/* * Copyright (C) 2015 Basil Miller * * 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.d.lib.ui.layout.shadow; import android.content.Context; import android.content.res.TypedArray; import android.graphics.Bitmap; import android.graphics.BlurMaskFilter; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.graphics.PorterDuff; import android.graphics.Rect; import android.os.Build; import android.util.AttributeSet; import android.widget.FrameLayout; import com.d.lib.ui.layout.R; /** * Created by GIGAMOLE on 13.04.2016. */ public class ShadowLayout extends FrameLayout { // Default shadow values private final static float DEFAULT_SHADOW_RADIUS = 30.0F; private final static float DEFAULT_SHADOW_DISTANCE = 15.0F; private final static float DEFAULT_SHADOW_ANGLE = 45.0F; private final static int DEFAULT_SHADOW_COLOR = Color.DKGRAY; // Shadow bounds values private final static int MAX_ALPHA = 255; private final static float MAX_ANGLE = 360.0F; private final static float MIN_RADIUS = 0.1F; private final static float MIN_ANGLE = 0.0F; // Shadow paint private final Paint mPaint = new Paint(Paint.ANTI_ALIAS_FLAG) { { setDither(true); setFilterBitmap(true); } }; private final Canvas mCanvas = new Canvas(); // View bounds private final Rect mBounds = new Rect(); // Shadow bitmap and canvas private Bitmap mBitmap; // Check whether need to redraw shadow private boolean mInvalidateShadow = true; // Detect if shadow is visible private boolean mIsShadowed; // Shadow variables private int mShadowColor; private int mShadowAlpha; private float mShadowRadius; private float mShadowDistance; private float mShadowAngle; private float mShadowDx; private float mShadowDy; public ShadowLayout(final Context context) { this(context, null); } public ShadowLayout(final Context context, final AttributeSet attrs) { this(context, attrs, 0); } public ShadowLayout(final Context context, final AttributeSet attrs, final int defStyleAttr) { super(context, attrs, defStyleAttr); setWillNotDraw(false); if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) { setLayerType(LAYER_TYPE_HARDWARE, mPaint); } // Retrieve attributes from xml final TypedArray typedArray = context.obtainStyledAttributes(attrs, R.styleable.lib_ui_layout_ShadowLayout); try { setIsShadowed(typedArray.getBoolean(R.styleable.lib_ui_layout_ShadowLayout_lib_ui_layout_sl_shadowed, true)); setShadowRadius( typedArray.getDimension( R.styleable.lib_ui_layout_ShadowLayout_lib_ui_layout_sl_shadowRadius, DEFAULT_SHADOW_RADIUS ) ); setShadowDistance( typedArray.getDimension( R.styleable.lib_ui_layout_ShadowLayout_lib_ui_layout_sl_shadowDistance, DEFAULT_SHADOW_DISTANCE ) ); setShadowAngle( typedArray.getInteger( R.styleable.lib_ui_layout_ShadowLayout_lib_ui_layout_sl_shadowAngle, (int) DEFAULT_SHADOW_ANGLE ) ); setShadowColor( typedArray.getColor( R.styleable.lib_ui_layout_ShadowLayout_lib_ui_layout_sl_shadowColor, DEFAULT_SHADOW_COLOR ) ); } finally { typedArray.recycle(); } } @Override protected void onDetachedFromWindow() { super.onDetachedFromWindow(); // Clear shadow bitmap if (mBitmap != null) { mBitmap.recycle(); mBitmap = null; } } public boolean isShadowed() { return mIsShadowed; } public void setIsShadowed(final boolean isShadowed) { mIsShadowed = isShadowed; postInvalidate(); } public float getShadowDistance() { return mShadowDistance; } public void setShadowDistance(final float shadowDistance) { mShadowDistance = shadowDistance; resetShadow(); } public float getShadowAngle() { return mShadowAngle; } public void setShadowAngle(final float shadowAngle) { mShadowAngle = Math.max(MIN_ANGLE, Math.min(shadowAngle, MAX_ANGLE)); resetShadow(); } public float getShadowRadius() { return mShadowRadius; } public void setShadowRadius(final float shadowRadius) { mShadowRadius = Math.max(MIN_RADIUS, shadowRadius); if (isInEditMode()) return; // Set blur filter to paint mPaint.setMaskFilter(new BlurMaskFilter(mShadowRadius, BlurMaskFilter.Blur.NORMAL)); resetShadow(); } public int getShadowColor() { return mShadowColor; } public void setShadowColor(final int shadowColor) { mShadowColor = shadowColor; mShadowAlpha = Color.alpha(shadowColor); resetShadow(); } public float getShadowDx() { return mShadowDx; } public float getShadowDy() { return mShadowDy; } // Reset shadow layer private void resetShadow() { // Detect shadow axis offset mShadowDx = (float) ((mShadowDistance) * Math.cos(mShadowAngle / 180.0F * Math.PI)); mShadowDy = (float) ((mShadowDistance) * Math.sin(mShadowAngle / 180.0F * Math.PI)); // Set padding for shadow bitmap // final int padding = (int) (mShadowDistance + mShadowRadius); // setPadding(padding, padding, padding, padding); requestLayout(); } private int adjustShadowAlpha(final boolean adjust) { return Color.argb( adjust ? MAX_ALPHA : mShadowAlpha, Color.red(mShadowColor), Color.green(mShadowColor), Color.blue(mShadowColor) ); } @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); // Set ShadowLayout bounds mBounds.set( 0, 0, MeasureSpec.getSize(widthMeasureSpec), MeasureSpec.getSize(heightMeasureSpec) ); } @Override public void requestLayout() { // Redraw shadow mInvalidateShadow = true; super.requestLayout(); } @Override protected void dispatchDraw(final Canvas canvas) { // If is not shadowed, skip if (mIsShadowed) { // If need to redraw shadow if (mInvalidateShadow) { // If bounds is zero if (mBounds.width() != 0 && mBounds.height() != 0) { // Reset bitmap to bounds mBitmap = Bitmap.createBitmap( mBounds.width(), mBounds.height(), Bitmap.Config.ARGB_8888 ); // Canvas reset mCanvas.setBitmap(mBitmap); // We just redraw // mInvalidateShadow = false; // Main feature of this lib. We create the local copy of all content, so now // we can draw bitmap as a bottom layer of natural canvas. // We draw shadow like blur effect on bitmap, cause of setShadowLayer() method of // paint does`t draw shadow, it draw another copy of bitmap super.dispatchDraw(mCanvas); // Get the alpha bounds of bitmap final Bitmap extractedAlpha = mBitmap.extractAlpha(); // Clear past content content to draw shadow mCanvas.drawColor(0, PorterDuff.Mode.CLEAR); // Draw extracted alpha bounds of our local canvas mPaint.setColor(adjustShadowAlpha(false)); mCanvas.drawBitmap(extractedAlpha, mShadowDx, mShadowDy, mPaint); // Recycle and clear extracted alpha extractedAlpha.recycle(); } else { // Create placeholder bitmap when size is zero and wait until new size coming up mBitmap = Bitmap.createBitmap(1, 1, Bitmap.Config.RGB_565); } } // Reset alpha to draw child with full alpha mPaint.setColor(adjustShadowAlpha(true)); // Draw shadow bitmap if (mCanvas != null && mBitmap != null && !mBitmap.isRecycled()) canvas.drawBitmap(mBitmap, 0.0F, 0.0F, mPaint); } // Draw child`s super.dispatchDraw(canvas); } }