List of usage examples for android.graphics Path lineTo
public void lineTo(float x, float y)
From source file:com.rexmtorres.android.patternlock.PatternLockView.java
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup();//from www.j av a2s . com for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.getRow()][cell.getColumn()] = true; } // figure out in progress portion of ghosting line final boolean needToUpdateInProgressPoint = numCircles > 0 && numCircles < count; if (needToUpdateInProgressPoint) { final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) / MILLIS_PER_CIRCLE_ANIMATING; final Cell currentCell = pattern.get(numCircles - 1); final float centerX = getCenterXForColumn(currentCell.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < 3; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < 3; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float translationY = cellState.translationY; drawDot(canvas, (int) centerX, (int) centerY + translationY, cellState.radius, drawLookup[i][j], cellState.alpha, cellState.bitmapDot); } } // TODO: the path should be created and cached every time we hit-detect a cell // only the last segment of the path should be computed here // draw the path of the pattern (unless we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; for (int i = 0; i < count; i++) { Cell cell = pattern.get(i); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i != 0) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); mPathPaint.setAlpha( (int) (calculateLastSegmentAlpha(mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }
From source file:io.authme.sdk.widget.LockPatternView.java
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup();//from www .j a va 2s . c o m for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.row][cell.column] = true; } // figure out in progress portion of ghosting line final boolean needToUpdateInProgressPoint = numCircles > 0 && numCircles < count; if (needToUpdateInProgressPoint) { final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) / MILLIS_PER_CIRCLE_ANIMATING; final Cell currentCell = pattern.get(numCircles - 1); final float centerX = getCenterXForColumn(currentCell.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < MATRIX_WIDTH; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < MATRIX_WIDTH; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float size = cellState.size * cellState.scale; float translationY = cellState.translateY; drawCircle(canvas, (int) centerX, (int) centerY + translationY, size, drawLookup[i][j], cellState.alpha); } } // TODO: the path should be created and cached every time we hit-detect // a cell // only the last segment of the path should be computed here // draw the path of the pattern (unless we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; for (int i = 0; i < count; i++) { Cell cell = pattern.get(i); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i != 0) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); mPathPaint.setAlpha( (int) (calculateLastSegmentAlpha(mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }
From source file:electrifierzzz.robotcontrol.PatternView.java
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup();//from www . j a va2 s . c o m for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.getRow()][cell.getColumn()] = true; } // figure out in progress portion of ghosting line final boolean needToUpdateInProgressPoint = numCircles > 0 && numCircles < count; if (needToUpdateInProgressPoint) { final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) / MILLIS_PER_CIRCLE_ANIMATING; final Cell currentCell = pattern.get(numCircles - 1); final float centerX = getCenterXForColumn(currentCell.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < 3; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < 3; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float translationY = cellState.translationY; drawCircle(canvas, (int) centerX, (int) centerY + translationY, cellState.radius, drawLookup[i][j], cellState.alpha); } } // TODO: the path should be created and cached every time we hit-detect a cell // only the last segment of the path should be computed here // draw the path of the pattern (unless we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); // Anyway other drawing sets their own alpha ignoring the original; And in this way we // can use ?colorControlNormal better. mPathPaint.setAlpha(255); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; for (int i = 0; i < count; i++) { Cell cell = pattern.get(i); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i != 0) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); mPathPaint.setAlpha( (int) (calculateLastSegmentAlpha(mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }
From source file:com.bliex.android.lockpatternlib.PatternView.java
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup();//w w w . j ava2s. c o m for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.getRow()][cell.getColumn()] = true; } // figure out in progress portion of ghosting line final boolean needToUpdateInProgressPoint = numCircles > 0 && numCircles < count; if (needToUpdateInProgressPoint) { final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) / MILLIS_PER_CIRCLE_ANIMATING; final Cell currentCell = pattern.get(numCircles - 1); final float centerX = getCenterXForColumn(currentCell.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < 3; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < 3; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float translationY = cellState.translationY; drawCircle(canvas, (int) centerX, (int) centerY + translationY, cellState.radius, drawLookup[i][j], cellState.alpha); } } // TODO: the path should be created and cached every time we hit-detect a cell // only the last segment of the path should be computed here // draw the path of the pattern (unless we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); // Anyway other drawing sets their own alpha ignoring the original; And in this way we // can use ?colorControlNormal better. // mPathPaint.setAlpha(100); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; for (int i = 0; i < count; i++) { Cell cell = pattern.get(i); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i != 0) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); // mPathPaint.setAlpha((int) (calculateLastSegmentAlpha( // mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }
From source file:com.android.nobug.view.pattern.PatternView.java
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup();/*from w ww . jav a2 s .c om*/ for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.getRow()][cell.getColumn()] = true; } // figure out in progress portion of ghosting line final boolean needToUpdateInProgressPoint = numCircles > 0 && numCircles < count; if (needToUpdateInProgressPoint) { final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) / MILLIS_PER_CIRCLE_ANIMATING; final Cell currentCell = pattern.get(numCircles - 1); final float centerX = getCenterXForColumn(currentCell.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < mRowCount; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < mColumnCount; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float translationY = cellState.translationY; drawCircle(canvas, (int) centerX, (int) centerY + translationY, cellState.radius, drawLookup[i][j], cellState.alpha); } } // TODO: the path should be created and cached every time we hit-detect a cell // only the last segment of the path should be computed here // draw the path of the pattern (unless we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); // Anyway other drawing sets their own alpha ignoring the original; And in this way we // can use ?colorControlNormal better. mPathPaint.setAlpha(255); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; for (int i = 0; i < count; i++) { Cell cell = pattern.get(i); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i != 0) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); mPathPaint.setAlpha( (int) (calculateLastSegmentAlpha(mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }
From source file:com.zwj.customview.gesturelock.PatternView.java
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup();//ww w.j a v a 2 s.com for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.getRow()][cell.getColumn()] = true; } // figure out in progress portion of ghosting line final boolean needToUpdateInProgressPoint = numCircles > 0 && numCircles < count; if (needToUpdateInProgressPoint) { final float percentageOfNextCircle = ((float) (spotInCycle % MILLIS_PER_CIRCLE_ANIMATING)) / MILLIS_PER_CIRCLE_ANIMATING; final Cell currentCell = pattern.get(numCircles - 1); final float centerX = getCenterXForColumn(currentCell.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles for (int i = 0; i < mRowCount; i++) { float centerY = getCenterYForRow(i); for (int j = 0; j < mColumnCount; j++) { CellState cellState = mCellStates[i][j]; float centerX = getCenterXForColumn(j); float translationY = cellState.translationY; // TODO drawCircle(canvas, (int) centerX, (int) centerY + translationY, cellState.radius, drawLookup[i][j], cellState.alpha); } } // TODO: the path should be created and cached every time we hit-detect a cell // only the last segment of the path should be computed here // draw the path of the pattern (unless we are in stealth mode) final boolean drawPath = !mInStealthMode; if (drawPath) { mPathPaint.setColor(getCurrentColor(true /* partOfPattern */)); // Anyway other drawing sets their own alpha ignoring the original; And in this way we // can use ?colorControlNormal better. mPathPaint.setAlpha(255); boolean anyCircles = false; float lastX = 0f; float lastY = 0f; for (int i = 0; i < count; i++) { Cell cell = pattern.get(i); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i != 0) { CellState state = mCellStates[cell.row][cell.column]; currentPath.rewind(); currentPath.moveTo(lastX, lastY); if (state.lineEndX != Float.MIN_VALUE && state.lineEndY != Float.MIN_VALUE) { currentPath.lineTo(state.lineEndX, state.lineEndY); } else { currentPath.lineTo(centerX, centerY); } canvas.drawPath(currentPath, mPathPaint); } lastX = centerX; lastY = centerY; } // draw last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.rewind(); currentPath.moveTo(lastX, lastY); currentPath.lineTo(mInProgressX, mInProgressY); mPathPaint.setAlpha( (int) (calculateLastSegmentAlpha(mInProgressX, mInProgressY, lastX, lastY) * 255f)); canvas.drawPath(currentPath, mPathPaint); } } }
From source file:com.skytree.epubtest.BookViewActivity.java
@SuppressLint({ "DrawAllocation", "DrawAllocation" }) @Override//from w w w .j av a2 s . co m protected void onDraw(Canvas canvas) { Paint paint = new Paint(); float sl, sr, st, sb; sl = 0; sr = this.getWidth(); float ah = this.arrowHeight; // arrow Height; if (this.isArrowDown) { st = 0; sb = this.getHeight() - ah; } else { st = ah - 10; sb = this.getHeight() - 10; } Path boxPath = new Path(); boxPath.addRoundRect(new RectF(sl, st, sr, sb), 20, 20, Path.Direction.CW); if (arrowPosition <= arrowHeight * 1.5f) { arrowPosition = arrowHeight * 1.5f; } else if (arrowPosition >= this.getWidth() - arrowHeight * 1.5f) { arrowPosition = this.getWidth() - arrowHeight * 1.5f; } Path arrowPath = new Path(); if (isArrowDown) { arrowPath.moveTo(arrowPosition, sb + ah); arrowPath.lineTo((float) (arrowPosition - ah * 0.75), sb - 10); arrowPath.lineTo((float) (arrowPosition + ah * 0.75), sb - 10); arrowPath.close(); } else { arrowPath.moveTo(arrowPosition, 0); arrowPath.lineTo((float) (arrowPosition - ah * 0.75), ah + 10); arrowPath.lineTo((float) (arrowPosition + ah * 0.75), ah + 10); arrowPath.close(); } paint.setColor(this.strokeColor); paint.setStyle(Paint.Style.FILL); boxPath.addPath(arrowPath); canvas.drawPath(boxPath, paint); paint.setColor(this.boxColor); paint.setStyle(Paint.Style.FILL); boxPath.addPath(arrowPath); canvas.save(); float sf = 0.995f; float ox = (this.getWidth() - (this.getWidth() * sf)) / 2.0f; float oy = ((this.getHeight() - arrowHeight) - ((this.getHeight() - arrowHeight) * sf)) / 2.0f; canvas.translate(ox, oy); canvas.scale(sf, sf); canvas.drawPath(boxPath, paint); canvas.restore(); if (layoutChanged) { this.recalcLayout(); layoutChanged = false; } }
From source file:com.codename1.impl.android.AndroidImplementation.java
static Path cn1ShapeToAndroidPath(com.codename1.ui.geom.Shape shape, Path p) { //Path p = new Path(); p.rewind();/*from w w w . ja v a2 s. c o m*/ com.codename1.ui.geom.PathIterator it = shape.getPathIterator(); //p.setWindingRule(it.getWindingRule() == com.codename1.ui.geom.PathIterator.WIND_EVEN_ODD ? GeneralPath.WIND_EVEN_ODD : GeneralPath.WIND_NON_ZERO); float[] buf = new float[6]; while (!it.isDone()) { int type = it.currentSegment(buf); switch (type) { case com.codename1.ui.geom.PathIterator.SEG_MOVETO: p.moveTo(buf[0], buf[1]); break; case com.codename1.ui.geom.PathIterator.SEG_LINETO: p.lineTo(buf[0], buf[1]); break; case com.codename1.ui.geom.PathIterator.SEG_QUADTO: p.quadTo(buf[0], buf[1], buf[2], buf[3]); break; case com.codename1.ui.geom.PathIterator.SEG_CUBICTO: p.cubicTo(buf[0], buf[1], buf[2], buf[3], buf[4], buf[5]); break; case com.codename1.ui.geom.PathIterator.SEG_CLOSE: p.close(); break; } it.next(); } return p; }