/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.widget; import android.graphics.Canvas; import android.graphics.drawable.Drawable; import android.view.animation.AnimationUtils; import android.view.animation.DecelerateInterpolator; import android.view.animation.Interpolator; /** * This class performs the glow effect used at the edges of scrollable widgets. * @hide */ public class EdgeGlow { private static final String TAG = "EdgeGlow"; // Time it will take the effect to fully recede in ms private static final int RECEDE_TIME = 1000; // Time it will take before a pulled glow begins receding private static final int PULL_TIME = 167; // Time it will take for a pulled glow to decay to partial strength before release private static final int PULL_DECAY_TIME = 1000; private static final float MAX_ALPHA = 0.8f; private static final float HELD_EDGE_ALPHA = 0.7f; private static final float HELD_EDGE_SCALE_Y = 0.5f; private static final float HELD_GLOW_ALPHA = 0.5f; private static final float HELD_GLOW_SCALE_Y = 0.5f; private static final float MAX_GLOW_HEIGHT = 3.f; private static final float PULL_GLOW_BEGIN = 1.f; private static final float PULL_EDGE_BEGIN = 0.6f; // Minimum velocity that will be absorbed private static final int MIN_VELOCITY = 100; private static final float EPSILON = 0.001f; private final Drawable mEdge; private final Drawable mGlow; private int mWidth; private int mHeight; private float mEdgeAlpha; private float mEdgeScaleY; private float mGlowAlpha; private float mGlowScaleY; private float mEdgeAlphaStart; private float mEdgeAlphaFinish; private float mEdgeScaleYStart; private float mEdgeScaleYFinish; private float mGlowAlphaStart; private float mGlowAlphaFinish; private float mGlowScaleYStart; private float mGlowScaleYFinish; private long mStartTime; private float mDuration; private final Interpolator mInterpolator; private static final int STATE_IDLE = 0; private static final int STATE_PULL = 1; private static final int STATE_ABSORB = 2; private static final int STATE_RECEDE = 3; private static final int STATE_PULL_DECAY = 4; // How much dragging should effect the height of the edge image. // Number determined by user testing. private static final int PULL_DISTANCE_EDGE_FACTOR = 5; // How much dragging should effect the height of the glow image. // Number determined by user testing. private static final int PULL_DISTANCE_GLOW_FACTOR = 5; private static final float PULL_DISTANCE_ALPHA_GLOW_FACTOR = 0.8f; private static final int VELOCITY_EDGE_FACTOR = 8; private static final int VELOCITY_GLOW_FACTOR = 16; private int mState = STATE_IDLE; private float mPullDistance; public EdgeGlow(Drawable edge, Drawable glow) { mEdge = edge; mGlow = glow; mInterpolator = new DecelerateInterpolator(); } public void setSize(int width, int height) { mWidth = width; mHeight = height; } public boolean isFinished() { return mState == STATE_IDLE; } public void finish() { mState = STATE_IDLE; } /** * Call when the object is pulled by the user. * * @param deltaDistance Change in distance since the last call */ public void onPull(float deltaDistance) { final long now = AnimationUtils.currentAnimationTimeMillis(); if (mState == STATE_PULL_DECAY && now - mStartTime < mDuration) { return; } if (mState != STATE_PULL) { mGlowScaleY = PULL_GLOW_BEGIN; } mState = STATE_PULL; mStartTime = now; mDuration = PULL_TIME; mPullDistance += deltaDistance; float distance = Math.abs(mPullDistance); mEdgeAlpha = mEdgeAlphaStart = Math.max(PULL_EDGE_BEGIN, Math.min(distance, MAX_ALPHA)); mEdgeScaleY = mEdgeScaleYStart = Math.max( HELD_EDGE_SCALE_Y, Math.min(distance * PULL_DISTANCE_EDGE_FACTOR, 1.f)); mGlowAlpha = mGlowAlphaStart = Math.min(MAX_ALPHA, mGlowAlpha + (Math.abs(deltaDistance) * PULL_DISTANCE_ALPHA_GLOW_FACTOR)); float glowChange = Math.abs(deltaDistance); if (deltaDistance > 0 && mPullDistance < 0) { glowChange = -glowChange; } if (mPullDistance == 0) { mGlowScaleY = 0; } // Do not allow glow to get larger than MAX_GLOW_HEIGHT. mGlowScaleY = mGlowScaleYStart = Math.min(MAX_GLOW_HEIGHT, Math.max( 0, mGlowScaleY + glowChange * PULL_DISTANCE_GLOW_FACTOR)); mEdgeAlphaFinish = mEdgeAlpha; mEdgeScaleYFinish = mEdgeScaleY; mGlowAlphaFinish = mGlowAlpha; mGlowScaleYFinish = mGlowScaleY; } /** * Call when the object is released after being pulled. */ public void onRelease() { mPullDistance = 0; if (mState != STATE_PULL && mState != STATE_PULL_DECAY) { return; } mState = STATE_RECEDE; mEdgeAlphaStart = mEdgeAlpha; mEdgeScaleYStart = mEdgeScaleY; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; mEdgeAlphaFinish = 0.f; mEdgeScaleYFinish = 0.f; mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = RECEDE_TIME; } /** * Call when the effect absorbs an impact at the given velocity. * * @param velocity Velocity at impact in pixels per second. */ public void onAbsorb(int velocity) { mState = STATE_ABSORB; velocity = Math.max(MIN_VELOCITY, Math.abs(velocity)); mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = 0.1f + (velocity * 0.03f); // The edge should always be at least partially visible, regardless // of velocity. mEdgeAlphaStart = 0.f; mEdgeScaleY = mEdgeScaleYStart = 0.f; // The glow depends more on the velocity, and therefore starts out // nearly invisible. mGlowAlphaStart = 0.5f; mGlowScaleYStart = 0.f; // Factor the velocity by 8. Testing on device shows this works best to // reflect the strength of the user's scrolling. mEdgeAlphaFinish = Math.max(0, Math.min(velocity * VELOCITY_EDGE_FACTOR, 1)); // Edge should never get larger than the size of its asset. mEdgeScaleYFinish = Math.max( HELD_EDGE_SCALE_Y, Math.min(velocity * VELOCITY_EDGE_FACTOR, 1.f)); // Growth for the size of the glow should be quadratic to properly // respond // to a user's scrolling speed. The faster the scrolling speed, the more // intense the effect should be for both the size and the saturation. mGlowScaleYFinish = Math.min(0.025f + (velocity * (velocity / 100) * 0.00015f), 1.75f); // Alpha should change for the glow as well as size. mGlowAlphaFinish = Math.max( mGlowAlphaStart, Math.min(velocity * VELOCITY_GLOW_FACTOR * .00001f, MAX_ALPHA)); } /** * Draw into the provided canvas. Assumes that the canvas has been rotated * accordingly and the size has been set. The effect will be drawn the full * width of X=0 to X=width, emitting from Y=0 and extending to some factor < * 1.f of height. * * @param canvas Canvas to draw into * @return true if drawing should continue beyond this frame to continue the * animation */ public boolean draw(Canvas canvas) { update(); final int edgeHeight = mEdge.getIntrinsicHeight(); final int glowHeight = mGlow.getIntrinsicHeight(); final float distScale = (float) mHeight / mWidth; mGlow.setAlpha((int) (Math.max(0, Math.min(mGlowAlpha, 1)) * 255)); // Width of the image should be 3 * the width of the screen. // Should start off screen to the left. mGlow.setBounds(-mWidth, 0, mWidth * 2, (int) Math.min( glowHeight * mGlowScaleY * distScale * 0.6f, mHeight * MAX_GLOW_HEIGHT)); mGlow.draw(canvas); mEdge.setAlpha((int) (Math.max(0, Math.min(mEdgeAlpha, 1)) * 255)); mEdge.setBounds(0, 0, mWidth, (int) (edgeHeight * mEdgeScaleY)); mEdge.draw(canvas); return mState != STATE_IDLE; } private void update() { final long time = AnimationUtils.currentAnimationTimeMillis(); final float t = Math.min((time - mStartTime) / mDuration, 1.f); final float interp = mInterpolator.getInterpolation(t); mEdgeAlpha = mEdgeAlphaStart + (mEdgeAlphaFinish - mEdgeAlphaStart) * interp; mEdgeScaleY = mEdgeScaleYStart + (mEdgeScaleYFinish - mEdgeScaleYStart) * interp; mGlowAlpha = mGlowAlphaStart + (mGlowAlphaFinish - mGlowAlphaStart) * interp; mGlowScaleY = mGlowScaleYStart + (mGlowScaleYFinish - mGlowScaleYStart) * interp; if (t >= 1.f - EPSILON) { switch (mState) { case STATE_ABSORB: mState = STATE_RECEDE; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = RECEDE_TIME; mEdgeAlphaStart = mEdgeAlpha; mEdgeScaleYStart = mEdgeScaleY; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; // After absorb, the glow and edge should fade to nothing. mEdgeAlphaFinish = 0.f; mEdgeScaleYFinish = 0.f; mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; break; case STATE_PULL: mState = STATE_PULL_DECAY; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = PULL_DECAY_TIME; mEdgeAlphaStart = mEdgeAlpha; mEdgeScaleYStart = mEdgeScaleY; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; // After pull, the glow and edge should fade to nothing. mEdgeAlphaFinish = 0.f; mEdgeScaleYFinish = 0.f; mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; break; case STATE_PULL_DECAY: // When receding, we want edge to decrease more slowly // than the glow. float factor = mGlowScaleYFinish != 0 ? 1 / (mGlowScaleYFinish * mGlowScaleYFinish) : Float.MAX_VALUE; mEdgeScaleY = mEdgeScaleYStart + (mEdgeScaleYFinish - mEdgeScaleYStart) * interp * factor; break; case STATE_RECEDE: mState = STATE_IDLE; break; } } } }