Java tutorial
package com.hongshi.hongshiandroid.view.processbtn; import android.content.Context; import android.content.res.Resources; import android.graphics.Canvas; import android.graphics.Paint; import android.graphics.Rect; import android.graphics.RectF; import android.support.v4.view.ViewCompat; import android.util.AttributeSet; import android.view.View; import android.view.animation.AccelerateDecelerateInterpolator; import android.view.animation.AnimationUtils; import android.view.animation.Interpolator; /* * The MIT License (MIT) * * Copyright (c) 2014 Danylyk Dmytro * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ public class ActionProcessButton extends ProcessButton { private ProgressBar mProgressBar; private Mode mMode; private int mColor1; private int mColor2; private int mColor3; private int mColor4; public enum Mode { PROGRESS, ENDLESS; } public ActionProcessButton(Context context) { super(context); init(context); } public ActionProcessButton(Context context, AttributeSet attrs) { super(context, attrs); init(context); } public ActionProcessButton(Context context, AttributeSet attrs, int defStyle) { super(context, attrs, defStyle); init(context); } private void init(Context context) { Resources res = context.getResources(); mMode = Mode.ENDLESS; mColor1 = res.getColor(android.R.color.holo_blue_bright); mColor2 = res.getColor(android.R.color.holo_green_light); mColor3 = res.getColor(android.R.color.holo_orange_light); mColor4 = res.getColor(android.R.color.holo_red_light); } public void setMode(Mode mode) { mMode = mode; } public void setColorScheme(int color1, int color2, int color3, int color4) { mColor1 = color1; mColor2 = color2; mColor3 = color3; mColor4 = color4; } @Override public void drawProgress(Canvas canvas) { if (getBackground() != getNormalDrawable()) { setBackgroundDrawable(getNormalDrawable()); } switch (mMode) { case ENDLESS: drawEndlessProgress(canvas); break; case PROGRESS: drawLineProgress(canvas); break; } } private void drawLineProgress(Canvas canvas) { float scale = (float) getProgress() / (float) getMaxProgress(); float indicatorWidth = (float) getMeasuredWidth() * scale; double indicatorHeightPercent = 0.05; // 5% int bottom = (int) (getMeasuredHeight() - getMeasuredHeight() * indicatorHeightPercent); getProgressDrawable().setBounds(0, bottom, (int) indicatorWidth, getMeasuredHeight()); getProgressDrawable().draw(canvas); } private void drawEndlessProgress(Canvas canvas) { double indicatorHeightPercent = 0.05; // 5% int bottom = (int) (getMeasuredHeight() - getMeasuredHeight() * indicatorHeightPercent); if (mProgressBar == null) { mProgressBar = new ProgressBar(this); mProgressBar.setBounds(0, bottom, getMeasuredWidth(), getMeasuredHeight()); mProgressBar.setColorScheme(mColor1, mColor2, mColor3, mColor4); mProgressBar.start(); } if (getProgress() > 0) { mProgressBar.draw(canvas); } } public static class ProgressBar { // 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 AccelerateDecelerateInterpolator(); 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 ProgressBar(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; } /** * Start showing the progress animation. */ void start() { if (!mRunning) { mTriggerPercentage = 0; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mRunning = true; mParent.postInvalidate(); } } void draw(Canvas canvas) { final int width = mBounds.width(); final int height = mBounds.height(); final int cx = width / 2; final int cy = 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; } } }