arc_progress_widget.dart 13.7 KB
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import 'dart:math';
import 'package:flutter/material.dart';

/// 弧形进度单环配置
class ArcProgressItem {
  /// 进度比例 (0.0 ~ 1.0,支持超过 1.0,<= 0 或 null 表示无数据/未开始)
  final double? ratio;

  /// 高亮进度颜色
  final Color color;

  /// 底轨背景色
  final Color backgroundColor;

  /// 无数据时的底轨背景色 (若为空则使用 [backgroundColor])
  final Color? noDataBackgroundColor;

  const ArcProgressItem({
    required this.ratio,
    required this.color,
    required this.backgroundColor,
    this.noDataBackgroundColor,
  });
}

/// 华为版开口朝下的彩虹弧形多环进度 Widget(支持平滑动画,无中心文字)
class ArcMultiProgressWidget extends StatefulWidget {
  /// 尺寸宽高 (正方形)
  final double size;

  /// 环形线宽 (如果为 null,将根据环数自适应计算)
  final double? strokeWidth;

  /// 环与环之间的间距 (如果为 null,将根据环数自适应计算)
  final double? gap;

  /// 起始角度 (以度为单位,150° 表示从左下方开始)
  final double startAngleDeg;

  /// 总扫过角度 (以度为单位,240° 表示从左下顺时针扫至右下,底部开口 120°)
  final double sweepTotalDeg;

  /// 环项列表 (从最外环到最内环排序)
  final List<ArcProgressItem> items;

  /// 是否开启动画
  final bool animate;

  /// 动画时长
  final Duration duration;

  /// 动画曲线
  final Curve curve;

  /// 超过 1 圈时端头阴影颜色 (默认半透明黑)
  final Color shadowColor;

  /// 阴影模糊半径 (越大越发散,越小越清晰,默认 2.2)
  final double shadowBlur;

  /// 阴影顺时针偏移距离 (像素,默认 0.8)
  final double shadowOffset;

  /// 合环三角形宽度占 size 的比例 (默认 15.27 / 50 ≈ 0.3054)
  final double triangleWidthRatio;

  /// 合环三角形高度占 size 的比例 (默认 8.27 / 50 ≈ 0.1654)
  final double triangleHeightRatio;

  /// 合环三角形向下溢出底部的比例 (占 size 的比例,默认 0.0)
  final double triangleBottomOverflowRatio;

  /// 合环三角形圆角半径占 size 的比例 (默认 1.4 / 50 ≈ 0.028)
  final double triangleCornerRadiusRatio;

  const ArcMultiProgressWidget({
    super.key,
    required this.items,
    this.size = 50,
    this.strokeWidth,
    this.gap,
    this.startAngleDeg = 150,
    this.sweepTotalDeg = 240,
    this.animate = true,
    this.duration = const Duration(milliseconds: 1000),
    this.curve = Curves.easeOutCubic,
    this.shadowColor = const Color.fromARGB(173, 0, 0, 0), // alpha ~ 0.35
    this.shadowBlur = 2.2,
    this.shadowOffset = 0.8,
    this.triangleWidthRatio = 0.42,
    this.triangleHeightRatio = 0.22,
    this.triangleBottomOverflowRatio = 0.04,
    this.triangleCornerRadiusRatio = 0.02,
  });

  @override
  State<ArcMultiProgressWidget> createState() => _ArcMultiProgressWidgetState();
}

class _ArcMultiProgressWidgetState extends State<ArcMultiProgressWidget>
    with SingleTickerProviderStateMixin {
  late AnimationController _controller;
  late Animation<double> _animation;
  late List<double> _currentProgressAngles;

  List<double> get _targetProgressAngles {
    final totalRad = widget.sweepTotalDeg * pi / 180.0;
    return widget.items.map((item) {
      if (item.ratio == null || item.ratio! <= 0) {
        return 0.0;
      }
      return item.ratio! * totalRad;
    }).toList();
  }

  @override
  void initState() {
    super.initState();
    _currentProgressAngles = List.filled(widget.items.length, 0.0);
    _controller = AnimationController(
      vsync: this,
      duration: widget.duration,
    );

    final targets = _targetProgressAngles;
    _updateAnimation(_currentProgressAngles, targets);
  }

  @override
  void didUpdateWidget(ArcMultiProgressWidget oldWidget) {
    super.didUpdateWidget(oldWidget);
    final oldTargets = oldWidget.items.map((e) => e.ratio ?? 0.0).toList();
    final newTargets = widget.items.map((e) => e.ratio ?? 0.0).toList();
    if (oldTargets.toString() != newTargets.toString()) {
      _updateAnimation(_currentProgressAngles, _targetProgressAngles);
    }
  }

  void _updateAnimation(List<double> fromAngles, List<double> toAngles) {
    if (!widget.animate) {
      setState(() {
        _currentProgressAngles = List.from(toAngles);
      });
      return;
    }

    final startList = List<double>.from(fromAngles);
    while (startList.length < toAngles.length) {
      startList.add(0.0);
    }

    _controller.duration = widget.duration;
    _animation = CurvedAnimation(parent: _controller, curve: widget.curve);

    _controller.addListener(() {
      final t = _animation.value;
      setState(() {
        _currentProgressAngles = List.generate(toAngles.length, (i) {
          final start = i < startList.length ? startList[i] : 0.0;
          final end = toAngles[i];
          return start + (end - start) * t;
        });
      });
    });

    _controller.forward(from: 0);
  }

  @override
  void dispose() {
    _controller.dispose();
    super.dispose();
  }

  @override
  Widget build(BuildContext context) {
    final count = widget.items.length;
    // 自动计算粗细和间距
    final strokeWidth = widget.strokeWidth ?? (count <= 2 ? 4.5 : 3.6);
    final gap = widget.gap ?? (count <= 2 ? 2.5 : 1.8);

    final startAngleRad = widget.startAngleDeg * pi / 180.0;
    final totalSweepRad = widget.sweepTotalDeg * pi / 180.0;

    return SizedBox(
      width: widget.size,
      height: widget.size,
      child: CustomPaint(
        painter: _ArcMultiProgressPainter(
          animatedProgresses: _currentProgressAngles,
          items: widget.items,
          strokeWidth: strokeWidth,
          gap: gap,
          startAngleRad: startAngleRad,
          totalSweepRad: totalSweepRad,
          shadowColor: widget.shadowColor,
          shadowBlur: widget.shadowBlur,
          shadowOffset: widget.shadowOffset,
          triangleWidthRatio: widget.triangleWidthRatio,
          triangleHeightRatio: widget.triangleHeightRatio,
          triangleBottomOverflowRatio: widget.triangleBottomOverflowRatio,
          triangleCornerRadiusRatio: widget.triangleCornerRadiusRatio,
        ),
      ),
    );
  }
}

class _ArcMultiProgressPainter extends CustomPainter {
  final List<double> animatedProgresses;
  final List<ArcProgressItem> items;
  final double strokeWidth;
  final double gap;
  final double startAngleRad;
  final double totalSweepRad;
  final Color shadowColor;
  final double shadowBlur;
  final double shadowOffset;
  final double triangleWidthRatio;
  final double triangleHeightRatio;
  final double triangleBottomOverflowRatio;
  final double triangleCornerRadiusRatio;

  _ArcMultiProgressPainter({
    required this.animatedProgresses,
    required this.items,
    required this.strokeWidth,
    required this.gap,
    required this.startAngleRad,
    required this.totalSweepRad,
    required this.shadowColor,
    required this.shadowBlur,
    required this.shadowOffset,
    required this.triangleWidthRatio,
    required this.triangleHeightRatio,
    required this.triangleBottomOverflowRatio,
    required this.triangleCornerRadiusRatio,
  });

  @override
  void paint(Canvas canvas, Size size) {
    final center = Offset(size.width / 2, size.height / 2);
    final count = items.length;

    for (int i = 0; i < count; i++) {
      final item = items[i];
      final radius = (size.width - strokeWidth) / 2 - i * (strokeWidth + gap);
      if (radius <= 0) continue;

      final rect = Rect.fromCircle(center: center, radius: radius);

      // 1. 绘制底轨 (Track)
      final hasData = item.ratio != null && item.ratio! > 0;
      final bgColor = (!hasData && item.noDataBackgroundColor != null)
          ? item.noDataBackgroundColor!
          : item.backgroundColor;

      final trackPaint = Paint()
        ..color = bgColor
        ..strokeWidth = strokeWidth
        ..style = PaintingStyle.stroke
        ..strokeCap = StrokeCap.round;

      canvas.drawArc(rect, startAngleRad, totalSweepRad, false, trackPaint);

      // 2. 绘制进度 (Progress)
      final sweep = i < animatedProgresses.length ? animatedProgresses[i] : 0.0;
      if (sweep <= 0.001) continue;

      final fullLaps = (sweep / totalSweepRad).floor();
      final remainingSweep = sweep - fullLaps * totalSweepRad;

      final progressPaint = Paint()
        ..color = item.color
        ..strokeWidth = strokeWidth
        ..style = PaintingStyle.stroke
        ..strokeCap = StrokeCap.round;

      // ① 如果至少满一圈,先绘制完整的底层圆弧
      if (fullLaps >= 1) {
        canvas.drawArc(
            rect, startAngleRad, totalSweepRad, false, progressPaint);
      }

      // ② 绘制超出的部分(或第一圈未满的部分)
      if (fullLaps >= 1) {
        if (remainingSweep > 0.01) {
          final currentEndAngle = startAngleRad + remainingSweep;

          // 沿切线前进方向微小偏移
          final tangentOffsetX = -shadowOffset * sin(currentEndAngle);
          final tangentOffsetY = shadowOffset * cos(currentEndAngle);

          final shadowCenter = Offset(
            center.dx + radius * cos(currentEndAngle) + tangentOffsetX,
            center.dy + radius * sin(currentEndAngle) + tangentOffsetY,
          );

          final capCenter = Offset(
            center.dx + radius * cos(currentEndAngle),
            center.dy + radius * sin(currentEndAngle),
          );

          // 构造当前圆环轨道的裁剪区域,严格限制阴影只在环槽内显示,绝不溢出到外圈或内圈
          final trackClipPath = Path()
            ..addOval(Rect.fromCircle(
                center: center, radius: radius + strokeWidth / 2))
            ..addOval(Rect.fromCircle(
                center: center, radius: radius - strokeWidth / 2))
            ..fillType = PathFillType.evenOdd;

          // 绘制被精准裁剪的自然阴影
          canvas.save();
          canvas.clipPath(trackClipPath);
          final shadowPaint = Paint()
            ..color = shadowColor
            ..style = PaintingStyle.fill
            ..maskFilter = MaskFilter.blur(BlurStyle.normal, shadowBlur);
          canvas.drawCircle(shadowCenter, strokeWidth / 2, shadowPaint);
          canvas.restore();

          // 绘制第二层圆弧(带圆角端头,压在阴影上)
          canvas.drawArc(
              rect, startAngleRad, remainingSweep, false, progressPaint);

          // 显式绘制顶层端帽实心圆
          final capFillPaint = Paint()
            ..color = item.color
            ..style = PaintingStyle.fill;
          canvas.drawCircle(capCenter, strokeWidth / 2, capFillPaint);
        }
      } else {
        // 第一圈未满,直接绘制
        canvas.drawArc(rect, startAngleRad, sweep, false, progressPaint);
      }
    }

    // 3. 当所有环都合环(>= 100%)时,在底部中央开口处绘制圆润的合环指示三角形
    final isAllCompleted = items.isNotEmpty &&
        List.generate(items.length, (idx) {
          final sw =
              idx < animatedProgresses.length ? animatedProgresses[idx] : 0.0;
          return sw >= totalSweepRad - 0.01;
        }).every((completed) => completed);

    if (isAllCompleted && count > 0) {
      // 按照 size 的比例计算宽度、高度、溢出与圆角
      final triangleWidth = size.width * triangleWidthRatio;
      final triangleHeight = size.height * triangleHeightRatio;
      final halfWidth = triangleWidth / 2;

      final outerRadius = (size.width - strokeWidth) / 2;
      // 以最外环端点下边缘(合环底部最低点)为 0 基准
      final ringBottomY =
          center.dy + outerRadius * sin(startAngleRad) + strokeWidth / 2;

      final overflow = size.height * triangleBottomOverflowRatio;
      final bottomY = ringBottomY + overflow;
      final topY = bottomY - triangleHeight;

      final topPoint = Offset(center.dx, topY);
      final rightPoint = Offset(center.dx + halfWidth, bottomY);
      final leftPoint = Offset(center.dx - halfWidth, bottomY);

      final cornerRadius =
          size.width * (triangleCornerRadiusRatio ?? (1.4 / 50.0));

      final roundedTrianglePath = _createRoundedTrianglePath(
        top: topPoint,
        right: rightPoint,
        left: leftPoint,
        cornerRadius: cornerRadius,
      );

      final trianglePaint = Paint()
        ..color = items.first.color
        ..style = PaintingStyle.fill;

      canvas.drawPath(roundedTrianglePath, trianglePaint);
    }
  }

  /// 绘制平滑圆角三角形
  Path _createRoundedTrianglePath({
    required Offset top,
    required Offset right,
    required Offset left,
    required double cornerRadius,
  }) {
    final path = Path();
    final points = [top, right, left];
    final n = points.length;

    for (int i = 0; i < n; i++) {
      final p0 = points[(i - 1 + n) % n];
      final p1 = points[i];
      final p2 = points[(i + 1) % n];

      final v1 = Offset(p0.dx - p1.dx, p0.dy - p1.dy);
      final v2 = Offset(p2.dx - p1.dx, p2.dy - p1.dy);

      final d1 = sqrt(v1.dx * v1.dx + v1.dy * v1.dy);
      final d2 = sqrt(v2.dx * v2.dx + v2.dy * v2.dy);

      final u1 = Offset(v1.dx / d1, v1.dy / d1);
      final u2 = Offset(v2.dx / d2, v2.dy / d2);

      final dot = (u1.dx * u2.dx + u1.dy * u2.dy).clamp(-1.0, 1.0);
      final angle = acos(dot);
      final cutDist = cornerRadius / tan(angle / 2);

      final cut1 = Offset(p1.dx + u1.dx * cutDist, p1.dy + u1.dy * cutDist);
      final cut2 = Offset(p1.dx + u2.dx * cutDist, p1.dy + u2.dy * cutDist);

      if (i == 0) {
        path.moveTo(cut1.dx, cut1.dy);
      } else {
        path.lineTo(cut1.dx, cut1.dy);
      }

      path.arcToPoint(
        cut2,
        radius: Radius.circular(cornerRadius),
        clockwise: true,
      );
    }

    path.close();
    return path;
  }

  @override
  bool shouldRepaint(covariant _ArcMultiProgressPainter oldDelegate) {
    return true;
  }
}