合同小程序前端代码仓库
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// 引入颜色处理库
import { tinyColor } from '@/uni_modules/lime-color';
// ===================== 类型定义 =====================
/**
* 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';
/**
* 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'
/**
* 加载组件配置选项
* @property type - 初始动画类型
* @property strokeColor - 线条颜色
* @property ratio - 尺寸比例
* @property immediate - 是否立即启动
*/
export type UseLoadingOptions = {
type : LoadingType;
strokeColor : string;
ratio : number;
immediate ?: boolean;
};
/**
* 加载组件返回接口
*/
export type UseLoadingReturn = {
// state : Ref<boolean>;
// setOptions: (options: UseLoadingOptions) => void
ratio : 1;
type : LoadingType;
color : string;//Ref<string>;
play : () => void;
failed : () => void;
clear : () => void;
destroy : () => void;
}
/**
* 画布尺寸信息
*/
export type Dimensions = {
width : number;
height : number;
size : number
}
/**
* 线段坐标点
*/
type Point = {
x1 : number
y1 : number
x2 : number
y2 : number
}
/**
* 画布上下文信息
*/
type LoadingCanvasContext = {
ctx : Ref<DrawableContext | null>;
dimensions : Ref<Dimensions>;
updateDimensions : (el : UniElement) => void;
};
/**
* 动画参数配置
*/
type AnimationParams = {
width : number
height : number
center : number[] // 元组类型,明确表示两个数值的坐标
color : string // 使用Ref类型包裹字符串
size : number // 数值类型尺寸
}
// ===================== 动画管理器 =====================
type AnimationFrameHandler = () => boolean;
/**
* 动画管理类
* 封装动画的启动/停止逻辑
*/
export class AnimationManager {
time : number = 1000 / 60 // 默认帧率60fps
private timer : number = -1;// 定时器ID
private isDestroyed : boolean = false; // 销毁状态
private drawFrame : AnimationFrameHandler// 帧绘制函数
constructor(drawFrame : AnimationFrameHandler) {
this.drawFrame = drawFrame
}
/** 启动动画循环 */
start() {
let animate : (() => void) | null = null
animate = () => {
if (this.isDestroyed) return;
const shouldContinue : boolean = this.drawFrame();
if (shouldContinue && animate != null) {
this.timer = setTimeout(animate!, this.time);
}
};
animate();
}
/** 停止动画并清理资源 */
stop() {
clearTimeout(this.timer);
this.isDestroyed = true;
}
}
// ===================== 工具函数 =====================
/**
* 缓动函数 - 三次缓入缓出
* @param t 时间系数 (0-1)
* @returns 计算后的进度值
*/
function easeInOutCubic(t : number) : number {
return t < 0.5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1;
}
// ===================== 画布管理 =====================
/**
* 获取画布上下文信息
* @param element 画布元素引用
* @returns 包含画布上下文和尺寸信息的对象
*/
//_element : Ref<UniElement | null>
export function useCanvas() : LoadingCanvasContext {
const ctx = shallowRef<DrawableContext | null>(null);
const dimensions = ref<Dimensions>({
width: 0,
height: 0,
size: 0
});
const updateDimensions = (el: UniElement) => {
const rect = el.getBoundingClientRect();
ctx.value = el.getDrawableContext() as DrawableContext;
dimensions.value.width = rect.width;
dimensions.value.height = rect.height;
dimensions.value.size = Math.min(rect.width, rect.height);
};
return {
ctx,
dimensions,
updateDimensions
} as LoadingCanvasContext
}
// ===================== 动画创建函数 =====================
/**
* 创建环形加载动画
* @param ctx 画布上下文
* @param animationParams 动画参数
* @returns 动画管理器实例
*/
function createCircularAnimation(ctx : DrawableContext, animationParams : AnimationParams) : AnimationManager {
const { size, color, width, height } = animationParams
let startAngle = 0; // 起始角度
let endAngle = 0; // 结束角度
let rotate = 0; // 旋转角度
// 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 // 动画速度
const ROTATE_INTERVAL = 0.09 // 旋转增量
const lineWidth = size / 10; // 线宽计算
const x = width / 2 // 中心点X
const y = height / 2 // 中心点Y
const radius = size / 2 - lineWidth // 实际绘制半径
/** 帧绘制函数 */
const drawFrame = () : boolean => {
ctx.reset();
// 绘制圆弧
ctx.beginPath();
ctx.arc(
x,
y,
radius,
startAngle * PI + rotate,
endAngle * PI + rotate
);
ctx.lineWidth = lineWidth;
ctx.strokeStyle = 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;
}
rotate = (rotate + ROTATE_INTERVAL) % 360; // 持续旋转并限制范围
ctx.update()
return true
}
return new AnimationManager(drawFrame)
}
/**
* 创建旋转器动画
* @param ctx 画布上下文
* @param animationParams 动画参数
* @returns 动画管理器实例
*/
function createSpinnerAnimation(ctx : DrawableContext, animationParams : AnimationParams) : AnimationManager {
const { size, color, center } = animationParams
const steps = 12; // 旋转线条数量
let step = 0; // 当前步数
const lineWidth = size / 10; // 线宽
const length = size / 4 - lineWidth; // 线长
const offset = size / 4; // 距中心偏移
const [x, y] = center // 中心坐标
/** 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(color, steps))
/** 帧绘制函数 */
const drawFrame = () : boolean => {
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)) % 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();
}
step += 1
ctx.update()
return true
}
return new AnimationManager(drawFrame)
}
/**
* 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]
}
/**
* 创建失败状态动画(包含X图标和外围圆圈)
* @param ctx 画布上下文
* @param animationParams 动画参数
* @returns 动画管理器实例
*/
function createFailedAnimation(ctx : DrawableContext, animationParams : AnimationParams) : AnimationManager {
const { width, height, size, color } = animationParams
const innerSize = size * 0.8 // 内圈尺寸
const lineWidth = innerSize / 10; // 线宽
const lineLength = (size - lineWidth) / 2 // X长度
const centerX = width / 2;
const centerY = height / 2;
const [startX1, startY] = getPointOnCircle(centerX, centerY, lineLength / 2, 180 + 45)
const [startX2] = getPointOnCircle(centerX, centerY, lineLength / 2, 180 + 90 + 45)
const angleRadians1 = 45 * Math.PI / 180
const angleRadians2 = (45 - 90) * Math.PI / 180
const radius = (size - lineWidth) / 2
const totalSteps = 36; // 总动画步数
function generateSteps(stepsCount : number) : Point[][] {
const halfStepsCount = stepsCount / 2;
const step = lineLength / halfStepsCount
const steps : Point[][] = []
for (let i = 0; i < stepsCount; i++) {
const sub : Point[] = []
const index = i % 18 + 1
if (i < halfStepsCount) {
const x2 = Math.sin(angleRadians1) * step * index + startX1
const y2 = Math.cos(angleRadians1) * step * index + startY
const start1 = {
x1: startX1,
y1: startY,
x2,
y2,
} as Point
sub.push(start1)
} else {
sub.push(steps[halfStepsCount - 1][0])
const x2 = Math.sin(angleRadians2) * step * index + startX2
const y2 = Math.cos(angleRadians2) * step * index + startY
const start2 = {
x1: startX2,
y1: startY,
x2,
y2,
} as Point
sub.push(start2)
}
steps.push(sub)
}
return steps
}
const steps = generateSteps(totalSteps);
const drawFrame = () : boolean => {
const drawStep = steps.shift()!
ctx.reset()
ctx.lineWidth = lineWidth;
ctx.strokeStyle = color;
// 绘制逐渐显示的圆
ctx.beginPath();
ctx.arc(centerX, centerY, radius, 0, (2 * Math.PI) * (totalSteps - steps.length) / totalSteps);
ctx.lineWidth = lineWidth;
ctx.strokeStyle = color;
ctx.stroke();
// 绘制X
ctx.beginPath();
drawStep.forEach(item => {
ctx.beginPath();
ctx.moveTo(item.x1, item.y1)
ctx.lineTo(item.x2, item.y2)
ctx.stroke();
})
ctx.update()
return steps.length != 0
}
return new AnimationManager(drawFrame)
}
// ===================== 主Hook函数 =====================
/**
* 加载动画组合式函数
* @param element 画布元素引用
* @returns 加载控制器实例
*/
export function useLoading(
element : Ref<UniElement | null>,
// options : UseLoadingOptions
) : UseLoadingReturn {
const ticks = ref<TickType[]>([]);
const currentTick = ref<TickType>('clear');
const state = reactive<UseLoadingReturn>({
color: '#000',
type: 'circular',
ratio: 1,
play: () => {
ticks.value.length = 0
ticks.value.push('play')
},
failed: () => {
ticks.value.length = 0
ticks.value.push('failed')
},
clear: () => {
ticks.value.length = 0
ticks.value.push('clear')
},
destroy: () => {
ticks.value.length = 0
ticks.value.push('destroy')
},
})
const { ctx, dimensions, updateDimensions } = useCanvas();
const resizeObserver : UniResizeObserver = new UniResizeObserver((_entries : UniResizeObserverEntry[])=>{
updateDimensions(element.value!)
});
const currentAnimation = shallowRef<AnimationManager | null>(null);
// 计算动画参数
const animationParams = computed(() : AnimationParams => {
return {
width: dimensions.value.width,
height: dimensions.value.height,
center: [dimensions.value.width / 2, dimensions.value.height / 2],
color: state.color,
size: state.ratio > 1 ? state.ratio : dimensions.value.size * state.ratio
} as AnimationParams
})
const startAnimation = (type : LoadingType) => {
currentAnimation.value?.stop();
if (type == 'circular') {
currentAnimation.value = createCircularAnimation(ctx.value!, animationParams.value)
currentAnimation.value!.time = 1000 / 30
currentAnimation.value!.start()
return
}
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'].includes(currentTick.value)) return
startAnimation(state.type)
})
watchEffect(() => {
if (ctx.value == null) return
const tick = ticks.value.pop()
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
}
})
watch(element, (el : UniElement | null) => {
if (el == null) return
resizeObserver.observe(el);
// #ifdef APP-IOS
setTimeout(()=>{
updateDimensions(el)
},50)
// #endif
});
onUnmounted(destroy);
return state
}