328 lines
12 KiB
Java
328 lines
12 KiB
Java
/*
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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.graphics.Canvas;
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import android.graphics.drawable.Drawable;
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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 glow effect used at the edges of scrollable widgets.
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* @hide
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*/
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public class EdgeGlow {
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private static final String TAG = "EdgeGlow";
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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 = 1000;
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// Time it will take before a pulled glow begins receding
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private static final int PULL_TIME = 167;
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// Time it will take for a pulled glow to decay to partial strength before release
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private static final int PULL_DECAY_TIME = 1000;
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private static final float MAX_ALPHA = 0.8f;
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private static final float HELD_EDGE_ALPHA = 0.7f;
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private static final float HELD_EDGE_SCALE_Y = 0.5f;
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private static final float HELD_GLOW_ALPHA = 0.5f;
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private static final float HELD_GLOW_SCALE_Y = 0.5f;
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private static final float MAX_GLOW_HEIGHT = 3.f;
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private static final float PULL_GLOW_BEGIN = 1.f;
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private static final float PULL_EDGE_BEGIN = 0.6f;
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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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private static final float EPSILON = 0.001f;
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private final Drawable mEdge;
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private final Drawable mGlow;
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private int mWidth;
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private int mHeight;
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private float mEdgeAlpha;
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private float mEdgeScaleY;
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private float mGlowAlpha;
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private float mGlowScaleY;
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private float mEdgeAlphaStart;
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private float mEdgeAlphaFinish;
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private float mEdgeScaleYStart;
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private float mEdgeScaleYFinish;
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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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// How much dragging should effect the height of the edge image.
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// Number determined by user testing.
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private static final int PULL_DISTANCE_EDGE_FACTOR = 5;
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// How much dragging should effect the height of the glow image.
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// Number determined by user testing.
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private static final int PULL_DISTANCE_GLOW_FACTOR = 5;
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private static final float PULL_DISTANCE_ALPHA_GLOW_FACTOR = 0.8f;
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private static final int VELOCITY_EDGE_FACTOR = 8;
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private static final int VELOCITY_GLOW_FACTOR = 16;
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private int mState = STATE_IDLE;
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private float mPullDistance;
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public EdgeGlow(Drawable edge, Drawable glow) {
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mEdge = edge;
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mGlow = glow;
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mInterpolator = new DecelerateInterpolator();
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}
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public void setSize(int width, int height) {
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mWidth = width;
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mHeight = height;
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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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public void finish() {
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mState = STATE_IDLE;
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}
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/**
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* Call when the object is pulled by the user.
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*
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* @param deltaDistance Change in distance since the last call
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*/
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public void onPull(float deltaDistance) {
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final long now = AnimationUtils.currentAnimationTimeMillis();
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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 = PULL_GLOW_BEGIN;
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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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float distance = Math.abs(mPullDistance);
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mEdgeAlpha = mEdgeAlphaStart = Math.max(PULL_EDGE_BEGIN, Math.min(distance, MAX_ALPHA));
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mEdgeScaleY = mEdgeScaleYStart = Math.max(
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HELD_EDGE_SCALE_Y, Math.min(distance * PULL_DISTANCE_EDGE_FACTOR, 1.f));
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mGlowAlpha = mGlowAlphaStart = Math.min(MAX_ALPHA,
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mGlowAlpha +
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(Math.abs(deltaDistance) * PULL_DISTANCE_ALPHA_GLOW_FACTOR));
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float glowChange = Math.abs(deltaDistance);
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if (deltaDistance > 0 && mPullDistance < 0) {
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glowChange = -glowChange;
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}
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if (mPullDistance == 0) {
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mGlowScaleY = 0;
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}
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// Do not allow glow to get larger than MAX_GLOW_HEIGHT.
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mGlowScaleY = mGlowScaleYStart = Math.min(MAX_GLOW_HEIGHT, Math.max(
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0, mGlowScaleY + glowChange * PULL_DISTANCE_GLOW_FACTOR));
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mEdgeAlphaFinish = mEdgeAlpha;
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mEdgeScaleYFinish = mEdgeScaleY;
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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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*/
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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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mEdgeAlphaStart = mEdgeAlpha;
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mEdgeScaleYStart = mEdgeScaleY;
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mGlowAlphaStart = mGlowAlpha;
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mGlowScaleYStart = mGlowScaleY;
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mEdgeAlphaFinish = 0.f;
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mEdgeScaleYFinish = 0.f;
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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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*
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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.max(MIN_VELOCITY, Math.abs(velocity));
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mStartTime = AnimationUtils.currentAnimationTimeMillis();
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mDuration = 0.1f + (velocity * 0.03f);
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// The edge should always be at least partially visible, regardless
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// of velocity.
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mEdgeAlphaStart = 0.f;
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mEdgeScaleY = mEdgeScaleYStart = 0.f;
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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 = 0.5f;
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mGlowScaleYStart = 0.f;
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// Factor the velocity by 8. Testing on device shows this works best to
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// reflect the strength of the user's scrolling.
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mEdgeAlphaFinish = Math.max(0, Math.min(velocity * VELOCITY_EDGE_FACTOR, 1));
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// Edge should never get larger than the size of its asset.
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mEdgeScaleYFinish = Math.max(
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HELD_EDGE_SCALE_Y, Math.min(velocity * VELOCITY_EDGE_FACTOR, 1.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), 1.75f);
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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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}
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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, emitting 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 edgeHeight = mEdge.getIntrinsicHeight();
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final int glowHeight = mGlow.getIntrinsicHeight();
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final float distScale = (float) mHeight / mWidth;
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mGlow.setAlpha((int) (Math.max(0, Math.min(mGlowAlpha, 1)) * 255));
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// Width of the image should be 3 * the width of the screen.
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// Should start off screen to the left.
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mGlow.setBounds(-mWidth, 0, mWidth * 2, (int) Math.min(
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glowHeight * mGlowScaleY * distScale * 0.6f, mHeight * MAX_GLOW_HEIGHT));
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mGlow.draw(canvas);
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mEdge.setAlpha((int) (Math.max(0, Math.min(mEdgeAlpha, 1)) * 255));
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mEdge.setBounds(0, 0, mWidth, (int) (edgeHeight * mEdgeScaleY));
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mEdge.draw(canvas);
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return mState != STATE_IDLE;
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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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mEdgeAlpha = mEdgeAlphaStart + (mEdgeAlphaFinish - mEdgeAlphaStart) * interp;
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mEdgeScaleY = mEdgeScaleYStart + (mEdgeScaleYFinish - mEdgeScaleYStart) * interp;
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mGlowAlpha = mGlowAlphaStart + (mGlowAlphaFinish - mGlowAlphaStart) * interp;
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mGlowScaleY = mGlowScaleYStart + (mGlowScaleYFinish - mGlowScaleYStart) * interp;
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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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mEdgeAlphaStart = mEdgeAlpha;
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mEdgeScaleYStart = mEdgeScaleY;
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mGlowAlphaStart = mGlowAlpha;
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mGlowScaleYStart = mGlowScaleY;
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// After absorb, the glow and edge should fade to nothing.
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mEdgeAlphaFinish = 0.f;
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mEdgeScaleYFinish = 0.f;
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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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mEdgeAlphaStart = mEdgeAlpha;
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mEdgeScaleYStart = mEdgeScaleY;
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mGlowAlphaStart = mGlowAlpha;
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mGlowScaleYStart = mGlowScaleY;
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// After pull, the glow and edge should fade to nothing.
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mEdgeAlphaFinish = 0.f;
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mEdgeScaleYFinish = 0.f;
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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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// When receding, we want edge to decrease more slowly
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// than the glow.
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float factor = mGlowScaleYFinish != 0 ? 1
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/ (mGlowScaleYFinish * mGlowScaleYFinish)
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: Float.MAX_VALUE;
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mEdgeScaleY = mEdgeScaleYStart +
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(mEdgeScaleYFinish - mEdgeScaleYStart) *
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interp * factor;
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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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