@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 }
@Override protected void onDraw(Canvas canvas) { final ArrayList<Cell> pattern = mPattern; final int count = pattern.size(); final boolean[][] drawLookup = mPatternDrawLookup; if (mPatternDisplayMode == DisplayMode.Animate) { // figure out which circles to draw // + 1 so we pause on complete pattern final int oneCycle = (count + 1) * MILLIS_PER_CIRCLE_ANIMATING; final int spotInCycle = (int) (SystemClock.elapsedRealtime() - mAnimatingPeriodStart) % oneCycle; final int numCircles = spotInCycle / MILLIS_PER_CIRCLE_ANIMATING; clearPatternDrawLookup(); for (int i = 0; i < numCircles; i++) { final Cell cell = pattern.get(i); drawLookup[cell.getRow()][cell.getColumn()] = true; } // figure out in progress portion of ghosting line 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.column); final float centerY = getCenterYForRow(currentCell.row); final Cell nextCell = pattern.get(numCircles); final float dx = percentageOfNextCircle * (getCenterXForColumn(nextCell.column) - centerX); final float dy = percentageOfNextCircle * (getCenterYForRow(nextCell.row) - centerY); mInProgressX = centerX + dx; mInProgressY = centerY + dy; } // TODO: Infinite loop here... invalidate(); } final float squareWidth = mSquareWidth; final float squareHeight = mSquareHeight; float radius = (squareWidth * mDiameterFactor * 0.5f); mPathPaint.setStrokeWidth(radius); final Path currentPath = mCurrentPath; currentPath.rewind(); // draw the circles final int paddingTop = getPaddingTop(); final int paddingLeft = getPaddingLeft(); for (int i = 0; i < 3; i++) { float topY = paddingTop + i * squareHeight; // float centerY = mPaddingTop + i * mSquareHeight + (mSquareHeight / 2); for (int j = 0; j < 3; j++) { float leftX = paddingLeft + j * squareWidth; drawCircle(canvas, (int) leftX, (int) topY, drawLookup[i][j]); } } // TODO: the path should be created and cached every time we hit-detect a cell // 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 = (!mInStealthMode || mPatternDisplayMode == DisplayMode.Wrong); // draw the arrows associated with the path (unless the user is in progress, and // we are in stealth mode) boolean oldFlag = (mPaint.getFlags() & Paint.FILTER_BITMAP_FLAG) != 0; mPaint.setFilterBitmap(true); // draw with higher quality since we render with transforms if (drawPath) { for (int i = 0; i < count - 1; i++) { Cell cell = pattern.get(i); Cell next = pattern.get(i + 1); // only draw the part of the pattern stored in // the lookup table (this is only different in the case // of animation). if (!drawLookup[next.row][next.column]) { break; } float leftX = paddingLeft + cell.column * squareWidth; float topY = paddingTop + cell.row * squareHeight; drawArrow(canvas, leftX, topY, cell, next); } } 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 (!drawLookup[cell.row][cell.column]) { break; } anyCircles = true; float centerX = getCenterXForColumn(cell.column); float centerY = getCenterYForRow(cell.row); if (i == 0) { currentPath.moveTo(centerX, centerY); } else { currentPath.lineTo(centerX, centerY); } } // add last in progress section if ((mPatternInProgress || mPatternDisplayMode == DisplayMode.Animate) && anyCircles) { currentPath.lineTo(mInProgressX, mInProgressY); } if (mPatternDisplayMode == DisplayMode.Wrong) { mPathPaint.setColor(mRedPath); } else { mPathPaint.setColor(mGreenPath); } canvas.drawPath(currentPath, mPathPaint); } mPaint.setFilterBitmap(oldFlag); // restore default flag }
/** * Setup typeface for Paint. * * @param paint The paint * @param typeface The specify typeface */ public static void setup(@NonNull Paint paint, @NonNull Typeface typeface) { paint.setFlags(paint.getFlags() | Paint.SUBPIXEL_TEXT_FLAG | Paint.ANTI_ALIAS_FLAG); paint.setTypeface(typeface); }