| /* |
| * Copyright (C) 2021 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. |
| */ |
| |
| package com.android.systemui.ripple |
| |
| import android.animation.Animator |
| import android.animation.AnimatorListenerAdapter |
| import android.animation.ValueAnimator |
| import android.content.Context |
| import android.content.res.Configuration |
| import android.graphics.Canvas |
| import android.graphics.Paint |
| import android.graphics.PointF |
| import android.util.AttributeSet |
| import android.view.View |
| |
| private const val RIPPLE_SPARKLE_STRENGTH: Float = 0.3f |
| |
| /** |
| * A generic expanding ripple effect. To trigger the ripple expansion, set [radius] and [origin], |
| * then call [startRipple]. |
| */ |
| open class RippleView(context: Context?, attrs: AttributeSet?) : View(context, attrs) { |
| private val rippleShader = RippleShader() |
| private val defaultColor: Int = 0xffffffff.toInt() |
| private val ripplePaint = Paint() |
| |
| var rippleInProgress: Boolean = false |
| var radius: Float = 0.0f |
| set(value) { |
| rippleShader.radius = value |
| field = value |
| } |
| var origin: PointF = PointF() |
| set(value) { |
| rippleShader.origin = value |
| field = value |
| } |
| var duration: Long = 1750 |
| |
| init { |
| rippleShader.color = defaultColor |
| rippleShader.progress = 0f |
| rippleShader.sparkleStrength = RIPPLE_SPARKLE_STRENGTH |
| ripplePaint.shader = rippleShader |
| } |
| |
| override fun onConfigurationChanged(newConfig: Configuration?) { |
| rippleShader.pixelDensity = resources.displayMetrics.density |
| super.onConfigurationChanged(newConfig) |
| } |
| |
| override fun onAttachedToWindow() { |
| rippleShader.pixelDensity = resources.displayMetrics.density |
| super.onAttachedToWindow() |
| } |
| |
| @JvmOverloads |
| fun startRipple(onAnimationEnd: Runnable? = null) { |
| if (rippleInProgress) { |
| return // Ignore if ripple effect is already playing |
| } |
| val animator = ValueAnimator.ofFloat(0f, 1f) |
| animator.duration = duration |
| animator.addUpdateListener { updateListener -> |
| val now = updateListener.currentPlayTime |
| val progress = updateListener.animatedValue as Float |
| rippleShader.progress = progress |
| rippleShader.distortionStrength = 1 - progress |
| rippleShader.time = now.toFloat() |
| invalidate() |
| } |
| animator.addListener(object : AnimatorListenerAdapter() { |
| override fun onAnimationEnd(animation: Animator?) { |
| rippleInProgress = false |
| onAnimationEnd?.run() |
| } |
| }) |
| animator.start() |
| rippleInProgress = true |
| } |
| |
| /** Set the color to be used for the ripple. */ |
| fun setColor(color: Int) { |
| rippleShader.color = color |
| } |
| |
| /** |
| * Set whether the ripple should remain filled as the ripple expands. |
| * |
| * See [RippleShader.rippleFill]. |
| */ |
| fun setRippleFill(rippleFill: Boolean) { |
| rippleShader.rippleFill = rippleFill |
| } |
| |
| override fun onDraw(canvas: Canvas?) { |
| if (canvas == null || !canvas.isHardwareAccelerated) { |
| // Drawing with the ripple shader requires hardware acceleration, so skip |
| // if it's unsupported. |
| return |
| } |
| // To reduce overdraw, we mask the effect to a circle whose radius is big enough to cover |
| // the active effect area. Values here should be kept in sync with the |
| // animation implementation in the ripple shader. |
| val maskRadius = (1 - (1 - rippleShader.progress) * (1 - rippleShader.progress) * |
| (1 - rippleShader.progress)) * radius * 2 |
| canvas.drawCircle(origin.x, origin.y, maskRadius, ripplePaint) |
| } |
| } |