private void stroke(Seria s, Canvas canvas) { mPlotPaint.setStyle(Paint.Style.STROKE); // draw line if (s.mWidth > 0) { // create the path mPath.reset(); mPath.moveTo(calcX(s.x[0]), calcY(s.y[0])); for (int i = 1; i < s.sz(); i++) { mPath.lineTo(calcX(s.x[i]), calcY(s.y[i])); } // draw the path mPlotPaint.setColor(s.mColor); mPlotPaint.setStrokeWidth(s.mWidth); mPlotPaint.setPathEffect(s.mEffect); canvas.drawPath(mPath, mPlotPaint); } // draw images seria if (s.bms != null) { for (int i = 0; i < s.sz(); i++) { Bitmap bm; if (s.bms.length > 1) { bm = s.bms[i]; } else { bm = s.bms[0]; } float left = calcX(s.x[i]); float top = calcY(s.y[i]); if (s.hAlign == HALIGN.CENTER) { left -= bm.getWidth() / 2; } else if (s.hAlign == HALIGN.RIGHT) { left -= bm.getWidth(); } if (s.vAlign == VALIGN.CENTER) { top -= bm.getHeight() / 2; } else if (s.vAlign == VALIGN.BOTTOM) { top -= bm.getHeight(); } canvas.drawBitmap(s.bms[i], left, top, mPlotPaint); } } if (s.texts != null) { Align align = Align.CENTER; switch (s.hAlign) { case LEFT: align = Align.RIGHT; case RIGHT: align = Align.LEFT; } mPlotPaint.setTextAlign(align); mPlotPaint.setStrokeWidth(0); mPlotPaint.setColor(s.mColor); for (int i = 0; i < s.sz(); i++) { float x = calcX(s.x[i]); float y = calcY(s.y[i]); switch (s.vAlign) { case TOP: y -= mPlotPaint.getTextSize(); case CENTER: y -= 0.5 * mPlotPaint.getTextSize(); } if (s.deg != 0) { canvas.save(); canvas.rotate(s.deg, x, y); } canvas.drawText(s.texts[i], x, y, mPlotPaint); if (s.deg != 0) { canvas.restore(); } } } }
/** * Initialize the control. This code is in a separate method so that it can be called from both * constructors. */ private void init() { // Force the background to software rendering because otherwise the Blur // filter won't work. setLayerToSW(this); // Set up the paint for the label text mTextPaint = new Paint(Paint.ANTI_ALIAS_FLAG); mTextPaint.setColor(mTextColor); if (mTextHeight == 0) { mTextHeight = mTextPaint.getTextSize(); } else { mTextPaint.setTextSize(mTextHeight); } // Set up the paint for the pie slices mPiePaint = new Paint(Paint.ANTI_ALIAS_FLAG); mPiePaint.setStyle(Paint.Style.FILL); mPiePaint.setTextSize(mTextHeight); cSlicePaint = new Paint(Paint.ANTI_ALIAS_FLAG); cSlicePaint.setStyle(Paint.Style.FILL); // Set up the paint for the shadow mShadowPaint = new Paint(0); mShadowPaint.setColor(0xff101010); mShadowPaint.setMaskFilter(new BlurMaskFilter(8, BlurMaskFilter.Blur.NORMAL)); // Add a child view to draw the pie. Putting this in a child view // makes it possible to draw it on a separate hardware layer that rotates // independently mPieView = new PieView(getContext()); addView(mPieView); mPieView.rotateTo(mPieRotation); // The pointer doesn't need hardware acceleration, but in order to show up // in front of the pie it also needs to be on a separate view. mPointerView = new PointerView(getContext()); addView(mPointerView); // Set up an animator to animate the PieRotation property. This is used to // correct the pie's orientation after the user lets go of it. if (Build.VERSION.SDK_INT >= 11) { mAutoCenterAnimator = ObjectAnimator.ofInt(PieChart.this, "PieRotation", 0); // Add a listener to hook the onAnimationEnd event so that we can do // some cleanup when the pie stops moving. mAutoCenterAnimator.addListener( new Animator.AnimatorListener() { public void onAnimationStart(Animator animator) {} public void onAnimationEnd(Animator animator) { mPieView.decelerate(); } public void onAnimationCancel(Animator animator) {} public void onAnimationRepeat(Animator animator) {} }); } // Create a Scroller to handle the fling gesture. if (Build.VERSION.SDK_INT < 11) { mScroller = new Scroller(getContext()); } else { mScroller = new Scroller(getContext(), null, true); } // The scroller doesn't have any built-in animation functions--it just supplies // values when we ask it to. So we have to have a way to call it every frame // until the fling ends. This code (ab)uses a ValueAnimator object to generate // a callback on every animation frame. We don't use the animated value at all. if (Build.VERSION.SDK_INT >= 11) { mScrollAnimator = ValueAnimator.ofFloat(0, 1); mScrollAnimator.addUpdateListener( new ValueAnimator.AnimatorUpdateListener() { public void onAnimationUpdate(ValueAnimator valueAnimator) { tickScrollAnimation(); } }); } // Create a gesture detector to handle onTouch messages mDetector = new GestureDetector(PieChart.this.getContext(), new GestureListener()); // Turn off long press--this control doesn't use it, and if long press is enabled, // you can't scroll for a bit, pause, then scroll some more (the pause is interpreted // as a long press, apparently) mDetector.setIsLongpressEnabled(false); }