基于Canvas实现抽奖转盘
本文介绍了一个基于ArkUI框架实现的抽奖圆形转盘案例,主要功能包括:1. 使用Canvas组件绘制抽奖转盘界面,包含外圆盘、花瓣装饰、内扇形抽奖区域和奖品图文展示;2. 通过显式动画实现转盘旋转效果;3. 使用自定义弹窗显示抽奖结果。案例采用MVVM架构,包含绘制逻辑类、数据模型和UI组件,实现了完整的抽奖交互流程,展示了ArkUI的Canvas绘制、动画和自定义弹窗等核心功能。
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本案例基于画布组件、显式动画,实现的一个自定义抽奖圆形转盘。包含如下功能:
- 通过画布组件Canvas,画出抽奖圆形转盘。
- 通过显式动画启动抽奖功能。
- 通过自定义弹窗弹出抽中的奖品。
一、案例效果截图
案例运行效果如图11-28所示。


图11-27 案例效果截图
二、案例运用到的知识点
- 核心知识点
- Stack组件:堆叠容器,子组件按照顺序依次入栈,后一个子组件覆盖前一个子组件。
- Canvas:画布组件,用于自定义绘制图形。
- CanvasRenderingContext2D对象:使用RenderingContext在Canvas组件上进行绘制,绘制对象可以是矩形、文本、图片等。
- 显式动画: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。
- 自定义弹窗:通过CustomDialogController类显示自定义弹窗。
- 获取屏幕的宽高:通过window.getLastWindow获取屏幕的宽高。
- 其他知识点
- ArkTS 语言基础
- V2版状态管理:@ComponentV2/@Local/@Prop
- 自定义组件和组件生命周期
- 内置组件:Image/Column/Text
- 日志管理类的编写
- 常量与资源分类的访问
- MVVM模式
三、代码结构
├──entry/src/main/ets // 代码区
│ ├──common
│ │ ├──constants
│ │ │ ├──ColorConstants.ets // 颜色常量类
│ │ │ ├──CommonConstants.ets // 公共常量类
│ │ │ └──StyleConstants.ets // 样式常量类
│ │ └──utils
│ │ ├──CheckEmptyUtils.ets // 数据判空工具类
│ │ └──Logger.ets // 日志打印类
│ ├──entryability
│ │ └──EntryAbility.ts // 程序入口类
│ ├──pages
│ │ └──CanvasPage.ets // 主界面
│ ├──view
│ │ └──PrizeDialog.ets // 中奖信息弹窗类
│ └──viewmodel
│ ├──DrawModel.ets // 画布相关方法类
│ ├──FillArcData.ets // 绘制圆弧数据实体类
│ └──PrizeData.ets // 中奖信息实体类
└──entry/src/main/resources // 资源文件目录
四、公共文件与资源
本案例涉及到的常量类和工具类代码如下:
- 通用常量类
- entry/src/main/ets/common/utils/CommonConstants.ets
- 样式常量类
- entry/src/main/ets/common/utils/StyleConstants.ets
- 颜色常量类
- entry/src/main/ets/common/utils/ColorConstants.ets
- 用于检查数据是否为空的工具类
- entry/src/main/ets/common/utils/CheckEmptyUtils.ets
- 日志类
- entry/src/main/ets/common/utils/Logger.ets
本案例涉及到的资源文件如下:
- string.json
- entry/src/main/resources/base/element/string.json
- float.json
- entry/src/main/resources/base/element/float.json
- color.json
- entry/src/main/resources/base/element/color.json
其他资源请到源码中获取。
五、绘制主界面
实现主界面的页面构建,并通过Canvas绘制静态抽奖转盘。
- 页面构建
// main/ets/pages/Index.ets
import { window } from '@kit.ArkUI'
import Logger from '../common/utils/Logger'
import DrawModel from '../viewmodel/DrawModel'
import StyleConstants from '../common/constants/StyleConstants'
import CommonConstants from '../common/constants/CommonConstants'
let context = getContext(this)
@Entry
@ComponentV2
struct CanvasPage {
private settings: RenderingContextSettings =
new RenderingContextSettings(true)
private canvasContext: CanvasRenderingContext2D =
new CanvasRenderingContext2D(this.settings)
@Local screenWidth: number = 0
@Local screenHeight: number = 0
@Local rotateDegree: number = 0
@Local drawModel: DrawModel = new DrawModel()
aboutToAppear() {
window.getLastWindow(context)
.then((windowClass: window.Window) => {
windowClass.setWindowLayoutFullScreen(true)
let windowProperties = windowClass.getWindowProperties()
this.screenWidth = px2vp(windowProperties.windowRect.width)
this.screenHeight = px2vp(windowProperties.windowRect.height)
})
.catch((error: Error) => {
Logger.error('Error: ' + JSON.stringify(error))
})
}
build() {
Stack({ alignContent: Alignment.Center }) {
Canvas(this.canvasContext)
.width(StyleConstants.FULL_PERCENT)
.height(StyleConstants.FULL_PERCENT)
.onReady(() => {
this.drawModel.draw(
this.canvasContext,
this.screenWidth, this.screenHeight
)
})
.rotate({
x: 0,
y: 0,
z: 1,
angle: this.rotateDegree,
centerX: this.screenWidth / CommonConstants.TWO,
centerY: this.screenHeight / CommonConstants.TWO
})
Image($r('app.media.ic_center'))
.width(StyleConstants.CENTER_IMAGE_WIDTH)
.height(StyleConstants.CENTER_IMAGE_HEIGHT)
}
.width(StyleConstants.FULL_PERCENT)
.height(StyleConstants.FULL_PERCENT)
.backgroundImage($r('app.media.ic_background'), ImageRepeat.NoRepeat)
.backgroundImageSize({
width: StyleConstants.FULL_PERCENT,
height: StyleConstants.BACKGROUND_IMAGE_SIZE
})
}
}
关键代码说明:
- 在绘制抽奖圆形转盘前,首先需要在CanvasPage.ets的aboutToAppear方法中获取屏幕的宽高。
- 在CanvasPage.ets布局界面中添加Canvas组件,在onReady方法中进行绘制。
- 在DrawModel.ets中,通过draw方法逐步进行自定义圆形抽奖转盘的绘制。
- 绘制类(ViewModel)
通过DrawModel类的draw方法实现绘制外部圆盘和内部扇形抽奖区域。
// main/ets/viewmodel/DrawModel.ets
import ColorConstants from '../common/constants/ColorConstants'
import CommonConstants from '../common/constants/CommonConstants'
import StyleConstants from '../common/constants/StyleConstants'
import CheckEmptyUtils from '../common/utils/CheckEmptyUtils'
import Logger from '../common/utils/Logger'
import FillArcData from '../model/FillArcData'
// 画抽奖圆形转盘
export default class DrawModel {
private startAngle: number = 0
private avgAngle: number = CommonConstants.CIRCLE / CommonConstants.COUNT
private screenWidth: number = 0
private canvasContext?: CanvasRenderingContext2D
draw(
canvasContext: CanvasRenderingContext2D,
screenWidth: number,
screenHeight: number
) {
if (CheckEmptyUtils.isEmptyObj(canvasContext)) {
Logger.error('[DrawModel][draw] canvasContext is empty.')
return
}
this.canvasContext = canvasContext
this.screenWidth = screenWidth
this.canvasContext.clearRect(0, 0, this.screenWidth, screenHeight)
// 将画布沿X和Y轴平移指定距离
this.canvasContext.translate(this.screenWidth / CommonConstants.TWO,
screenHeight / CommonConstants.TWO)
// 涂绘的外盘花瓣
this.drawFlower()
// 画外圆盘和小圆
this.drawOutCircle()
// 绘制内圆盘
this.drawInnerCircle()
// 绘制内部扇形抽奖区域
this.drawInnerArc()
// 在内部扇形区域绘制文本
this.drawArcText()
// 在内部扇形区域绘制与奖品对应的图片
this.drawImage()
this.canvasContext.translate(-this.screenWidth / CommonConstants.TWO,
-screenHeight / CommonConstants.TWO)
}
// 画弧线方法
fillArc(fillArcData: FillArcData, fillColor: string) {
if (CheckEmptyUtils.isEmptyObj(fillArcData) ||
CheckEmptyUtils.isEmptyStr(fillColor)
) {
Logger.error('[DrawModel][fillArc] fillArcData or fillColor is empty.')
return
}
if (this.canvasContext !== undefined) {
this.canvasContext.beginPath()
this.canvasContext.fillStyle = fillColor
this.canvasContext.arc(fillArcData.x, fillArcData.y, fillArcData.radius,
fillArcData.startAngle, fillArcData.endAngle)
this.canvasContext.fill()
}
}
// 画外部圆盘的花瓣
drawFlower() {
let beginAngle = this.startAngle + this.avgAngle
const pointY = this.screenWidth * CommonConstants.FLOWER_POINT_Y_RATIOS
const radius = this.screenWidth * CommonConstants.FLOWER_RADIUS_RATIOS
const innerRadius = this.screenWidth * CommonConstants.FLOWER_INNER_RATIOS
for (let i = 0; i < CommonConstants.COUNT; i++) {
this.canvasContext?.save()
this.canvasContext?.rotate(
beginAngle * Math.PI / CommonConstants.HALF_CIRCLE
)
this.fillArc(
new FillArcData(0, -pointY, radius, 0, Math.PI * CommonConstants.TWO),
ColorConstants.FLOWER_OUT_COLOR
)
this.fillArc(
new FillArcData(
0, -pointY, innerRadius, 0, Math.PI * CommonConstants.TWO
),
ColorConstants.FLOWER_INNER_COLOR
)
beginAngle += this.avgAngle
this.canvasContext?.restore()
}
}
drawOutCircle() {
// 绘制外盘
this.fillArc(
new FillArcData(0, 0,
this.screenWidth * CommonConstants.OUT_CIRCLE_RATIOS, 0,
Math.PI * CommonConstants.TWO
),
ColorConstants.OUT_CIRCLE_COLOR
)
let beginAngle = this.startAngle
// 绘制小圆圈
for (let i = 0; i < CommonConstants.SMALL_CIRCLE_COUNT; i++) {
this.canvasContext?.save()
this.canvasContext?.rotate(
beginAngle * Math.PI / CommonConstants.HALF_CIRCLE
)
this.fillArc(
new FillArcData(
this.screenWidth * CommonConstants.SMALL_CIRCLE_RATIOS, 0,
CommonConstants.SMALL_CIRCLE_RADIUS, 0, Math.PI * CommonConstants.TWO
),
ColorConstants.WHITE_COLOR
)
beginAngle = beginAngle
+ CommonConstants.CIRCLE / CommonConstants.SMALL_CIRCLE_COUNT
this.canvasContext?.restore()
}
}
// 绘制内盘
drawInnerCircle() {
this.fillArc(
new FillArcData(0, 0,
this.screenWidth * CommonConstants.INNER_CIRCLE_RATIOS, 0,
Math.PI * CommonConstants.TWO
),
ColorConstants.INNER_CIRCLE_COLOR
)
this.fillArc(
new FillArcData(0, 0,
this.screenWidth * CommonConstants.INNER_WHITE_CIRCLE_RATIOS, 0,
Math.PI * CommonConstants.TWO
),
ColorConstants.WHITE_COLOR
)
}
// 绘制内部扇形抽奖区域
drawInnerArc() {
let colors = [
ColorConstants.ARC_PINK_COLOR, ColorConstants.ARC_YELLOW_COLOR,
ColorConstants.ARC_GREEN_COLOR, ColorConstants.ARC_PINK_COLOR,
ColorConstants.ARC_YELLOW_COLOR, ColorConstants.ARC_GREEN_COLOR
]
let radius = this.screenWidth * CommonConstants.INNER_ARC_RATIOS
for (let i = 0; i < CommonConstants.COUNT; i++) {
this.fillArc(
new FillArcData(0, 0, radius,
this.startAngle * Math.PI / CommonConstants.HALF_CIRCLE,
(this.startAngle + this.avgAngle)
* Math.PI / CommonConstants.HALF_CIRCLE
),
colors[i]
)
this.canvasContext?.lineTo(0, 0)
this.canvasContext?.fill()
this.startAngle += this.avgAngle
}
}
// 画内部扇形区域文字
drawArcText() {
if (this.canvasContext !== undefined) {
this.canvasContext.textAlign = CommonConstants.TEXT_ALIGN
this.canvasContext.textBaseline = CommonConstants.TEXT_BASE_LINE
this.canvasContext.fillStyle = ColorConstants.TEXT_COLOR
this.canvasContext.font =
StyleConstants.ARC_TEXT_SIZE + CommonConstants.CANVAS_FONT
}
// 需要绘制的文本数组集合
let textArrays = [
$r('app.string.text_smile'),
$r('app.string.text_hamburger'),
$r('app.string.text_cake'),
$r('app.string.text_smile'),
$r('app.string.text_beer'),
$r('app.string.text_watermelon')
]
let arcTextStartAngle = CommonConstants.ARC_START_ANGLE
let arcTextEndAngle = CommonConstants.ARC_END_ANGLE
for (let i = 0; i < CommonConstants.COUNT; i++) {
this.drawCircularText(this.getResourceString(
textArrays[i]),
(this.startAngle + arcTextStartAngle)
* Math.PI / CommonConstants.HALF_CIRCLE,
(this.startAngle + arcTextEndAngle)
* Math.PI / CommonConstants.HALF_CIRCLE)
this.startAngle += this.avgAngle
}
}
getResourceString(resource: Resource): string {
if (CheckEmptyUtils.isEmptyObj(resource)) {
Logger.error('[getResourceString] resource is empty.')
return ''
}
let resourceString: string = ''
try {
resourceString =
getContext(this).resourceManager.getStringSync(resource.id)
} catch (error) {
Logger.error(`[getResourceString] error : ${JSON.stringify(error)}.`)
}
return resourceString
}
// 绘制圆弧文本
drawCircularText(textString: string, startAngle: number, endAngle: number) {
if (CheckEmptyUtils.isEmptyStr(textString)) {
Logger.error('[drawCircularText] textString is empty.')
return
}
class CircleText {
x: number = 0
y: number = 0
radius: number = 0
}
let circleText: CircleText = {
x: 0,
y: 0,
radius: this.screenWidth * CommonConstants.INNER_ARC_RATIOS
}
// 圆的半径
let radius = circleText.radius - circleText.radius / CommonConstants.COUNT
// 每个字母所占的弧度
let angleDecrement = (startAngle - endAngle) / (textString.length - 1)
let angle = startAngle
let index = 0
let character: string
while (index < textString.length) {
character = textString.charAt(index)
this.canvasContext?.save()
this.canvasContext?.beginPath()
this.canvasContext?.translate(circleText.x + Math.cos(angle) * radius,
circleText.y - Math.sin(angle) * radius)
this.canvasContext?.rotate(Math.PI / CommonConstants.TWO - angle)
this.canvasContext?.fillText(character, 0, 0)
angle -= angleDecrement
index++
this.canvasContext?.restore()
}
}
// 画内部扇形区域文字对应的图片
drawImage() {
let beginAngle = this.startAngle
let imageSrc: string[] = [
CommonConstants.WATERMELON_IMAGE_URL, CommonConstants.BEER_IMAGE_URL,
CommonConstants.SMILE_IMAGE_URL, CommonConstants.CAKE_IMAGE_URL,
CommonConstants.HAMBURG_IMAGE_URL, CommonConstants.SMILE_IMAGE_URL
]
for (let i = 0; i < CommonConstants.COUNT; i++) {
let image = new ImageBitmap(imageSrc[i])
this.canvasContext?.save()
this.canvasContext?.rotate(
beginAngle * Math.PI / CommonConstants.HALF_CIRCLE
)
this.canvasContext?.drawImage(image,
this.screenWidth * CommonConstants.IMAGE_DX_RATIOS,
this.screenWidth * CommonConstants.IMAGE_DY_RATIOS,
CommonConstants.IMAGE_SIZE,
CommonConstants.IMAGE_SIZE
)
beginAngle += this.avgAngle
this.canvasContext?.restore()
}
}
}
关键代码说明:
- 画外部圆盘的花瓣:通过调用rotate()方法,将画布旋转指定角度。再通过调用save()和restore()方法,使画布保存最新的绘制状态。根据想要绘制的花瓣个数,改变旋转角度,循环画出花瓣效果。
- 画外部圆盘、圆盘边上的小圈圈:在指定的X、Y(0, 0)坐标处,画一个半径为this.screenWidth * CommonConstants.OUT_CIRCLE_RATIOS的圆形。接下来通过一个for循环,且角度每次递增CommonConstants.CIRCLE / CommonConstants.SMALL_CIRCLE_COUNT,来绘制圆环上的小圈圈。
- 画内部圆盘、内部扇形抽奖区域:使用fillArc方法绘制内部圆盘。通过一个for循环,角度每次递增this.avgAngle。然后不断更改弧线的起始弧度this.startAngle * Math.PI / CommonConstants.HALF_CIRCLE和弧线的终止弧度(this.startAngle + this.avgAngle) * Math.PI / CommonConstants.HALF_CIRCLE。最后用fill()方法对路径进行填充。
- 画内部抽奖区域文字:用for循环,通过drawCircularText()方法绘制每组文字。drawCircularText()方法接收三个参数,分别是字符串,起始弧度和终止弧度。绘制文本前需要设置每个字母占的弧度angleDecrement,然后设置水平和垂直的偏移量。垂直偏移量circleText.y - Math.sin(angle) * radius就是朝着圆心移动的距离;水平偏移circleText.x + Math.cos(angle) * radius,是为了让文字在当前弧范围文字居中。最后使用fillText方法绘制文本。
- 画内部抽奖区域文字对应图片:使用drawImage方法绘制抽奖区域文字对应图片,该方法接收该方法接收五个参数,分别是图片资源、绘制区域左上角的X和Y轴坐标、绘制区域的宽度和高度。
- 数据模型类(Model)
通过FillArcData类定义圆盘的数据模型。
// main/ets/model/FillArcData.ets
export default class FillArcData {
x: number
y: number
radius: number
startAngle: number
endAngle: number
constructor(x: number, y: number, radius: number, startAngle: number, endAngle: number) {
this.x = x
this.y = y
this.radius = radius
this.startAngle = startAngle
this.endAngle = endAngle
}
}
六、点击“开始”抽奖
实现抽奖功能。
- 在主界面代码里给“开始”按钮绑定单击事件,实现旋转轮盘抽奖效果。
// main/ets/pages/Index.ets
// ...
@Entry
@ComponentV2
struct CanvasPage {
// ...
build() {
Stack({ alignContent: Alignment.Center }) {
// ...
Image($r('app.media.ic_center'))
// ...
.enabled(this.enableFlag)
.onClick(() => {
this.enableFlag = !this.enableFlag
this.startAnimator()
})
}
//...
}
startAnimator() {
let randomAngle = Math.round(Math.random() * CommonConstants.CIRCLE)
animateTo({
duration: CommonConstants.DURATION,
curve: Curve.Ease,
delay: 0,
iterations: 1,
playMode: PlayMode.Normal,
onFinish: () => {
this.rotateDegree = CommonConstants.ANGLE - randomAngle
}
}, () => {
this.rotateDegree = CommonConstants.CIRCLE * CommonConstants.FIVE +
CommonConstants.ANGLE - randomAngle
})
}
}
关键代码说明:
- 给“开始”图片按钮添加单击事件,单击后使按钮不可点击,并启动抽奖动画。
- 应用animateTo定义显示过渡动效。
- 在绘制类里添加获取和现实获奖结果信息。
// main/ets/viewmodel/DrawModel.ets
//...
import PrizeData from '../model/PrizeData'
import { EnumeratedValue } from '../common/constants/CommonConstants'
// 画抽奖圆形转盘
export default class DrawModel {
// ...
private avgAngle: number = CommonConstants.CIRCLE / CommonConstants.COUNT
//...
//...
showPrizeData(randomAngle: number): PrizeData {
for (let i = 1; i <= CommonConstants.COUNT; i++) {
if (randomAngle <= i * this.avgAngle) {
return this.getPrizeData(i)
}
}
return new PrizeData()
}
getPrizeData(scopeNum: number): PrizeData {
let prizeData: PrizeData = new PrizeData()
switch (scopeNum) {
case EnumeratedValue.ONE:
prizeData.message = $r('app.string.prize_text_watermelon')
prizeData.imageSrc = CommonConstants.WATERMELON_IMAGE_URL
break
case EnumeratedValue.TWO:
prizeData.message = $r('app.string.prize_text_beer')
prizeData.imageSrc = CommonConstants.BEER_IMAGE_URL
break
case EnumeratedValue.THREE:
prizeData.message = $r('app.string.prize_text_smile')
prizeData.imageSrc = CommonConstants.SMILE_IMAGE_URL
break
case EnumeratedValue.FOUR:
prizeData.message = $r('app.string.prize_text_cake')
prizeData.imageSrc = CommonConstants.CAKE_IMAGE_URL
break
case EnumeratedValue.FIVE:
prizeData.message = $r('app.string.prize_text_hamburger')
prizeData.imageSrc = CommonConstants.HAMBURG_IMAGE_URL
break
case EnumeratedValue.SIX:
prizeData.message = $r('app.string.prize_text_smile')
prizeData.imageSrc = CommonConstants.SMILE_IMAGE_URL
break
default:
break
}
return prizeData
}
}
关键代码说明:
- 定义avgAngle变量,计算转盘每个奖品的平均角度。
- showPrizeData方法,根据随机角度计算中奖结果,并返回对应的奖品数据。
- getPrizeData方法,根据中奖编号获取对应的奖品信息。
- 定义获奖结果数据模型
// main/ets/model/PrizeData.ets
export default class PrizeData {
message?: Resource
imageSrc?: string
}
七、显示抽奖结果
通过自定义弹窗显示抽奖的结果。
- 在主界面页面中添加自定义弹窗,并在抽奖动画停止后打开弹窗。
// main/ets/pages/Index.ets
//...
import { ComponentContent } from '@kit.ArkUI'
import { PromptActionClass } from '../common/dialog/PromptActionClass'
import DialogData from '../model/DialogData'
import buildPrizeDialog from '../view/PrizeDialog'
@Entry
@ComponentV2
struct CanvasPage {
//...
@Local enableFlag: boolean = true
@Local prizeData: PrizeData = new PrizeData()
@Local enableFlag: boolean = true
@Local prizeData: PrizeData = new PrizeData()
private ctx: UIContext = this.getUIContext()
private contentNode: ComponentContent<Object> =
new ComponentContent(
this.ctx,
wrapBuilder(buildPrizeDialog),
new DialogData(this.prizeData, () => {})
)
aboutToAppear() {
//...
PromptActionClass.setContext(this.ctx)
PromptActionClass.setContentNode(this.contentNode)
PromptActionClass.setOptions({ alignment: DialogAlignment.Center})
}
//...
startAnimator() {
//...
// 获取奖品信息
this.prizeData = this.drawModel.showPrizeData(randomAngle)
animateTo({
//...
onFinish: () => {
// ...
// 显示奖品信息弹出窗口
PromptActionClass.openDialog()
// 更新弹窗数据
this.contentNode.update(
new DialogData(
this.prizeData,
// 点击弹窗"确定"时,执行此函数,才可再次抽奖
() => this.enableFlag = !this.enableFlag
)
)
}
}, () => {
//...
})
}
}
关键代码说明:
- this.contentNode.update更新弹出框中自定义组件的内容
- 由于不允许在@Builder装饰的函数内部修改参数值,本例采用传递函数作为参数的方式,从而实现在组件作用域里修改enableFlag的状态。
- 显示获奖结果弹窗的全局Builder
// main/ets/view/PrizeDialog.ets
import StyleConstants from '../common/constants/StyleConstants'
import CommonConstants from '../common/constants/CommonConstants'
import { PromptActionClass } from '../common/dialog/PromptActionClass'
import DialogData from '../model/DialogData'
@Builder
export default function buildPrizeDialog(params: DialogData) {
Column() {
Image(params.prizeData?.imageSrc !== undefined ? params.prizeData.imageSrc : '')
.width($r('app.float.dialog_image_size'))
.height($r('app.float.dialog_image_size'))
.margin({
top: $r('app.float.dialog_image_top'),
bottom: $r('app.float.dialog_image_bottom')
})
.rotate({
x: 0,
y: 0,
z: 1,
angle: CommonConstants.TRANSFORM_ANGLE
})
Text(params.prizeData?.message)
.fontSize($r('app.float.dialog_font_size'))
.textAlign(TextAlign.Center)
.margin({ bottom: $r('app.float.dialog_message_bottom') })
Text($r('app.string.text_confirm'))
.fontColor($r('app.color.text_font_color'))
.fontWeight(StyleConstants.FONT_WEIGHT)
.fontSize($r('app.float.dialog_font_size'))
.textAlign(TextAlign.Center)
.onClick(() => {
PromptActionClass.closeDialog()
params.changeEnableFlag()
})
}
.backgroundColor($r('app.color.dialog_background'))
.width(StyleConstants.NINETY_PERCENT)
.borderRadius(StyleConstants.DIALOG_BORDER_RADIUS)
.height($r('app.float.dialog_height'))
}
关键代码说明:
- PromptActionClass.closeDialog(),关闭弹窗。
- params.changeEnableFlag(),执行父组件传递过来的函数,激活“开始”按钮。
- 定义对话框数据模型
// main/ets/model/DialogData.ets
import PrizeData from "./PrizeData"
export default class DialogData {
prizeData: PrizeData
changeEnableFlag: () => void
constructor(prizeData: PrizeData, changeEnableFlag: () => void) {
this.prizeData = prizeData
this.changeEnableFlag = changeEnableFlag
}
}
- 不依赖UI组件的全局自定义弹出框公共类
// main/ets/common/dialog/PromptActionClass.ets
import { BusinessError } from '@kit.BasicServicesKit'
import { ComponentContent, promptAction } from '@kit.ArkUI'
import { UIContext } from '@ohos.arkui.UIContext'
export class PromptActionClass {
static ctx: UIContext
static contentNode: ComponentContent<Object>
static options: promptAction.BaseDialogOptions
static setContext(context: UIContext) {
PromptActionClass.ctx = context
}
static setContentNode(node: ComponentContent<Object>) {
PromptActionClass.contentNode = node
}
static setOptions(options: promptAction.BaseDialogOptions) {
PromptActionClass.options = options
}
static openDialog() {
if (PromptActionClass.contentNode !== null) {
PromptActionClass.ctx.getPromptAction()
.openCustomDialog(
PromptActionClass.contentNode, PromptActionClass.options)
.then(() => {
console.info('OpenCustomDialog complete.')
})
.catch((error: BusinessError) => {
let message = (error as BusinessError).message
let code = (error as BusinessError).code
console.error(`error code:${code}, message is ${message}`)
})
}
}
static closeDialog() {
if (PromptActionClass.contentNode !== null) {
PromptActionClass.ctx.getPromptAction()
.closeCustomDialog(PromptActionClass.contentNode)
.then(() => {
console.info('CloseCustomDialog complete.')
})
.catch((error: BusinessError) => {
let message = (error as BusinessError).message
let code = (error as BusinessError).code
console.error(`error code is ${code}, message is ${message}`)
})
}
}
static updateDialog(options: promptAction.BaseDialogOptions) {
if (PromptActionClass.contentNode !== null) {
PromptActionClass.ctx.getPromptAction()
.updateCustomDialog(PromptActionClass.contentNode, options)
.then(() => {
console.info('UpdateCustomDialog complete.')
})
.catch((error: BusinessError) => {
let message = (error as BusinessError).message
let code = (error as BusinessError).code
console.error(`error code is ${code}, message is ${message}`)
})
}
}
}
代码说明:
此类为自定义弹框的公共类,复制代码直接使用即可。不依赖UI组件的全局自定义弹出框 (openCustomDialog)是推荐实现方法,不再推荐使用@CustomDialog装饰器。
八、视频和代码资源
资源请访问:《HarmonyOS应用开发实战指南(进阶篇)》
需要参加鸿蒙认证的请点击 鸿蒙认证链接
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