300 lines
10 KiB
Vue
300 lines
10 KiB
Vue
<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>
|