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CNCEC_APP/uni_modules/uview-pro/components/u-circle-progress/u-circle-progress.vue
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2026-03-25 14:54:15 +08:00

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<template>
<view
class="u-circle-progress"
:class="customClass"
:style="
$u.toStyle(
{
width: widthPx + 'px',
height: widthPx + 'px',
backgroundColor: bgColor
},
customStyle
)
"
>
<!-- 支付宝小程序不支持canvas-id属性必须用id属性 -->
<!-- #ifdef MP-WEIXIN || MP-TOUTIAO -->
<canvas
class="u-canvas-bg"
type="2d"
:canvas-id="elBgId"
:id="elBgId"
:style="{
width: widthPx + 'px',
height: widthPx + 'px'
}"
></canvas>
<canvas
class="u-canvas"
type="2d"
:canvas-id="elId"
:id="elId"
:style="{
width: widthPx + 'px',
height: widthPx + 'px'
}"
></canvas>
<!-- #endif -->
<!-- #ifndef MP-WEIXIN || MP-TOUTIAO -->
<canvas
class="u-canvas-bg"
:canvas-id="elBgId"
:id="elBgId"
:style="{
width: widthPx + 'px',
height: widthPx + 'px'
}"
></canvas>
<canvas
class="u-canvas"
:canvas-id="elId"
:id="elId"
:style="{
width: widthPx + 'px',
height: widthPx + 'px'
}"
></canvas>
<!-- #endif -->
<slot></slot>
</view>
</template>
<script lang="ts">
export default {
name: 'u-circle-progress',
options: {
addGlobalClass: true,
// #ifndef MP-TOUTIAO
virtualHost: true,
// #endif
styleIsolation: 'shared'
}
};
</script>
<script setup lang="ts">
import { ref, computed, watch, onMounted, getCurrentInstance, onBeforeMount } from 'vue';
import { $u } from '../..';
import { CircleProgressProps } from './types';
// #ifdef MP-WEIXIN || MP-TOUTIAO
import { canvas2d } from '../../libs/util/canvas-2d';
// #endif
/**
* circleProgress 环形进度条
* @description 展示操作或任务的当前进度,比如上传文件,是一个圆形的进度条。注意:此组件的percent值只能动态增加,不能动态减少。
* @tutorial https://uviewpro.cn/zh/components/circleProgress.html
* @property {String Number} percent 圆环进度百分比值,为数值类型,0-100
* @property {String} inactive-color 圆环的底色,默认为灰色(该值无法动态变更)(默认var(--u-divider-color)
* @property {String} active-color 圆环激活部分的颜色(该值无法动态变更)(默认var(--u-type-success)
* @property {String Number} width 整个圆环组件的宽度,高度默认等于宽度值,单位rpx(默认200)
* @property {String Number} border-width 圆环的边框宽度,单位rpx(默认14)
* @property {String Number} duration 整个圆环执行一圈的时间,单位ms(默认呢1500)
* @property {String} type 如设置,active-color值将会失效
* @property {String} bg-color 整个组件背景颜色,默认为白色
* @example <u-circle-progress active-color="var(--u-type-primary)" :percent="80"></u-circle-progress>
*/
const props = defineProps(CircleProgressProps);
let elBgId = $u.guid(); // 非微信端的时候,需用动态的id,否则一个页面多个圆形进度条组件数据会混乱
let elId = $u.guid();
// #ifdef MP-WEIXIN || MP-TOUTIAO
// elBgId = 'uCircleProgressBgId'; // 微信小程序中不能使用$u.guid()形式动态生成id值,否则会报错
// elId = 'uCircleProgressElId';
// #endif
const instance = getCurrentInstance();
const pixelRatio = ref<number>(1); // 像素比
// 存储 MP-WEIXIN 下通过 selectorQuery 获取到的 canvas node,方便在绘制前清空
const canvasNodeMap = new Map<string, any>();
const widthPx = computed(() =>
typeof uni !== 'undefined' && uni.upx2px ? uni.upx2px(Number(props.width)) : Number(props.width)
);
const borderWidthPx = computed(() =>
typeof uni !== 'undefined' && uni.upx2px ? uni.upx2px(Number(props.borderWidth)) : Number(props.borderWidth)
);
const startAngle = -Math.PI / 2; // canvas画圆的起始角度,默认为3点钟方向,定位到12点钟方向
const progressContext = ref<any>(null); // 活动圆的canvas上下文
const newPercent = ref(props.percent); // 当动态修改进度值的时候,保存进度值的变化前后值,用于比较用
const oldPercent = ref(0); // 当动态修改进度值的时候,保存进度值的变化前后值,用于比较用
/**
* 有type主题时,优先起作用
*/
const circleColor = computed(() => {
if (props.type && ['success', 'error', 'info', 'primary', 'warning'].includes(props.type)) {
return $u.color[props.type as keyof typeof $u.color] as string;
}
return props.activeColor;
});
onBeforeMount(() => {
pixelRatio.value = uni.getSystemInfoSync().pixelRatio;
});
// 监听percent变化,动态绘制进度
watch(
() => props.percent,
(nVal, oVal = 0) => {
let next = nVal > 100 ? 100 : nVal;
let prev = oVal < 0 ? 0 : oVal;
newPercent.value = next;
oldPercent.value = prev;
setTimeout(() => {
// 无论是百分比值增加还是减少,需要操作还是原来的旧的百分比值
// 将此值减少或者新增到新的百分比值
drawCircleByProgress(prev);
}, 50);
}
);
onMounted(() => {
// 赋值,用于加载后第一个画圆使用
newPercent.value = props.percent;
oldPercent.value = 0;
// 在h5端,必须要做一点延时才起作用,this.$nextTick()无效(HX2.4.7)
setTimeout(() => {
drawProgressBg();
drawCircleByProgress(oldPercent.value);
}, 50);
});
/**
* 获取canvas上下文
*/
function getContext(canvasId: any) {
return new Promise<UniApp.CanvasContext>(resolve => {
let ctx = null;
// #ifndef MP-WEIXIN || MP-TOUTIAO
ctx = uni.createCanvasContext(canvasId, instance);
resolve(ctx);
// #endif
// #ifdef MP-WEIXIN || MP-TOUTIAO
uni.createSelectorQuery()
.in(instance?.proxy)
.select(`#${canvasId}`)
.node(res => {
if (res && res.node) {
const canvas = res.node;
ctx = canvas2d(canvas.getContext('2d') as CanvasRenderingContext2D);
canvas.width = widthPx.value * pixelRatio.value;
canvas.height = widthPx.value * pixelRatio.value;
ctx.scale(pixelRatio.value, pixelRatio.value);
// 存储 canvas node,后续绘制时用于清空画布
canvasNodeMap.set(canvasId, canvas);
resolve(ctx);
}
})
.exec();
// #endif
});
}
/**
* 绘制底部灰色圆环
*/
async function drawProgressBg() {
const ctx = await getContext(elBgId);
// #ifdef MP-WEIXIN || MP-TOUTIAO
// 清空背景画布(如果可用)以确保绘制一致性
try {
if (typeof ctx.clearRect === 'function') {
const node = canvasNodeMap.get(elBgId);
const w = node ? node.width : widthPx.value * pixelRatio.value;
const h = node ? node.height : widthPx.value * pixelRatio.value;
ctx.clearRect(0, 0, w, h);
}
} catch (e) {
// ignore
}
// #endif
ctx.setLineWidth(borderWidthPx.value); // 设置圆环宽度
ctx.setStrokeStyle(props.inactiveColor); // 线条颜色
ctx.beginPath(); // 开始描绘路径
const radius = widthPx.value / 2; // 设置一个原点(110,110),半径为100的圆的路径到当前路径
ctx.arc(radius, radius, radius - borderWidthPx.value, 0, 2 * Math.PI, false);
ctx.stroke(); // 对路径进行描绘
ctx.draw();
}
/**
* 绘制进度圆环
* @param progress 当前进度
*/
async function drawCircleByProgress(progress: number) {
// 第一次操作进度环时将上下文保存到了this.data中,直接使用即可
let ctx = progressContext.value;
if (!ctx) {
ctx = await getContext(elId);
progressContext.value = ctx;
}
// #ifdef MP-WEIXIN || MP-TOUTIAO
// 清空进度画布,避免旧的更大进度残留,导致无法降低的视觉错误
try {
if (typeof ctx.clearRect === 'function') {
const node = canvasNodeMap.get(elId);
const w = node ? node.width : widthPx.value * pixelRatio.value;
const h = node ? node.height : widthPx.value * pixelRatio.value;
ctx.clearRect(0, 0, w, h);
}
} catch (e) {
// ignore
}
// #endif
// 表示进度的两端为圆形
ctx.setLineCap('round');
// 设置线条的宽度和颜色
ctx.setLineWidth(borderWidthPx.value);
ctx.setStrokeStyle(circleColor.value);
// 将总过渡时间除以100,得出每修改百分之一进度所需的时间
let time = Math.floor(Number(props.duration) / 100);
// 结束角的计算依据为:将2π分为100份,乘以当前的进度值,得出终止点的弧度值,加起始角,为整个圆从默认的
// 3点钟方向开始画图,转为更好理解的12点钟方向开始作图,这需要起始角和终止角同时加上this.startAngle值
let endAngle = ((2 * Math.PI) / 100) * progress + startAngle;
ctx.beginPath();
// 半径为整个canvas宽度的一半
let radius = widthPx.value / 2;
ctx.arc(radius, radius, radius - borderWidthPx.value, startAngle, endAngle, false);
ctx.stroke();
ctx.draw();
// 如果变更后新值大于旧值,意味着增大了百分比
if (newPercent.value > oldPercent.value) {
// 每次递增百分之一
progress++;
// 如果新增后的值,大于需要设置的值百分比值,停止继续增加
if (progress > newPercent.value) return;
} else {
// 同理于上面
progress--;
if (progress < newPercent.value) return;
}
setTimeout(() => {
// 定时器,每次操作间隔为time值,为了让进度条有动画效果
drawCircleByProgress(progress);
}, time);
}
</script>
<style lang="scss" scoped>
@import '../../libs/css/style.components.scss';
.u-circle-progress {
position: relative;
/* #ifndef APP-NVUE */
display: inline-flex;
/* #endif */
align-items: center;
justify-content: center;
}
.u-canvas-bg {
position: absolute;
}
.u-canvas {
position: absolute;
}
</style>