7/n: Add enrollment animation
Fixes: 112005540 Test: Tested with ag/4749121 Change-Id: I7d51187f7b8b7a6c2c34c984740b76bc9fd89262
This commit is contained in:
236
src/com/android/settings/biometrics/face/AnimationParticle.java
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236
src/com/android/settings/biometrics/face/AnimationParticle.java
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/*
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* Copyright (C) 2018 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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package com.android.settings.biometrics.face;
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import android.animation.ArgbEvaluator;
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import android.content.Context;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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import android.graphics.Path;
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import android.graphics.Rect;
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import android.graphics.RectF;
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import android.util.Log;
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import com.android.settings.R;
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import java.util.List;
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/**
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* Class containing the state for an individual feedback dot / path. The dots are assigned colors
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* based on their index.
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*/
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public class AnimationParticle {
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private static final String TAG = "AnimationParticle";
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private static final int MIN_STROKE_WIDTH = 10;
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private static final int MAX_STROKE_WIDTH = 20; // Be careful that this doesn't get clipped
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private static final int FINAL_RING_STROKE_WIDTH = 15;
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private static final float ROTATION_SPEED_NORMAL = 0.8f; // radians per second, 1 = ~57 degrees
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private static final float ROTATION_ACCELERATION_SPEED = 2.0f;
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private static final float PULSE_SPEED_NORMAL = 1 * 2 * (float) Math.PI; // 1 cycle per second
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private static final float RING_SWEEP_GROW_RATE_PRIMARY = 480; // degrees per second
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private static final float RING_SWEEP_GROW_RATE_SECONDARY = 240; // degrees per second
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private static final float RING_SIZE_FINALIZATION_TIME = 0.1f; // seconds
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private final Rect mBounds; // bounds for the canvas
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private final int mBorderWidth; // amount of padding from the edges
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private final ArgbEvaluator mEvaluator;
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private final int mErrorColor;
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private final int mIndex;
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private final Listener mListener;
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private final Paint mPaint;
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private final int mAssignedColor;
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private final float mOffsetTimeSec; // stagger particle size to make a wave effect
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private int mLastAnimationState;
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private int mAnimationState;
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private float mCurrentSize = MIN_STROKE_WIDTH;
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private float mCurrentAngle; // 0 is to the right, in radians
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private float mRotationSpeed = ROTATION_SPEED_NORMAL; // speed of dot rotation
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private float mSweepAngle = 0; // ring sweep, degrees per second
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private float mSweepRate = RING_SWEEP_GROW_RATE_SECONDARY; // acceleration
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private float mRingAdjustRate; // rate at which ring should grow/shrink to final size
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private float mRingCompletionTime; // time at which ring should be completed
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public interface Listener {
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void onRingCompleted(int index);
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}
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public AnimationParticle(Context context, Listener listener, Rect bounds, int borderWidth,
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int index, int totalParticles, List<Integer> colors) {
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mBounds = bounds;
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mBorderWidth = borderWidth;
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mEvaluator = new ArgbEvaluator();
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mErrorColor = context.getResources()
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.getColor(R.color.face_anim_particle_error, context.getTheme());
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mIndex = index;
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mListener = listener;
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mCurrentAngle = (float) index / totalParticles * 2 * (float) Math.PI;
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mOffsetTimeSec = (float) index / totalParticles
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* (1 / ROTATION_SPEED_NORMAL) * 2 * (float) Math.PI;
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mPaint = new Paint();
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mAssignedColor = colors.get(index % colors.size());
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mPaint.setColor(mAssignedColor);
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mPaint.setAntiAlias(true);
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mPaint.setStrokeWidth(mCurrentSize);
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mPaint.setStyle(Paint.Style.FILL);
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mPaint.setStrokeCap(Paint.Cap.ROUND);
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}
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public void updateState(int animationState) {
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if (mAnimationState == animationState) {
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Log.w(TAG, "Already in state " + animationState);
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return;
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}
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if (animationState == ParticleCollection.STATE_COMPLETE) {
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mPaint.setStyle(Paint.Style.STROKE);
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}
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mLastAnimationState = mAnimationState;
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mAnimationState = animationState;
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}
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// There are two types of particles, secondary and primary. Primary particles accelerate faster
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// during the "completed" animation. Particles are secondary by default.
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public void setAsPrimary() {
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mSweepRate = RING_SWEEP_GROW_RATE_PRIMARY;
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}
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public void update(long t, long dt) {
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if (mAnimationState != ParticleCollection.STATE_COMPLETE) {
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updateDot(t, dt);
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} else {
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updateRing(t, dt);
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}
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}
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private void updateDot(long t, long dt) {
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final float dtSec = 0.001f * dt;
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final float tSec = 0.001f * t;
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final float multiplier = mRotationSpeed / ROTATION_SPEED_NORMAL;
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// Calculate rotation speed / angle
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if ((mAnimationState == ParticleCollection.STATE_STOPPED_COLORFUL
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|| mAnimationState == ParticleCollection.STATE_STOPPED_GRAY)
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&& mRotationSpeed > 0) {
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// Linear slow down for now
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mRotationSpeed = Math.max(mRotationSpeed - ROTATION_ACCELERATION_SPEED * dtSec, 0);
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} else if (mAnimationState == ParticleCollection.STATE_STARTED
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&& mRotationSpeed < ROTATION_SPEED_NORMAL) {
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// Linear speed up for now
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mRotationSpeed += ROTATION_ACCELERATION_SPEED * dtSec;
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}
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mCurrentAngle += dtSec * mRotationSpeed;
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// Calculate dot / ring size; linearly proportional with rotation speed
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mCurrentSize =
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(MAX_STROKE_WIDTH - MIN_STROKE_WIDTH) / 2
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* (float) Math.sin(tSec * PULSE_SPEED_NORMAL + mOffsetTimeSec)
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+ (MAX_STROKE_WIDTH + MIN_STROKE_WIDTH) / 2;
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mCurrentSize = (mCurrentSize - MIN_STROKE_WIDTH) * multiplier + MIN_STROKE_WIDTH;
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// Calculate paint color; linearly proportional to rotation speed
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int color = mAssignedColor;
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if (mAnimationState == ParticleCollection.STATE_STOPPED_GRAY) {
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color = (int) mEvaluator.evaluate(1 - multiplier, mAssignedColor, mErrorColor);
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} else if (mLastAnimationState == ParticleCollection.STATE_STOPPED_GRAY) {
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color = (int) mEvaluator.evaluate(1 - multiplier, mAssignedColor, mErrorColor);
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}
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mPaint.setColor(color);
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mPaint.setStrokeWidth(mCurrentSize);
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}
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private void updateRing(long t, long dt) {
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final float dtSec = 0.001f * dt;
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final float tSec = 0.001f * t;
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// Store the start time, since we need to guarantee all rings reach final size at same time
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// independent of current size. The magic 0 check is safe.
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if (mRingAdjustRate == 0) {
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mRingAdjustRate =
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(FINAL_RING_STROKE_WIDTH - mCurrentSize) / RING_SIZE_FINALIZATION_TIME;
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if (mRingCompletionTime == 0) {
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mRingCompletionTime = tSec + RING_SIZE_FINALIZATION_TIME;
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}
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}
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// Accelerate to attack speed.. jk, back to normal speed
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if (mRotationSpeed < ROTATION_SPEED_NORMAL) {
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mRotationSpeed += ROTATION_ACCELERATION_SPEED * dtSec;
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}
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// For arcs, this is the "start"
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mCurrentAngle += dtSec * mRotationSpeed;
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// Update the sweep angle until it fills entire circle
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if (mSweepAngle < 360) {
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final float sweepGrowth = mSweepRate * dtSec;
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mSweepAngle = mSweepAngle + sweepGrowth;
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mSweepRate = mSweepRate + sweepGrowth;
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}
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if (mSweepAngle > 360) {
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mSweepAngle = 360;
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mListener.onRingCompleted(mIndex);
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}
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// Animate stroke width to final size.
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if (tSec < RING_SIZE_FINALIZATION_TIME) {
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mCurrentSize = mCurrentSize + mRingAdjustRate * dtSec;
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mPaint.setStrokeWidth(mCurrentSize);
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} else {
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// There should be small to no discontinuity in this if/else
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mCurrentSize = FINAL_RING_STROKE_WIDTH;
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mPaint.setStrokeWidth(mCurrentSize);
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}
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}
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public void draw(Canvas canvas) {
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if (mAnimationState != ParticleCollection.STATE_COMPLETE) {
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drawDot(canvas);
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} else {
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drawRing(canvas);
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}
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}
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// Draws a dot at the current position on the circumference of the path.
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private void drawDot(Canvas canvas) {
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final float w = mBounds.right - mBounds.exactCenterX() - mBorderWidth;
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final float h = mBounds.bottom - mBounds.exactCenterY() - mBorderWidth;
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canvas.drawCircle(
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mBounds.exactCenterX() + w * (float) Math.cos(mCurrentAngle),
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mBounds.exactCenterY() + h * (float) Math.sin(mCurrentAngle),
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mCurrentSize,
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mPaint);
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}
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private void drawRing(Canvas canvas) {
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RectF arc = new RectF(
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mBorderWidth, mBorderWidth,
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mBounds.width() - mBorderWidth, mBounds.height() - mBorderWidth);
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Path path = new Path();
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path.arcTo(arc, (float) Math.toDegrees(mCurrentAngle), mSweepAngle);
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canvas.drawPath(path, mPaint);
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}
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}
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