Fix Squiggly line inconsistency.

The squiggly line was skipping around a bit. This was previously
hidden by the squiggly ball. I took the opportunity to reverse
the line direction so it doesn't move relative to the player
position.

Fixes: 246776610
Test: Manually checked squiggle on device
Change-Id: If9e8bd5bf68214c0d56b4995796c39291512733c
This commit is contained in:
Hawkwood Glazier
2022-09-14 21:05:43 +00:00
parent 60e003dd44
commit 416e8cc49a

View File

@@ -60,6 +60,8 @@ class SquigglyProgress : Drawable() {
linePaint.strokeWidth = value
}
// Enables a transition region where the amplitude
// of the wave is reduced linearly across it.
var transitionEnabled = true
set(value) {
field = value
@@ -116,44 +118,40 @@ class SquigglyProgress : Drawable() {
}
val progress = level / 10_000f
val totalProgressPx = bounds.width() * progress
val waveProgressPx = bounds.width() * (
val totalWidth = bounds.width().toFloat()
val totalProgressPx = totalWidth * progress
val waveProgressPx = totalWidth * (
if (!transitionEnabled || progress > matchedWaveEndpoint) progress else
lerp(minWaveEndpoint, matchedWaveEndpoint, lerpInv(0f, matchedWaveEndpoint, progress)))
// Build Wiggly Path
val waveStart = -phaseOffset
val waveEnd = waveProgressPx
val transitionLength = if (transitionEnabled) transitionPeriods * waveLength else 0.01f
val waveStart = -phaseOffset - waveLength / 2f
val waveEnd = if (transitionEnabled) totalWidth else waveProgressPx
// helper function, computes amplitude for wave segment
val computeAmplitude: (Float, Float) -> Float = { x, sign ->
sign * heightFraction * lineAmplitude *
lerpInvSat(waveEnd, waveEnd - transitionLength, x)
if (transitionEnabled) {
val length = transitionPeriods * waveLength
val coeff = lerpInvSat(
waveProgressPx + length / 2f,
waveProgressPx - length / 2f,
x)
sign * heightFraction * lineAmplitude * coeff
} else {
sign * heightFraction * lineAmplitude
}
}
var currentX = waveEnd
var waveSign = if (phaseOffset < waveLength / 2) 1f else -1f
// Reset path object to the start
path.rewind()
path.moveTo(waveStart, 0f)
// Draw flat line from end to wave endpoint
path.moveTo(bounds.width().toFloat(), 0f)
path.lineTo(waveEnd, 0f)
// First wave has shortened wavelength
// approx quarter wave gets us to first wave peak
// shouldn't be big enough to notice it's not a sin wave
currentX -= phaseOffset % (waveLength / 2)
val controlRatio = 0.25f
// Build the wave, incrementing by half the wavelength each time
var currentX = waveStart
var waveSign = 1f
var currentAmp = computeAmplitude(currentX, waveSign)
path.cubicTo(
waveEnd, currentAmp * controlRatio,
lerp(currentX, waveEnd, controlRatio), currentAmp,
currentX, currentAmp)
// Other waves have full wavelength
val dist = -1 * waveLength / 2f
while (currentX > waveStart) {
val dist = waveLength / 2f
while (currentX < waveEnd) {
waveSign = -waveSign
val nextX = currentX + dist
val midX = currentX + dist / 2
@@ -166,34 +164,35 @@ class SquigglyProgress : Drawable() {
currentX = nextX
}
// Draw path; clip to progress position
// translate to the start position of the progress bar for all draw commands
val clipTop = lineAmplitude + strokeWidth
canvas.save()
canvas.translate(bounds.left.toFloat(), bounds.centerY().toFloat())
canvas.clipRect(
0f,
-lineAmplitude - strokeWidth,
totalProgressPx,
lineAmplitude + strokeWidth)
// Draw path up to progress position
canvas.save()
canvas.clipRect(0f, -1f * clipTop, totalProgressPx, clipTop)
canvas.drawPath(path, wavePaint)
canvas.restore()
// Draw path; clip between progression position & far edge
canvas.save()
canvas.translate(bounds.left.toFloat(), bounds.centerY().toFloat())
canvas.clipRect(
totalProgressPx,
-lineAmplitude - strokeWidth,
bounds.width().toFloat(),
lineAmplitude + strokeWidth)
canvas.drawPath(path, linePaint)
canvas.restore()
if (transitionEnabled) {
// If there's a smooth transition, we draw the rest of the
// path in a different color (using different clip params)
canvas.save()
canvas.clipRect(totalProgressPx, -1f * clipTop, totalWidth, clipTop)
canvas.drawPath(path, linePaint)
canvas.restore()
} else {
// No transition, just draw a flat line to the end of the region.
// The discontinuity is hidden by the progress bar thumb shape.
canvas.drawLine(totalProgressPx, 0f, totalWidth, 0f, linePaint)
}
// Draw round line cap at the beginning of the wave
val startAmp = cos(abs(waveEnd - phaseOffset) / waveLength * TWO_PI)
canvas.drawPoint(
bounds.left.toFloat(),
bounds.centerY() + startAmp * lineAmplitude * heightFraction,
wavePaint)
val startAmp = cos(abs(waveStart) / waveLength * TWO_PI)
canvas.drawPoint(0f, startAmp * lineAmplitude * heightFraction, wavePaint)
canvas.restore()
}
override fun getOpacity(): Int {
@@ -233,4 +232,4 @@ class SquigglyProgress : Drawable() {
linePaint.color = ColorUtils.setAlphaComponent(tintColor,
(DISABLED_ALPHA * (alpha / 255f)).toInt())
}
}
}