harmony 鸿蒙使用动画

  • 2025-06-16
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使用动画

使用属性动画

ArkUI开发框架在NDK接口主要提供属性动画,实现组件出现/消失转场。同时,可以通过Node-API桥接ArkTS侧帧动画能力,实现Native侧的动画效果。

说明:

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。同属性动画,布局类改变宽高的动画,内容都是直接到终点状态。

  1. 在.ets文件中获取UIContext,把this.getUIContext()当做参数输出到Native方法中。

    // createNativeNode是Native侧暴露的方法
    nativeNode.createNativeNode("xcomponentId", this.getUIContext());
    
  2. 解析UIContext转换C中的context对象。

    // 获取ets测传入的context
    ArkUI_ContextHandle context = nullptr;
    // 通过code 判断是否获取成功
    auto code = OH_ArkUI_GetContextFromNapiValue(env, args[1], &context);
    
  3. 获取ArkUI_NativeAnimateAPI_1 对象。

    // 获取ArkUI_NativeAnimateAPI接口
    ArkUI_NativeAnimateAPI_1 *animateApi = nullptr;
    OH_ArkUI_GetModuleInterface(ARKUI_NATIVE_ANIMATE, ArkUI_NativeAnimateAPI_1, animateApi);
    
  4. 设置 ArkUI_AnimateOption参数,通过提供的C方法设置对应的参数。

    ArkUI_AnimateOption *option = OH_ArkUI_AnimateOption_Create();
    OH_ArkUI_AnimateOption_SetDuration(option, 2000);
    OH_ArkUI_AnimateOption_SetTempo(option, 1.1);
    OH_ArkUI_AnimateOption_SetCurve(option, ARKUI_CURVE_EASE);
    OH_ArkUI_AnimateOption_SetDelay(option, 20);
    OH_ArkUI_AnimateOption_SetIterations(option, 1);
    OH_ArkUI_AnimateOption_SetPlayMode(option, ARKUI_ANIMATION_PLAY_MODE_REVERSE);
    ArkUI_ExpectedFrameRateRange *range = new ArkUI_ExpectedFrameRateRange;
    range->min = 10;
    range->max = 120;
    range->expected = 60;
    OH_ArkUI_AnimateOption_SetExpectedFrameRateRange(option, range);
    
  5. 设置回调参数。

    // 用户自定义参数
    struct UserData{
       int32_t data;
    };
    UserData *onFinishUser = new UserData;
    onFinishUser->data= 101;
    // 设置完成的回调
    ArkUI_AnimateCompleteCallback *completeCallback = new ArkUI_AnimateCompleteCallback;
    completeCallback->userData = onFinishUser;
    completeCallback->type = ARKUI_FINISH_CALLBACK_REMOVED;
    completeCallback->callback = [](void *userData) {
       OH_LOG_Print(LOG_APP, LOG_INFO, LOG_PRINT_DOMAIN, "Manager", "CreateNativeNode  onFinishCallback %{public}d",
                    reinterpret_cast<AA *>(userData)->a);
    };
    // 用户自定义参数
    UserData *eventUser = new UserData ;
    eventUser->data= 201;
    static bool isback = true;
    ArkUI_ContextCallback *update = new ArkUI_ContextCallback;
    update->userData = eventUser;
    update->callback = [](void *user) {
       OH_LOG_Print(LOG_APP, LOG_INFO, LOG_PRINT_DOMAIN, "Manager", "CreateNativeNode  animateTo %{public}d",
                    reinterpret_cast<UserData*>(user)->data);
       // 对应的属性变化 width height
       if (isback) {
           ArkUI_NumberValue custom_widthValue[] = {200};
           ArkUI_AttributeItem custom_widthItem = {custom_widthValue, 1};
           ArkUI_NumberValue custom_heightValue1[] = {80};
           ArkUI_AttributeItem custom_heightItem1 = {custom_heightValue1, 1};
           nodeAPI->setAttribute(textInput, NODE_WIDTH, &custom_widthItem);
           nodeAPI->setAttribute(textInput, NODE_HEIGHT, &custom_heightItem1);
       } else {
           ArkUI_NumberValue custom_widthValue[] = {100};
           ArkUI_AttributeItem custom_widthItem = {custom_widthValue, 1};
           ArkUI_NumberValue custom_heightValue1[] = {40};
           ArkUI_AttributeItem custom_heightItem1 = {custom_heightValue1, 1};
           nodeAPI->setAttribute(textInput, NODE_WIDTH, &custom_widthItem);
           nodeAPI->setAttribute(textInput, NODE_HEIGHT, &custom_heightItem1);
       }
    };
    // 执行对应的动画
    animateApi->animateTo(context, option, update, completeCallback);
    

GIF

组件出现/消失转场

组件内转场通过NODE_XX_TRANSITION属性(XX包括:OPACITY、TRANSLATE、SCALE、ROTATE、MOVE)配置转场参数,在组件插入和删除时显示过渡动效(通过NODE_TRANSFORM_CENTER属性设置NODE_SCALE_TRANSITION和NODE_ROTATE_ROTATE动效的中心点坐标)。主要用于容器组件中子组件插入和删除时,提升用户体验。

  1. 创建可交互界面,界面中包含Button,点击可以控制转场节点的添加和移除。其中 ArkUI_NodeContentHandle 类型节点的获取与使用可参考接入ArkTS页面。 “` constexpr int32_t BUTTON_CLICK_ID = 1; bool flag = false; ArkUI_NodeHandle parrentNode; ArkUI_NodeHandle childNode; ArkUI_NodeHandle buttonNode;

void mainViewMethod(ArkUI_NodeContentHandle handle) { ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast( OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, “ArkUI_NativeNodeAPI_1”)); ArkUI_NodeHandle column = nodeAPI->createNode(ARKUI_NODE_COLUMN); ArkUI_NumberValue widthValue[] = {{.f32 = 500}}; ArkUI_AttributeItem widthItem = {.value = widthValue, .size = sizeof(widthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(column, NODE_WIDTH, &widthItem); ArkUI_NumberValue heightValue[] = {{.f32 = 500}}; ArkUI_AttributeItem heightItem = {.value = heightValue, .size = sizeof(heightValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(column, NODE_HEIGHT, &heightItem); ArkUI_NodeHandle buttonShow = nodeAPI->createNode(ARKUI_NODE_BUTTON); ArkUI_NumberValue buttonWidthValue[] = {{.f32 = 200}}; ArkUI_AttributeItem buttonWidthItem = {.value = buttonWidthValue, .size = sizeof(buttonWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(buttonShow, NODE_WIDTH, &buttonWidthItem); ArkUI_NumberValue buttonHeightValue[] = {{.f32 = 50}}; ArkUI_AttributeItem buttonHeightItem = {.value = buttonHeightValue, .size = sizeof(buttonHeightValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(buttonShow, NODE_HEIGHT, &buttonHeightItem); ArkUI_AttributeItem labelItem = {.string = “show”}; nodeAPI->setAttribute(buttonShow, NODE_BUTTON_LABEL, &labelItem); ArkUI_NumberValue buttonOpenTypeValue[] = {{.i32 = static_cast(ARKUI_BUTTON_TYPE_NORMAL)}}; ArkUI_AttributeItem buttonOpenTypeItem = {.value = buttonOpenTypeValue, .size = sizeof(buttonOpenTypeValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(buttonShow, NODE_BUTTON_TYPE, &buttonOpenTypeItem); ArkUI_NumberValue buttonShowMarginValue[] = {{.f32 = 20}}; ArkUI_AttributeItem buttonShowMarginItem = {.value = buttonShowMarginValue, .size = sizeof(buttonShowMarginValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(buttonShow, NODE_MARGIN, &buttonShowMarginItem); nodeAPI->registerNodeEvent(buttonShow, NODE_ON_CLICK, BUTTON_CLICK_ID, nullptr); nodeAPI->addNodeEventReceiver(buttonShow, OnButtonShowClicked); parrentNode = column; buttonNode = buttonShow; nodeAPI->addChild(column, buttonShow); OH_ArkUI_NodeContent_AddNode(handle, column); }


2. 创建一个设置了Transition属性的节点,当目标节点上下树时会播放转场动画。

ArkUI_NodeHandle CreateChildNode() { ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast( OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, “ArkUI_NativeNodeAPI_1”)); ArkUI_NodeHandle image = nodeAPI->createNode(ARKUI_NODE_IMAGE); ArkUI_AttributeItem imageSrcItem = {.string = “/pages/common/scenery.jpg”}; nodeAPI->setAttribute(image, NODE_IMAGE_SRC, &imageSrcItem); ArkUI_NumberValue textWidthValue[] = {{.f32 = 300}}; ArkUI_AttributeItem textWidthItem = {.value = textWidthValue, .size = sizeof(textWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_WIDTH, &textWidthItem); ArkUI_NumberValue textHeightValue[] = {{.f32 = 300}}; ArkUI_AttributeItem textHeightItem = {.value = textHeightValue, .size = sizeof(textWidthValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_HEIGHT, &textHeightItem); ArkUI_NumberValue transformCenterValue[] = {0.0f, 0.0f, 0.0f, 0.5f, 0.5f}; ArkUI_AttributeItem transformCenterItem = {.value = transformCenterValue, .size = sizeof(transformCenterValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_TRANSFORM_CENTER, &transformCenterItem); ArkUI_NumberValue rotateAnimationValue[] = {0.0f, 0.0f, 1.0f, 360.0f, 0.0f, {.i32 = 500}, {.i32 = static_cast(ARKUI_CURVE_SHARP)}}; ArkUI_AttributeItem rotateAnimationItem = {.value = rotateAnimationValue, .size = sizeof(rotateAnimationValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_ROTATE_TRANSITION, &rotateAnimationItem); ArkUI_NumberValue scaleAnimationValue[] = { 0.0f, 0.0f, 0.0f, {.i32 = 500}, {.i32 = static_cast(ARKUI_CURVE_SHARP)}}; ArkUI_AttributeItem scaleAnimationItem = {.value = scaleAnimationValue, .size = sizeof(scaleAnimationValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_SCALE_TRANSITION, &scaleAnimationItem); ArkUI_NumberValue translateAnimationValue[] = { 200, 200, 0.0f, {.i32 = 500}, {.i32 = static_cast(ARKUI_CURVE_SHARP)}}; ArkUI_AttributeItem translateAnimationItem = {.value = translateAnimationValue, .size = sizeof(translateAnimationValue) / sizeof(ArkUI_NumberValue)}; nodeAPI->setAttribute(image, NODE_TRANSLATE_TRANSITION, &translateAnimationItem); return image; }


3. 在Button的监听回调里添加转场节点上下树逻辑,以此控制转场节点的入场和出场。

void OnButtonShowClicked(ArkUI_NodeEvent* event) { if (!event) { return; } if (!childNode) { childNode = CreateChildNode(); } ArkUI_NativeNodeAPI_1 *nodeAPI = reinterpret_cast( OH_ArkUI_QueryModuleInterfaceByName(ARKUI_NATIVE_NODE, “ArkUI_NativeNodeAPI_1”)); if (flag) { flag = false; ArkUI_AttributeItem labelItem = {.string = “show”}; nodeAPI->setAttribute(buttonNode, NODE_BUTTON_LABEL, &labelItem); nodeAPI->removeChild(parrentNode, childNode); } else { flag = true; ArkUI_AttributeItem labelItem = {.string = “hide”}; nodeAPI->setAttribute(buttonNode, NODE_BUTTON_LABEL, &labelItem); nodeAPI->addChild(parrentNode, childNode); } }


   ![zh-cn_image_0000001903284256](figures/zh-cn_image_0000001903284256.gif)



## 使用关键帧动画

[keyframeAnimateTo](../reference/apis-arkui/_ark_u_i___native_animate_a_p_i__1.md#keyframeanimateto)接口来指定若干个关键帧状态,实现分段的动画。同属性动画,布局类改变宽高的动画,内容都是直接到终点状态。

该示例主要演示如何通过[keyframeAnimateTo](../reference/apis-arkui/_ark_u_i___native_animate_a_p_i__1.md#keyframeanimateto)来设置关键帧动画,NDK接口开发的UI界面挂载到ArkTS主页面的完整流程可参考[接入ArkTS页面](https://m.seaxiang.com/blog/Yyd7qk)。

auto column = nodeAPI->createNode(ARKUI_NODE_COLUMN);

// 创建button,后续创建的关键帧动画作用在button组件上 auto button = nodeAPI->createNode(ARKUI_NODE_BUTTON); ArkUI_NumberValue widthValue0[] = {100}; ArkUI_AttributeItem widthItem0 = {widthValue0, 1}; ArkUI_NumberValue heightValue0[] = {100}; ArkUI_AttributeItem heightItem0 = {heightValue0, 1}; nodeAPI->setAttribute(button, NODE_WIDTH, &widthItem0); nodeAPI->setAttribute(button, NODE_HEIGHT, &heightItem0); ArkUI_NumberValue typeValue[] = {{.i32 = ArkUI_ButtonType::ARKUI_BUTTON_TYPE_CIRCLE}}; ArkUI_AttributeItem typeItem = {typeValue, 1}; nodeAPI->setAttribute(button, NODE_BUTTON_TYPE, &typeItem); // 设置button的形状为圆形

static ArkUI_NodeHandle buttonSelf = button; static ArkUI_NativeNodeAPI_1 *nodeAPISelf = nodeAPI;

// 注册点击事件到button上 nodeAPI->registerNodeEvent(button, NODE_ON_CLICK, 1, nullptr); auto onTouch = [](ArkUI_NodeEvent *event) {

// 点击button按钮时触发该逻辑
if (OH_ArkUI_NodeEvent_GetTargetId(event) == 1) {

    // 获取context对象
    static ArkUI_ContextHandle context = nullptr;
    context = OH_ArkUI_GetContextByNode(buttonSelf);

    // 获取ArkUI_NativeAnimateAPI接口
    ArkUI_NativeAnimateAPI_1 *animateApi = nullptr;
    OH_ArkUI_GetModuleInterface(ARKUI_NATIVE_ANIMATE, ArkUI_NativeAnimateAPI_1, animateApi);

    // 以下代码为创建关键帧动画的关键流程,包括设置关键帧动画参数、开启关键帧动画
    // 设置ArkUI_KeyframeAnimateOption参数,通过提供的C方法设置对应的参数
    static ArkUI_KeyframeAnimateOption *option =  OH_ArkUI_KeyframeAnimateOption_Create(2); // 关键帧动画状态数
    OH_ArkUI_KeyframeAnimateOption_SetDuration(option, 1000, 0); // 第一段关键帧动画的持续时间
    OH_ArkUI_KeyframeAnimateOption_SetDuration(option, 2000, 1); // 第二段关键帧动画的持续时间
    OH_ArkUI_KeyframeAnimateOption_SetIterations(option, 5); // 关键帧动画播放次数
    OH_ArkUI_KeyframeAnimateOption_RegisterOnEventCallback(option, nullptr, [](void *user) {
        ArkUI_NumberValue widthValue0[] = {150};
        ArkUI_AttributeItem widthItem0 = {widthValue0, 1};
        ArkUI_NumberValue heightValue0[] = {150};
        ArkUI_AttributeItem heightItem0 = {heightValue0, 1};
        nodeAPISelf->setAttribute(buttonSelf, NODE_WIDTH, &widthItem0);
        nodeAPISelf->setAttribute(buttonSelf, NODE_HEIGHT, &heightItem0);
    }, 0); // 第一段关键帧时刻状态的闭包函数
    OH_ArkUI_KeyframeAnimateOption_RegisterOnEventCallback(option, nullptr, [](void *user) {
        ArkUI_NumberValue widthValue0[] = {80};
        ArkUI_AttributeItem widthItem0 = {widthValue0, 1};
        ArkUI_NumberValue heightValue0[] = {80};
        ArkUI_AttributeItem heightItem0 = {heightValue0, 1};
        nodeAPISelf->setAttribute(buttonSelf, NODE_WIDTH, &widthItem0);
        nodeAPISelf->setAttribute(buttonSelf, NODE_HEIGHT, &heightItem0);
    }, 1); // 第二段关键帧时刻状态的闭包函数
    OH_ArkUI_KeyframeAnimateOption_RegisterOnFinishCallback(option, nullptr, [](void *user) {
        OH_LOG_Print(LOG_APP, LOG_INFO, LOG_PRINT_DOMAIN, "Manager", "keyframe animate finish");
    }); // 关键帧动画结束回调
    ArkUI_ExpectedFrameRateRange *range = new ArkUI_ExpectedFrameRateRange;
    range->max = 120;
    range->expected = 60;
    range->min = 30;
    OH_ArkUI_KeyframeAnimateOption_SetExpectedFrameRate(option, range); // 关键帧设置期望帧率

    // 执行对应的动画
    animateApi->keyframeAnimateTo(context, option);
}

}; nodeAPI->registerNodeEventReceiver(onTouch); nodeAPI->addChild(column, button); “`

zh-cn_image_0000001903284256

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