仿Android微信消息气泡

September 17, 2018

一、前言

在网上搜索相关主题,大家千篇一律使用9-Patch图片作为气泡背景,效果不好还存在不少问题。

9-Patch本质是用图片作为背景,只是这张图片在设置的某些像素点上重复绘制达到拉伸效果。因为Android屏幕碎片化原因,所以一张9-Patch不能适配所有屏幕,至少需要分别适配 xhdpixxhdpi

虽然每张9-Patch体积不大,但扩展到 不同场景要求不同圆角点击气泡时背景交互色变化更加精细的屏幕适配,需要多款相似而各有差别的图片集,最终累积成可观的安装包大小。其次用9-Patch作为消息气泡,气泡描边的视觉效果相当糟糕,在实战中已得到充分验证。

效果最好莫过于通过代码实现背景,填充颜色纯正,能自动根据屏幕缩放。Shape 样式难以绘制箭头,仅能实现描边和填充颜色,所以最好通过代码实现。

二、方向枚举

设置箭头的朝向,默认定义两个方向: START 为箭头朝左, END 为箭头朝右。

1
enum class DIRECTION { START, END }

当然还可以根据需要增加朝上和朝下。虽然在Android中不建议使用枚举类,但用Android官方推荐的方法时,需要依赖的注解和Kotlin存在兼容性问题,所以这里依然使用枚举类。

三、构造方法

继承父类 Shape

1
2
3
4
5
6
7
8
class BubbleShape constructor(var arrowDirection: DIRECTION,
                              @ColorInt var solidColor: Int,
                              @ColorInt var strokeColor: Int,
                              var strokeWidth: Int,
                              var cornerRadius: Int,
                              var arrowWidth: Int,
                              var arrowHeight: Int,
                              var arrowMarginTop: Int) : Shape()

变量名能清晰描述变量本身作用,这三个需额外解释:

  1. arrowWidth 是箭头的水平宽度;
  2. arrowHeight 箭头的垂直高度;
  3. arrowMarginTop 是箭头上角距离(左或右)上方圆角的垂直高度;

通过规定矩形的宽度和高度能画出固定宽高的三角形。

四、数据成员

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
// 气泡上部区域的path
private val mUpperPath = Path()

// 气泡下部区域的path
private val mLowerPath = Path()

// 修正绘制stroke的偏差
private var mStrokeOffset = (strokeWidth ushr 1).toFloat()

// 修正绘制radius的偏差
private var mRadiusOffset = (cornerRadius ushr 1).toFloat()

// 预先计算以减少计算量:箭头上角到气泡顶部高度,NA:NoneArrow
private val mUpperHeightNA = cornerRadius + arrowMarginTop + mStrokeOffset

// 预先计算以减少计算量:箭头上角到气泡顶部高度 + 半个箭头的高度,HA:HalfArrow
private val mUpperHeightHA = mUpperHeightNA + (arrowHeight ushr 1).toFloat()

// 预先计算以减少计算量:箭头上角到气泡顶部高度 + 整个箭头的高度,FA:FullArrow
private val mUpperHeightFA = mUpperHeightNA + arrowHeight

五、重写resize()

5.1 如何绘制

为了绘制方便,把一个气泡分为三部分分别处理。下图三个部分用不同的颜色填充,描边加粗并使用半透明的白色以便区分。

bubble_screenshot

5.2 onResize()

由于具体宽度和气泡内部 TextView 文字有关,所以需要重写方法实时计算宽高值。此方法中计算 气泡上部path气泡下部path 。此外还有气泡中部,不过中部纯粹为一个的矩形,计算好高度直接绘制即可。

1
2
3
4
override fun onResize(width: Float, height: Float) {
    resizeTopPath(width)
    resizeBottomPath(width, height)
}

5.3 resizeTopPath()

气泡上部path

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
private fun resizeTopPath(width: Float) {
    val cornerRadius = cornerRadius.toFloat()
    val arrowWidth = arrowWidth.toFloat()
    val upperHeightNA = mUpperHeightNA
    val upperHeightHA = mUpperHeightHA
    val upperHeightFA = mUpperHeightFA

    mUpperPath.reset()

    // 设置箭头path
    mUpperPath.moveTo(arrowWidth, upperHeightFA)
    mUpperPath.lineTo(0F, upperHeightHA)
    mUpperPath.lineTo(arrowWidth, upperHeightNA)

    // 设置箭头到左上角之间的竖线path
    mUpperPath.lineTo(arrowWidth, cornerRadius)

    // 设置左上角path
    val leftTop = RectF(arrowWidth, 0F, arrowWidth + cornerRadius, cornerRadius)
    mUpperPath.arcTo(leftTop, 180F, 90F)

    // 设置顶部横线path
    mUpperPath.lineTo(width - cornerRadius, 0F)

    // 设置右上角path
    val rightTop = RectF(width - cornerRadius, 0F, width, cornerRadius)
    mUpperPath.arcTo(rightTop, 270F, 90F)

    // 设置右边竖线path
    mUpperPath.lineTo(width, upperHeightFA)
}

5.3 resizeBottomPath()

气泡下部path

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
private fun resizeBottomPath(width: Float, height: Float) {
    val cornerRadius = cornerRadius.toFloat()
    val arrowWidth = arrowWidth.toFloat()

    mLowerPath.reset()

    // 设置右下角path
    mLowerPath.moveTo(width, height - cornerRadius)
    val rightBottom = RectF(width - cornerRadius, height - cornerRadius, width, height)
    mLowerPath.arcTo(rightBottom, 0F, 90F)

    // 设置底部横线path
    mLowerPath.lineTo((arrowWidth + cornerRadius), height)

    // 设置左下角path
    val leftBottom = RectF(arrowWidth, height - cornerRadius, (arrowWidth + cornerRadius), height)
    mLowerPath.arcTo(leftBottom, 90F, 90F)

    // 设置箭头到底部的竖线path
    mLowerPath.lineTo(arrowWidth, height - cornerRadius)
}

六、重写onDraw()

定义好气泡 气泡上部path气泡下部path ,就轮到 onDraw() 进行绘制了

6.1 onDraw()方法

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
override fun draw(canvas: Canvas, paint: Paint) {
    paint.color = solidColor // 填充颜色
    paint.style = Paint.Style.FILL // 样式为FILL
    paint.isAntiAlias = true // 抗锯齿
    paint.isDither = true    // 开启抖动模式

    // 记录画布
    canvas.save()

    // 箭头的方向,通过scale变换画布方向实现
    if (arrowDirection == DIRECTION.END) {
        canvas.scale(-1F, 1F, width / 2, height / 2)
    }

    // 绘制顶部分区域
    canvas.drawPath(mUpperPath, paint)

    // 绘制中部分区域(矩形)
    val rectF = RectF(arrowWidth.toFloat(), mUpperHeightFA, width, height - cornerRadius)
    canvas.drawRect(rectF, paint)

    // 绘制底部分区域
    canvas.drawPath(mLowerPath, paint)

    // 绘制描边
    drawStroke(canvas, paint)

    // 还原画布
    canvas.restore()
}

6.2 绘制描边

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
private fun drawStroke(canvas: Canvas, paint: Paint) {
    val strokeOffset = mStrokeOffset
    val radiusOffset = mRadiusOffset
    val cornerRadius = cornerRadius
    val arrowWidth = arrowWidth
    val upperHeightNA = mUpperHeightNA
    val upperHeightHA = mUpperHeightHA
    val upperHeightFA = mUpperHeightFA

    // 设置画笔
    paint.color = strokeColor           // 画笔颜色
    paint.style = Paint.Style.STROKE    // 画笔样式为STROKE
    paint.strokeCap = Paint.Cap.ROUND   // 笔尖绘制样式为圆形
    paint.strokeJoin = Paint.Join.ROUND // 拐角绘制样式为圆形
    paint.strokeWidth = strokeWidth.toFloat() // 描边的宽度,单位px

    // 绘制左上角和顶部描边
    val leftTop = RectF(arrowWidth + strokeOffset, strokeOffset, arrowWidth + cornerRadius - strokeOffset, cornerRadius - strokeOffset)
    canvas.drawArc(leftTop, 180F, 90F, false, paint)
    canvas.drawLine(arrowWidth + cornerRadius - radiusOffset, strokeOffset, width - cornerRadius + radiusOffset, strokeOffset, paint)

    // 绘制右上角和右边描边
    val rightTop = RectF(width - cornerRadius + strokeOffset, strokeOffset, width - strokeOffset, cornerRadius - strokeOffset)
    canvas.drawArc(rightTop, 270F, 90F, false, paint)
    canvas.drawLine(width - strokeOffset, cornerRadius - radiusOffset, width - strokeOffset, height - cornerRadius + radiusOffset, paint)

    // 绘制右下角和底部描边
    val rightBottom = RectF(width - cornerRadius + strokeOffset, height - cornerRadius + strokeOffset, width - strokeOffset, height - strokeOffset)
    canvas.drawArc(rightBottom, 0F, 90F, false, paint)
    canvas.drawLine(width - cornerRadius + radiusOffset, height - strokeOffset, arrowWidth + cornerRadius - radiusOffset, height - strokeOffset, paint)

    // 绘制右下角和左边箭头下的描边
    val leftBottom = RectF(arrowWidth + strokeOffset, height - cornerRadius + strokeOffset, arrowWidth + cornerRadius - strokeOffset, height - strokeOffset)
    canvas.drawArc(leftBottom, 90F, 90F, false, paint)
    canvas.drawLine(arrowWidth + strokeOffset, height - cornerRadius + radiusOffset, arrowWidth + strokeOffset, upperHeightFA, paint)

    // 绘制箭头和箭头上面的描边
    canvas.drawLine(arrowWidth + strokeOffset, upperHeightFA, strokeOffset, upperHeightHA, paint)
    canvas.drawLine(strokeOffset, upperHeightHA, arrowWidth + strokeOffset, upperHeightNA, paint)
    canvas.drawLine(arrowWidth + strokeOffset, mUpperHeightNA, arrowWidth + strokeOffset, cornerRadius - radiusOffset, paint)
}

七、克隆

1
override fun clone(): BubbleShape = super.clone() as BubbleShape

八、效果

bubble_screenshot_finish

最后,留下几个问题用于提高,有兴趣的读者可以自行探索:

  1. 绘制圆角的偏差是如何造成的?
  2. 如何用代码实现点击气泡时填充颜色变化的反馈?
  3. 如何用代码设置内边距,令内部的TextView文字与气泡整体更好融合?

相关工程: