时 再次尺寸变化会不渲染
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// if(rect.width == 0) return
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// if(ctx.value == null) {
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// ctx.value = el.getDrawableContext() as DrawableContext;
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// }
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// dimensions.value.width = rect.width;
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// dimensions.value.height = rect.height;
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// dimensions.value.size = Math.min(rect.width, rect.height);
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el.getBoundingClientRectAsync()?.then(rect => {
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if (rect.width == 0 || rect.height == 0) return
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ctx.value = el.getDrawableContext() as DrawableContext;
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dimensions.value.width = rect.width;
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dimensions.value.height = rect.height;
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dimensions.value.size = Math.min(rect.width, rect.height);
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})
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};
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return {
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ctx,
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dimensions,
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updateDimensions
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} as LoadingCanvasContext
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}
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// ===================== 动画创建函数 =====================
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/**
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* 创建环形加载动画
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* @param ctx 画布上下文
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* @param animationParams 动画参数
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* @returns 动画管理器实例
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*/
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function createCircularAnimation(ctx : DrawableContext, animationParams : AnimationParams) : AnimationManager {
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const { size, color, width, height } = animationParams
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let startAngle = 0; // 起始角度
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let endAngle = 0; // 结束角度
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let rotate = 0; // 旋转角度
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// 动画参数配置
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const MIN_ANGLE = 5; // 最小保持角度
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const ARC_LENGTH = 359.5 // 最大弧长(避免闭合)
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const PI = Math.PI / 180 // 角度转弧度系数
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const SPEED = 0.018 // 动画速度
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const ROTATE_INTERVAL = 0.09 // 旋转增量
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const lineWidth = size / 10; // 线宽计算
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const x = width / 2 // 中心点X
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const y = height / 2 // 中心点Y
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const radius = size / 2 - lineWidth // 实际绘制半径
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/** 帧绘制函数 */
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const drawFrame = () : boolean => {
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ctx.reset();
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// 绘制圆弧
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ctx.beginPath();
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ctx.arc(
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x,
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y,
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radius,
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startAngle * PI + rotate,
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endAngle * PI + rotate
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);
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ctx.lineWidth = lineWidth;
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ctx.strokeStyle = color;
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ctx.stroke();
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// 角度更新逻辑
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if (endAngle < ARC_LENGTH) {
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endAngle = Math.min(ARC_LENGTH, endAngle + (ARC_LENGTH - MIN_ANGLE) * SPEED);
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} else if (startAngle < ARC_LENGTH) {
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startAngle = Math.min(ARC_LENGTH, startAngle + (ARC_LENGTH - MIN_ANGLE) * SPEED);
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} else {
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// 重置时保留最小可见角度
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startAngle = 0;
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endAngle = MIN_ANGLE;
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}
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rotate = (rotate + ROTATE_INTERVAL) % 360; // 持续旋转并限制范围
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ctx.update()
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return true
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}
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return new AnimationManager(drawFrame)
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}
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/**
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* 创建旋转器动画
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* @param ctx 画布上下文
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* @param animationParams 动画参数
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* @returns 动画管理器实例
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*/
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function createSpinnerAnimation(ctx : DrawableContext, animationParams : AnimationParams) : AnimationManager {
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const { size, color, center } = animationParams
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const steps = 12; // 旋转线条数量
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let step = 0; // 当前步数
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const lineWidth = size / 10; // 线宽
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// #ifdef APP-HARMONY
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const length = size / 3.4 - lineWidth; // 线长
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// #endif
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// #ifndef APP-HARMONY
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const length = size / 3.6 - lineWidth; // 线长
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// #endif
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const offset = size / 4; // 距中心偏移
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const [x, y] = center // 中心坐标
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/** 生成颜色渐变数组 */
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function generateColorGradient(hex : string, steps : number) : string[] {
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const colors : string[] = []
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const _color = tinyColor(hex)
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for (let i = 1; i <= steps; i++) {
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_color.setAlpha(i / steps);
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colors.push(_color.toRgbString());
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}
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return colors
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}
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// 计算颜色渐变
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let colors = computed(() : string[] => generateColorGradient(color, steps))
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/** 帧绘制函数 */
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const drawFrame = () : boolean => {
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ctx.reset();
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for (let i = 0; i < steps; i++) {
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const stepAngle = 360 / steps; // 单步角度
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const angle = stepAngle * i; // 当前角度
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const index = (steps + i - step) % steps // 颜色索引
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// const index = (i + step) % steps;
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// console.log('index', index)
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// 计算线段坐标
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const radian = angle * Math.PI / 180;
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const cos = Math.cos(radian);
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const sin = Math.sin(radian);
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// 绘制线段
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ctx.beginPath();
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ctx.moveTo(x + offset * cos, y + offset * sin);
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ctx.lineTo(x + (offset + length) * cos, y + (offset + length) * sin);
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ctx.lineWidth = lineWidth;
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ctx.lineCap = 'round';
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ctx.strokeStyle = colors.value[index];
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ctx.stroke();
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}
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// step += 1
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step = (step + 1) % steps; // 限制step范围
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ctx.update()
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return true
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}
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return new AnimationManager(drawFrame)
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}
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/**
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* 计算圆周上指定角度的点的坐标
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* @param centerX 圆心的 X 坐标
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* @param centerY 圆心的 Y 坐标
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* @param radius 圆的半径
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* @param angleDegrees 角度(以度为单位)
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* @returns 包含 X 和 Y 坐标的对象
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*/
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function getPointOnCircle(
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centerX : number,
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centerY : number,
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radius : number,
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angleDegrees : number
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) : number[] {
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// 将角度转换为弧度
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const angleRadians = (angleDegrees * Math.PI) / 180;
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// 计算点的 X 和 Y 坐标
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const x = centerX + radius * Math.cos(angleRadians);
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const y = centerY + radius * Math.sin(angleRadians);
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return [x, y]
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}
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/**
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* 创建失败状态动画(包含X图标和外围圆圈)
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* @param ctx 画布上下文
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* @param animationParams 动画参数
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* @returns 动画管理器实例
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*/
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function createFailedAnimation(ctx : DrawableContext, animationParams : AnimationParams) : AnimationManager {
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const { width, height, size, color } = animationParams
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const innerSize = size * 0.8 // 内圈尺寸
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const lineWidth = innerSize / 10; // 线宽
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const lineLength = (size - lineWidth) / 2 // X长度
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const centerX = width / 2;
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const centerY = height / 2;
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const [startX1, startY] = getPointOnCircle(centerX, centerY, lineLength / 2, 180 + 45)
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const [startX2] = getPointOnCircle(centerX, centerY, lineLength / 2, 180 + 90 + 45)
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const angleRadians1 = 45 * Math.PI / 180
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const angleRadians2 = (45 - 90) * Math.PI / 180
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const radius = (size - lineWidth) / 2
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const totalSteps = 36; // 总动画步数
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function generateSteps(stepsCount : number) : Point[][] {
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const halfStepsCount = stepsCount / 2;
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const step = lineLength / halfStepsCount
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const steps : Point[][] = []
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for (let i = 0; i < stepsCount; i++) {
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const sub : Point[] = []
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const index = i % 18 + 1
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if (i < halfStepsCount) {
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const x2 = Math.sin(angleRadians1) * step * index + startX1
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const y2 = Math.cos(angleRadians1) * step * index + startY
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const start1 = {
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x1: startX1,
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y1: startY,
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x2,
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y2,
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} as Point
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sub.push(start1)
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} else {
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sub.push(steps[halfStepsCount - 1][0])
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const x2 = Math.sin(angleRadians2) * step * index + startX2
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const y2 = Math.cos(angleRadians2) * step * index + startY
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const start2 = {
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x1: startX2,
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y1: startY,
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x2,
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y2,
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} as Point
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sub.push(start2)
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}
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steps.push(sub)
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}
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return steps
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}
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const steps = generateSteps(totalSteps);
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const drawFrame = () : boolean => {
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const drawStep = steps.shift()!
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ctx.reset()
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ctx.lineWidth = lineWidth;
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ctx.strokeStyle = color;
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// 绘制逐渐显示的圆
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ctx.beginPath();
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ctx.arc(centerX, centerY, radius, 0, (2 * Math.PI) * (totalSteps - steps.length) / totalSteps);
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ctx.lineWidth = lineWidth;
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ctx.strokeStyle = color;
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ctx.stroke();
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// 绘制X
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ctx.beginPath();
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drawStep.forEach(item => {
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ctx.beginPath();
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ctx.moveTo(item.x1, item.y1)
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ctx.lineTo(item.x2, item.y2)
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ctx.stroke();
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})
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ctx.update()
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return steps.length != 0
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}
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return new AnimationManager(drawFrame)
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}
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// ===================== 主Hook函数 =====================
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/**
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* 加载动画组合式函数
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* @param element 画布元素引用
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* @returns 加载控制器实例
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*/
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export function useLoading(
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element : Ref<UniElement | null>,
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// options : UseLoadingOptions
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) : UseLoadingReturn {
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const ticks = ref<TickType[]>([]);
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const currentTick = ref<TickType>('clear');
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const currentAnimation = shallowRef<AnimationManager | null>(null);
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const state = reactive<UseLoadingReturn>({
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color: '#000',
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type: 'circular',
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ratio: 1,
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play: () => {
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// if (currentTick.value == 'pause' && currentAnimation.value != null) {
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// // 从暂停状态恢复时直接启动动画管理器
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// currentAnimation.value?.start()
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// } else {
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// // 首次播放或类型变化时重新初始化
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// ticks.value.length = 0
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// ticks.value.push('play')
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// }
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ticks.value.length = 0
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ticks.value.push('play')
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},
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failed: () => {
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ticks.value.length = 0
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ticks.value.push('failed')
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},
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clear: () => {
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ticks.value.length = 0
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ticks.value.push('clear')
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},
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destroy: () => {
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ticks.value.length = 0
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ticks.value.push('destroy')
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},
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pause: () => {
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ticks.value.push('pause')
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}
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})
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const { ctx, dimensions, updateDimensions } = useCanvas();
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const resizeObserver : UniResizeObserver = new UniResizeObserver((_entries : UniResizeObserverEntry[]) => {
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updateDimensions(element.value!)
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});
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// 计算动画参数
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const animationParams = computed(() : AnimationParams => {
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return {
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width: dimensions.value.width,
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height: dimensions.value.height,
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center: [dimensions.value.width / 2, dimensions.value.height / 2],
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color: state.color,
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size: state.ratio > 1 ? state.ratio : dimensions.value.size * state.ratio
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} as AnimationParams
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})
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const startAnimation = (type : LoadingType) => {
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currentAnimation.value?.pause();
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if (currentAnimation.value?.type == type) {
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currentAnimation.value!.start()
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return
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}
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if (type == 'circular') {
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currentAnimation.value = createCircularAnimation(ctx.value!, animationParams.value)
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currentAnimation.value!.time = 1000 / 30
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currentAnimation.value!.start()
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return
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}
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if (type == 'spinner') {
|
||
currentAnimation.value = createSpinnerAnimation(ctx.value!, animationParams.value)
|
||
currentAnimation.value!.time = 1000 / 10
|
||
currentAnimation.value!.start()
|
||
return
|
||
}
|
||
if (type == 'failed') {
|
||
currentAnimation.value = createFailedAnimation(ctx.value!, animationParams.value)
|
||
currentAnimation.value?.start()
|
||
return
|
||
}
|
||
}
|
||
|
||
|
||
const failed = () => {
|
||
startAnimation('failed')
|
||
}
|
||
const play = () => {
|
||
startAnimation(state.type)
|
||
}
|
||
const clear = () => {
|
||
currentAnimation.value?.stop();
|
||
ctx.value?.reset();
|
||
ctx.value?.update();
|
||
}
|
||
const destroy = () => {
|
||
clear();
|
||
resizeObserver.disconnect();
|
||
}
|
||
|
||
|
||
watch(animationParams, () => {
|
||
if (['clear', 'destroy', 'pause'].includes(currentTick.value)) return
|
||
startAnimation(state.type)
|
||
})
|
||
|
||
watchEffect(() => {
|
||
if (ctx.value == null) return
|
||
|
||
const tick = ticks.value.pop()
|
||
if (ticks.value.length > 0) { }
|
||
if (tick != null) {
|
||
currentTick.value = tick
|
||
}
|
||
if (tick == 'play') {
|
||
play()
|
||
return
|
||
}
|
||
if (tick == 'failed') {
|
||
failed()
|
||
return
|
||
}
|
||
if (tick == 'clear') {
|
||
clear()
|
||
return
|
||
}
|
||
if (tick == 'destroy') {
|
||
destroy()
|
||
return
|
||
}
|
||
if (tick == 'pause') {
|
||
if (currentAnimation.value == null) {
|
||
play()
|
||
}
|
||
currentAnimation.value?.pause();
|
||
}
|
||
})
|
||
|
||
watchEffect(() => {
|
||
if (element.value == null) return
|
||
resizeObserver.observe(element.value!);
|
||
// #ifdef APP-IOS || APP-HARMONY
|
||
// APP-HARMONY 在下拉组件中使用居中会影响绘制 故先获取一次
|
||
updateDimensions(element.value!)
|
||
// #endif
|
||
})
|
||
|
||
onUnmounted(destroy);
|
||
|
||
|
||
return state
|
||
} |