const CustomPaint({
Key key,
this.painter,
this.foregroundPainter,
this.size = Size.zero,
this.isComplex = false,
this.willChange = false,
Widget child,
}) :super(key: key, child: child);
double startX, endX, startY, endY;//定义绘制区域的边界
static const double basePadding = 16; //默认的边距
double fixedHeight, fixedWidth; //去除padding后曲线的真实宽高
bool isShowXyRuler; //是否显示xy刻度
List<ChatBean> chatBeans;//数据源
class ChatBean {
String x;
double y;
int millisSeconds;
Color color;
ChatBean({@required this.x, @required this.y, this.millisSeconds, this.color});
}
///计算边界
void initBorder(Size size) {
print('size - - > $size');
this.size = size;
startX = yNum > 0 ? basePadding * 2.5 : basePadding * 2; //预留出y轴刻度值所占的空间
endX = size.width - basePadding * 2;
startY = size.height - (isShowXyRuler ? basePadding * 3 : basePadding);
endY = basePadding * 2;
fixedHeight = startY - endY;
fixedWidth = endX - startX;
maxMin = calculateMaxMin(chatBeans);
}
///计算极值 最大值,最小值
List<double> calculateMaxMin(List<ChatBean> chatBeans) {
if (chatBeans == null || chatBeans.length == 0) return [0, 0];
double max = 0.0, min = 0.0;
for (ChatBean bean in chatBeans) {
if (max < bean.y) {
max = bean.y;
}
if (min > bean.y) {
min = bean.y;
}
}
return [max, min];
}
var paint = Paint()
..isAntiAlias = true//抗锯齿
..strokeWidth = 2
..strokeCap = StrokeCap.round//折线连接处圆滑处理
..color = xyColor
..style = PaintingStyle.stroke;//描边
canvas.drawLine(Offset(startX, startY),Offset(endX + basePadding, startY), paint); //x轴
canvas.drawLine(Offset(startX, startY),Offset(startX, endY - basePadding), paint); //y轴
int length = chatBeans.length > 7 ? 7 : chatBeans.length; //最多绘制7个
double DW = fixedWidth / (length - 1); //两个点之间的x方向距离
double DH = fixedHeight / (length - 1); //两个点之间的y方向距离
for (int i = 0; i < length; i++) {
///绘制x轴文本
TextPainter(
textAlign: TextAlign.center,
ellipsis: '.',
text: TextSpan(
text: chatBeans[i].x,
style: TextStyle(color: fontColor, fontSize: fontSize)),
textDirection: TextDirection.ltr)
..layout(minWidth: 40, maxWidth: 40)
..paint(canvas, Offset(startX + DW * i - 20, startY + basePadding));
///x轴刻度
canvas.drawLine(Offset(startX + DW * i, startY),Offset(startX + DW * i, startY - rulerWidth), paint);
}
int yLength = yNum + 1; //包含原点,所以 +1
double dValue = maxMin[0] / yNum; //一段对应的值
double dV = fixedHeight / yNum; //一段对应的高度
for (int i = 0; i < yLength; i++) {
///绘制y轴文本,保留1位小数
var yValue = (dValue * i).toStringAsFixed(isShowFloat ? 1 : 0);
TextPainter(
textAlign: TextAlign.center,
ellipsis: '.',
maxLines: 1,
text: TextSpan(
text: '$yValue',
style: TextStyle(color: fontColor, fontSize: fontSize)),
textDirection: TextDirection.rtl)
..layout(minWidth: 40, maxWidth: 40)
..paint(canvas, Offset(startX - 40, startY - dV * i - fontSize / 2));
///y轴刻度
canvas.drawLine(Offset(startX, startY - dV * (i)),Offset(startX + rulerWidth, startY - dV * (i)), paint);
}
path.cubicTo(double x1, double y1, double x2, double y2, double x3, double y3)
path = Path();
double preX, preY, currentX, currentY;
int length = chatBeans.length > 7 ? 7 : chatBeans.length;
double W = fixedWidth / (length - 1); //两个点之间的x方向距离
if (i == 0) {
path.moveTo(startX, (startY - chatBeans[i].y / maxMin[0] * fixedHeight));
continue;
}
currentX = startX + W * i;
preX = startX + W * (i - 1);
preY = (startY - chatBeans[i - 1].y / maxMin[0] * fixedHeight);
currentY = (startY - chatBeans[i].y / maxMin[0] * fixedHeight);
path.cubicTo(
(preX + currentX) / 2, preY,
(preX + currentX) / 2, currentY,
currentX, currentY
);
如果是要画折线而非曲线,第一步还是path.moveTo ,折线不需要找辅助点,所以后续可以直接添加坐标,path.lineTo
最后将path绘制出来
canvas.drawPath(newPath, paint);
_controller = AnimationController(vsync: this, duration: widget.duration);
Tween(begin: 0.0, end: widget.duration.inMilliseconds.toDouble())
.animate(_controller)
..addStatusListener((status) {
if (status == AnimationStatus.completed) {
print('绘制完成');
}
})
..addListener(() {
_value = _controller.value;//当前动画值
setState(() {});
});
_controller.forward();
var pathMetrics = path.computeMetrics(forceClosed: false);
path.addPath(path, offset);
extractPath(double start, double end,{ bool startWithMoveTo:true }) → Path
给定起始和停止距离,返回中间段。
var pathMetrics = path.computeMetrics(forceClosed: true);
var list = pathMetrics.toList();
var length = value * list.length.toInt();
Path newPath = new Path();
for (int i = 0; i < length; i++) {
var extractPath =list[i].extractPath(0, list[i].length * value, startWithMoveTo: true);
newPath.addPath(extractPath, Offset(0, 0));
}
canvas.drawPath(newPath, paint);
var shader = LinearGradient(
begin: Alignment.topCenter,
end: Alignment.bottomCenter,
tileMode: TileMode.clamp,
colors: shaderColors)
.createShader(Rect.fromLTRB(startX, endY, startX, startY));
Paint shadowPaint = new Paint();
shadowPaint
..shader = shader
..isAntiAlias = true
..style = PaintingStyle.fill;
///从path的最后一个点连接起始点,形成一个闭环
shadowPath
..lineTo(startX + fixedWidth * value, startY)
..lineTo(startX, startY)
..close();
canvas..drawPath(shadowPath, shadowPaint);