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diff --git a/src/com/android/camera/ui/focus/FocusRingRenderer.java b/src/com/android/camera/ui/focus/FocusRingRenderer.java
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+/*
+ * Copyright (C) 2014 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.camera.ui.focus;
+
+import android.graphics.Paint;
+import android.util.Log;
+
+import com.android.camera.ui.motion.DampedSpring;
+import com.android.camera.ui.motion.DynamicAnimation;
+import com.android.camera.ui.motion.Invalidator;
+import com.android.camera.ui.motion.UnitCurve;
+import com.android.camera.ui.motion.UnitCurves;
+
+/**
+ * Base class for defining the focus ring states, enter and exit durations, and
+ * positioning logic.
+ */
+abstract class FocusRingRenderer implements DynamicAnimation {
+ private static final String TAG = "FocusRingRenderer";
+
+ /**
+ * Primary focus states that a focus ring renderer can go through.
+ */
+ protected static enum FocusState {
+ STATE_INACTIVE,
+ STATE_ENTER,
+ STATE_ACTIVE,
+ STATE_FADE_OUT,
+ STATE_HARD_STOP,
+ }
+
+ protected final Invalidator mInvalidator;
+ protected final Paint mRingPaint;
+ protected final DampedSpring mRingRadius;
+ protected final UnitCurve mEnterOpacityCurve;
+ protected final UnitCurve mExitOpacityCurve;
+ protected final UnitCurve mHardExitOpacityCurve;
+ protected final float mEnterDurationMillis;
+ protected final float mExitDurationMillis;
+ protected final float mHardExitDurationMillis = 64;
+
+ private int mCenterX;
+ private int mCenterY;
+ protected long mEnterStartMillis = 0;
+ protected long mExitStartMillis = 0;
+ protected long mHardExitStartMillis = 0;
+
+ protected FocusState mFocusState = FocusState.STATE_INACTIVE;
+
+ /**
+ * A dynamic, configurable, self contained ring render that will inform
+ * via invalidation if it should continue to be receive updates
+ * and re-draws.
+ *
+ * @param invalidator the object to inform if it requires more draw calls.
+ * @param ringPaint the paint to use to draw the ring.
+ * @param enterDurationMillis the fade in duration in milliseconds
+ * @param exitDurationMillis the fade out duration in milliseconds.
+ */
+ FocusRingRenderer(Invalidator invalidator, Paint ringPaint, float enterDurationMillis,
+ float exitDurationMillis) {
+ mInvalidator = invalidator;
+ mRingPaint = ringPaint;
+ mEnterDurationMillis = enterDurationMillis;
+ mExitDurationMillis = exitDurationMillis;
+
+ mEnterOpacityCurve = UnitCurves.FAST_OUT_SLOW_IN;
+ mExitOpacityCurve = UnitCurves.FAST_OUT_LINEAR_IN;
+ mHardExitOpacityCurve = UnitCurves.FAST_OUT_LINEAR_IN;
+
+ mRingRadius = new DampedSpring();
+ }
+
+ /**
+ * Set the centerX position for this focus ring renderer.
+ *
+ * @param value the x position
+ */
+ public void setCenterX(int value) {
+ mCenterX = value;
+ }
+
+ protected int getCenterX() {
+ return mCenterX;
+ }
+
+ /**
+ * Set the centerY position for this focus ring renderer.
+ *
+ * @param value the y position
+ */
+ public void setCenterY(int value) {
+ mCenterY = value;
+ }
+
+ protected int getCenterY() {
+ return mCenterY;
+ }
+
+ /**
+ * Set the physical radius of this ring.
+ *
+ * @param value the radius of the ring.
+ */
+ public void setRadius(long tMs, float value) {
+ if (mFocusState == FocusState.STATE_FADE_OUT
+ && Math.abs(mRingRadius.getTarget() - value) > 0.1) {
+ Log.v(TAG, "FOCUS STATE ENTER VIA setRadius(" + tMs + ", " + value + ")");
+ mFocusState = FocusState.STATE_ENTER;
+ mEnterStartMillis = computeEnterStartTimeMillis(tMs, mEnterDurationMillis);
+ }
+
+ mRingRadius.setTarget(value);
+ }
+
+ /**
+ * returns true if the renderer is not in an inactive state.
+ */
+ @Override
+ public boolean isActive() {
+ return mFocusState != FocusState.STATE_INACTIVE;
+ }
+
+ /**
+ * returns true if the renderer is in an exit state.
+ */
+ public boolean isExiting() {
+ return mFocusState == FocusState.STATE_FADE_OUT
+ || mFocusState == FocusState.STATE_HARD_STOP;
+ }
+
+ /**
+ * returns true if the renderer is in an enter state.
+ */
+ public boolean isEntering() {
+ return mFocusState == FocusState.STATE_ENTER;
+ }
+
+ /**
+ * Initialize and start the animation with the given start and
+ * target radius.
+ */
+ public void start(long startMs, float initialRadius, float targetRadius) {
+ if (mFocusState != FocusState.STATE_INACTIVE) {
+ Log.w(TAG, "start() called while the ring was still focusing!");
+ }
+ mRingRadius.stop();
+ mRingRadius.setValue(initialRadius);
+ mRingRadius.setTarget(targetRadius);
+ mEnterStartMillis = startMs;
+
+ mFocusState = FocusState.STATE_ENTER;
+ mInvalidator.invalidate();
+ }
+
+ /**
+ * Put the animation in the exit state regardless of the current
+ * dynamic transition. If the animation is currently in an enter state
+ * this will compute an exit start time such that the exit time lines
+ * up with the enter time at the current transition value.
+ *
+ * @param t the current animation time.
+ */
+ public void exit(long t) {
+ if (mRingRadius.isActive()) {
+ mRingRadius.stop();
+ }
+
+ mFocusState = FocusState.STATE_FADE_OUT;
+ mExitStartMillis = computeExitStartTimeMs(t, mExitDurationMillis);
+ }
+
+ /**
+ * Put the animation in the hard stop state regardless of the current
+ * dynamic transition. If the animation is currently in an enter state
+ * this will compute an exit start time such that the exit time lines
+ * up with the enter time at the current transition value.
+ *
+ * @param tMillis the current animation time in milliseconds.
+ */
+ public void stop(long tMillis) {
+ if (mRingRadius.isActive()) {
+ mRingRadius.stop();
+ }
+
+ mFocusState = FocusState.STATE_HARD_STOP;
+ mHardExitStartMillis = computeExitStartTimeMs(tMillis, mHardExitDurationMillis);
+ }
+
+ private long computeExitStartTimeMs(long tMillis, float exitDuration) {
+ if (mEnterStartMillis + mEnterDurationMillis <= tMillis) {
+ return tMillis;
+ }
+
+ // Compute the current progress on the enter animation.
+ float enterT = (tMillis - mEnterStartMillis) / mEnterDurationMillis;
+
+ // Find a time on the exit curve such that it will produce the same value.
+ float exitT = UnitCurves.mapEnterCurveToExitCurveAtT(mEnterOpacityCurve, mExitOpacityCurve,
+ enterT);
+
+ // Compute the a start time before tMs such that the ratio of time completed
+ // equals the computed exit curve animation position.
+ return tMillis - (long) (exitT * exitDuration);
+ }
+
+ private long computeEnterStartTimeMillis(long tMillis, float enterDuration) {
+ if (mExitStartMillis + mExitDurationMillis <= tMillis) {
+ return tMillis;
+ }
+
+ // Compute the current progress on the enter animation.
+ float exitT = (tMillis - mExitStartMillis) / mExitDurationMillis;
+
+ // Find a time on the exit curve such that it will produce the same value.
+ float enterT = UnitCurves.mapEnterCurveToExitCurveAtT(mExitOpacityCurve, mEnterOpacityCurve,
+ exitT);
+
+ // Compute the a start time before tMs such that the ratio of time completed
+ // equals the computed exit curve animation position.
+ return tMillis - (long) (enterT * enterDuration);
+ }
+}