/* * 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.annotation.ColorInt; import android.content.res.TypedArray; import android.graphics.Paint; import android.graphics.PorterDuff; import android.graphics.PorterDuffXfermode; import android.graphics.Rect; import android.content.Context; import android.graphics.Canvas; import android.view.animation.AnimationUtils; import android.view.animation.DecelerateInterpolator; import android.view.animation.Interpolator; /** * This class performs the graphical effect used at the edges of scrollable widgets * when the user scrolls beyond the content bounds in 2D space. * *

EdgeEffect is stateful. Custom widgets using EdgeEffect should create an * instance for each edge that should show the effect, feed it input data using * the methods {@link #onAbsorb(int)}, {@link #onPull(float)}, and {@link #onRelease()}, * and draw the effect using {@link #draw(Canvas)} in the widget's overridden * {@link android.view.View#draw(Canvas)} method. If {@link #isFinished()} returns * false after drawing, the edge effect's animation is not yet complete and the widget * should schedule another drawing pass to continue the animation.

* *

When drawing, widgets should draw their main content and child views first, * usually by invoking super.draw(canvas) from an overridden draw * method. (This will invoke onDraw and dispatch drawing to child views as needed.) * The edge effect may then be drawn on top of the view's content using the * {@link #draw(Canvas)} method.

*/ public class EdgeEffect { @SuppressWarnings("UnusedDeclaration") private static final String TAG = "EdgeEffect"; // Time it will take the effect to fully recede in ms private static final int RECEDE_TIME = 600; // Time it will take before a pulled glow begins receding in ms private static final int PULL_TIME = 167; // Time it will take in ms for a pulled glow to decay to partial strength before release private static final int PULL_DECAY_TIME = 2000; private static final float MAX_ALPHA = 0.5f; private static final float MAX_GLOW_SCALE = 2.f; private static final float PULL_GLOW_BEGIN = 0.f; // Minimum velocity that will be absorbed private static final int MIN_VELOCITY = 100; // Maximum velocity, clamps at this value private static final int MAX_VELOCITY = 10000; private static final float EPSILON = 0.001f; private static final double ANGLE = Math.PI / 6; private static final float SIN = (float) Math.sin(ANGLE); private static final float COS = (float) Math.cos(ANGLE); private float mGlowAlpha; private float mGlowScaleY; 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; private static final float PULL_DISTANCE_ALPHA_GLOW_FACTOR = 0.8f; private static final int VELOCITY_GLOW_FACTOR = 6; private int mState = STATE_IDLE; private float mPullDistance; private final Rect mBounds = new Rect(); private final Paint mPaint = new Paint(); private float mRadius; private float mBaseGlowScale; private float mDisplacement = 0.5f; private float mTargetDisplacement = 0.5f; /** * Construct a new EdgeEffect with a theme appropriate for the provided context. * @param context Context used to provide theming and resource information for the EdgeEffect */ public EdgeEffect(Context context) { mPaint.setAntiAlias(true); final TypedArray a = context.obtainStyledAttributes( com.android.internal.R.styleable.EdgeEffect); final int themeColor = a.getColor( com.android.internal.R.styleable.EdgeEffect_colorEdgeEffect, 0xff666666); a.recycle(); mPaint.setColor((themeColor & 0xffffff) | 0x33000000); mPaint.setStyle(Paint.Style.FILL); mPaint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_ATOP)); mInterpolator = new DecelerateInterpolator(); } /** * Set the size of this edge effect in pixels. * * @param width Effect width in pixels * @param height Effect height in pixels */ public void setSize(int width, int height) { final float r = width * 0.75f / SIN; final float y = COS * r; final float h = r - y; final float or = height * 0.75f / SIN; final float oy = COS * or; final float oh = or - oy; mRadius = r; mBaseGlowScale = h > 0 ? Math.min(oh / h, 1.f) : 1.f; mBounds.set(mBounds.left, mBounds.top, width, (int) Math.min(height, h)); } /** * Reports if this EdgeEffect's animation is finished. If this method returns false * after a call to {@link #draw(Canvas)} the host widget should schedule another * drawing pass to continue the animation. * * @return true if animation is finished, false if drawing should continue on the next frame. */ public boolean isFinished() { return mState == STATE_IDLE; } /** * Immediately finish the current animation. * After this call {@link #isFinished()} will return true. */ public void finish() { mState = STATE_IDLE; } /** * A view should call this when content is pulled away from an edge by the user. * This will update the state of the current visual effect and its associated animation. * The host view should always {@link android.view.View#invalidate()} after this * and draw the results accordingly. * *

Views using EdgeEffect should favor {@link #onPull(float, float)} when the displacement * of the pull point is known.

* * @param deltaDistance Change in distance since the last call. Values may be 0 (no change) to * 1.f (full length of the view) or negative values to express change * back toward the edge reached to initiate the effect. */ public void onPull(float deltaDistance) { onPull(deltaDistance, 0.5f); } /** * A view should call this when content is pulled away from an edge by the user. * This will update the state of the current visual effect and its associated animation. * The host view should always {@link android.view.View#invalidate()} after this * and draw the results accordingly. * * @param deltaDistance Change in distance since the last call. Values may be 0 (no change) to * 1.f (full length of the view) or negative values to express change * back toward the edge reached to initiate the effect. * @param displacement The displacement from the starting side of the effect of the point * initiating the pull. In the case of touch this is the finger position. * Values may be from 0-1. */ public void onPull(float deltaDistance, float displacement) { final long now = AnimationUtils.currentAnimationTimeMillis(); mTargetDisplacement = displacement; if (mState == STATE_PULL_DECAY && now - mStartTime < mDuration) { return; } if (mState != STATE_PULL) { mGlowScaleY = Math.max(PULL_GLOW_BEGIN, mGlowScaleY); } mState = STATE_PULL; mStartTime = now; mDuration = PULL_TIME; mPullDistance += deltaDistance; final float absdd = Math.abs(deltaDistance); mGlowAlpha = mGlowAlphaStart = Math.min(MAX_ALPHA, mGlowAlpha + (absdd * PULL_DISTANCE_ALPHA_GLOW_FACTOR)); if (mPullDistance == 0) { mGlowScaleY = mGlowScaleYStart = 0; } else { final float scale = (float) (Math.max(0, 1 - 1 / Math.sqrt(Math.abs(mPullDistance) * mBounds.height()) - 0.3d) / 0.7d); mGlowScaleY = mGlowScaleYStart = scale; } mGlowAlphaFinish = mGlowAlpha; mGlowScaleYFinish = mGlowScaleY; } /** * Call when the object is released after being pulled. * This will begin the "decay" phase of the effect. After calling this method * the host view should {@link android.view.View#invalidate()} and thereby * draw the results accordingly. */ public void onRelease() { mPullDistance = 0; if (mState != STATE_PULL && mState != STATE_PULL_DECAY) { return; } mState = STATE_RECEDE; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = RECEDE_TIME; } /** * Call when the effect absorbs an impact at the given velocity. * Used when a fling reaches the scroll boundary. * *

When using a {@link android.widget.Scroller} or {@link android.widget.OverScroller}, * the method getCurrVelocity will provide a reasonable approximation * to use here.

* * @param velocity Velocity at impact in pixels per second. */ public void onAbsorb(int velocity) { mState = STATE_ABSORB; velocity = Math.min(Math.max(MIN_VELOCITY, Math.abs(velocity)), MAX_VELOCITY); mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = 0.15f + (velocity * 0.02f); // The glow depends more on the velocity, and therefore starts out // nearly invisible. mGlowAlphaStart = 0.3f; mGlowScaleYStart = Math.max(mGlowScaleY, 0.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) / 2, 1.f); // Alpha should change for the glow as well as size. mGlowAlphaFinish = Math.max( mGlowAlphaStart, Math.min(velocity * VELOCITY_GLOW_FACTOR * .00001f, MAX_ALPHA)); mTargetDisplacement = 0.5f; } /** * Set the color of this edge effect in argb. * * @param color Color in argb */ public void setColor(@ColorInt int color) { mPaint.setColor(color); } /** * Return the color of this edge effect in argb. * @return The color of this edge effect in argb */ @ColorInt public int getColor() { return mPaint.getColor(); } /** * 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, beginning 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 count = canvas.save(); final float centerX = mBounds.centerX(); final float centerY = mBounds.height() - mRadius; canvas.scale(1.f, Math.min(mGlowScaleY, 1.f) * mBaseGlowScale, centerX, 0); final float displacement = Math.max(0, Math.min(mDisplacement, 1.f)) - 0.5f; float translateX = mBounds.width() * displacement / 2; canvas.clipRect(mBounds); canvas.translate(translateX, 0); mPaint.setAlpha((int) (0xff * mGlowAlpha)); canvas.drawCircle(centerX, centerY, mRadius, mPaint); canvas.restoreToCount(count); boolean oneLastFrame = false; if (mState == STATE_RECEDE && mGlowScaleY == 0) { mState = STATE_IDLE; oneLastFrame = true; } return mState != STATE_IDLE || oneLastFrame; } /** * Return the maximum height that the edge effect will be drawn at given the original * {@link #setSize(int, int) input size}. * @return The maximum height of the edge effect */ public int getMaxHeight() { return (int) (mBounds.height() * MAX_GLOW_SCALE + 0.5f); } private void update() { final long time = AnimationUtils.currentAnimationTimeMillis(); final float t = Math.min((time - mStartTime) / mDuration, 1.f); final float interp = mInterpolator.getInterpolation(t); mGlowAlpha = mGlowAlphaStart + (mGlowAlphaFinish - mGlowAlphaStart) * interp; mGlowScaleY = mGlowScaleYStart + (mGlowScaleYFinish - mGlowScaleYStart) * interp; mDisplacement = (mDisplacement + mTargetDisplacement) / 2; if (t >= 1.f - EPSILON) { switch (mState) { case STATE_ABSORB: mState = STATE_RECEDE; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = RECEDE_TIME; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; // After absorb, the glow should fade to nothing. mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; break; case STATE_PULL: mState = STATE_PULL_DECAY; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = PULL_DECAY_TIME; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; // After pull, the glow should fade to nothing. mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; break; case STATE_PULL_DECAY: mState = STATE_RECEDE; break; case STATE_RECEDE: mState = STATE_IDLE; break; } } } }