/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.widget;
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import android.annotation.ColorInt;
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import android.annotation.Nullable;
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import android.annotation.UnsupportedAppUsage;
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import android.content.Context;
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import android.content.res.TypedArray;
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import android.graphics.BlendMode;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import android.graphics.Rect;
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import android.os.Build;
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import android.view.animation.AnimationUtils;
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import android.view.animation.DecelerateInterpolator;
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import android.view.animation.Interpolator;
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/**
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* This class performs the graphical effect used at the edges of scrollable widgets
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* when the user scrolls beyond the content bounds in 2D space.
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*
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* <p>EdgeEffect is stateful. Custom widgets using EdgeEffect should create an
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* instance for each edge that should show the effect, feed it input data using
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* the methods {@link #onAbsorb(int)}, {@link #onPull(float)}, and {@link #onRelease()},
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* and draw the effect using {@link #draw(Canvas)} in the widget's overridden
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* {@link android.view.View#draw(Canvas)} method. If {@link #isFinished()} returns
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* false after drawing, the edge effect's animation is not yet complete and the widget
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* should schedule another drawing pass to continue the animation.</p>
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*
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* <p>When drawing, widgets should draw their main content and child views first,
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* usually by invoking <code>super.draw(canvas)</code> from an overridden <code>draw</code>
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* method. (This will invoke onDraw and dispatch drawing to child views as needed.)
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* The edge effect may then be drawn on top of the view's content using the
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* {@link #draw(Canvas)} method.</p>
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*/
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public class EdgeEffect {
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/**
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* The default blend mode used by {@link EdgeEffect}.
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*/
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public static final BlendMode DEFAULT_BLEND_MODE = BlendMode.SRC_ATOP;
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@SuppressWarnings("UnusedDeclaration")
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private static final String TAG = "EdgeEffect";
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// Time it will take the effect to fully recede in ms
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private static final int RECEDE_TIME = 600;
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// Time it will take before a pulled glow begins receding in ms
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private static final int PULL_TIME = 167;
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// Time it will take in ms for a pulled glow to decay to partial strength before release
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private static final int PULL_DECAY_TIME = 2000;
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private static final float MAX_ALPHA = 0.15f;
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private static final float GLOW_ALPHA_START = .09f;
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private static final float MAX_GLOW_SCALE = 2.f;
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private static final float PULL_GLOW_BEGIN = 0.f;
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// Minimum velocity that will be absorbed
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private static final int MIN_VELOCITY = 100;
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// Maximum velocity, clamps at this value
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private static final int MAX_VELOCITY = 10000;
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private static final float EPSILON = 0.001f;
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private static final double ANGLE = Math.PI / 6;
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private static final float SIN = (float) Math.sin(ANGLE);
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private static final float COS = (float) Math.cos(ANGLE);
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private static final float RADIUS_FACTOR = 0.6f;
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private float mGlowAlpha;
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@UnsupportedAppUsage
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private float mGlowScaleY;
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private float mGlowAlphaStart;
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private float mGlowAlphaFinish;
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private float mGlowScaleYStart;
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private float mGlowScaleYFinish;
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private long mStartTime;
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private float mDuration;
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private final Interpolator mInterpolator;
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private static final int STATE_IDLE = 0;
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private static final int STATE_PULL = 1;
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private static final int STATE_ABSORB = 2;
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private static final int STATE_RECEDE = 3;
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private static final int STATE_PULL_DECAY = 4;
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private static final float PULL_DISTANCE_ALPHA_GLOW_FACTOR = 0.8f;
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private static final int VELOCITY_GLOW_FACTOR = 6;
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private int mState = STATE_IDLE;
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private float mPullDistance;
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private final Rect mBounds = new Rect();
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@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.P, trackingBug = 123769450)
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private final Paint mPaint = new Paint();
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private float mRadius;
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private float mBaseGlowScale;
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private float mDisplacement = 0.5f;
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private float mTargetDisplacement = 0.5f;
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/**
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* Construct a new EdgeEffect with a theme appropriate for the provided context.
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* @param context Context used to provide theming and resource information for the EdgeEffect
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*/
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public EdgeEffect(Context context) {
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mPaint.setAntiAlias(true);
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final TypedArray a = context.obtainStyledAttributes(
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com.android.internal.R.styleable.EdgeEffect);
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final int themeColor = a.getColor(
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com.android.internal.R.styleable.EdgeEffect_colorEdgeEffect, 0xff666666);
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a.recycle();
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mPaint.setColor((themeColor & 0xffffff) | 0x33000000);
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mPaint.setStyle(Paint.Style.FILL);
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mPaint.setBlendMode(DEFAULT_BLEND_MODE);
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mInterpolator = new DecelerateInterpolator();
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}
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/**
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* Set the size of this edge effect in pixels.
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*
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* @param width Effect width in pixels
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* @param height Effect height in pixels
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*/
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public void setSize(int width, int height) {
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final float r = width * RADIUS_FACTOR / SIN;
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final float y = COS * r;
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final float h = r - y;
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final float or = height * RADIUS_FACTOR / SIN;
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final float oy = COS * or;
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final float oh = or - oy;
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mRadius = r;
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mBaseGlowScale = h > 0 ? Math.min(oh / h, 1.f) : 1.f;
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mBounds.set(mBounds.left, mBounds.top, width, (int) Math.min(height, h));
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}
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/**
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* Reports if this EdgeEffect's animation is finished. If this method returns false
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* after a call to {@link #draw(Canvas)} the host widget should schedule another
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* drawing pass to continue the animation.
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*
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* @return true if animation is finished, false if drawing should continue on the next frame.
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*/
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public boolean isFinished() {
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return mState == STATE_IDLE;
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}
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/**
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* Immediately finish the current animation.
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* After this call {@link #isFinished()} will return true.
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*/
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public void finish() {
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mState = STATE_IDLE;
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}
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/**
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* A view should call this when content is pulled away from an edge by the user.
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* This will update the state of the current visual effect and its associated animation.
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* The host view should always {@link android.view.View#invalidate()} after this
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* and draw the results accordingly.
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*
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* <p>Views using EdgeEffect should favor {@link #onPull(float, float)} when the displacement
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* of the pull point is known.</p>
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*
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* @param deltaDistance Change in distance since the last call. Values may be 0 (no change) to
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* 1.f (full length of the view) or negative values to express change
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* back toward the edge reached to initiate the effect.
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*/
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public void onPull(float deltaDistance) {
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onPull(deltaDistance, 0.5f);
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}
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/**
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* A view should call this when content is pulled away from an edge by the user.
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* This will update the state of the current visual effect and its associated animation.
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* The host view should always {@link android.view.View#invalidate()} after this
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* and draw the results accordingly.
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*
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* @param deltaDistance Change in distance since the last call. Values may be 0 (no change) to
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* 1.f (full length of the view) or negative values to express change
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* back toward the edge reached to initiate the effect.
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* @param displacement The displacement from the starting side of the effect of the point
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* initiating the pull. In the case of touch this is the finger position.
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* Values may be from 0-1.
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*/
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public void onPull(float deltaDistance, float displacement) {
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final long now = AnimationUtils.currentAnimationTimeMillis();
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mTargetDisplacement = displacement;
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if (mState == STATE_PULL_DECAY && now - mStartTime < mDuration) {
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return;
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}
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if (mState != STATE_PULL) {
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mGlowScaleY = Math.max(PULL_GLOW_BEGIN, mGlowScaleY);
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}
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mState = STATE_PULL;
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mStartTime = now;
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mDuration = PULL_TIME;
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mPullDistance += deltaDistance;
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final float absdd = Math.abs(deltaDistance);
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mGlowAlpha = mGlowAlphaStart = Math.min(MAX_ALPHA,
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mGlowAlpha + (absdd * PULL_DISTANCE_ALPHA_GLOW_FACTOR));
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if (mPullDistance == 0) {
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mGlowScaleY = mGlowScaleYStart = 0;
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} else {
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final float scale = (float) (Math.max(0, 1 - 1 /
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Math.sqrt(Math.abs(mPullDistance) * mBounds.height()) - 0.3d) / 0.7d);
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mGlowScaleY = mGlowScaleYStart = scale;
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}
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mGlowAlphaFinish = mGlowAlpha;
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mGlowScaleYFinish = mGlowScaleY;
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}
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/**
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* Call when the object is released after being pulled.
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* This will begin the "decay" phase of the effect. After calling this method
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* the host view should {@link android.view.View#invalidate()} and thereby
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* draw the results accordingly.
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*/
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public void onRelease() {
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mPullDistance = 0;
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if (mState != STATE_PULL && mState != STATE_PULL_DECAY) {
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return;
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}
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mState = STATE_RECEDE;
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mGlowAlphaStart = mGlowAlpha;
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mGlowScaleYStart = mGlowScaleY;
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mGlowAlphaFinish = 0.f;
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mGlowScaleYFinish = 0.f;
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mStartTime = AnimationUtils.currentAnimationTimeMillis();
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mDuration = RECEDE_TIME;
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}
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/**
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* Call when the effect absorbs an impact at the given velocity.
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* Used when a fling reaches the scroll boundary.
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*
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* <p>When using a {@link android.widget.Scroller} or {@link android.widget.OverScroller},
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* the method <code>getCurrVelocity</code> will provide a reasonable approximation
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* to use here.</p>
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*
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* @param velocity Velocity at impact in pixels per second.
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*/
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public void onAbsorb(int velocity) {
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mState = STATE_ABSORB;
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velocity = Math.min(Math.max(MIN_VELOCITY, Math.abs(velocity)), MAX_VELOCITY);
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mStartTime = AnimationUtils.currentAnimationTimeMillis();
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mDuration = 0.15f + (velocity * 0.02f);
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// The glow depends more on the velocity, and therefore starts out
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// nearly invisible.
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mGlowAlphaStart = GLOW_ALPHA_START;
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mGlowScaleYStart = Math.max(mGlowScaleY, 0.f);
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// Growth for the size of the glow should be quadratic to properly
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// respond
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// to a user's scrolling speed. The faster the scrolling speed, the more
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// intense the effect should be for both the size and the saturation.
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mGlowScaleYFinish = Math.min(0.025f + (velocity * (velocity / 100) * 0.00015f) / 2, 1.f);
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// Alpha should change for the glow as well as size.
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mGlowAlphaFinish = Math.max(
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mGlowAlphaStart, Math.min(velocity * VELOCITY_GLOW_FACTOR * .00001f, MAX_ALPHA));
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mTargetDisplacement = 0.5f;
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}
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/**
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* Set the color of this edge effect in argb.
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*
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* @param color Color in argb
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*/
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public void setColor(@ColorInt int color) {
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mPaint.setColor(color);
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}
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/**
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* Set or clear the blend mode. A blend mode defines how source pixels
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* (generated by a drawing command) are composited with the destination pixels
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* (content of the render target).
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* <p />
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* Pass null to clear any previous blend mode.
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* <p />
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*
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* @see BlendMode
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*
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* @param blendmode May be null. The blend mode to be installed in the paint
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*/
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public void setBlendMode(@Nullable BlendMode blendmode) {
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mPaint.setBlendMode(blendmode);
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}
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/**
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* Return the color of this edge effect in argb.
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* @return The color of this edge effect in argb
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*/
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@ColorInt
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public int getColor() {
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return mPaint.getColor();
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}
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/**
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* Returns the blend mode. A blend mode defines how source pixels
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* (generated by a drawing command) are composited with the destination pixels
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* (content of the render target).
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* <p />
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*
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* @return BlendMode
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*/
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@Nullable
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public BlendMode getBlendMode() {
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return mPaint.getBlendMode();
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}
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/**
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* Draw into the provided canvas. Assumes that the canvas has been rotated
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* accordingly and the size has been set. The effect will be drawn the full
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* width of X=0 to X=width, beginning from Y=0 and extending to some factor <
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* 1.f of height.
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*
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* @param canvas Canvas to draw into
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* @return true if drawing should continue beyond this frame to continue the
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* animation
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*/
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public boolean draw(Canvas canvas) {
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update();
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final int count = canvas.save();
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final float centerX = mBounds.centerX();
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final float centerY = mBounds.height() - mRadius;
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canvas.scale(1.f, Math.min(mGlowScaleY, 1.f) * mBaseGlowScale, centerX, 0);
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final float displacement = Math.max(0, Math.min(mDisplacement, 1.f)) - 0.5f;
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float translateX = mBounds.width() * displacement / 2;
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canvas.clipRect(mBounds);
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canvas.translate(translateX, 0);
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mPaint.setAlpha((int) (0xff * mGlowAlpha));
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canvas.drawCircle(centerX, centerY, mRadius, mPaint);
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canvas.restoreToCount(count);
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boolean oneLastFrame = false;
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if (mState == STATE_RECEDE && mGlowScaleY == 0) {
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mState = STATE_IDLE;
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oneLastFrame = true;
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}
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return mState != STATE_IDLE || oneLastFrame;
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}
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/**
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* Return the maximum height that the edge effect will be drawn at given the original
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* {@link #setSize(int, int) input size}.
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* @return The maximum height of the edge effect
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*/
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public int getMaxHeight() {
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return (int) (mBounds.height() * MAX_GLOW_SCALE + 0.5f);
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}
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private void update() {
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final long time = AnimationUtils.currentAnimationTimeMillis();
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final float t = Math.min((time - mStartTime) / mDuration, 1.f);
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final float interp = mInterpolator.getInterpolation(t);
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mGlowAlpha = mGlowAlphaStart + (mGlowAlphaFinish - mGlowAlphaStart) * interp;
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mGlowScaleY = mGlowScaleYStart + (mGlowScaleYFinish - mGlowScaleYStart) * interp;
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mDisplacement = (mDisplacement + mTargetDisplacement) / 2;
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if (t >= 1.f - EPSILON) {
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switch (mState) {
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case STATE_ABSORB:
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mState = STATE_RECEDE;
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mStartTime = AnimationUtils.currentAnimationTimeMillis();
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mDuration = RECEDE_TIME;
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mGlowAlphaStart = mGlowAlpha;
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mGlowScaleYStart = mGlowScaleY;
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// After absorb, the glow should fade to nothing.
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mGlowAlphaFinish = 0.f;
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mGlowScaleYFinish = 0.f;
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break;
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case STATE_PULL:
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mState = STATE_PULL_DECAY;
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mStartTime = AnimationUtils.currentAnimationTimeMillis();
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mDuration = PULL_DECAY_TIME;
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mGlowAlphaStart = mGlowAlpha;
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mGlowScaleYStart = mGlowScaleY;
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// After pull, the glow should fade to nothing.
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mGlowAlphaFinish = 0.f;
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mGlowScaleYFinish = 0.f;
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break;
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case STATE_PULL_DECAY:
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mState = STATE_RECEDE;
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break;
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case STATE_RECEDE:
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mState = STATE_IDLE;
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break;
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}
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}
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}
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}
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