CNCEC_APP/uni_modules/uview-pro/components/u-circle-progress/u-circle-progress.vue

300 lines
10 KiB
Vue
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

<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>