| // Copyright 2010-2015, Google Inc. |
| // All rights reserved. |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are |
| // met: |
| // |
| // * Redistributions of source code must retain the above copyright |
| // notice, this list of conditions and the following disclaimer. |
| // * Redistributions in binary form must reproduce the above |
| // copyright notice, this list of conditions and the following disclaimer |
| // in the documentation and/or other materials provided with the |
| // distribution. |
| // * Neither the name of Google Inc. nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| package org.mozc.android.inputmethod.japanese.view; |
| |
| import android.graphics.Canvas; |
| import android.graphics.LinearGradient; |
| import android.graphics.Paint; |
| import android.graphics.Rect; |
| import android.graphics.Shader; |
| import android.graphics.Shader.TileMode; |
| |
| import java.util.ArrayList; |
| import java.util.List; |
| |
| /** |
| * Drawable to render a candidate background. |
| * |
| */ |
| public class CandidateBackgroundFocusedDrawable extends BaseBackgroundDrawable { |
| |
| private static final int SHADOW_PIXELS = 3; |
| |
| private final int topColor; |
| private final int bottomColor; |
| private final int shadowColor; |
| |
| private int left; |
| private int top; |
| private int right; |
| private int bottom; |
| |
| /** Cached Paint instance to reuse for performance reason. */ |
| private final Paint paint = new Paint(); |
| private final List<Shader> shaderList = new ArrayList<Shader>(3); |
| |
| public CandidateBackgroundFocusedDrawable( |
| int leftPadding, int topPadding, int rightPadding, int bottomPadding, |
| int topColor, int bottomColor, int shadowColor) { |
| super(leftPadding, topPadding, rightPadding, bottomPadding); |
| this.topColor = topColor; |
| this.bottomColor = bottomColor; |
| this.shadowColor = shadowColor; |
| } |
| |
| @Override |
| public void draw(Canvas canvas) { |
| if (isCanvasRectEmpty()) { |
| return; |
| } |
| |
| // Local variable cache for better performance. |
| Paint paint = this.paint; |
| int left = this.left; |
| int top = this.top; |
| int right = this.right; |
| int bottom = this.bottom; |
| |
| for (Shader shader : shaderList) { |
| paint.reset(); |
| paint.setAntiAlias(true); |
| paint.setShader(shader); |
| canvas.drawRect(left, top, right, bottom, paint); |
| } |
| } |
| |
| @Override |
| protected void onBoundsChange(Rect rect) { |
| super.onBoundsChange(rect); |
| |
| shaderList.clear(); |
| |
| if (isCanvasRectEmpty()) { |
| return; |
| } |
| |
| Rect canvasRect = getCanvasRect(); |
| left = canvasRect.left; |
| top = canvasRect.top; |
| right = canvasRect.right; |
| bottom = canvasRect.bottom; |
| // Shader filling with simple gradient color. |
| shaderList.add(new LinearGradient(0, top, 0, bottom, topColor, bottomColor, TileMode.CLAMP)); |
| |
| // Shader rendering top/bottom edge gradient shadows. |
| float verticalShadowStep0 = (SHADOW_PIXELS + 1) / (float) (bottom - top); |
| float verticalShadowStep1 = 1.0f - verticalShadowStep0; |
| shaderList.add(new LinearGradient(0, top, 0, bottom, |
| new int[]{shadowColor, 0, 0, shadowColor}, |
| new float[]{0.0f, verticalShadowStep0, verticalShadowStep1, 1.0f}, TileMode.CLAMP)); |
| |
| // Shader rendering left/right edge gradient shadows. |
| float horizontalShadowStep0 = (SHADOW_PIXELS + 1) / (float) (right - left); |
| float horizontalShadowStep1 = 1.0f - horizontalShadowStep0; |
| shaderList.add(new LinearGradient(left, 0, right, 0, |
| new int[]{shadowColor, 0, 0, shadowColor}, |
| new float[]{0.0f, horizontalShadowStep0, horizontalShadowStep1, 1.0f}, TileMode.CLAMP)); |
| } |
| } |