package com.lcjian.library.widget.myswiperefreshlayout;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import android.graphics.Rect;
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import android.graphics.RectF;
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import androidx.core.view.ViewCompat;
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import android.view.View;
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import android.view.animation.AnimationUtils;
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import android.view.animation.Interpolator;
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/**
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* Created by weikou2015 on 2016/8/19.
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*/
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final class SwipeProgressBar {
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// Default progress animation colors are grays.
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private final static int COLOR1 = 0xB3000000;
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private final static int COLOR2 = 0x80000000;
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private final static int COLOR3 = 0x4d000000;
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private final static int COLOR4 = 0x1a000000;
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// The duration of the animation cycle.
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private static final int ANIMATION_DURATION_MS = 2000;
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// The duration of the animation to clear the bar.
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private static final int FINISH_ANIMATION_DURATION_MS = 1000;
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// Interpolator for varying the speed of the animation.
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private static final Interpolator INTERPOLATOR = BakedBezierInterpolator.getInstance();
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private final Paint mPaint = new Paint();
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private final RectF mClipRect = new RectF();
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private float mTriggerPercentage;
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private long mStartTime;
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private long mFinishTime;
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private boolean mRunning;
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// Colors used when rendering the animation,
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private int mColor1;
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private int mColor2;
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private int mColor3;
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private int mColor4;
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private View mParent;
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private Rect mBounds = new Rect();
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public SwipeProgressBar(View parent) {
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mParent = parent;
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mColor1 = COLOR1;
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mColor2 = COLOR2;
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mColor3 = COLOR3;
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mColor4 = COLOR4;
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}
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/**
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* Set the four colors used in the progress animation. The first color will
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* also be the color of the bar that grows in response to a user swipe
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* gesture.
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*
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* @param color1 Integer representation of a color.
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* @param color2 Integer representation of a color.
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* @param color3 Integer representation of a color.
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* @param color4 Integer representation of a color.
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*/
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void setColorScheme(int color1, int color2, int color3, int color4) {
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mColor1 = color1;
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mColor2 = color2;
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mColor3 = color3;
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mColor4 = color4;
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}
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/**
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* Update the progress the user has made toward triggering the swipe
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* gesture. and use this value to update the percentage of the trigger that
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* is shown.
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*/
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void setTriggerPercentage(float triggerPercentage) {
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mTriggerPercentage = triggerPercentage;
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mStartTime = 0;
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ViewCompat.postInvalidateOnAnimation(mParent);
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}
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/**
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* Start showing the progress animation.
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*/
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void start() {
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if (!mRunning) {
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mTriggerPercentage = 0;
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mStartTime = AnimationUtils.currentAnimationTimeMillis();
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mRunning = true;
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mParent.postInvalidate();
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}
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}
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/**
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* Stop showing the progress animation.
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*/
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void stop() {
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if (mRunning) {
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mTriggerPercentage = 0;
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mFinishTime = AnimationUtils.currentAnimationTimeMillis();
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mRunning = false;
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mParent.postInvalidate();
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}
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}
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/**
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* @return Return whether the progress animation is currently running.
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*/
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boolean isRunning() {
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return mRunning || mFinishTime > 0;
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}
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void draw(Canvas canvas) {
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final int width = mBounds.width();
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final int height = mBounds.height();
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final int cx = width / 2;
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// final int cy = height / 2;
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final int cy = mBounds.bottom - height / 2;
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boolean drawTriggerWhileFinishing = false;
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int restoreCount = canvas.save();
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canvas.clipRect(mBounds);
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if (mRunning || (mFinishTime > 0)) {
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long now = AnimationUtils.currentAnimationTimeMillis();
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long elapsed = (now - mStartTime) % ANIMATION_DURATION_MS;
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long iterations = (now - mStartTime) / ANIMATION_DURATION_MS;
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float rawProgress = (elapsed / (ANIMATION_DURATION_MS / 100f));
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// If we're not running anymore, that means we're running through
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// the finish animation.
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if (!mRunning) {
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// If the finish animation is done, don't draw anything, and
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// don't repost.
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if ((now - mFinishTime) >= FINISH_ANIMATION_DURATION_MS) {
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mFinishTime = 0;
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return;
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}
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// Otherwise, use a 0 opacity alpha layer to clear the animation
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// from the inside out. This layer will prevent the circles from
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// drawing within its bounds.
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long finishElapsed = (now - mFinishTime) % FINISH_ANIMATION_DURATION_MS;
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float finishProgress = (finishElapsed / (FINISH_ANIMATION_DURATION_MS / 100f));
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float pct = (finishProgress / 100f);
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// Radius of the circle is half of the screen.
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float clearRadius = width / 2 * INTERPOLATOR.getInterpolation(pct);
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mClipRect.set(cx - clearRadius, 0, cx + clearRadius, height);
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canvas.saveLayerAlpha(mClipRect, 0, 0);
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// Only draw the trigger if there is a space in the center of
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// this refreshing view that needs to be filled in by the
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// trigger. If the progress view is just still animating, let it
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// continue animating.
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drawTriggerWhileFinishing = true;
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}
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// First fill in with the last color that would have finished drawing.
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if (iterations == 0) {
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canvas.drawColor(mColor1);
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} else {
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if (rawProgress >= 0 && rawProgress < 25) {
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canvas.drawColor(mColor4);
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} else if (rawProgress >= 25 && rawProgress < 50) {
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canvas.drawColor(mColor1);
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} else if (rawProgress >= 50 && rawProgress < 75) {
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canvas.drawColor(mColor2);
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} else {
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canvas.drawColor(mColor3);
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}
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}
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// Then draw up to 4 overlapping concentric circles of varying radii, based on how far
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// along we are in the cycle.
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// progress 0-50 draw mColor2
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// progress 25-75 draw mColor3
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// progress 50-100 draw mColor4
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// progress 75 (wrap to 25) draw mColor1
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if ((rawProgress >= 0 && rawProgress <= 25)) {
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float pct = (((rawProgress + 25) * 2) / 100f);
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drawCircle(canvas, cx, cy, mColor1, pct);
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}
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if (rawProgress >= 0 && rawProgress <= 50) {
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float pct = ((rawProgress * 2) / 100f);
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drawCircle(canvas, cx, cy, mColor2, pct);
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}
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if (rawProgress >= 25 && rawProgress <= 75) {
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float pct = (((rawProgress - 25) * 2) / 100f);
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drawCircle(canvas, cx, cy, mColor3, pct);
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}
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if (rawProgress >= 50 && rawProgress <= 100) {
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float pct = (((rawProgress - 50) * 2) / 100f);
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drawCircle(canvas, cx, cy, mColor4, pct);
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}
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if ((rawProgress >= 75 && rawProgress <= 100)) {
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float pct = (((rawProgress - 75) * 2) / 100f);
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drawCircle(canvas, cx, cy, mColor1, pct);
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}
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if (mTriggerPercentage > 0 && drawTriggerWhileFinishing) {
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// There is some portion of trigger to draw. Restore the canvas,
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// then draw the trigger. Otherwise, the trigger does not appear
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// until after the bar has finished animating and appears to
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// just jump in at a larger width than expected.
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canvas.restoreToCount(restoreCount);
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restoreCount = canvas.save();
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canvas.clipRect(mBounds);
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drawTrigger(canvas, cx, cy);
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}
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// Keep running until we finish out the last cycle.
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ViewCompat.postInvalidateOnAnimation(mParent);
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} else {
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// Otherwise if we're in the middle of a trigger, draw that.
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if (mTriggerPercentage > 0 && mTriggerPercentage <= 1.0) {
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drawTrigger(canvas, cx, cy);
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}
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}
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canvas.restoreToCount(restoreCount);
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}
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private void drawTrigger(Canvas canvas, int cx, int cy) {
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mPaint.setColor(mColor1);
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canvas.drawCircle(cx, cy, cx * mTriggerPercentage, mPaint);
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}
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/**
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* Draws a circle centered in the view.
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*
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* @param canvas the canvas to draw on
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* @param cx the center x coordinate
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* @param cy the center y coordinate
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* @param color the color to draw
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* @param pct the percentage of the view that the circle should cover
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*/
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private void drawCircle(Canvas canvas, float cx, float cy, int color, float pct) {
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mPaint.setColor(color);
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canvas.save();
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canvas.translate(cx, cy);
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float radiusScale = INTERPOLATOR.getInterpolation(pct);
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canvas.scale(radiusScale, radiusScale);
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canvas.drawCircle(0, 0, cx, mPaint);
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canvas.restore();
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}
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/**
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* Set the drawing bounds of this SwipeProgressBar.
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*/
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void setBounds(int left, int top, int right, int bottom) {
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mBounds.left = left;
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mBounds.top = top;
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mBounds.right = right;
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mBounds.bottom = bottom;
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}
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}
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