使用动画开发指导
本篇中的所有示例仅提供核心接口的调用方法,完整的示例工程请参考AnimationNDK。
使用属性动画
该示例主要演示了如何通过全局animateTo接口添加属性动画。NDK接口开发的UI界面挂载到ArkTS主页面的完整流程可参考接入ArkTS页面。
说明:
需要执行的动画属性变化必须写在ArkUI_ContextCallback中的callback中。
需要执行的动画属性,必须在执行动画之前设置过。
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在.ets文件中创建NodeContent,把NodeContent作为参数输出到Native方法中。
// 初始化NodeContent对象。 private rootSlot = new NodeContent(); @State @Watch('changeNativeFlag') showNative: boolean = false; // ... changeNativeFlag(): void { // ... if (this.showNative) { // 传递NodeContent对象用于Native创建组件的挂载显示 nativeNode?.createNativeRoot(this.rootSlot); } else { // ... } } -
解析NodeContent,转换为C中的ArkUI_NodeContentHandle对象。
// 获取NodeContent ArkUI_NodeContentHandle contentHandle; OH_ArkUI_GetNodeContentFromNapiValue(env, args[0], &contentHandle); -
// 获取ArkUI_NativeAnimateAPI_1接口 ArkUI_NativeAnimateAPI_1 *animateApi = nullptr; OH_ArkUI_GetModuleInterface(ARKUI_NATIVE_ANIMATE, ArkUI_NativeAnimateAPI_1, animateApi); -
设置ArkUI_AnimateOption参数,通过提供的C方法设置对应的参数。
// 设置动画参数 ArkUI_AnimateOption *option = OH_ArkUI_AnimateOption_Create(); OH_ArkUI_AnimateOption_SetDuration(option, NUM_2000); // NUM_2000 = 2000 OH_ArkUI_AnimateOption_SetTempo(option, 1.1); OH_ArkUI_AnimateOption_SetCurve(option, ARKUI_CURVE_EASE); ArkUI_CurveHandle cubicBezierCurve = OH_ArkUI_Curve_CreateCubicBezierCurve(0.5f, 4.0f, 1.2f, 0.0f); // 设置动画的动画曲线,优先于OH_ArkUI_AnimateOption_SetCurve生效 OH_ArkUI_AnimateOption_SetICurve(option, cubicBezierCurve); OH_ArkUI_AnimateOption_SetDelay(option, NUM_20); // NUM_20 = 20 OH_ArkUI_AnimateOption_SetIterations(option, NUM_1); // NUM_1 = 1 OH_ArkUI_AnimateOption_SetPlayMode(option, ARKUI_ANIMATION_PLAY_MODE_REVERSE); ArkUI_ExpectedFrameRateRange *range = new ArkUI_ExpectedFrameRateRange; range->min = NUM_10; // NUM_10 = 10 range->max = NUM_120; // NUM_120 = 120 range->expected = NUM_60; // NUM_60 = 60 OH_ArkUI_AnimateOption_SetExpectedFrameRateRange(option, range); -
设置回调参数。
// 设置完成的回调 ArkUI_AnimateCompleteCallback *completeCallback = new ArkUI_AnimateCompleteCallback; completeCallback->type = ARKUI_FINISH_CALLBACK_REMOVED; // 结构体AnimateData中包含ArkUI_AnimateOption* option和ArkUI_CurveHandle curve AnimateData* data = new AnimateData(); data->option = option; data->curve = cubicBezierCurve; completeCallback->userData = reinterpret_cast<void*>(data); completeCallback->callback = [](void *userData) { AnimateData* data = reinterpret_cast<AnimateData*>(userData); if (data) { ArkUI_AnimateOption* option = data->option; ArkUI_CurveHandle curve = data->curve; if (option) { OH_ArkUI_AnimateOption_Dispose(option); OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "Init", "CXX OH_ArkUI_AnimateOption_Dispose success!"); } if (curve) { OH_ArkUI_Curve_DisposeCurve(curve); OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "Init", "CXX OH_ArkUI_Curve_DisposeCurve success!"); } delete data; // 释放结构体 } }; // 设置闭包函数 static bool isback = true; ArkUI_ContextCallback *update = new ArkUI_ContextCallback; update->callback = [](void *user) { // 对应的属性变化 width height if (isback) { g_animateto_button->SetWidth(NUM_200); // NUM_200 = 200 g_animateto_button->SetHeight(NUM_80); // NUM_80 = 80 g_animateto_button->SetBackgroundColor(0xFFA280FF); } else { g_animateto_button->SetWidth(NUM_100); // NUM_100 = 100 g_animateto_button->SetHeight(NUM_40); // NUM_40 = 40 g_animateto_button->SetBackgroundColor(0xFFFF2E77); } isback = !isback; }; // 执行对应的动画 animateApi->animateTo(context, option, update, completeCallback);
组件出现/消失转场
该示例主要演示了如何通过ArkUI_NodeAttributeType中的NODE_ROTATE_TRANSITION,NODE_SCALE_TRANSITION,NODE_TRANSLATE_TRANSITION属性配置转场参数,并通过ArkUI_NodeAttributeType中的NODE_TRANSFORM_CENTER属性设置NODE_SCALE_TRANSITION和NODE_ROTATE_TRANSITION动效的中心点坐标,实现组件的插入和删除时显示过渡动效。
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创建可交互界面,界面中包含一个Button组件,点击可以控制转场节点的添加和移除。其中ArkUI_NodeContentHandle类型节点的获取与使用可参考接入ArkTS页面。
constexpr int32_t BUTTON_CLICK_ID = 1; constexpr int32_t STACK_CLICK_ID = 2; bool g_flag = false; bool t_flag = false; ArkUI_NodeHandle parentNode; ArkUI_NodeHandle childNode; ArkUI_NodeHandle ContainerNode; ArkUI_NodeHandle firstImageNode; ArkUI_NodeHandle secondImageNode; ArkUI_NodeHandle buttonNode; // ... void mainViewMethod(ArkUI_NodeContentHandle handle) { ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast<ArkUI_NativeNodeAPI_1 *>( OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, "ArkUI_NativeNodeAPI_1")); ArkUI_NodeHandle columnMain = nodeAPI->createNode(ARKUI_NODE_COLUMN); ArkUI_NumberValue columnMainWidthValue[] = {{.f32 = 500}}; ArkUI_AttributeItem columnMainWidthItem = {.value = columnMainWidthValue, .size = sizeof(columnMainWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(columnMain, NODE_WIDTH, &columnMainWidthItem); ArkUI_NumberValue columnMainHeightValue[] = {{.f32 = 800}}; ArkUI_AttributeItem columnMainHeightItem = {.value = columnMainHeightValue, .size = sizeof(columnMainHeightValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(columnMain, NODE_HEIGHT, &columnMainHeightItem); ArkUI_NodeHandle column = nodeAPI->createNode(ARKUI_NODE_COLUMN); ArkUI_NumberValue widthValue[] = {{.f32 = 500}}; ArkUI_AttributeItem widthItem = {.value = widthValue, .size = sizeof(widthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(column, NODE_WIDTH, &widthItem); ArkUI_NumberValue heightValue[] = {{.f32 = 400}}; ArkUI_AttributeItem heightItem = {.value = heightValue, .size = sizeof(heightValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(column, NODE_HEIGHT, &heightItem); ArkUI_NodeHandle buttonShow = nodeAPI->createNode(ARKUI_NODE_BUTTON); ArkUI_NumberValue buttonWidthValue[] = {{.f32 = 200}}; ArkUI_AttributeItem buttonWidthItem = {.value = buttonWidthValue, .size = sizeof(buttonWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(buttonShow, NODE_WIDTH, &buttonWidthItem); ArkUI_NumberValue buttonHeightValue[] = {{.f32 = 50}}; ArkUI_AttributeItem buttonHeightItem = {.value = buttonHeightValue, .size = sizeof(buttonHeightValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(buttonShow, NODE_HEIGHT, &buttonHeightItem); ArkUI_AttributeItem labelItem = {.string = "show"}; nodeAPI->setAttribute(buttonShow, NODE_BUTTON_LABEL, &labelItem); ArkUI_NumberValue buttonOpenTypeValue[] = {{.i32 = static_cast<int32_t>(ARKUI_BUTTON_TYPE_NORMAL)}}; ArkUI_AttributeItem buttonOpenTypeItem = {.value = buttonOpenTypeValue, .size = sizeof(buttonOpenTypeValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(buttonShow, NODE_BUTTON_TYPE, &buttonOpenTypeItem); ArkUI_NumberValue buttonShowMarginValue[] = {{.f32 = 20}}; ArkUI_AttributeItem buttonShowMarginItem = {.value = buttonShowMarginValue, .size = sizeof(buttonShowMarginValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(buttonShow, NODE_MARGIN, &buttonShowMarginItem); nodeAPI->registerNodeEvent(buttonShow, NODE_ON_CLICK, BUTTON_CLICK_ID, nullptr); nodeAPI->addNodeEventReceiver(buttonShow, OnButtonShowClicked); // ... parentNode = column; buttonNode = buttonShow; nodeAPI->addChild(columnMain, column); nodeAPI->addChild(column, buttonShow); // ... OH_ArkUI_NodeContent_AddNode(handle, columnMain); } -
创建一个设置了ArkUI_NodeAttributeType中的NODE_ROTATE_TRANSITION,NODE_SCALE_TRANSITION属性的节点,当目标节点上下树时会播放转场动画。
ArkUI_NodeHandle CreateChildNode() { ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast<ArkUI_NativeNodeAPI_1 *>( OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, "ArkUI_NativeNodeAPI_1")); ArkUI_NodeHandle image = nodeAPI->createNode(ARKUI_NODE_IMAGE); ArkUI_AttributeItem imageSrcItem = {.string = "/pages/common/scenery.jpg"}; nodeAPI->setAttribute(image, NODE_IMAGE_SRC, &imageSrcItem); ArkUI_NumberValue textWidthValue[] = {{.f32 = 300}}; ArkUI_AttributeItem textWidthItem = {.value = textWidthValue, .size = sizeof(textWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_WIDTH, &textWidthItem); ArkUI_NumberValue textHeightValue[] = {{.f32 = 300}}; ArkUI_AttributeItem textHeightItem = {.value = textHeightValue, .size = sizeof(textWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_HEIGHT, &textHeightItem); ArkUI_NumberValue transformCenterValue[] = {0.0f, 0.0f, 0.0f, 0.5f, 0.5f}; ArkUI_AttributeItem transformCenterItem = {.value = transformCenterValue, .size = sizeof(transformCenterValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_TRANSFORM_CENTER, &transformCenterItem); ArkUI_NumberValue rotateAnimationValue[] = { 0.0f, 0.0f, 1.0f, 360.0f, 0.0f, {.i32 = 500}, {.i32 = static_cast<int32_t>(ARKUI_CURVE_SHARP)}}; ArkUI_AttributeItem rotateAnimationItem = {.value = rotateAnimationValue, .size = sizeof(rotateAnimationValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_ROTATE_TRANSITION, &rotateAnimationItem); ArkUI_NumberValue scaleAnimationValue[] = { 0.0f, 0.0f, 0.0f, {.i32 = 500}, {.i32 = static_cast<int32_t>(ARKUI_CURVE_SHARP)}}; ArkUI_AttributeItem scaleAnimationItem = {.value = scaleAnimationValue, .size = sizeof(scaleAnimationValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_SCALE_TRANSITION, &scaleAnimationItem); ArkUI_NumberValue translateAnimationValue[] = { 200, 200, 0.0f, {.i32 = 500}, {.i32 = static_cast<int32_t>(ARKUI_CURVE_SHARP)}}; ArkUI_AttributeItem translateAnimationItem = {.value = translateAnimationValue, .size = sizeof(translateAnimationValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_TRANSLATE_TRANSITION, &translateAnimationItem); return image; } -
在Button的监听回调里添加转场节点上下树逻辑,以此控制转场节点的入场和出场。
void OnButtonShowClicked(ArkUI_NodeEvent *event) { if (!event) { return; } if (!childNode) { childNode = CreateChildNode(); } ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast<ArkUI_NativeNodeAPI_1 *>( OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, "ArkUI_NativeNodeAPI_1")); if (g_flag) { g_flag = false; ArkUI_AttributeItem labelItem = {.string = "show"}; nodeAPI->setAttribute(buttonNode, NODE_BUTTON_LABEL, &labelItem); nodeAPI->removeChild(parentNode, childNode); } else { g_flag = true; ArkUI_AttributeItem labelItem = {.string = "hide"}; nodeAPI->setAttribute(buttonNode, NODE_BUTTON_LABEL, &labelItem); nodeAPI->addChild(parentNode, childNode); } }
一镜到底转场
该示例主要演示如何通过ArkUI_NodeAttributeType中的NODE_GEOMETRY_TRANSITION属性来实现一镜到底转场,NDK接口开发的UI界面挂载到ArkTS主页面的完整流程可参考接入ArkTS页面。
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创建一个设置了ArkUI_NodeAttributeType中的NODE_GEOMETRY_TRANSITION属性的image节点,同时设置该节点的宽度、高度和位置,用于区别于另一个image节点,然后将当前image节点挂载到一个父节点,当前示例中父节点为stack。
void imageTransitionViewMethod() { ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast<ArkUI_NativeNodeAPI_1 *>( OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, "ArkUI_NativeNodeAPI_1")); ArkUI_NodeHandle stack = nodeAPI->createNode(ARKUI_NODE_STACK); ArkUI_NumberValue stackWidthValue[] = {{.f32 = NUM_500}}; ArkUI_AttributeItem stackWidthItem = {.value = stackWidthValue, .size = sizeof(stackWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(stack, NODE_WIDTH, &stackWidthItem); ArkUI_NumberValue stackHeightValue[] = {{.f32 = NUM_500}}; ArkUI_AttributeItem stackHeightItem = {.value = stackHeightValue, .size = sizeof(stackHeightValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(stack, NODE_HEIGHT, &stackHeightItem); nodeAPI->registerNodeEvent(stack, NODE_ON_CLICK, STACK_CLICK_ID, nullptr); nodeAPI->addNodeEventReceiver(stack, OnImageTransitionClicked); ArkUI_NodeHandle firstImage = nodeAPI->createNode(ARKUI_NODE_IMAGE); ArkUI_AttributeItem imageSrcItem = {.string = "/pages/common/scenery.jpg"}; nodeAPI->setAttribute(firstImage, NODE_IMAGE_SRC, &imageSrcItem); ArkUI_NumberValue textWidthValue[] = {{.f32 = 50}}; ArkUI_AttributeItem textWidthItem = {.value = textWidthValue, .size = sizeof(textWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(firstImage, NODE_WIDTH, &textWidthItem); ArkUI_NumberValue textHeightValue[] = {{.f32 = 50}}; ArkUI_AttributeItem textHeightItem = {.value = textHeightValue, .size = sizeof(textWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(firstImage, NODE_HEIGHT, &textHeightItem); ArkUI_NumberValue borderRadiusValue[] = {{.f32 = 25}}; ArkUI_AttributeItem borderRadiusItem = {.value = borderRadiusValue, .size = sizeof(borderRadiusValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(firstImage, NODE_BORDER_RADIUS, &borderRadiusItem); ArkUI_NumberValue clipValue1[] = {{.i32 = true}}; ArkUI_AttributeItem clipValue = {clipValue1, 1}; nodeAPI->setAttribute(firstImage, NODE_CLIP, &clipValue); ArkUI_AnimateOption *option = OH_ArkUI_AnimateOption_Create(); auto opacityTransitionEffect = OH_ArkUI_CreateOpacityTransitionEffect(0.8); OH_ArkUI_TransitionEffect_SetAnimation(opacityTransitionEffect, option); ArkUI_AttributeItem transitionItem = {.object = opacityTransitionEffect}; nodeAPI->setAttribute(firstImage, NODE_TRANSITION, &transitionItem); ArkUI_AttributeItem geometryTransitionItem = {.string = "TransitionPicture"}; nodeAPI->setAttribute(firstImage, NODE_GEOMETRY_TRANSITION, &geometryTransitionItem); ArkUI_NumberValue positionValue1[] = {{.f32 = 70}, {.f32 = 50}}; ArkUI_AttributeItem positionValue_item1 = {positionValue1, 2}; nodeAPI->setAttribute(firstImage, NODE_POSITION, &positionValue_item1); ArkUI_AttributeItem item1 = {.string = "firstImage"}; nodeAPI->setAttribute(firstImage, NODE_ID, &item1); ContainerNode = stack; firstImageNode = firstImage; } -
再创建一个设置了ArkUI_NodeAttributeType中的NODE_GEOMETRY_TRANSITION属性的image节点,属性值与第一个image节点相同,同时为该节点设置不同的宽度、高度和位置。
ArkUI_NodeHandle CreateImageNode() { ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast<ArkUI_NativeNodeAPI_1 *>( OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, "ArkUI_NativeNodeAPI_1")); ArkUI_NodeHandle secondImage = nodeAPI->createNode(ARKUI_NODE_IMAGE); ArkUI_AttributeItem imageSrcItem = {.string = "/pages/common/sky.jpg"}; nodeAPI->setAttribute(secondImage, NODE_IMAGE_SRC, &imageSrcItem); ArkUI_NumberValue textWidthValue[] = {{.f32 = 200}}; ArkUI_AttributeItem textWidthItem = {.value = textWidthValue, .size = sizeof(textWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(secondImage, NODE_WIDTH, &textWidthItem); ArkUI_NumberValue textHeightValue[] = {{.f32 = 200}}; ArkUI_AttributeItem textHeightItem = {.value = textHeightValue, .size = sizeof(textWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(secondImage, NODE_HEIGHT, &textHeightItem); ArkUI_NumberValue borderRadiusValue[] = {{.f32 = 50}}; ArkUI_AttributeItem borderRadiusItem = {.value = borderRadiusValue, .size = sizeof(borderRadiusValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(secondImage, NODE_BORDER_RADIUS, &borderRadiusItem); ArkUI_NumberValue clipValue1[] = {{.i32 = true}}; ArkUI_AttributeItem clipValue = {clipValue1, 1}; nodeAPI->setAttribute(secondImage, NODE_CLIP, &clipValue); ArkUI_AttributeItem item2 = {.string = "secondImage"}; nodeAPI->setAttribute(secondImage, NODE_ID, &item2); ArkUI_AnimateOption *option = OH_ArkUI_AnimateOption_Create(); auto opacityTransitionEffect = OH_ArkUI_CreateOpacityTransitionEffect(0.8); OH_ArkUI_TransitionEffect_SetAnimation(opacityTransitionEffect, option); ArkUI_AttributeItem transitionItem = {.object = opacityTransitionEffect}; nodeAPI->setAttribute(secondImage, NODE_TRANSITION, &transitionItem); ArkUI_NumberValue positionValue1[] = {{.f32 = 225}, {.f32 = 0}}; ArkUI_AttributeItem positionValue_item1 = {positionValue1, 2}; nodeAPI->setAttribute(secondImage, NODE_POSITION, &positionValue_item1); return secondImage; } -
在stack的OnImageTransitionClicked监听回调函数中添加两个节点的上下树逻辑,控制节点的上下树,确保同时只有一个节点存在,同时,当其中一个节点挂载到父节点时需要重置ArkUI_NodeAttributeType中的NODE_GEOMETRY_TRANSITION属性的值,并重新设置为原来的值。
void OnImageTransitionClicked(ArkUI_NodeEvent *event) { if (!event) { return; } if (!secondImageNode) { secondImageNode = CreateImageNode(); } static ArkUI_ContextHandle context = nullptr; context = OH_ArkUI_GetContextByNode(ContainerNode); ArkUI_NativeAnimateAPI_1 *animateApi = nullptr; OH_ArkUI_GetModuleInterface(ARKUI_NATIVE_ANIMATE, ArkUI_NativeAnimateAPI_1, animateApi); static ArkUI_AnimateOption *option = OH_ArkUI_AnimateOption_Create(); OH_ArkUI_AnimateOption_SetDuration(option, NUM_300); OH_ArkUI_AnimateOption_SetCurve(option, ARKUI_CURVE_EASE_IN_OUT); ArkUI_AnimateCompleteCallback *completeCallback = new ArkUI_AnimateCompleteCallback; completeCallback->type = ARKUI_FINISH_CALLBACK_REMOVED; completeCallback->callback = [](void *userData) { }; ArkUI_ContextCallback *update = new ArkUI_ContextCallback; update->callback = [](void *user) { ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast<ArkUI_NativeNodeAPI_1 *>( OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, "ArkUI_NativeNodeAPI_1")); if (t_flag) { t_flag = false; nodeAPI->resetAttribute(firstImageNode, NODE_GEOMETRY_TRANSITION); ArkUI_AttributeItem geometryTransitionItem = {.string = "TransitionPicture"}; nodeAPI->setAttribute(firstImageNode, NODE_GEOMETRY_TRANSITION, &geometryTransitionItem); nodeAPI->addChild(ContainerNode, firstImageNode); nodeAPI->removeChild(ContainerNode, secondImageNode); } else { t_flag = true; nodeAPI->resetAttribute(secondImageNode, NODE_GEOMETRY_TRANSITION); ArkUI_AttributeItem geometryTransitionItem = {.string = "TransitionPicture"}; nodeAPI->setAttribute(secondImageNode, NODE_GEOMETRY_TRANSITION, &geometryTransitionItem); nodeAPI->addChild(ContainerNode, secondImageNode); nodeAPI->removeChild(ContainerNode, firstImageNode); } }; animateApi->animateTo(context, option, update, completeCallback); delete completeCallback; delete update; }
使用关键帧动画
该示例主要演示如何通过keyframeAnimateTo来设置关键帧动画,NDK接口开发的UI界面挂载到ArkTS主页面的完整流程可参考接入ArkTS页面。
// ArkUIColumnNode为工程内封装的node类型
auto column = std::make_shared<ArkUIColumnNode>();
// 设置宽度为300,NUM_300 = 300
column->SetWidth(NUM_300);
// 设置高度为250,NUM_250 = 250
column->SetHeight(NUM_250);
// 创建文本节点,内容区介绍“这是关键帧动画”
auto textNode = std::make_shared<ArkUITextNode>();
textNode->SetTextContent("这是关键帧动画");
// 设置宽度为120,NUM_120 = 120
textNode->SetWidth(NUM_120);
// 设置高度为120,NUM_120 = 120
textNode->SetHeight(NUM_50);
// 创建Button,后续创建的关键帧动画作用在Button组件上
auto button = std::make_shared<ArkUIButtonNode>();
// 设置Button初始宽高,NUM_100 = 100
button->SetWidth(NUM_100);
button->SetHeight(NUM_100);
// 存储Button全局变量,在onTouch注册时需要使用
g_keyframe_button = button;
// 注册点击事件到Button上,NUM_1 = 1
button->RegisterNodeEvent(button->GetHandle(), NODE_ON_CLICK, NUM_1, nullptr);
g_keyframe_text = std::make_shared<ArkUITextNode>();
// 此函数用于封装Text组件中打印Animateto参数值的功能,使用者根据需要自行封装
g_keyframe_text->KeyframeAnimatetoToString();
auto onTouch = [](ArkUI_NodeEvent *event) {
// 点击Button按钮时触发该逻辑,NUM_1 = 1
if (OH_ArkUI_NodeEvent_GetTargetId(event) == NUM_1) {
// 获取context对象
ArkUI_ContextHandle context = nullptr;
// std::shared_ptr<ArkUIButtonNode> g_keyframe_button存储Button的全局变量,在onTouch注册时需要使用
context = OH_ArkUI_GetContextByNode(g_keyframe_button->GetHandle());
// 获取ArkUI_NativeAnimateAPI_1接口
ArkUI_NativeAnimateAPI_1 *animateApi = nullptr;
OH_ArkUI_GetModuleInterface(ARKUI_NATIVE_ANIMATE, ArkUI_NativeAnimateAPI_1, animateApi);
// 以下代码为创建关键帧动画的关键流程,包括设置关键帧动画参数、开启关键帧动画
// 设置ArkUI_KeyframeAnimateOption参数,通过提供的C方法设置对应的参数
// 关键帧动画状态数,NUM_2 = 2,NUM_500 = 500
ArkUI_KeyframeAnimateOption *option = OH_ArkUI_KeyframeAnimateOption_Create(NUM_2);
OH_ArkUI_KeyframeAnimateOption_SetDelay(option, NUM_500);
// 第一段关键帧动画的持续时间,NUM_1000 = 1000,NUM_0 = 0
OH_ArkUI_KeyframeAnimateOption_SetDuration(option, NUM_1000, NUM_0);
// 第二段关键帧动画的持续时间,NUM_2000 = 2000,NUM_1 = 1
OH_ArkUI_KeyframeAnimateOption_SetDuration(option, NUM_2000, NUM_1);
// 关键帧动画播放次数,NUM_5 = 5
OH_ArkUI_KeyframeAnimateOption_SetIterations(option, NUM_5);
ArkUI_CurveHandle curve = OH_ArkUI_Curve_CreateCubicBezierCurve(0.5f, 4.0f, 1.2f, 0.0f);
// 以下四种曲线需要根据实际业务选择
ArkUI_CurveHandle springCurve = OH_ArkUI_Curve_CreateSpringCurve(0.5f, 4.0f, 1.2f, 0.0f);
ArkUI_CurveHandle springMotionCurve = OH_ArkUI_Curve_CreateSpringMotion(0.5f, 0.6f, 0.0f);
ArkUI_CurveHandle responsiveSpringMotionCurve = OH_ArkUI_Curve_CreateResponsiveSpringMotion(0.5f,
4.0f, 1.2f);
ArkUI_CurveHandle interpolatingSpringCurve = OH_ArkUI_Curve_CreateInterpolatingSpring(0.5f,
4.0f, 1.2f, 0.0f);
OH_ArkUI_KeyframeAnimateOption_SetCurve(option, curve, 1);
OH_ArkUI_KeyframeAnimateOption_RegisterOnEventCallback(option, nullptr, [](void *userData) {
g_keyframe_button->SetWidth(NUM_150);
}, NUM_0); // 第一段关键帧时刻状态的闭包函数NUM_150 = 150,NUM_0 = 0
OH_ArkUI_KeyframeAnimateOption_RegisterOnEventCallback(option, nullptr, [](void *userData) {
g_keyframe_button->SetWidth(80);
}, NUM_1); // 第二段关键帧时刻状态的闭包函数NUM_1 = 1
KeyFrameAnimateToData* data = new KeyFrameAnimateToData();
data->option = option;
data->curve = curve;
OH_ArkUI_KeyframeAnimateOption_RegisterOnFinishCallback(option, nullptr, [](void *user) {
KeyFrameAnimateToData* data = reinterpret_cast<KeyFrameAnimateToData*>(user);
if (data) {
ArkUI_KeyframeAnimateOption* option = data->option;
ArkUI_CurveHandle curve = data->curve;
if (option) {
OH_ArkUI_KeyframeAnimateOption_Dispose(option);
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN,
"Init", "CXX OH_ArkUI_KeyframeAnimateOption_Dispose success!");
}
if (curve) {
OH_ArkUI_Curve_DisposeCurve(curve);
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN,
"Init", "CXX OH_ArkUI_Curve_DisposeCurve success!");
}
delete data; // 释放结构体
}
}); // 关键帧动画结束回调
ArkUI_ExpectedFrameRateRange *range = new ArkUI_ExpectedFrameRateRange;
range->max = NUM_120; // NUM_120 = 120
range->expected = NUM_60; // NUM_60 = 60
range->min = NUM_30; // NUM_30 = 30
OH_ArkUI_KeyframeAnimateOption_SetExpectedFrameRate(option, range); // 关键帧设置期望帧率
// 执行对应的动画
animateApi->keyframeAnimateTo(context, option);
auto delay = OH_ArkUI_KeyframeAnimateOption_GetDelay(option);
auto iter = OH_ArkUI_KeyframeAnimateOption_GetIterations(option);
auto expected = OH_ArkUI_KeyframeAnimateOption_GetExpectedFrameRate(option); // 获取关键帧动画参数的期望帧率
auto dur0 = OH_ArkUI_KeyframeAnimateOption_GetDuration(option, NUM_1); // NUM_1 = 1
auto dur1 = OH_ArkUI_KeyframeAnimateOption_GetDuration(option, NUM_1);
auto curves = OH_ArkUI_KeyframeAnimateOption_GetCurve(option, NUM_1); // 获取关键帧动画某段状态动画曲线
g_keyframe_text->KeyframeAnimatetoToString(dur0, dur1, delay, iter, *expected);
}
};
// 注册点击事件的回调函数
button->RegisterNodeEventReceiver(onTouch);
// 将Button挂载在column上,返回column节点
column->AddChild(g_keyframe_text);
column->AddChild(textNode);
column->AddChild(button);

使用帧动画
该示例主要演示如何通过createAnimator来设置帧动画。
std::shared_ptr<ArkUIBaseNode> CreateAnimator()
{
auto column = std::make_shared<ArkUIColumnNode>();
column->SetWidth(NUM_300); // NUM_300 = 300
column->SetHeight(NUM_250); // NUM_250 = 250
// 创建文本节点,内容区介绍“这是animator动画”
auto textNode = std::make_shared<ArkUITextNode>();
textNode->SetTextContent("这是animator动画");
textNode->SetWidth(NUM_150); // NUM_150 = 150
textNode->SetHeight(NUM_50); // NUM_50 = 50
// 创建createButton,用于初始化animator参数
auto createButton = std::make_shared<ArkUIButtonNode>();
// 创建Button,后续创建的animator动画作用在Button组件上
auto button = std::make_shared<ArkUIButtonNode>();
// 设置Button初始宽高,NUM_100 = 100
button->SetWidth(NUM_100);
button->SetHeight(NUM_100);
// 存储Button全局变量,在onTouch注册时需要使用
g_animator_button = button;
// 注册点击事件到Button上,NUM_3 = 3
createButton->RegisterNodeEvent(createButton->GetHandle(), NODE_ON_CLICK, NUM_3, nullptr);
g_animator_text = std::make_shared<ArkUITextNode>();
g_animator_text->AnimatorToString();
auto onTouch = [](ArkUI_NodeEvent *event) {
// 点击Button按钮时触发该逻辑,NUM_3 = 3
if (OH_ArkUI_NodeEvent_GetTargetId(event) == NUM_3) {
// 获取context对象
static ArkUI_ContextHandle context = nullptr;
context = OH_ArkUI_GetContextByNode(g_animator_button->GetHandle());
// 获取ArkUI_NativeAnimateAPI_1接口
ArkUI_NativeAnimateAPI_1 *animateApi = nullptr;
OH_ArkUI_GetModuleInterface(ARKUI_NATIVE_ANIMATE, ArkUI_NativeAnimateAPI_1, animateApi);
// 以下代码为创建Animator动画的关键流程,包括设置Animator动画参数、开启Animator动画
// 设置ArkUI_AnimatorOption参数,通过提供的C方法设置对应的参数,NUM_0 = 0
static ArkUI_AnimatorOption *option = OH_ArkUI_AnimatorOption_Create(NUM_0); // Animator动画状态数
OH_ArkUI_AnimatorOption_SetDuration(option, NUM_2000); // NUM_2000 = 2000
OH_ArkUI_AnimatorOption_SetDelay(option, NUM_10); // NUM_10 = 10
OH_ArkUI_AnimatorOption_SetIterations(option, NUM_3); // NUM_3 = 3
OH_ArkUI_AnimatorOption_SetFill(option, ARKUI_ANIMATION_FILL_MODE_NONE);
OH_ArkUI_AnimatorOption_SetDirection(option, ARKUI_ANIMATION_DIRECTION_NORMAL);
ArkUI_CurveHandle curve = OH_ArkUI_Curve_CreateCubicBezierCurve(0.5f, 4.0f, 1.2f, 0.0f); // 构造三阶贝塞尔曲线对象
OH_ArkUI_AnimatorOption_SetCurve(option, curve);
OH_ArkUI_AnimatorOption_SetBegin(option, NUM_100); // NUM_100 = 100
OH_ArkUI_AnimatorOption_SetEnd(option, NUM_150); // NUM_150 = 150
ArkUI_ExpectedFrameRateRange *range = new ArkUI_ExpectedFrameRateRange;
range->max = NUM_120; // NUM_120 = 120
range->expected = NUM_60; // NUM_60 = 60
range->min = NUM_30; // NUM_30 = 30
OH_ArkUI_AnimatorOption_SetExpectedFrameRateRange(option, range);
OH_ArkUI_AnimatorOption_SetKeyframe(option, 0.5, 120.5, NUM_0); // 设置animator动画关键帧参数,NUM_0 = 0
OH_ArkUI_AnimatorOption_SetKeyframeCurve(option, curve, NUM_0); // 设置animator动画关键帧曲线类型
OH_ArkUI_AnimatorOption_RegisterOnFrameCallback(option, nullptr, [](ArkUI_AnimatorOnFrameEvent *event)
{
OH_ArkUI_AnimatorOnFrameEvent_GetUserData(event); // 获取动画事件对象中的用户自定义对象
auto value = OH_ArkUI_AnimatorOnFrameEvent_GetValue(event); // 获取动画事件对象中的当前进度
OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "Init",
"CXX OH_ArkUI_AnimatorOption_RegisterOnFrameCallback %{public}f", value);
g_animator_button->SetWidth(value);
});
OH_ArkUI_AnimatorOption_RegisterOnFinishCallback(option, nullptr, [](ArkUI_AnimatorEvent* event)
{
OH_ArkUI_AnimatorEvent_GetUserData(event); // 获取动画事件对象中的用户自定义对象
});
OH_ArkUI_AnimatorOption_RegisterOnCancelCallback(option, nullptr, [](ArkUI_AnimatorEvent* event)
{
});
OH_ArkUI_AnimatorOption_RegisterOnRepeatCallback(option, nullptr, [](ArkUI_AnimatorEvent* event)
{
});
// 执行对应的动画
animatorHandle = animateApi->createAnimator(context, option);
auto duration = OH_ArkUI_AnimatorOption_GetDuration(option);
auto delay = OH_ArkUI_AnimatorOption_GetDelay(option);
auto iterations = OH_ArkUI_AnimatorOption_GetIterations(option);
auto fill = OH_ArkUI_AnimatorOption_GetFill(option);
auto direction = OH_ArkUI_AnimatorOption_GetDirection(option);
auto curves = OH_ArkUI_AnimatorOption_GetCurve(option); // 获取animator动画插值曲线
auto begin = OH_ArkUI_AnimatorOption_GetBegin(option);
auto end = OH_ArkUI_AnimatorOption_GetEnd(option); // 获取animator动画插值终点
auto expected = OH_ArkUI_AnimatorOption_GetExpectedFrameRateRange(option); // 获取关键帧动画参数的期望帧率
auto keyframeTime = OH_ArkUI_AnimatorOption_GetKeyframeTime(option, NUM_0); // 获取animator动画关键帧时间
auto keyframeValue = OH_ArkUI_AnimatorOption_GetKeyframeValue(option, NUM_0); // 获取animator动画关键帧数值
auto keyframeCurve = OH_ArkUI_AnimatorOption_GetKeyframeCurve(option, NUM_0); // 获取animator动画关键帧动画插值曲线
g_animator_text->AnimatorToString(duration, delay, iterations, fill, direction, begin,
end, *expected, keyframeTime, keyframeValue);
}
};
// 注册点击事件的回调函数
createButton->RegisterNodeEventReceiver(onTouch);
createButton->SetButtonLabel("create");
// 创建容器,用于存放Button按键
auto buttoColumn = std::make_shared<ArkUIColumnNode>();
buttoColumn->SetPadding(NUM_30, false); // 设置布局格式,调整组件内间距,NUM_30 = 30
buttoColumn->SetWidth(NUM_300); // NUM_300 = 300
// 创建容器,用于存放playButton按键
auto playButtonColumn = std::make_shared<ArkUIColumnNode>();
playButtonColumn->SetPadding(NUM_10, false); // 设置布局格式,调整组件内间距,NUM_10 = 10
playButtonColumn->SetWidth(NUM_300); // NUM_300 = 300
// 设置animator播放按钮
auto playButton = std::make_shared<ArkUIButtonNode>();
playButton->SetButtonLabel("play");
playButton->RegisterNodeEvent(playButton->GetHandle(), NODE_ON_CLICK, NUM_4, nullptr);
auto onTouchPlay = [](ArkUI_NodeEvent *event) {
// 点击Button按钮时触发该逻辑,NUM_4 = 4
if (OH_ArkUI_NodeEvent_GetTargetId(event) == NUM_4) {
OH_ArkUI_Animator_Play(animatorHandle);
}
};
playButton->RegisterNodeEventReceiver(onTouchPlay);
// 设置animator结束按钮
auto finishButton = std::make_shared<ArkUIButtonNode>();
finishButton->SetButtonLabel("finish");
finishButton->RegisterNodeEvent(finishButton->GetHandle(), NODE_ON_CLICK, NUM_5, nullptr); // NUM_5 = 5
auto onTouchFinish = [](ArkUI_NodeEvent *event) {
// 点击Button按钮时触发该逻辑,NUM_5 = 5
if (OH_ArkUI_NodeEvent_GetTargetId(event) == NUM_5) {
OH_ArkUI_Animator_Finish(animatorHandle);
}
};
finishButton->RegisterNodeEventReceiver(onTouchFinish);
// 创建容器,用于存放resetButton按键
auto resetButtonColumn = std::make_shared<ArkUIColumnNode>();
resetButtonColumn->SetPadding(NUM_10, false); // 设置布局格式,调整组件内间距,NUM_10 = 10
resetButtonColumn->SetWidth(NUM_300); // NUM_300 = 300
// 设置animator更新按钮
auto resetButton = std::make_shared<ArkUIButtonNode>();
resetButton->SetButtonLabel("reset");
resetButton->RegisterNodeEvent(resetButton->GetHandle(), NODE_ON_CLICK, NUM_6, nullptr); // NUM_6 = 6
auto onTouchReset = [](ArkUI_NodeEvent *event) {
// 点击Button按钮时触发该逻辑,NUM_6 = 6
if (OH_ArkUI_NodeEvent_GetTargetId(event) == NUM_6) {
static ArkUI_AnimatorOption *option = OH_ArkUI_AnimatorOption_Create(NUM_0); // Animator动画状态数
OH_ArkUI_AnimatorOption_SetDuration(option, NUM_1000); // NUM_1000 = 1000
OH_ArkUI_AnimatorOption_SetDelay(option, NUM_0);
OH_ArkUI_AnimatorOption_SetIterations(option, NUM_4); // NUM_4 = 4
// 根据实际业务需求选择下述两种曲线,设置OH_ArkUI_AnimatorOption_SetCurve
auto curve = OH_ArkUI_Curve_CreateCurveByType(ARKUI_CURVE_EASE); // 动画以低速开始,然后加快,在结束前变慢
auto stepsCurve = OH_ArkUI_Curve_CreateStepsCurve(NUM_20, true); // 构造阶梯曲线对象,NUM_20 = 20
OH_ArkUI_AnimatorOption_SetCurve(option, curve);
OH_ArkUI_AnimatorOption_SetBegin(option, NUM_200); // NUM_200 = 200
OH_ArkUI_AnimatorOption_SetEnd(option, NUM_100); // NUM_100 = 100
OH_ArkUI_AnimatorOption_RegisterOnFrameCallback(option, nullptr, [](ArkUI_AnimatorOnFrameEvent *event)
{
OH_ArkUI_AnimatorOnFrameEvent_GetUserData(event); // 获取动画事件对象中的用户自定义对象
auto value = OH_ArkUI_AnimatorOnFrameEvent_GetValue(event); // 获取动画事件对象中的当前进度
g_animator_button->SetWidth(value);
});
OH_ArkUI_Animator_ResetAnimatorOption(animatorHandle, option);
}
};
resetButton->RegisterNodeEventReceiver(onTouchReset);
// 设置animator暂停按钮
auto pauseButton = std::make_shared<ArkUIButtonNode>();
pauseButton->SetButtonLabel("pause");
pauseButton->RegisterNodeEvent(pauseButton->GetHandle(), NODE_ON_CLICK, NUM_7, nullptr); // NUM_7 = 7
auto onTouchPause = [](ArkUI_NodeEvent *event) {
// 点击Button按钮时触发该逻辑,NUM_7 = 7
if (OH_ArkUI_NodeEvent_GetTargetId(event) == NUM_7) {
OH_ArkUI_Animator_Pause(animatorHandle);
}
};
pauseButton->RegisterNodeEventReceiver(onTouchPause);
// 创建容器,用于存放cancelButton按键
auto cancelButtonColumn = std::make_shared<ArkUIColumnNode>();
cancelButtonColumn->SetPadding(NUM_10, false); // 设置布局格式,调整组件内间距,NUM_10 = 10
cancelButtonColumn->SetWidth(NUM_300); // NUM_300 = 300
// 设置animator取消按钮
auto cancelButton = std::make_shared<ArkUIButtonNode>();
cancelButton->SetButtonLabel("cancel");
cancelButton->RegisterNodeEvent(cancelButton->GetHandle(), NODE_ON_CLICK, NUM_8, nullptr); // NUM_8 = 8
auto onTouchCancel = [](ArkUI_NodeEvent *event) {
// 点击Button按钮时触发该逻辑,NUM_8 = 8
if (OH_ArkUI_NodeEvent_GetTargetId(event) == NUM_8) {
OH_ArkUI_Animator_Cancel(animatorHandle);
}
};
cancelButton->RegisterNodeEventReceiver(onTouchCancel);
// 设置animator以相反的顺序播放按钮
auto reverseButton = std::make_shared<ArkUIButtonNode>();
reverseButton->SetButtonLabel("reverse");
reverseButton->RegisterNodeEvent(reverseButton->GetHandle(), NODE_ON_CLICK, NUM_9, nullptr);
auto onTouchReverse = [](ArkUI_NodeEvent *event) {
// 点击Button按钮时触发该逻辑,NUM_9 = 9
if (OH_ArkUI_NodeEvent_GetTargetId(event) == NUM_9) {
OH_ArkUI_Animator_Reverse(animatorHandle);
}
};
reverseButton->RegisterNodeEventReceiver(onTouchReverse);
// 将Button挂载在column上,返回column节点
column->AddChild(g_animator_text);
column->AddChild(textNode);
column->AddChild(button);
buttoColumn->AddChild(createButton);
playButtonColumn->AddChild(playButton);
buttoColumn->AddChild(playButtonColumn);
buttoColumn->AddChild(finishButton);
resetButtonColumn->AddChild(resetButton);
buttoColumn->AddChild(resetButtonColumn);
buttoColumn->AddChild(pauseButton);
cancelButtonColumn->AddChild(cancelButton);
buttoColumn->AddChild(cancelButtonColumn);
buttoColumn->AddChild(reverseButton);
column->AddChild(buttoColumn);
return column;
}
