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https://github.com/LawnchairLauncher/lawnchair.git
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First pass at new FolderIcon visual treatment
-> Modeled as a set of items around a circle -> Modulate the radius and icon size as number of items grow -> Clip the icons by a circular clip aligned to the background drawable Remaining issues -> Probably want to move to a programmaticly drawn circle + shadow -> Anti-aliasing of the clipped region will need more attention -> Need to animate all items in the preview as it changes (this wasn't required before) Change-Id: I678ec605f6c8a34e9d7e4aec4e9583e36a9ef394
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package com.android.launcher3.folder;
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import android.graphics.Path;
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import android.graphics.Point;
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import com.android.launcher3.DeviceProfile;
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import com.android.launcher3.LauncherAppState;
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import com.android.launcher3.Utilities;
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public class ClippedFolderIconLayoutRule implements FolderIcon.PreviewLayoutRule {
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static final int MAX_NUM_ITEMS_IN_PREVIEW = 4;
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private static final int MIN_NUM_ITEMS_IN_PREVIEW = 2;
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final float MIN_SCALE = 0.48f;
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final float MAX_SCALE = 0.58f;
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final float MAX_RADIUS_DILATION = 0.15f;
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private float[] mTmpPoint = new float[2];
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private float mAvailableSpace;
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private float mRadius;
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private float mIconSize;
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private boolean mIsRtl;
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private Path mClipPath = new Path();
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@Override
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public void init(int availableSpace, int intrinsicIconSize, boolean rtl) {
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mAvailableSpace = availableSpace;
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mRadius = 0.66f * availableSpace;
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mIconSize = intrinsicIconSize;
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mIsRtl = rtl;
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// We make the clip radius just slightly smaller than the background drawable
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// TODO(adamcohen): this is hacky, needs cleanup (likely through programmatic drawing).
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int clipRadius = (int) mAvailableSpace / 2 - 1;
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mClipPath.addCircle(mAvailableSpace / 2, mAvailableSpace / 2, clipRadius, Path.Direction.CW);
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}
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@Override
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public FolderIcon.PreviewItemDrawingParams computePreviewItemDrawingParams(int index,
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int curNumItems, FolderIcon.PreviewItemDrawingParams params) {
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getPosition(index, curNumItems, mTmpPoint);
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float transX = mTmpPoint[0];
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float transY = mTmpPoint[1];
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float totalScale = scaleForNumItems(curNumItems);
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float overlayAlpha = 0;
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if (params == null) {
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params = new FolderIcon.PreviewItemDrawingParams(transX, transY, totalScale, overlayAlpha);
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} else {
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params.transX = transX;
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params.transY = transY;
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params.scale = totalScale;
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params.overlayAlpha = overlayAlpha;
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}
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return params;
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}
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private void getPosition(int index, int curNumItems, float[] result) {
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// The case of two items is homomorphic to the case of one.
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curNumItems = Math.max(curNumItems, 2);
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// We model the preview as a circle of items starting in the appropriate piece of the
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// upper left quadrant (to achieve horizontal and vertical symmetry).
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double theta0 = mIsRtl ? 0 : Math.PI;
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// In RTL we go counterclockwise
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int direction = mIsRtl ? 1 : -1;
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double thetaShift = 0;
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if (curNumItems == 3) {
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thetaShift = Math.PI / 6;
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} else if (curNumItems == 4) {
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thetaShift = Math.PI / 4;
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}
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theta0 += direction * thetaShift;
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// We want the items to appear in reading order. For the case of 1, 2 and 3 items, this
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// is natural for the circular model. With 4 items, however, we need to swap the 3rd and
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// 4th indices to achieve reading order.
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if (curNumItems == 4 && index == 3) {
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index = 2;
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} else if (curNumItems == 4 && index == 2) {
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index = 3;
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}
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// We bump the radius up between 0 and MAX_RADIUS_DILATION % as the number of items increase
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float radius = mRadius * (1 + MAX_RADIUS_DILATION * (curNumItems -
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MIN_NUM_ITEMS_IN_PREVIEW) / (MAX_NUM_ITEMS_IN_PREVIEW - MIN_NUM_ITEMS_IN_PREVIEW));
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double theta = theta0 + index * (2 * Math.PI / curNumItems) * direction;
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float halfIconSize = (mIconSize * scaleForNumItems(curNumItems)) / 2;
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// Map the location along the circle, and offset the coordinates to represent the center
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// of the icon, and to be based from the top / left of the preview area. The y component
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// is inverted to match the coordinate system.
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result[0] = mAvailableSpace / 2 + (float) (radius * Math.cos(theta) / 2) - halfIconSize;
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result[1] = mAvailableSpace / 2 + (float) (- radius * Math.sin(theta) / 2) - halfIconSize;
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}
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private float scaleForNumItems(int numItems) {
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if (numItems <= 2) {
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return MAX_SCALE;
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} else if (numItems == 3) {
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return (MAX_SCALE + MIN_SCALE) / 2;
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} else {
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return MIN_SCALE;
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}
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}
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@Override
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public int numItems() {
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return MAX_NUM_ITEMS_IN_PREVIEW;
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}
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@Override
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public Path getClipPath() {
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return mClipPath;
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}
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}
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