Similar to Lottie. Render After Effects / Animate CC (Flash) animations natively on Android and iOS, Web. 使用 SVGAPlayer 在 Android、iOS、Web中播放 After Effects / Animate CC (Flash) 动画。
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readme.md

SVGAPlayer

付费咨询

  • 如果你发现 SVGAPlayer 存在 BUG,请在 GitHub 上按照模板提交 issue。
  • 如果有使用上的问题,请勿提交 issue(会被立刻关闭),请至知乎付费问答提问,我们会全程跟踪你的疑问。

SVGA Format

  • SVGA is an opensource animation library, develop by YY UED.
  • SVGA base on SVG's concept, but not compatible to SVG.
  • SVGA can play on iOS/Android/Web.

@see https://github.com/yyued/SVGA-Format

Install

Gradle

add JitPack.io repo build.gradle

allprojects {
    repositories {
        ...
        maven { url 'https://jitpack.io' }
    }
}

add dependency to build.gradle (Final Release https://jitpack.io/#yyued/SVGAPlayer-Android/ )

compile 'com.github.yyued:SVGAPlayer-Android:2.1.9'

Usage

Layout.xml

use layout.xml.

<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:app="http://schemas.android.com/apk/res-auto"
    android:orientation="vertical"
    android:layout_width="match_parent"
    android:layout_height="match_parent">

    <com.opensource.svgaplayer.SVGAImageView
        android:layout_height="match_parent"
        android:layout_width="match_parent"
        app:source="posche.svga"
        app:autoPlay="true"
        android:background="#000" />

</RelativeLayout>
  • source - SVGA file path,relative assets directory。
  • autoPlay - defaults to true,play after load automatically。
  • loopCount - defaults to 0,Loop Count, 0 = Infinity Loop。
  • clearsAfterStop - Clears Canvas After Animation Stop
  • fillMode - defaults to Forward,optional Forward / Backward,fillMode = Forward,Animation will pause on last frame while finished,fillMode = Backward , Animation will pause on first frame.

Code

Add SVGAImageView via code.

Init ImageView

SVGAImageView imageView = new SVGAImageView(this);

Init Parser & Load File

parser = new SVGAParser(this);
parser.parse(new URL("http://legox.yy.com/svga/svga-me/angel.svga"), new SVGAParser.ParseCompletion() {
    @Override
    public void onComplete(@NotNull SVGAVideoEntity videoItem) {
        SVGADrawable drawable = new SVGADrawable(videoItem);
        imageView.setImageDrawable(drawable);
        imageView.startAnimation();
    }
    @Override
    public void onError() {

    }
});

Cache

Parser will not manage cache, you need to cache by yourself.

Install HttpResponseCache

Because SVGAParser depends URLConnection, and URLConnection uses HttpResponseCache.

Add following code to Application.java:onCreate is Okey to handle SVGA caches.

val cacheDir = File(context.applicationContext.cacheDir, "http")
HttpResponseCache.install(cacheDir, 1024 * 1024 * 128)

API

Properties Setter

  • setLoops(int loops); - Loop Count,0 = Infinity Loop
  • setClearsAfterStop(boolean clearsAfterStop); - Clears Canvas After Animation Stop
  • setFillMode(FillMode fillMode); - Optional Forward / Backward,fillMode = Forward,Animation will pause on last frame while finished,fillMode = Backward , Animation will pause on first frame.
  • setCallback(SVGAPlayerCallback callback) - SET Callbacks
  • setVideoItem(SVGAVideoEntity videoItem) - SET animation instance

Methods

  • startAnimation() - Play Animation from 0 frame.
  • startAnimation(range: SVGARange?, reverse: Boolean = false) - Play Animation in [location, location + length] range, and reverse or not.
  • pauseAnimation() - Pause Animation and keep on current frame.
  • stopAnimation() - Stop Animation,Clears Canvas while clearsAfterStop == YES.
  • stepToFrame(int frame, boolean andPlay) - Step to N frame, and then Play Animation if andPlay === true.
  • stepToPercentage(float percentage, boolean andPlay) - Step to x%, and then Play Animation if andPlay === true.

SVGAPlayerCallback

  • void onPause() - Call after animation paused.
  • void onFinished() - Call after animation finished.
  • void onRepeat() - Call while animation repeat.
  • void onStep(int frame, float percentage) - Call after animation play to specific frame.

Dynamic Object

You may replace Image or Text dynamically. To do this, you need to create a SVGADynamicEntity instance. (SVGAPlayer 支持动态图像和动态文本,要添加动态图像和动态文本,你需要创建一个 SVGADynamicEntity 对象,并传入 SVGDrawable 初始化方法。)

SVGADynamicEntity dynamicItem = new SVGADynamicEntity();
SVGADrawable drawable = new SVGADrawable(videoItem, dynamicItem);

Dynamic Image

You need to create a bitmap instance, use setDynamicImage method, to replace specific image. Ask your designer to provide imageKey(or unzip the svga file, find it).

dynamicItem.setDynamicImage(bitmap or url, "99");

Dynamic Text

Use setDynamicText method, to add text on specific image. Ask your designer to provide imageKey(or unzip the svga file, find it).

TextPaint textPaint = new TextPaint();
textPaint.setTextSize(30);
textPaint.setFakeBoldText(true);
textPaint.setARGB(0xff, 0xff, 0xe0, 0xa4);
textPaint.setShadowLayer((float)1.0, (float)0.0, (float)1.0, Color.BLACK); // 各种配置
dynamicItem.setDynamicText("崔小姐不吃鱼 送了魔法奇缘", textPaint, "banner");

Dynamic Text (Static Layout)

You can set SpannableString as dynamic text now.

SpannableStringBuilder spannableStringBuilder = new SpannableStringBuilder("Pony 送了一打风油精给主播");
spannableStringBuilder.setSpan(new ForegroundColorSpan(Color.YELLOW), 0, 4, Spannable.SPAN_INCLUSIVE_INCLUSIVE);
TextPaint textPaint = new TextPaint();
textPaint.setColor(Color.WHITE);
textPaint.setTextSize(28);
dynamicItem.setDynamicText(new StaticLayout(
        spannableStringBuilder,
        0,
        spannableStringBuilder.length(),
        textPaint,
        0,
        Layout.Alignment.ALIGN_CENTER,
        1.0f,
        0.0f,
        false
), "banner");

Dynamic Hidden Element

Now use setHidden to hide an element prevents drawing.

dynamicItem.setHidden(true, "ImageKey")

Dynamic Drawer

You can set a drawer function above specific item, draw over canvas by yourself.

dynamicItem.setDynamicDrawer(new Function2<Canvas, Integer, Boolean>() {
    @Override
    public Boolean invoke(Canvas canvas, Integer frameIndex) {
        Paint aPaint = new Paint();
        aPaint.setColor(Color.WHITE);
        canvas.drawCircle(50, 54, frameIndex % 5, aPaint);
        return false;
    }
}, "banner");