package com.wm.remusic.widget; /** * Created by wm on 2016/5/15. */ /* * Copyright (C) 2013 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. */ import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.Rect; import android.graphics.RectF; import android.support.v4.view.ViewCompat; import android.view.View; import android.view.animation.AnimationUtils; import android.view.animation.Interpolator; import android.view.animation.LinearInterpolator; /** * Custom progress bar that shows a cycle of colors as widening circles that * overdraw each other. When finished, the bar is cleared from the inside out as * the main cycle continues. Before running, this can also indicate how close * the user is to triggering something (e.g. how far they need to pull down to * trigger a refresh). */ final class SwipeProgressBar { // Default progress animation colors are grays. private final static int COLOR1 = 0xB3000000; private final static int COLOR2 = 0x80000000; private final static int COLOR3 = 0x4d000000; private final static int COLOR4 = 0x1a000000; // The duration of the animation cycle. private static final int ANIMATION_DURATION_MS = 2000; // The duration of the animation to clear the bar. private static final int FINISH_ANIMATION_DURATION_MS = 1000; // Interpolator for varying the speed of the animation. private static final Interpolator INTERPOLATOR = new LinearInterpolator(); private final Paint mPaint = new Paint(); private final RectF mClipRect = new RectF(); private float mTriggerPercentage; private long mStartTime; private long mFinishTime; private boolean mRunning; // Colors used when rendering the animation, private int mColor1; private int mColor2; private int mColor3; private int mColor4; private View mParent; private Rect mBounds = new Rect(); public SwipeProgressBar(View parent) { mParent = parent; mColor1 = COLOR1; mColor2 = COLOR2; mColor3 = COLOR3; mColor4 = COLOR4; } /** * Set the four colors used in the progress animation. The first color will * also be the color of the bar that grows in response to a user swipe * gesture. * * @param color1 Integer representation of a color. * @param color2 Integer representation of a color. * @param color3 Integer representation of a color. * @param color4 Integer representation of a color. */ void setColorScheme(int color1, int color2, int color3, int color4) { mColor1 = color1; mColor2 = color2; mColor3 = color3; mColor4 = color4; } /** * Update the progress the user has made toward triggering the swipe * gesture. and use this value to update the percentage of the trigger that * is shown. */ void setTriggerPercentage(float triggerPercentage) { mTriggerPercentage = triggerPercentage; mStartTime = 0; ViewCompat.postInvalidateOnAnimation(mParent); } /** * Start showing the progress animation. */ void start() { if (!mRunning) { mTriggerPercentage = 0; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mRunning = true; mParent.postInvalidate(); } } /** * Stop showing the progress animation. */ void stop() { if (mRunning) { mTriggerPercentage = 0; mFinishTime = AnimationUtils.currentAnimationTimeMillis(); mRunning = false; mParent.postInvalidate(); } } /** * @return Return whether the progress animation is currently running. */ boolean isRunning() { return mRunning || mFinishTime > 0; } void draw(Canvas canvas) { final int width = mBounds.width(); final int height = mBounds.height(); final int cx = width / 2; // final int cy = height / 2; final int cy = mBounds.bottom - height / 2; boolean drawTriggerWhileFinishing = false; int restoreCount = canvas.save(); canvas.clipRect(mBounds); if (mRunning || (mFinishTime > 0)) { long now = AnimationUtils.currentAnimationTimeMillis(); long elapsed = (now - mStartTime) % ANIMATION_DURATION_MS; long iterations = (now - mStartTime) / ANIMATION_DURATION_MS; float rawProgress = (elapsed / (ANIMATION_DURATION_MS / 100f)); // If we're not running anymore, that means we're running through // the finish animation. if (!mRunning) { // If the finish animation is done, don't draw anything, and // don't repost. if ((now - mFinishTime) >= FINISH_ANIMATION_DURATION_MS) { mFinishTime = 0; return; } // Otherwise, use a 0 opacity alpha layer to clear the animation // from the inside out. This layer will prevent the circles from // drawing within its bounds. long finishElapsed = (now - mFinishTime) % FINISH_ANIMATION_DURATION_MS; float finishProgress = (finishElapsed / (FINISH_ANIMATION_DURATION_MS / 100f)); float pct = (finishProgress / 100f); // Radius of the circle is half of the screen. float clearRadius = width / 2 * INTERPOLATOR.getInterpolation(pct); mClipRect.set(cx - clearRadius, 0, cx + clearRadius, height); canvas.saveLayerAlpha(mClipRect, 0, 0); // Only draw the trigger if there is a space in the center of // this refreshing view that needs to be filled in by the // trigger. If the progress view is just still animating, let it // continue animating. drawTriggerWhileFinishing = true; } // First fill in with the last color that would have finished drawing. if (iterations == 0) { canvas.drawColor(mColor1); } else { if (rawProgress >= 0 && rawProgress < 25) { canvas.drawColor(mColor4); } else if (rawProgress >= 25 && rawProgress < 50) { canvas.drawColor(mColor1); } else if (rawProgress >= 50 && rawProgress < 75) { canvas.drawColor(mColor2); } else { canvas.drawColor(mColor3); } } // Then draw up to 4 overlapping concentric circles of varying radii, based on how far // along we are in the cycle. // progress 0-50 draw mColor2 // progress 25-75 draw mColor3 // progress 50-100 draw mColor4 // progress 75 (wrap to 25) draw mColor1 if ((rawProgress >= 0 && rawProgress <= 25)) { float pct = (((rawProgress + 25) * 2) / 100f); drawCircle(canvas, cx, cy, mColor1, pct); } if (rawProgress >= 0 && rawProgress <= 50) { float pct = ((rawProgress * 2) / 100f); drawCircle(canvas, cx, cy, mColor2, pct); } if (rawProgress >= 25 && rawProgress <= 75) { float pct = (((rawProgress - 25) * 2) / 100f); drawCircle(canvas, cx, cy, mColor3, pct); } if (rawProgress >= 50 && rawProgress <= 100) { float pct = (((rawProgress - 50) * 2) / 100f); drawCircle(canvas, cx, cy, mColor4, pct); } if ((rawProgress >= 75 && rawProgress <= 100)) { float pct = (((rawProgress - 75) * 2) / 100f); drawCircle(canvas, cx, cy, mColor1, pct); } if (mTriggerPercentage > 0 && drawTriggerWhileFinishing) { // There is some portion of trigger to draw. Restore the canvas, // then draw the trigger. Otherwise, the trigger does not appear // until after the bar has finished animating and appears to // just jump in at a larger width than expected. canvas.restoreToCount(restoreCount); restoreCount = canvas.save(); canvas.clipRect(mBounds); drawTrigger(canvas, cx, cy); } // Keep running until we finish out the last cycle. ViewCompat.postInvalidateOnAnimation(mParent); } else { // Otherwise if we're in the middle of a trigger, draw that. if (mTriggerPercentage > 0 && mTriggerPercentage <= 1.0) { drawTrigger(canvas, cx, cy); } } canvas.restoreToCount(restoreCount); } private void drawTrigger(Canvas canvas, int cx, int cy) { mPaint.setColor(mColor1); canvas.drawCircle(cx, cy, cx * mTriggerPercentage, mPaint); } /** * Draws a circle centered in the view. * * @param canvas the canvas to draw on * @param cx the center x coordinate * @param cy the center y coordinate * @param color the color to draw * @param pct the percentage of the view that the circle should cover */ private void drawCircle(Canvas canvas, float cx, float cy, int color, float pct) { mPaint.setColor(color); canvas.save(); canvas.translate(cx, cy); float radiusScale = INTERPOLATOR.getInterpolation(pct); canvas.scale(radiusScale, radiusScale); canvas.drawCircle(0, 0, cx, mPaint); canvas.restore(); } /** * Set the drawing bounds of this SwipeProgressBar. */ void setBounds(int left, int top, int right, int bottom) { mBounds.left = left; mBounds.top = top; mBounds.right = right; mBounds.bottom = bottom; } }