/** * Set the pattern explicitly (rather than waiting for the user to input a pattern). * * @param displayMode How to display the pattern. * @param pattern The pattern. */ public void setPattern(final DisplayMode displayMode, final List<Cell> pattern) { mPattern.clear(); mPattern.addAll(pattern); clearPatternDrawLookup(); for (Cell cell : pattern) { cellManager.draw(cell, true); } setDisplayMode(displayMode); }
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); if (patternDisplayMode == DisplayMode.Animate) { final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - animatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup(); for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); cellManager.draw(cell, true); } 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.getColumn()); final float centerY = getCenterYForRow(currentCell.getRow()); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.getColumn()) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.getRow()) - centerY); inProgressX = centerX + dx; inProgressY = centerY + dy; } invalidate(); } final float squareWidth = this.squareWidth; final float squareHeight = this.squareHeight; float radius = (squareWidth * diameterFactor * 0.5f); pathPaint.setStrokeWidth(radius); final Path currentPath = this.currentPath; currentPath.rewind(); // draw the circles final int paddingTop = this.paddingTop; final int paddingLeft = this.paddingLeft; for (int i = 0; i < gridSize; i++) { float topY = paddingTop + i * squareHeight; for (int j = 0; j < gridSize; j++) { float leftX = paddingLeft + j * squareWidth; drawCircle(canvas, (int) leftX, (int) topY, cellManager.isDrawn(i, j)); } } // only the last segment of the path should be computed here // draw the path of the pattern (unless the user is in progress, and // we are in stealth mode) final boolean drawPath = (!inStealthMode && patternDisplayMode == DisplayMode.Correct || !inErrorStealthMode && patternDisplayMode == DisplayMode.Wrong); // draw the arrows associated with the path (unless the user is in // progress, and // we are in stealth mode) boolean oldFlag = (circlePaint.getFlags() & Paint.FILTER_BITMAP_FLAG) != 0; circlePaint.setFilterBitmap(true); if (drawPath) { boolean anyCircles = false; 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 (!cellManager.isDrawn(cell)) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.getColumn()); float centerY = getCenterYForRow(cell.getRow()); if (i == 0) { currentPath.moveTo(centerX, centerY); } else { currentPath.lineTo(centerX, centerY); } } // add last in progress section if ((patternInProgress || patternDisplayMode == DisplayMode.Animate) && anyCircles && count > 1) { currentPath.lineTo(inProgressX, inProgressY); } canvas.drawPath(currentPath, pathPaint); } circlePaint.setFilterBitmap(oldFlag); // restore default flag }
private void addCellToPattern(Cell newCell) { cellManager.draw(newCell, true); mPattern.add(newCell); notifyCellAdded(); }