跳到主要内容

使用动画

使用属性动画

ArkUI开发框架在NDK接口主要提供属性动画,实现组件出现/消失转场。同时,可以通过Node-API桥接ArkTS侧帧动画能力,实现Native侧的动画效果。

提供全局animateTo显式动画接口,来指定由于闭包代码导致的状态变化插入过渡动效。同属性动画,布局类改变宽高的动画,内容都是直接到终点状态。

  1. 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 {
    // ···
    }
    }
  2. 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);
  3. 获取ArkUI_NativeAnimateAPI_1 对象。

    // 获取ArkUI_NativeAnimateAPI接口
    ArkUI_NativeAnimateAPI_1 *animateApi = nullptr;
    OH_ArkUI_GetModuleInterface(ARKUI_NATIVE_ANIMATE, ArkUI_NativeAnimateAPI_1, animateApi);
  4. 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);
  5. 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

组件内转场通过NODE_XX_TRANSITION属性(XX包括:OPACITY、TRANSLATE、SCALE、ROTATE、MOVE)配置转场参数,在组件插入和删除时显示过渡动效(通过NODE_TRANSFORM_CENTER属性设置NODE_SCALE_TRANSITION和NODE_ROTATE_ROTATE动效的中心点坐标)。主要用于容器组件中子组件插入和删除时,提升用户体验。

  1. 创建可交互界面,界面中包含Button,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;
    bool g_flag = false;
    ArkUI_NodeHandle parentNode;
    ArkUI_NodeHandle childNode;
    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 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 = 500}};
    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(column, buttonShow);
    OH_ArkUI_NodeContent_AddNode(handle, column);
    }
  2. 创建一个设置了NODE_ROTATE_TRANSITION, NODE_SCALE_TRANSITION, NODE_TRANSLATE_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;
    }
  3. 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);
    }
    }

使用关键帧动画

keyframeAnimateTo接口来指定若干个关键帧状态,实现分段的动画。同属性动画,布局类改变宽高的动画,内容都是直接到终点状态。

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>();
// 该函数为封装功能为在text组件中打印Animateto中参数值,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

帧动画具有逐帧回调的特性,便于开发者在每一帧中调整所需属性。通过提供onFrame逐帧回调,帧动画允许开发者在应用的每一帧设置属性值,从而实现组件属性值变化的自然过渡,营造出流畅的动画效果。帧动画接口可参考createAnimator

与属性动画相比,帧动画能让开发者实时感知动画进程,即时调整UI值,并具备事件即时响应和可暂停的优势,但在性能方面略逊于属性动画。当属性动画能满足需求时,建议优先采用属性动画接口实现。animateTo接口的使用可参考使用属性动画

该示例主要演示如何通过createAnimator来设置帧动画,完整的示例工程请参考AnimationNDK

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_120); // NUM_120 = 120
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;
}