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|
/*
* Copyright (C) 2007 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.internal.widget;
import com.android.internal.R;
import android.content.Context;
import android.content.res.Resources;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.graphics.Color;
import android.graphics.Matrix;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.Rect;
import android.os.Debug;
import android.os.Parcel;
import android.os.Parcelable;
import android.os.SystemClock;
import android.os.Vibrator;
import android.util.AttributeSet;
import android.util.Log;
import android.view.MotionEvent;
import android.view.View;
import java.util.ArrayList;
import java.util.List;
/**
* Displays and detects the user's unlock attempt, which is a drag of a finger
* across 9 regions of the screen.
*
* Is also capable of displaying a static pattern in "in progress", "wrong" or
* "correct" states.
*/
public class LockPatternView extends View {
// Aspect to use when rendering this view
private static final int ASPECT_SQUARE = 0; // View will be the minimum of width/height
private static final int ASPECT_LOCK_WIDTH = 1; // Fixed width; height will be minimum of (w,h)
private static final int ASPECT_LOCK_HEIGHT = 2; // Fixed height; width will be minimum of (w,h)
// Vibrator pattern for creating a tactile bump
private static final long[] DEFAULT_VIBE_PATTERN = {0, 1, 40, 41};
private static final boolean PROFILE_DRAWING = false;
private boolean mDrawingProfilingStarted = false;
private Paint mPaint = new Paint();
private Paint mPathPaint = new Paint();
// TODO: make this common with PhoneWindow
static final int STATUS_BAR_HEIGHT = 25;
/**
* How many milliseconds we spend animating each circle of a lock pattern
* if the animating mode is set. The entire animation should take this
* constant * the length of the pattern to complete.
*/
private static final int MILLIS_PER_CIRCLE_ANIMATING = 700;
private OnPatternListener mOnPatternListener;
private ArrayList<Cell> mPattern = new ArrayList<Cell>(9);
/**
* Lookup table for the circles of the pattern we are currently drawing.
* This will be the cells of the complete pattern unless we are animating,
* in which case we use this to hold the cells we are drawing for the in
* progress animation.
*/
private boolean[][] mPatternDrawLookup = new boolean[3][3];
/**
* the in progress point:
* - during interaction: where the user's finger is
* - during animation: the current tip of the animating line
*/
private float mInProgressX = -1;
private float mInProgressY = -1;
private long mAnimatingPeriodStart;
private DisplayMode mPatternDisplayMode = DisplayMode.Correct;
private boolean mInputEnabled = true;
private boolean mInStealthMode = false;
private boolean mTactileFeedbackEnabled = true;
private boolean mPatternInProgress = false;
private float mDiameterFactor = 0.5f;
private float mHitFactor = 0.6f;
private float mSquareWidth;
private float mSquareHeight;
private Bitmap mBitmapBtnDefault;
private Bitmap mBitmapBtnTouched;
private Bitmap mBitmapCircleDefault;
private Bitmap mBitmapCircleGreen;
private Bitmap mBitmapCircleRed;
private Bitmap mBitmapArrowGreenUp;
private Bitmap mBitmapArrowRedUp;
private final Path mCurrentPath = new Path();
private final Rect mInvalidate = new Rect();
private int mBitmapWidth;
private int mBitmapHeight;
private Vibrator vibe; // Vibrator for creating tactile feedback
private long[] mVibePattern;
private int mAspect;
/**
* Represents a cell in the 3 X 3 matrix of the unlock pattern view.
*/
public static class Cell {
int row;
int column;
// keep # objects limited to 9
static Cell[][] sCells = new Cell[3][3];
static {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
sCells[i][j] = new Cell(i, j);
}
}
}
/**
* @param row The row of the cell.
* @param column The column of the cell.
*/
private Cell(int row, int column) {
checkRange(row, column);
this.row = row;
this.column = column;
}
public int getRow() {
return row;
}
public int getColumn() {
return column;
}
/**
* @param row The row of the cell.
* @param column The column of the cell.
*/
public static synchronized Cell of(int row, int column) {
checkRange(row, column);
return sCells[row][column];
}
private static void checkRange(int row, int column) {
if (row < 0 || row > 2) {
throw new IllegalArgumentException("row must be in range 0-2");
}
if (column < 0 || column > 2) {
throw new IllegalArgumentException("column must be in range 0-2");
}
}
public String toString() {
return "(row=" + row + ",clmn=" + column + ")";
}
}
/**
* How to display the current pattern.
*/
public enum DisplayMode {
/**
* The pattern drawn is correct (i.e draw it in a friendly color)
*/
Correct,
/**
* Animate the pattern (for demo, and help).
*/
Animate,
/**
* The pattern is wrong (i.e draw a foreboding color)
*/
Wrong
}
/**
* The call back interface for detecting patterns entered by the user.
*/
public static interface OnPatternListener {
/**
* A new pattern has begun.
*/
void onPatternStart();
/**
* The pattern was cleared.
*/
void onPatternCleared();
/**
* The user extended the pattern currently being drawn by one cell.
* @param pattern The pattern with newly added cell.
*/
void onPatternCellAdded(List<Cell> pattern);
/**
* A pattern was detected from the user.
* @param pattern The pattern.
*/
void onPatternDetected(List<Cell> pattern);
}
public LockPatternView(Context context) {
this(context, null);
}
public LockPatternView(Context context, AttributeSet attrs) {
super(context, attrs);
vibe = new Vibrator();
TypedArray a = context.obtainStyledAttributes(attrs, R.styleable.LockPatternView);
final String aspect = a.getString(R.styleable.LockPatternView_aspect);
if ("square".equals(aspect)) {
mAspect = ASPECT_SQUARE;
} else if ("lock_width".equals(aspect)) {
mAspect = ASPECT_LOCK_WIDTH;
} else if ("lock_height".equals(aspect)) {
mAspect = ASPECT_LOCK_HEIGHT;
} else {
mAspect = ASPECT_SQUARE;
}
setClickable(true);
mPathPaint.setAntiAlias(true);
mPathPaint.setDither(true);
mPathPaint.setColor(Color.WHITE); // TODO this should be from the style
mPathPaint.setAlpha(128);
mPathPaint.setStyle(Paint.Style.STROKE);
mPathPaint.setStrokeJoin(Paint.Join.ROUND);
mPathPaint.setStrokeCap(Paint.Cap.ROUND);
// lot's of bitmaps!
mBitmapBtnDefault = getBitmapFor(R.drawable.btn_code_lock_default);
mBitmapBtnTouched = getBitmapFor(R.drawable.btn_code_lock_touched);
mBitmapCircleDefault = getBitmapFor(R.drawable.indicator_code_lock_point_area_default);
mBitmapCircleGreen = getBitmapFor(R.drawable.indicator_code_lock_point_area_green);
mBitmapCircleRed = getBitmapFor(R.drawable.indicator_code_lock_point_area_red);
mBitmapArrowGreenUp = getBitmapFor(R.drawable.indicator_code_lock_drag_direction_green_up);
mBitmapArrowRedUp = getBitmapFor(R.drawable.indicator_code_lock_drag_direction_red_up);
// we assume all bitmaps have the same size
mBitmapWidth = mBitmapBtnDefault.getWidth();
mBitmapHeight = mBitmapBtnDefault.getHeight();
// allow vibration pattern to be customized
mVibePattern = loadVibratePattern(com.android.internal.R.array.config_virtualKeyVibePattern);
}
private long[] loadVibratePattern(int id) {
int[] pattern = null;
try {
pattern = getResources().getIntArray(id);
} catch (Resources.NotFoundException e) {
Log.e("LockPatternView", "Vibrate pattern missing, using default", e);
}
if (pattern == null) {
return DEFAULT_VIBE_PATTERN;
}
long[] tmpPattern = new long[pattern.length];
for (int i = 0; i < pattern.length; i++) {
tmpPattern[i] = pattern[i];
}
return tmpPattern;
}
private Bitmap getBitmapFor(int resId) {
return BitmapFactory.decodeResource(getContext().getResources(), resId);
}
/**
* @return Whether the view is in stealth mode.
*/
public boolean isInStealthMode() {
return mInStealthMode;
}
/**
* @return Whether the view has tactile feedback enabled.
*/
public boolean isTactileFeedbackEnabled() {
return mTactileFeedbackEnabled;
}
/**
* Set whether the view is in stealth mode. If true, there will be no
* visible feedback as the user enters the pattern.
*
* @param inStealthMode Whether in stealth mode.
*/
public void setInStealthMode(boolean inStealthMode) {
mInStealthMode = inStealthMode;
}
/**
* Set whether the view will use tactile feedback. If true, there will be
* tactile feedback as the user enters the pattern.
*
* @param tactileFeedbackEnabled Whether tactile feedback is enabled
*/
public void setTactileFeedbackEnabled(boolean tactileFeedbackEnabled) {
mTactileFeedbackEnabled = tactileFeedbackEnabled;
}
/**
* Set the call back for pattern detection.
* @param onPatternListener The call back.
*/
public void setOnPatternListener(
OnPatternListener onPatternListener) {
mOnPatternListener = onPatternListener;
}
/**
* Set the pattern explicitely (rather than waiting for the user to input
* a pattern).
* @param displayMode How to display the pattern.
* @param pattern The pattern.
*/
public void setPattern(DisplayMode displayMode, List<Cell> pattern) {
mPattern.clear();
mPattern.addAll(pattern);
clearPatternDrawLookup();
for (Cell cell : pattern) {
mPatternDrawLookup[cell.getRow()][cell.getColumn()] = true;
}
setDisplayMode(displayMode);
}
/**
* Set the display mode of the current pattern. This can be useful, for
* instance, after detecting a pattern to tell this view whether change the
* in progress result to correct or wrong.
* @param displayMode The display mode.
*/
public void setDisplayMode(DisplayMode displayMode) {
mPatternDisplayMode = displayMode;
if (displayMode == DisplayMode.Animate) {
if (mPattern.size() == 0) {
throw new IllegalStateException("you must have a pattern to "
+ "animate if you want to set the display mode to animate");
}
mAnimatingPeriodStart = SystemClock.elapsedRealtime();
final Cell first = mPattern.get(0);
mInProgressX = getCenterXForColumn(first.getColumn());
mInProgressY = getCenterYForRow(first.getRow());
clearPatternDrawLookup();
}
invalidate();
}
/**
* Clear the pattern.
*/
public void clearPattern() {
resetPattern();
}
/**
* Reset all pattern state.
*/
private void resetPattern() {
mPattern.clear();
clearPatternDrawLookup();
mPatternDisplayMode = DisplayMode.Correct;
invalidate();
}
/**
* Clear the pattern lookup table.
*/
private void clearPatternDrawLookup() {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
mPatternDrawLookup[i][j] = false;
}
}
}
/**
* Disable input (for instance when displaying a message that will
* timeout so user doesn't get view into messy state).
*/
public void disableInput() {
mInputEnabled = false;
}
/**
* Enable input.
*/
public void enableInput() {
mInputEnabled = true;
}
@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
final int width = w - mPaddingLeft - mPaddingRight;
mSquareWidth = width / 3.0f;
final int height = h - mPaddingTop - mPaddingBottom;
mSquareHeight = height / 3.0f;
}
@Override
protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) {
final int width = MeasureSpec.getSize(widthMeasureSpec);
final int height = MeasureSpec.getSize(heightMeasureSpec);
int viewWidth = width;
int viewHeight = height;
switch (mAspect) {
case ASPECT_SQUARE:
viewWidth = viewHeight = Math.min(width, height);
break;
case ASPECT_LOCK_WIDTH:
viewWidth = width;
viewHeight = Math.min(width, height);
break;
case ASPECT_LOCK_HEIGHT:
viewWidth = Math.min(width, height);
viewHeight = height;
break;
}
setMeasuredDimension(viewWidth, viewHeight);
}
/**
* Determines whether the point x, y will add a new point to the current
* pattern (in addition to finding the cell, also makes heuristic choices
* such as filling in gaps based on current pattern).
* @param x The x coordinate.
* @param y The y coordinate.
*/
private Cell detectAndAddHit(float x, float y) {
final Cell cell = checkForNewHit(x, y);
if (cell != null) {
// check for gaps in existing pattern
Cell fillInGapCell = null;
final ArrayList<Cell> pattern = mPattern;
if (!pattern.isEmpty()) {
final Cell lastCell = pattern.get(pattern.size() - 1);
int dRow = cell.row - lastCell.row;
int dColumn = cell.column - lastCell.column;
int fillInRow = lastCell.row;
int fillInColumn = lastCell.column;
if (Math.abs(dRow) == 2 && Math.abs(dColumn) != 1) {
fillInRow = lastCell.row + ((dRow > 0) ? 1 : -1);
}
if (Math.abs(dColumn) == 2 && Math.abs(dRow) != 1) {
fillInColumn = lastCell.column + ((dColumn > 0) ? 1 : -1);
}
fillInGapCell = Cell.of(fillInRow, fillInColumn);
}
if (fillInGapCell != null &&
!mPatternDrawLookup[fillInGapCell.row][fillInGapCell.column]) {
addCellToPattern(fillInGapCell);
}
addCellToPattern(cell);
if (mTactileFeedbackEnabled){
vibe.vibrate(mVibePattern, -1); // Generate tactile feedback
}
return cell;
}
return null;
}
private void addCellToPattern(Cell newCell) {
mPatternDrawLookup[newCell.getRow()][newCell.getColumn()] = true;
mPattern.add(newCell);
if (mOnPatternListener != null) {
mOnPatternListener.onPatternCellAdded(mPattern);
}
}
// helper method to find which cell a point maps to
private Cell checkForNewHit(float x, float y) {
final int rowHit = getRowHit(y);
if (rowHit < 0) {
return null;
}
final int columnHit = getColumnHit(x);
if (columnHit < 0) {
return null;
}
if (mPatternDrawLookup[rowHit][columnHit]) {
return null;
}
return Cell.of(rowHit, columnHit);
}
/**
* Helper method to find the row that y falls into.
* @param y The y coordinate
* @return The row that y falls in, or -1 if it falls in no row.
*/
private int getRowHit(float y) {
final float squareHeight = mSquareHeight;
float hitSize = squareHeight * mHitFactor;
float offset = mPaddingTop + (squareHeight - hitSize) / 2f;
for (int i = 0; i < 3; i++) {
final float hitTop = offset + squareHeight * i;
if (y >= hitTop && y <= hitTop + hitSize) {
return i;
}
}
return -1;
}
/**
* Helper method to find the column x fallis into.
* @param x The x coordinate.
* @return The column that x falls in, or -1 if it falls in no column.
*/
private int getColumnHit(float x) {
final float squareWidth = mSquareWidth;
float hitSize = squareWidth * mHitFactor;
float offset = mPaddingLeft + (squareWidth - hitSize) / 2f;
for (int i = 0; i < 3; i++) {
final float hitLeft = offset + squareWidth * i;
if (x >= hitLeft && x <= hitLeft + hitSize) {
return i;
}
}
return -1;
}
@Override
public boolean onTouchEvent(MotionEvent motionEvent) {
if (!mInputEnabled || !isEnabled()) {
return false;
}
final float x = motionEvent.getX();
final float y = motionEvent.getY();
Cell hitCell;
switch(motionEvent.getAction()) {
case MotionEvent.ACTION_DOWN:
resetPattern();
hitCell = detectAndAddHit(x, y);
if (hitCell != null && mOnPatternListener != null) {
mPatternInProgress = true;
mPatternDisplayMode = DisplayMode.Correct;
mOnPatternListener.onPatternStart();
} else if (mOnPatternListener != null) {
mPatternInProgress = false;
mOnPatternListener.onPatternCleared();
}
if (hitCell != null) {
final float startX = getCenterXForColumn(hitCell.column);
final float startY = getCenterYForRow(hitCell.row);
final float widthOffset = mSquareWidth / 2f;
final float heightOffset = mSquareHeight / 2f;
invalidate((int) (startX - widthOffset), (int) (startY - heightOffset),
(int) (startX + widthOffset), (int) (startY + heightOffset));
}
mInProgressX = x;
mInProgressY = y;
if (PROFILE_DRAWING) {
if (!mDrawingProfilingStarted) {
Debug.startMethodTracing("LockPatternDrawing");
mDrawingProfilingStarted = true;
}
}
return true;
case MotionEvent.ACTION_UP:
// report pattern detected
if (!mPattern.isEmpty() && mOnPatternListener != null) {
mPatternInProgress = false;
mOnPatternListener.onPatternDetected(mPattern);
invalidate();
}
if (PROFILE_DRAWING) {
if (mDrawingProfilingStarted) {
Debug.stopMethodTracing();
mDrawingProfilingStarted = false;
}
}
return true;
case MotionEvent.ACTION_MOVE:
final int patternSizePreHitDetect = mPattern.size();
hitCell = detectAndAddHit(x, y);
final int patternSize = mPattern.size();
if (hitCell != null && (mOnPatternListener != null) && (patternSize == 1)) {
mPatternInProgress = true;
mOnPatternListener.onPatternStart();
}
// note current x and y for rubber banding of in progress
// patterns
final float dx = Math.abs(x - mInProgressX);
final float dy = Math.abs(y - mInProgressY);
if (dx + dy > mSquareWidth * 0.01f) {
float oldX = mInProgressX;
float oldY = mInProgressY;
mInProgressX = x;
mInProgressY = y;
if (mPatternInProgress && patternSize > 0) {
final ArrayList<Cell> pattern = mPattern;
final float radius = mSquareWidth * mDiameterFactor * 0.5f;
final Cell lastCell = pattern.get(patternSize - 1);
float startX = getCenterXForColumn(lastCell.column);
float startY = getCenterYForRow(lastCell.row);
float left;
float top;
float right;
float bottom;
final Rect invalidateRect = mInvalidate;
if (startX < x) {
left = startX;
right = x;
} else {
left = x;
right = startX;
}
if (startY < y) {
top = startY;
bottom = y;
} else {
top = y;
bottom = startY;
}
// Invalidate between the pattern's last cell and the current location
invalidateRect.set((int) (left - radius), (int) (top - radius),
(int) (right + radius), (int) (bottom + radius));
if (startX < oldX) {
left = startX;
right = oldX;
} else {
left = oldX;
right = startX;
}
if (startY < oldY) {
top = startY;
bottom = oldY;
} else {
top = oldY;
bottom = startY;
}
// Invalidate between the pattern's last cell and the previous location
invalidateRect.union((int) (left - radius), (int) (top - radius),
(int) (right + radius), (int) (bottom + radius));
// Invalidate between the pattern's new cell and the pattern's previous cell
if (hitCell != null) {
startX = getCenterXForColumn(hitCell.column);
startY = getCenterYForRow(hitCell.row);
if (patternSize >= 2) {
// (re-using hitcell for old cell)
hitCell = pattern.get(patternSize - 1 - (patternSize - patternSizePreHitDetect));
oldX = getCenterXForColumn(hitCell.column);
oldY = getCenterYForRow(hitCell.row);
if (startX < oldX) {
left = startX;
right = oldX;
} else {
left = oldX;
right = startX;
}
if (startY < oldY) {
top = startY;
bottom = oldY;
} else {
top = oldY;
bottom = startY;
}
} else {
left = right = startX;
top = bottom = startY;
}
final float widthOffset = mSquareWidth / 2f;
final float heightOffset = mSquareHeight / 2f;
invalidateRect.set((int) (left - widthOffset),
(int) (top - heightOffset), (int) (right + widthOffset),
(int) (bottom + heightOffset));
}
invalidate(invalidateRect);
} else {
invalidate();
}
}
return true;
case MotionEvent.ACTION_CANCEL:
resetPattern();
if (mOnPatternListener != null) {
mPatternInProgress = false;
mOnPatternListener.onPatternCleared();
}
if (PROFILE_DRAWING) {
if (mDrawingProfilingStarted) {
Debug.stopMethodTracing();
mDrawingProfilingStarted = false;
}
}
return true;
}
return false;
}
private float getCenterXForColumn(int column) {
return mPaddingLeft + column * mSquareWidth + mSquareWidth / 2f;
}
private float getCenterYForRow(int row) {
return mPaddingTop + row * mSquareHeight + mSquareHeight / 2f;
}
@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();
// 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);
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);
}
canvas.drawPath(currentPath, mPathPaint);
}
// draw the circles
final int paddingTop = mPaddingTop;
final int paddingLeft = mPaddingLeft;
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]);
}
}
// 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);
}
}
mPaint.setFilterBitmap(oldFlag); // restore default flag
}
private void drawArrow(Canvas canvas, float leftX, float topY, Cell start, Cell end) {
boolean green = mPatternDisplayMode != DisplayMode.Wrong;
final int endRow = end.row;
final int startRow = start.row;
final int endColumn = end.column;
final int startColumn = start.column;
// offsets for centering the bitmap in the cell
final int offsetX = ((int) mSquareWidth - mBitmapWidth) / 2;
final int offsetY = ((int) mSquareHeight - mBitmapHeight) / 2;
// compute transform to place arrow bitmaps at correct angle inside circle.
// This assumes that the arrow image is drawn at 12:00 with it's top edge
// coincident with the circle bitmap's top edge.
Bitmap arrow = green ? mBitmapArrowGreenUp : mBitmapArrowRedUp;
Matrix matrix = new Matrix();
final int cellWidth = mBitmapCircleDefault.getWidth();
final int cellHeight = mBitmapCircleDefault.getHeight();
// the up arrow bitmap is at 12:00, so find the rotation from x axis and add 90 degrees.
final float theta = (float) Math.atan2(
(double) (endRow - startRow), (double) (endColumn - startColumn));
final float angle = (float) Math.toDegrees(theta) + 90.0f;
// compose matrix
matrix.setTranslate(leftX + offsetX, topY + offsetY); // transform to cell position
matrix.preRotate(angle, cellWidth / 2.0f, cellHeight / 2.0f); // rotate about cell center
matrix.preTranslate((cellWidth - arrow.getWidth()) / 2.0f, 0.0f); // translate to 12:00 pos
canvas.drawBitmap(arrow, matrix, mPaint);
}
/**
* @param canvas
* @param leftX
* @param topY
* @param partOfPattern Whether this circle is part of the pattern.
*/
private void drawCircle(Canvas canvas, int leftX, int topY, boolean partOfPattern) {
Bitmap outerCircle;
Bitmap innerCircle;
if (!partOfPattern || (mInStealthMode && mPatternDisplayMode != DisplayMode.Wrong)) {
// unselected circle
outerCircle = mBitmapCircleDefault;
innerCircle = mBitmapBtnDefault;
} else if (mPatternInProgress) {
// user is in middle of drawing a pattern
outerCircle = mBitmapCircleGreen;
innerCircle = mBitmapBtnTouched;
} else if (mPatternDisplayMode == DisplayMode.Wrong) {
// the pattern is wrong
outerCircle = mBitmapCircleRed;
innerCircle = mBitmapBtnDefault;
} else if (mPatternDisplayMode == DisplayMode.Correct ||
mPatternDisplayMode == DisplayMode.Animate) {
// the pattern is correct
outerCircle = mBitmapCircleGreen;
innerCircle = mBitmapBtnDefault;
} else {
throw new IllegalStateException("unknown display mode " + mPatternDisplayMode);
}
final int width = mBitmapWidth;
final int height = mBitmapHeight;
final float squareWidth = mSquareWidth;
final float squareHeight = mSquareHeight;
int offsetX = (int) ((squareWidth - width) / 2f);
int offsetY = (int) ((squareHeight - height) / 2f);
canvas.drawBitmap(outerCircle, leftX + offsetX, topY + offsetY, mPaint);
canvas.drawBitmap(innerCircle, leftX + offsetX, topY + offsetY, mPaint);
}
@Override
protected Parcelable onSaveInstanceState() {
Parcelable superState = super.onSaveInstanceState();
return new SavedState(superState,
LockPatternUtils.patternToString(mPattern),
mPatternDisplayMode.ordinal(),
mInputEnabled, mInStealthMode, mTactileFeedbackEnabled);
}
@Override
protected void onRestoreInstanceState(Parcelable state) {
final SavedState ss = (SavedState) state;
super.onRestoreInstanceState(ss.getSuperState());
setPattern(
DisplayMode.Correct,
LockPatternUtils.stringToPattern(ss.getSerializedPattern()));
mPatternDisplayMode = DisplayMode.values()[ss.getDisplayMode()];
mInputEnabled = ss.isInputEnabled();
mInStealthMode = ss.isInStealthMode();
mTactileFeedbackEnabled = ss.isTactileFeedbackEnabled();
}
/**
* The parecelable for saving and restoring a lock pattern view.
*/
private static class SavedState extends BaseSavedState {
private final String mSerializedPattern;
private final int mDisplayMode;
private final boolean mInputEnabled;
private final boolean mInStealthMode;
private final boolean mTactileFeedbackEnabled;
/**
* Constructor called from {@link LockPatternView#onSaveInstanceState()}
*/
private SavedState(Parcelable superState, String serializedPattern, int displayMode,
boolean inputEnabled, boolean inStealthMode, boolean tactileFeedbackEnabled) {
super(superState);
mSerializedPattern = serializedPattern;
mDisplayMode = displayMode;
mInputEnabled = inputEnabled;
mInStealthMode = inStealthMode;
mTactileFeedbackEnabled = tactileFeedbackEnabled;
}
/**
* Constructor called from {@link #CREATOR}
*/
private SavedState(Parcel in) {
super(in);
mSerializedPattern = in.readString();
mDisplayMode = in.readInt();
mInputEnabled = (Boolean) in.readValue(null);
mInStealthMode = (Boolean) in.readValue(null);
mTactileFeedbackEnabled = (Boolean) in.readValue(null);
}
public String getSerializedPattern() {
return mSerializedPattern;
}
public int getDisplayMode() {
return mDisplayMode;
}
public boolean isInputEnabled() {
return mInputEnabled;
}
public boolean isInStealthMode() {
return mInStealthMode;
}
public boolean isTactileFeedbackEnabled(){
return mTactileFeedbackEnabled;
}
@Override
public void writeToParcel(Parcel dest, int flags) {
super.writeToParcel(dest, flags);
dest.writeString(mSerializedPattern);
dest.writeInt(mDisplayMode);
dest.writeValue(mInputEnabled);
dest.writeValue(mInStealthMode);
dest.writeValue(mTactileFeedbackEnabled);
}
public static final Parcelable.Creator<SavedState> CREATOR =
new Creator<SavedState>() {
public SavedState createFromParcel(Parcel in) {
return new SavedState(in);
}
public SavedState[] newArray(int size) {
return new SavedState[size];
}
};
}
}
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