App 2.43.0: Overview styles Día de Muertos and Halloween

Día de Muertos is an ofrenda: papel picado for the battery, a calavera
with the speed in a ring of marigolds for the power, candles for the
range, a path of petals for the last two minutes of power. Halloween is
a graveyard hill: a jack-o'-lantern with the speed in its grin, embers
for the power, a potion flask for the battery, a tombstone and bats for
the range. Each has its own palette; Tally counts what a value lights.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LhzAVaUyqcw5PkGjz4mWW6
This commit is contained in:
2026-10-31 09:24:56 +01:00
co-authored by Claude Opus 5.5
parent 1f49cdc410
commit adc2c86303
18 changed files with 1185 additions and 9 deletions
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@@ -77,7 +77,7 @@ Repository: `ssh://git@git.stinnesbeck.com:2222/nils/mg4.git` (remote `origin`),
| Tab | Contents | | Tab | Contents |
|---|---| |---|---|
| Overview | value tiles (battery, range, range/usage/energy since start, 5-min averages of range, usage, power, speed), vehicle info (odometer, lease allowance and the odometer against it), tyre pressures; read every 0.2 s on a background thread. Styles (Settings → Overview style): Tiles, Gauges (`GaugeView` needles), Cockpit (`RingView` rings, `TraceView` power trace), Retro (`RetroView`, seven-segment VFD), Futuristic (`FlowView`, animated energy flow), Sci-fi (`SciFiView`, starship console), Cartoon (`CartoonView`), MG (`OctagonView`, octagonal dials after the classic MG dashboards), and on `ClusterCanvasView`: Minimal, Terminal, Nixie tubes, Chronograph, Grid (`GridView`, neon lines over a moving grid floor, power as a light-cycle trail from `ClusterValues.powerTrail`), Grid with map (the same `GridView` over the roads round the car, top-down: GPS while it is shown, tiles from the server's `/v1/map/roads` through `MapRoads`, cached in `files/map`; `RoadTile`, `MapGeometry`; the map is `MapLayerView`, a hardware layer drawn once and moved and turned by the GPU every display frame), Time circuits (`TimeCircuitsView`, the time machine's LED rows with `Segments14` letters and a flux capacitor), Quest (`QuestView`, a fantasy game interface), Visor (`VisorView`, a helmet display with a motion tracker of the power trail), Empire (`EmpireView`, a strategy game with an isometric world and ages by odometer, `EmpireAge`); the drawn styles share `ClusterValues`. A style shown in its own palette (Sci-fi, Cartoon, Nixie, Time circuits, Quest, Empire; Retro, Terminal, Grid and Visor with "Original") gives the whole app its colours (`StylePalette`, `res/values/style_palettes.xml`) instead of the accent colour. A button in the navigation's header hides the navigation for a full-width Overview (`PREF_OVERVIEW_FULLSCREEN`); a swipe in from the left edge (`EdgeSwipe`) brings it back; without the app's own full screen the car's sidebar takes that edge, so a tab at the left edge (`edge_tab`) is tapped or swiped instead. Pages change only by the navigation (the pager's own swiping is off) | | Overview | value tiles (battery, range, range/usage/energy since start, 5-min averages of range, usage, power, speed), vehicle info (odometer, lease allowance and the odometer against it), tyre pressures; read every 0.2 s on a background thread. Styles (Settings → Overview style): Tiles, Gauges (`GaugeView` needles), Cockpit (`RingView` rings, `TraceView` power trace), Retro (`RetroView`, seven-segment VFD), Futuristic (`FlowView`, animated energy flow), Sci-fi (`SciFiView`, starship console), Cartoon (`CartoonView`), MG (`OctagonView`, octagonal dials after the classic MG dashboards), and on `ClusterCanvasView`: Minimal, Terminal, Nixie tubes, Chronograph, Grid (`GridView`, neon lines over a moving grid floor, power as a light-cycle trail from `ClusterValues.powerTrail`), Grid with map (the same `GridView` over the roads round the car, top-down: GPS while it is shown, tiles from the server's `/v1/map/roads` through `MapRoads`, cached in `files/map`; `RoadTile`, `MapGeometry`; the map is `MapLayerView`, a hardware layer drawn once and moved and turned by the GPU every display frame), Time circuits (`TimeCircuitsView`, the time machine's LED rows with `Segments14` letters and a flux capacitor), Quest (`QuestView`, a fantasy game interface), Visor (`VisorView`, a helmet display with a motion tracker of the power trail), Empire (`EmpireView`, a strategy game with an isometric world and ages by odometer, `EmpireAge`), Día de Muertos (`MuertosView`, an ofrenda: papel picado, candles, a calavera in a ring of marigolds), Halloween (`HalloweenView`, a jack-o'-lantern, a potion flask, a tombstone on a graveyard hill), both counting with `Tally`; the drawn styles share `ClusterValues`. A style shown in its own palette (Sci-fi, Cartoon, Nixie, Time circuits, Quest, Empire, Día de Muertos, Halloween; Retro, Terminal, Grid and Visor with "Original") gives the whole app its colours (`StylePalette`, `res/values/style_palettes.xml`) instead of the accent colour. A button in the navigation's header hides the navigation for a full-width Overview (`PREF_OVERVIEW_FULLSCREEN`); a swipe in from the left edge (`EdgeSwipe`) brings it back; without the app's own full screen the car's sidebar takes that edge, so a tab at the left edge (`edge_tab`) is tapped or swiped instead. Pages change only by the navigation (the pager's own swiping is off) |
| Consumption / Charging | period totals, daily log, charging sessions and curve | | Consumption / Charging | period totals, daily log, charging sessions and curve |
| Live data | on/off, ABRP API key and user token, upload frequency | | Live data | on/off, ABRP API key and user token, upload frequency |
| Server | URL, pairing by QR, ingest token, installation ID (read-only), config import | | Server | URL, pairing by QR, ingest token, installation ID (read-only), config import |
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@@ -39,7 +39,7 @@ APIs.
## Screenshots ## Screenshots
**Overview styles:** the Overview comes in eighteen looks, from an 80s fluorescent display to a **Overview styles:** the Overview comes in twenty looks, from an 80s fluorescent display to a
starship console, a watch face, a neon grid (also over a map of the roads round the car), a time machine, a fantasy game, a helmet display and a strategy game. [THEMES.md](THEMES.md) shows each one, with and without the starship console, a watch face, a neon grid (also over a map of the roads round the car), a time machine, a fantasy game, a helmet display and a strategy game. [THEMES.md](THEMES.md) shows each one, with and without the
navigation, and what inspired it. navigation, and what inspired it.
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@@ -140,6 +140,21 @@ tyre pressures, GPS (lat, lon, elevation, heading) and the is_* flags. It does *
confirmed car facts, app structure, UI conventions, build/test/ship, documents. It replaces confirmed car facts, app structure, UI conventions, build/test/ship, documents. It replaces
upstream's EVABRPUploader text. The test emulator is now in the flake: `nix run .#car-emulator` upstream's EVABRPUploader text. The test emulator is now in the flake: `nix run .#car-emulator`
(Android 9 AOSP at 1920×720, 160 dpi; the car build installs as the system user — checked). (Android 9 AOSP at 1920×720, 160 dpi; the car build installs as the system user — checked).
- 2026-10-31 — App 2.43.0: Overview styles **Día de Muertos** (`MuertosView`) and **Halloween**
(`HalloweenView`; owner: "let's design a 'dia de muertos' and a 'halloween' style"), each with
its own palette (the papel picado's pink, the pumpkin's orange). Día de Muertos, an ofrenda and
kept a celebration: papel picado = battery (one flag per 10 %), calavera with the speed on its
forehead, a ring of marigolds = power (turquoise and anticlockwise regenerating), candles =
range (one per 50 km), a path of petals = the last two minutes of power. Halloween: a
jack-o'-lantern with the speed in its grin, burning yellow or, regenerating, green; an arch of
embers = power; a potion flask = battery; a tombstone and bats = range; the hill = the last two
minutes of power. What a value lights is `Tally` (pure, unit-tested: an unread value lights
nothing). The static scene is drawn once per size into a bitmap (about 4.5 MB while the view is
attached), so a frame only draws the readings; flags, flames, bats, bubbles and the ghost move
only while the car moves. Tests and lint pass. Emulator with sample values, panel and full
screen: normal, 12 % with regeneration, 40 % (the flask's words over the potion's surface); real
build with no data: "—" and nothing lit. No crash of the app. Not tried on the car, so the frame
rate on the head unit is unmeasured.
- 2026-10-28 — App 2.42.1 published (`car-2.42.1`). - 2026-10-28 — App 2.42.1 published (`car-2.42.1`).
- 2026-10-28 — App 2.42.1: **the music-sources check no longer connects to other apps' media - 2026-10-28 — App 2.42.1: **the music-sources check no longer connects to other apps' media
services.** In the car, 2.42.0's check (14:26, Bluetooth music playing) made the head unit ask services.** In the car, 2.42.0's check (14:26, Bluetooth music playing) made the head unit ask
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@@ -1,6 +1,6 @@
# Overview styles # Overview styles
The Overview can look eighteen ways: pick one under **Settings → Overview style**. Every style shows The Overview can look twenty ways: pick one under **Settings → Overview style**. Every style shows
the same readings (battery, range, power, speed, gear, usage, trip, climate, odometer, time) and the same readings (battery, range, power, speed, gear, usage, trip, climate, odometer, time) and
shows "—" for anything the car did not answer, never a made-up zero. shows "—" for anything the car did not answer, never a made-up zero.
@@ -11,7 +11,7 @@ emulator has no car; on the car the values are live.
**Colours.** Most styles are drawn in the accent colour you pick from the MG4 paints (Settings → **Colours.** Most styles are drawn in the accent colour you pick from the MG4 paints (Settings →
Accent colour; shown here in Dynamic Red). Retro, Terminal, Grid (with or without the map) and Visor can also show their original Accent colour; shown here in Dynamic Red). Retro, Terminal, Grid (with or without the map) and Visor can also show their original
colours, and Sci-fi, Cartoon, Nixie tubes, Time circuits, Quest and Empire always do; while one of those is shown, the whole app colours, and Sci-fi, Cartoon, Nixie tubes, Time circuits, Quest, Empire, Día de Muertos and Halloween always do; while one of those is shown, the whole app
(navigation, buttons, switches) takes on its colours too. (navigation, buttons, switches) takes on its colours too.
| Style | Look | Colours | | Style | Look | Colours |
@@ -34,6 +34,8 @@ colours, and Sci-fi, Cartoon, Nixie tubes, Time circuits, Quest and Empire alway
| [Quest](#quest) | a fantasy game's interface | own | | [Quest](#quest) | a fantasy game's interface | own |
| [Visor](#visor) | a soldier's helmet display | original or accent | | [Visor](#visor) | a soldier's helmet display | original or accent |
| [Empire](#empire) | a strategy game's interface | own | | [Empire](#empire) | a strategy game's interface | own |
| [Día de Muertos](#día-de-muertos) | an ofrenda with papel picado and a calavera | own |
| [Halloween](#halloween) | a jack-o'-lantern on a graveyard hill | own |
## Tiles ## Tiles
@@ -233,3 +235,34 @@ stats, and a diamond minimap with the odometer and the way to the next age. Belo
![Empire with the navigation](screenshots/themes/empire-panel.png) ![Empire with the navigation](screenshots/themes/empire-panel.png)
![Empire, full screen](screenshots/themes/empire.png) ![Empire, full screen](screenshots/themes/empire.png)
## Día de Muertos
After the ofrenda, the altar families in Mexico build to welcome their dead back for a visit: a
celebration, so bright and warm rather than frightening. The papel picado across the top is the
battery, one cut-paper flag per 10 %, those not lit hanging dark, turning red with "BATTERY LOW"
below 20 %. The calavera in the middle, a decorated sugar skull with marigolds (cempasúchil) for
eyes, has the speed on its forehead; the ring of marigolds round it is the power, clockwise while
drawing, turquoise and anticlockwise while regenerating. The altar's candles are the range, one
per 50 km. The path of marigold petals along the bottom, which in the tradition leads the visitors
home, is the last two minutes of power. On the right the clock in a tin frame, P R N D as small
marigolds, and trip, usage, climate and odometer on the altar cloth. While you drive the flags
sway and the flames flicker. The app turns the papel picado's pink with it.
![Día de Muertos with the navigation](screenshots/themes/muertos-panel.png)
![Día de Muertos, full screen](screenshots/themes/muertos.png)
## Halloween
A graveyard hill under a full moon. The jack-o'-lantern has the speed cut into its grin, and its
carving burns candle yellow while drawing and witch-fire green while regenerating; the arch of
embers over it is the power, from the left while drawing and from the right while regenerating.
The potion flask is the battery, red with "BATTERY LOW" blinking below 20 %. The tombstone reads
the range ("here lies … km"), and the bats are the range too, one per 50 km; P R N D are small
gravestones, the one engaged lit. The moon holds the clock, a sign hanging from a cobweb has trip,
usage, climate and odometer, and the hill along the bottom is the last two minutes of power. While
you drive the bats fly, the potion bubbles and the ghost floats (where there is room for it, as on
this screen). The app turns the pumpkin's orange with it.
![Halloween with the navigation](screenshots/themes/halloween-panel.png)
![Halloween, full screen](screenshots/themes/halloween.png)
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@@ -34,8 +34,8 @@ android {
applicationId "com.stinnesbeck.nilsmg4" applicationId "com.stinnesbeck.nilsmg4"
minSdk 27 minSdk 27
targetSdk 36 targetSdk 36
versionCode 152 versionCode 153
versionName "2.42.1" versionName "2.43.0"
// Nothing about the server ships in the APK: its URL and ingest token are entered in // Nothing about the server ships in the APK: its URL and ingest token are entered in
// the app's Server tab (ServerConfig), and the database is only reachable by the server. // the app's Server tab (ServerConfig), and the database is only reachable by the server.
@@ -0,0 +1,532 @@
package com.evsuite.abrp;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.LinearGradient;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.RadialGradient;
import android.graphics.RectF;
import android.graphics.Shader;
import android.graphics.Typeface;
import android.os.SystemClock;
import java.util.Locale;
/**
* The Halloween Overview style: a graveyard hill under a full moon.
*
* In the middle a jack-o'-lantern with the speed cut into its grin; its carving burns candle yellow
* while drawing and witch-fire green while regenerating, and the arch of embers over it is the
* power, left to right while drawing, green and right to left while regenerating. On the left a
* potion flask: the battery, red with "BATTERY LOW" blinking below 20 %, under a sign hanging from
* a cobweb with trip, usage, climate and odometer. On the right the moon holds the clock, and a
* tombstone reads the range ("here lies … km"); P R N D are four small gravestones, the one engaged
* lit. The bats are the range too, one per 50 km. The hill along the bottom is the last two minutes
* of power, rising with it, in orange or, where it regenerated, green. Unread values show "—" and
* light nothing.
*
* The night sky is drawn once into a bitmap per size; only the rest goes over it. Bats, bubbles and
* the ghost move (about 30 frames a second) only while the car moves and the view is on screen.
*/
final class HalloweenView extends ClusterCanvasView {
private static final int EMBERS = 25, BATS = 8;
private static final int SKY_TOP = 0xFF0B0620, SKY_LOW = 0xFF2A1140, HILL = 0xFF0A0612;
private static final int PUMPKIN = 0xFFF2760F, PUMPKIN_DARK = 0xFFB84A06, PUMPKIN_LIT = 0xFFFF9A2E;
private static final int CANDLE = 0xFFFFD84A, FIRE = 0xFF6BFF5A, RED = 0xFFFF3B30, STONE = 0xFF6C6A78;
private static final int STONE_DARK = 0xFF3E3C4A, MOON = 0xFFF4E9B8, MOON_SHADE = 0xFFD8C98C;
private static final int POTION = 0xFF7BF03A, GLASS = 0xFFB9D8D0, BONE = 0xFFF2EAD8, ORANGE = 0xFFFF8C1A;
private static final int STEM = 0xFF4E7A2B, WOOD = 0xFF2E1B10, INK = 0xFF140A08;
private final Paint fill = new Paint(Paint.ANTI_ALIAS_FLAG);
private final Paint line = new Paint(Paint.ANTI_ALIAS_FLAG);
private final Paint text = new Paint(Paint.ANTI_ALIAS_FLAG);
private final Paint image = new Paint(Paint.FILTER_BITMAP_FLAG);
private final Paint glow = new Paint(Paint.ANTI_ALIAS_FLAG);
private final Path path = new Path();
private final RectF r = new RectF();
private final Typeface serif = Typeface.create("serif", Typeface.BOLD);
private final Typeface face = Typeface.create("sans-serif-condensed", Typeface.BOLD);
private final Typeface thin = Typeface.create("sans-serif-condensed", Typeface.NORMAL);
private Bitmap sky;
private int skyW, skyH;
private float time;
private long lastFrame;
HalloweenView(Context context) {
super(context);
line.setStyle(Paint.Style.STROKE);
line.setStrokeCap(Paint.Cap.ROUND);
}
@Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
sky = null;
skyW = 0;
}
@Override
protected void onDraw(Canvas c) {
super.onDraw(c);
int w = getWidth(), h = getHeight();
if (w <= 0 || h <= 0) return;
float u = Math.min(h / 640f, w / 1100f);
boolean moving = v.speedKmh != null && v.speedKmh > 0.5f;
if (moving) {
long now = SystemClock.uptimeMillis();
time += lastFrame == 0 ? 0f : Math.min(0.2f, (now - lastFrame) / 1000f);
lastFrame = now;
} else {
lastFrame = 0;
}
if (sky == null || skyW != w || skyH != h) buildSky(w, h, u);
c.drawBitmap(sky, 0, 0, image);
drawBats(c, w, u);
drawMoon(c, w, u);
drawGhost(c, w, u);
drawHill(c, w, h, u);
drawEmbers(c, w, u);
drawPumpkin(c, w, u);
drawSign(c, u);
drawFlask(c, u);
drawTombstone(c, w, u);
drawGears(c, w, u);
keepAnimating(moving, 33);
}
private void label(Canvas c, String s, float x, float y, float size, int colour, Typeface tf, Paint.Align a) {
text.setTypeface(tf);
text.setTextSize(size);
text.setTextAlign(a);
text.setColor(colour);
c.drawText(s, x, y, text);
}
private boolean regen() {
return v.powerKw != null && v.powerKw < -0.05f;
}
// ---------- Sky ----------
private void buildSky(int w, int h, float u) {
sky = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
skyW = w;
skyH = h;
Canvas c = new Canvas(sky);
Paint p = new Paint();
p.setShader(new LinearGradient(0, 0, 0, h, new int[] { SKY_TOP, SKY_LOW, 0xFF4A1A3A },
new float[] { 0f, 0.7f, 1f }, Shader.TileMode.CLAMP));
c.drawRect(0, 0, w, h, p);
Paint star = new Paint(Paint.ANTI_ALIAS_FLAG);
star.setColor(0x80FFFFFF);
for (int i = 0; i < 90; i++) {
float x = ((i * 191 + 17) % 1009) / 1009f * w, y = ((i * 83 + 5) % 421) * u;
c.drawCircle(x, y, (i % 4 == 0 ? 1.7f : 0.9f) * u, star);
}
// Bare trees in the distance.
tree(c, w * 0.235f, 590f * u, 150f * u, u);
tree(c, w * 0.745f, 590f * u, 118f * u, u);
}
/** A bare tree: a trunk and branches that fork twice. */
private void tree(Canvas c, float x, float y, float tall, float u) {
Paint p = new Paint(Paint.ANTI_ALIAS_FLAG);
p.setStyle(Paint.Style.STROKE);
p.setStrokeCap(Paint.Cap.ROUND);
p.setColor(0xFF160B20);
branch(c, p, x, y, -90f, tall * 0.5f, 7f * u, 4);
}
private void branch(Canvas c, Paint p, float x, float y, float deg, float len, float width, int depth) {
double a = Math.toRadians(deg);
float nx = x + (float) Math.cos(a) * len, ny = y + (float) Math.sin(a) * len;
p.setStrokeWidth(width);
c.drawLine(x, y, nx, ny, p);
if (depth == 0) return;
branch(c, p, nx, ny, deg - 24f - depth * 3f, len * 0.68f, width * 0.65f, depth - 1);
branch(c, p, nx, ny, deg + 28f - depth * 2f, len * 0.62f, width * 0.65f, depth - 1);
}
// ---------- Moon and clock ----------
private void drawMoon(Canvas c, int w, float u) {
float rad = 74f * u, cx = w - 100f * u - rad * 0.2f, cy = 96f * u;
glow.setShader(new RadialGradient(cx, cy, rad * 2.2f, new int[] { 0x55F4E9B8, 0x00F4E9B8 }, null,
Shader.TileMode.CLAMP));
c.drawCircle(cx, cy, rad * 2.2f, glow);
fill.setColor(MOON);
c.drawCircle(cx, cy, rad, fill);
fill.setColor(MOON_SHADE);
c.drawCircle(cx - 42f * u, cy - 34f * u, 12f * u, fill);
c.drawCircle(cx + 40f * u, cy + 38f * u, 16f * u, fill);
c.drawCircle(cx + 46f * u, cy - 26f * u, 7f * u, fill);
c.drawCircle(cx - 30f * u, cy + 44f * u, 8f * u, fill);
label(c, v.clock.isEmpty() ? "—" : v.clock, cx, cy + 17f * u, 50f * u, INK, serif, Paint.Align.CENTER);
}
// ---------- Bats: the range ----------
private void drawBats(Canvas c, int w, float u) {
int lit = Tally.lit(v.rangeKm, 50f, BATS);
float cx = w / 2f;
for (int i = 0; i < lit; i++) {
// Each its own lane high in the sky, clear of the pumpkin's middle.
float lane = (40f + (i * 37) % 70) * u;
float span = w * 0.92f, speed = (26f + i * 5f) * u;
float x = ((i * 0.13f * span + time * speed) % span) + w * 0.04f;
float y = lane + (float) Math.sin(time * 2f + i) * 8f * u;
if (Math.abs(x - cx) < 60f * u) y -= 10f * u;
bat(c, x, y, (i % 2 == 0 ? 15f : 12f) * u, (float) Math.sin(time * 14f + i * 2f));
}
}
private void bat(Canvas c, float x, float y, float s, float flap) {
float tip = -s * 0.5f * flap;
path.reset();
path.moveTo(x, y - s * 0.3f);
path.quadTo(x + s * 0.6f, y - s * 0.7f + tip, x + s * 1.5f, y - s * 0.3f + tip);
path.quadTo(x + s * 1.1f, y + s * 0.05f, x + s * 0.9f, y + s * 0.35f);
path.quadTo(x + s * 0.6f, y + s * 0.05f, x + s * 0.35f, y + s * 0.4f);
path.quadTo(x + s * 0.15f, y + s * 0.15f, x, y + s * 0.5f);
path.quadTo(x - s * 0.15f, y + s * 0.15f, x - s * 0.35f, y + s * 0.4f);
path.quadTo(x - s * 0.6f, y + s * 0.05f, x - s * 0.9f, y + s * 0.35f);
path.quadTo(x - s * 1.1f, y + s * 0.05f, x - s * 1.5f, y - s * 0.3f + tip);
path.quadTo(x - s * 0.6f, y - s * 0.7f + tip, x, y - s * 0.3f);
path.close();
fill.setColor(0xFF06030C);
c.drawPath(path, fill);
}
// ---------- Ghost: only where there is room ----------
private void drawGhost(Canvas c, int w, float u) {
if (w / u < 1400f) return;
float x = (w / 2f + 272f * u + w - 290f * u) / 2f, y = 330f * u + (float) Math.sin(time * 1.4f) * 12f * u, s = 34f * u;
path.reset();
path.moveTo(x - s, y + s * 1.5f);
path.lineTo(x - s, y);
path.cubicTo(x - s, y - s * 1.4f, x + s, y - s * 1.4f, x + s, y);
path.lineTo(x + s, y + s * 1.5f);
float wob = (float) Math.sin(time * 3f) * s * 0.12f;
path.quadTo(x + s * 0.66f, y + s * 1.1f + wob, x + s * 0.33f, y + s * 1.5f);
path.quadTo(x, y + s * 1.1f - wob, x - s * 0.33f, y + s * 1.5f);
path.quadTo(x - s * 0.66f, y + s * 1.1f + wob, x - s, y + s * 1.5f);
path.close();
fill.setColor(0xB8F0F4FF);
c.drawPath(path, fill);
fill.setColor(0xFF1A1030);
c.drawCircle(x - s * 0.34f, y - s * 0.2f, s * 0.14f, fill);
c.drawCircle(x + s * 0.34f, y - s * 0.2f, s * 0.14f, fill);
r.set(x - s * 0.14f, y + s * 0.08f, x + s * 0.14f, y + s * 0.44f);
c.drawOval(r, fill);
}
// ---------- The hill: the last two minutes of power ----------
private void drawHill(Canvas c, int w, int h, float u) {
float base = h - 44f * u, amp = 36f * u;
float[] trail = v.powerTrail;
path.reset();
path.moveTo(0, h);
int n = trail == null ? 0 : trail.length;
if (n == 0) {
path.lineTo(0, base);
path.lineTo(w, base);
} else {
for (int i = 0; i < n; i++) {
float p = trail[i];
float height = Float.isNaN(p) ? 0f : Math.min(1f, Math.abs(p) / (p < 0 ? 40f : 60f));
path.lineTo(i / (n - 1f) * w, base - height * amp);
}
}
path.lineTo(w, h);
path.close();
fill.setColor(HILL);
c.drawPath(path, fill);
// The ridge line, each stretch in the colour of what the car was doing then.
if (n > 1) {
line.setStrokeWidth(3f * u);
for (int i = 1; i < n; i++) {
float a = trail[i - 1], b = trail[i];
if (Float.isNaN(a) || Float.isNaN(b)) continue;
float ha = Math.min(1f, Math.abs(a) / (a < 0 ? 40f : 60f));
float hb = Math.min(1f, Math.abs(b) / (b < 0 ? 40f : 60f));
line.setColor(b < 0 ? FIRE : ORANGE);
c.drawLine((i - 1f) / (n - 1f) * w, base - ha * amp, i / (n - 1f) * w, base - hb * amp, line);
}
}
}
// ---------- The arch of embers: the power ----------
private void drawEmbers(Canvas c, int w, float u) {
float cx = w / 2f, cy = 348f * u, radX = 272f * u, radY = 244f * u;
int lit = Tally.ofPower(v.powerKw, 150f, 50f, EMBERS);
boolean regen = v.powerKw != null && v.powerKw < 0f;
for (int i = 0; i < EMBERS; i++) {
// Left to right over the top; regeneration comes back from the right.
int k = regen ? EMBERS - 1 - i : i;
double a = Math.PI + Math.PI * k / (EMBERS - 1);
float x = cx + (float) Math.cos(a) * radX, y = cy + (float) Math.sin(a) * radY;
boolean on = i < lit;
if (on) {
fill.setColor(AccentColor.withAlpha(regen ? FIRE : ORANGE, 0x44));
c.drawCircle(x, y, 15f * u, fill);
}
fill.setColor(on ? (regen ? FIRE : CANDLE) : 0x38FFFFFF);
c.drawCircle(x, y, 7.5f * u, fill);
}
}
// ---------- The jack-o'-lantern: the speed ----------
private void drawPumpkin(Canvas c, int w, float u) {
float cx = w / 2f, cy = 348f * u, rx = 200f * u, ry = 158f * u;
boolean regen = regen();
int burn = regen ? FIRE : CANDLE;
// The light it throws, stronger the more power.
float share = v.powerKw == null ? 0f : Math.min(1f, Math.abs(v.powerKw) / 80f);
glow.setShader(new RadialGradient(cx, cy, rx * 1.6f,
new int[] { AccentColor.withAlpha(regen ? FIRE : ORANGE, 0x30 + (int) (share * 0x50)),
AccentColor.withAlpha(regen ? FIRE : ORANGE, 0) }, null, Shader.TileMode.CLAMP));
c.drawCircle(cx, cy, rx * 1.6f, glow);
// The stem.
path.reset();
path.moveTo(cx - 22f * u, cy - ry + 12f * u);
path.quadTo(cx - 14f * u, cy - ry - 26f * u, cx + 14f * u, cy - ry - 44f * u);
path.lineTo(cx + 34f * u, cy - ry - 30f * u);
path.quadTo(cx + 14f * u, cy - ry - 12f * u, cx + 22f * u, cy - ry + 12f * u);
path.close();
fill.setColor(STEM);
c.drawPath(path, fill);
// The ribs, outermost first, overlapping.
float[][] ribs = { { -0.70f, 0.42f }, { 0.70f, 0.42f }, { -0.40f, 0.48f }, { 0.40f, 0.48f }, { 0f, 0.50f } };
for (int i = 0; i < ribs.length; i++) {
float rcx = cx + ribs[i][0] * rx, half = ribs[i][1] * rx;
r.set(rcx - half, cy - ry * (i < 2 ? 0.86f : 0.98f), rcx + half, cy + ry * (i < 2 ? 0.86f : 0.98f));
fill.setColor(i % 2 == 0 ? PUMPKIN : PUMPKIN_LIT);
if (i == ribs.length - 1) fill.setColor(PUMPKIN);
c.drawOval(r, fill);
line.setColor(PUMPKIN_DARK);
line.setStrokeWidth(2.5f * u);
c.drawOval(r, line);
}
// Eyes and nose: triangles, burning.
triangle(c, cx - 88f * u, cy - 92f * u, cx - 34f * u, cy - 28f * u, cx - 128f * u, cy - 28f * u, burn, u);
triangle(c, cx + 88f * u, cy - 92f * u, cx + 128f * u, cy - 28f * u, cx + 34f * u, cy - 28f * u, burn, u);
triangle(c, cx, cy - 28f * u, cx + 19f * u, cy + 4f * u, cx - 19f * u, cy + 4f * u, burn, u);
// The grin, with the speed cut dark into its light.
float gt = cy + 8f * u, gb = cy + 122f * u, gw = 156f * u;
path.reset();
path.moveTo(cx - gw, gt);
path.quadTo(cx, gt + 26f * u, cx + gw, gt);
path.quadTo(cx + gw * 0.82f, gb, cx, gb);
path.quadTo(cx - gw * 0.82f, gb, cx - gw, gt);
path.close();
fill.setColor(0xFF4A1F04);
c.drawPath(path, fill);
c.save();
c.scale(0.965f, 0.93f, cx, (gt + gb) / 2f);
fill.setColor(burn);
c.drawPath(path, fill);
c.restore();
// Two teeth at the grin's corners, clear of the digits.
fill.setColor(PUMPKIN);
tooth(c, cx - 120f * u, gt + 12f * u, 15f * u, 28f * u);
tooth(c, cx + 120f * u, gt + 12f * u, 15f * u, 28f * u);
label(c, fmt(v.speedKmh, "%.0f", "—"), cx, gb - 18f * u, 92f * u, INK, serif, Paint.Align.CENTER);
label(c, "KM/H", cx + 80f * u, cy + 64f * u, 16f * u, INK, face, Paint.Align.LEFT);
// The power under the pumpkin, above the ridge.
String power = v.powerKw == null ? "— kW" : String.format(Locale.US, regen ? "+%.1f kW" : "%.1f kW",
Math.abs(v.powerKw));
label(c, power, cx, cy + ry + 44f * u, 34f * u, regen ? FIRE : BONE, face, Paint.Align.CENTER);
}
private void triangle(Canvas c, float x1, float y1, float x2, float y2, float x3, float y3, int burn, float u) {
path.reset();
path.moveTo(x1, y1);
path.lineTo(x2, y2);
path.lineTo(x3, y3);
path.close();
fill.setColor(burn);
c.drawPath(path, fill);
line.setColor(0xFF4A1F04);
line.setStrokeWidth(4f * u);
c.drawPath(path, line);
}
private void tooth(Canvas c, float x, float y, float halfW, float tall) {
path.reset();
path.moveTo(x - halfW, y - tall * 0.3f);
path.lineTo(x + halfW, y - tall * 0.3f);
path.lineTo(x + halfW, y + tall * 0.7f);
path.lineTo(x - halfW, y + tall * 0.7f);
path.close();
c.drawPath(path, fill);
}
// ---------- Left: the sign under the cobweb ----------
private void drawSign(Canvas c, float u) {
// The cobweb in the corner.
float cs = 150f * u;
line.setColor(0x70E8E8F4);
line.setStrokeWidth(1.2f * u);
for (int i = 0; i <= 5; i++) {
double a = Math.PI / 2 * i / 5;
c.drawLine(0, 0, (float) Math.cos(a) * cs, (float) Math.sin(a) * cs, line);
}
for (int ring = 1; ring <= 4; ring++) {
float d = cs * ring / 4f;
path.reset();
for (int i = 0; i <= 5; i++) {
double a = Math.PI / 2 * i / 5;
float x = (float) Math.cos(a) * d, y = (float) Math.sin(a) * d;
if (i == 0) {
path.moveTo(x, y);
} else {
double mid = Math.PI / 2 * (i - 0.5) / 5;
path.quadTo((float) Math.cos(mid) * d * 0.86f, (float) Math.sin(mid) * d * 0.86f, x, y);
}
}
c.drawPath(path, line);
}
// The sign, on two threads.
float l = 28f * u, rr = l + 300f * u, t = 50f * u, b = 244f * u;
line.setColor(0xA0E8E8F4);
c.drawLine(l + 60f * u, 0, l + 60f * u, t, line);
c.drawLine(rr - 60f * u, 0, rr - 60f * u, t, line);
r.set(l, t, rr, b);
fill.setColor(WOOD);
c.drawRoundRect(r, 8f * u, 8f * u, fill);
line.setColor(0xFF6B4226);
line.setStrokeWidth(2.5f * u);
c.drawRoundRect(r, 8f * u, 8f * u, line);
String[][] rows = {
{ "TRIP", fmt(v.tripKm, "%.1f km", "—") },
{ "5 MIN", fmt(v.usage5Min, "%.1f kWh/100", "—") },
{ "SINCE START", fmt(v.usageTrip, "%.1f kWh/100", "—") },
{ "CLIMATE", fmt(v.climateCelsius, "%.0f °C", "—") },
{ "ODOMETER", fmt(v.odometerKm, "%,.0f km", "—") },
};
for (int i = 0; i < rows.length; i++) {
float y = t + (36f + i * 34f) * u;
label(c, rows[i][0], l + 16f * u, y, 19f * u, ORANGE, thin, Paint.Align.LEFT);
label(c, rows[i][1], rr - 16f * u, y, 23f * u, BONE, face, Paint.Align.RIGHT);
}
}
// ---------- The potion flask: the battery ----------
private void drawFlask(Canvas c, float u) {
float rad = 104f * u, cx = 28f * u + 150f * u, cy = 452f * u;
boolean low = v.socPercent != null && v.socPercent < 20f;
boolean blinkOn = (SystemClock.uptimeMillis() / 500) % 2 == 0;
int colour = low ? RED : POTION;
float neckW = 34f * u, neckTop = cy - rad - 42f * u;
// The glass shape: a round belly and a neck.
path.reset();
path.addCircle(cx, cy, rad, Path.Direction.CW);
r.set(cx - neckW, neckTop, cx + neckW, cy - rad + 16f * u);
path.addRect(r, Path.Direction.CW);
fill.setColor(0x38B9D8D0);
c.drawPath(path, fill);
// The potion: as high as the battery is full, across the belly only.
if (v.socPercent != null) {
float share = Math.max(0f, Math.min(1f, v.socPercent / 100f));
float level = cy + rad - share * 2f * rad;
c.save();
c.clipRect(cx - rad, level, cx + rad, cy + rad + 1f);
fill.setColor(colour);
c.drawCircle(cx, cy, rad - 5f * u, fill);
c.restore();
// The surface, a brighter line.
float half = (float) Math.sqrt(Math.max(0f, (rad - 5f * u) * (rad - 5f * u) - (level - cy) * (level - cy)));
line.setColor(0xCCFFFFFF);
line.setStrokeWidth(2.5f * u);
if (half > 0f) c.drawLine(cx - half, level, cx + half, level, line);
// Bubbles rise only while driving.
fill.setColor(0x99FFFFFF);
for (int i = 0; i < 6; i++) {
float span = Math.max(1f, cy + rad - level - 12f * u);
float y = cy + rad - 12f * u - ((time * (24f + i * 7f) * u + i * 31f * u) % span);
float x = cx + (float) Math.sin(i * 2.1f + time * 1.5f) * rad * 0.5f;
c.drawCircle(x, y, (3f + i % 3) * u, fill);
}
}
// The glass, and its cork.
line.setColor(GLASS);
line.setStrokeWidth(4f * u);
c.drawCircle(cx, cy, rad, line);
c.drawLine(cx - neckW, neckTop + 12f * u, cx - neckW, cy - rad + 14f * u, line);
c.drawLine(cx + neckW, neckTop + 12f * u, cx + neckW, cy - rad + 14f * u, line);
r.set(cx - neckW - 4f * u, neckTop - 8f * u, cx + neckW + 4f * u, neckTop + 16f * u);
fill.setColor(0xFF9B6B3A);
c.drawRoundRect(r, 5f * u, 5f * u, fill);
// Dark where the potion is behind the words; outlined where its surface cuts through them.
float level = v.socPercent == null ? cy + rad
: cy + rad - Math.max(0f, Math.min(1f, v.socPercent / 100f)) * 2f * rad;
boolean numberOn = level <= cy - 18f * u, wordOn = level <= cy + 38f * u;
String number = fmt(v.socPercent, "%.0f %%", "—");
if (!numberOn && level < cy + 30f * u) {
text.setStyle(Paint.Style.STROKE);
text.setStrokeWidth(7f * u);
label(c, number, cx, cy + 22f * u, 62f * u, INK, serif, Paint.Align.CENTER);
text.setStyle(Paint.Style.FILL);
}
label(c, number, cx, cy + 22f * u, 62f * u, numberOn ? INK : low ? RED : BONE, serif, Paint.Align.CENTER);
if (low && blinkOn) {
label(c, "BATTERY LOW", cx, cy + 56f * u, 21f * u, BONE, face, Paint.Align.CENTER);
} else if (!low) {
label(c, "BATTERY", cx, cy + 56f * u, 19f * u, wordOn ? INK : POTION, face, Paint.Align.CENTER);
}
}
// ---------- The tombstone: the range; small gravestones: the gears ----------
private void stone(Canvas c, float l, float t, float rr, float b, int colour, int edge, float u) {
float mid = (l + rr) / 2f, half = (rr - l) / 2f;
path.reset();
path.moveTo(l, b);
path.lineTo(l, t + half);
path.cubicTo(l, t + half * 0.1f, mid - half * 0.5f, t, mid, t);
path.cubicTo(mid + half * 0.5f, t, rr, t + half * 0.1f, rr, t + half);
path.lineTo(rr, b);
path.close();
fill.setColor(colour);
c.drawPath(path, fill);
line.setColor(edge);
line.setStrokeWidth(3f * u);
c.drawPath(path, line);
}
private void drawTombstone(Canvas c, int w, float u) {
float rr = w - 40f * u, l = rr - 250f * u, t = 196f * u, b = 484f * u, mid = (l + rr) / 2f;
stone(c, l, t, rr, b, STONE, STONE_DARK, u);
label(c, "R.I.P.", mid, t + 70f * u, 36f * u, STONE_DARK, serif, Paint.Align.CENTER);
label(c, "HERE LIES", mid, t + 106f * u, 19f * u, 0xFF242230, face, Paint.Align.CENTER);
label(c, fmt(v.rangeKm, "%.0f", "—"), mid, t + 186f * u, 86f * u, BONE, serif, Paint.Align.CENTER);
label(c, "KM OF RANGE", mid, t + 224f * u, 21f * u, 0xFF242230, face, Paint.Align.CENTER);
}
private void drawGears(Canvas c, int w, float u) {
float rr = w - 40f * u, l = rr - 250f * u, t = 496f * u, b = 566f * u;
String[] gears = { "P", "R", "N", "D" };
String now = Gear.label(v.gear);
float step = (rr - l) / 4f, half = 24f * u;
for (int i = 0; i < gears.length; i++) {
float mid = l + (i + 0.5f) * step;
boolean on = gears[i].equals(now);
if (on) {
fill.setColor(0x55FF8C1A);
c.drawCircle(mid, (t + b) / 2f, 42f * u, fill);
}
stone(c, mid - half, t, mid + half, b, on ? ORANGE : STONE_DARK, on ? CANDLE : 0xFF242230, u);
label(c, gears[i], mid, b - 18f * u, 32f * u, on ? INK : 0xB0FFFFFF, serif, Paint.Align.CENTER);
}
}
}
@@ -355,7 +355,7 @@ public class MainActivity extends AppCompatActivity {
visorView = new VisorView(this); visorView = new VisorView(this);
java.util.Collections.addAll(canvasStyles, new MinimalView(this), terminalView, java.util.Collections.addAll(canvasStyles, new MinimalView(this), terminalView,
new NixieView(this), new ChronographView(this), gridView, gridMapView, new TimeCircuitsView(this), new NixieView(this), new ChronographView(this), gridView, gridMapView, new TimeCircuitsView(this),
new QuestView(this), visorView, new EmpireView(this)); new QuestView(this), visorView, new EmpireView(this), new MuertosView(this), new HalloweenView(this));
View[] canvasPanes = new View[canvasStyles.size()]; View[] canvasPanes = new View[canvasStyles.size()];
for (int i = 0; i < canvasPanes.length; i++) canvasPanes[i] = drawnPane(canvasStyles.get(i)); for (int i = 0; i < canvasPanes.length; i++) canvasPanes[i] = drawnPane(canvasStyles.get(i));
// Grid with map: its map layer goes under it, in the same pane. // Grid with map: its map layer goes under it, in the same pane.
@@ -1823,7 +1823,8 @@ public class MainActivity extends AppCompatActivity {
getString(R.string.overview_style_chronograph), getString(R.string.overview_style_grid), getString(R.string.overview_style_chronograph), getString(R.string.overview_style_grid),
getString(R.string.overview_style_grid_map), getString(R.string.overview_style_grid_map),
getString(R.string.overview_style_time_circuits), getString(R.string.overview_style_quest), getString(R.string.overview_style_time_circuits), getString(R.string.overview_style_quest),
getString(R.string.overview_style_visor), getString(R.string.overview_style_empire) }; getString(R.string.overview_style_visor), getString(R.string.overview_style_empire),
getString(R.string.overview_style_muertos), getString(R.string.overview_style_halloween) };
} }
/** The style drop-down; every style is fed on every reading, only the chosen one is shown. */ /** The style drop-down; every style is fed on every reading, only the chosen one is shown. */
@@ -0,0 +1,501 @@
package com.evsuite.abrp;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.Path;
import android.graphics.RadialGradient;
import android.graphics.RectF;
import android.graphics.Shader;
import android.graphics.Typeface;
import android.os.SystemClock;
import java.util.Locale;
/**
* The Día de Muertos Overview style: an ofrenda at night, the altar families build to welcome
* their dead back for a visit. A celebration, so bright and warm, not frightening.
*
* Across the top the papel picado, cut-paper flags on a string: the battery, one flag per 10 %,
* those not lit hanging dark. In the middle a calavera, a decorated sugar skull, with the speed
* on its forehead and marigolds (cempasúchil) for eyes; round it a ring of marigolds is the power,
* clockwise while drawing, turquoise and anticlockwise while regenerating. On the left the candles
* of the altar: the range, one candle per 50 km. Along the bottom the path of marigold petals that
* leads the visitors home: the last two minutes of power, higher the more power. On the right the
* clock in a tin frame, P R N D as four small marigolds, and trip, usage, climate and odometer on
* the altar cloth. Below 20 % the battery turns red and says so. Unread values show "—" and light
* nothing.
*
* The altar is drawn once into a bitmap per size; only the readings go over it. The flags sway and
* the flames flicker (about 30 frames a second) only while the car moves and the view is on screen.
*/
final class MuertosView extends ClusterCanvasView {
private static final int FLAGS = 10, PETALS = 24, CANDLES = 8;
private static final int NIGHT = 0xFF160A26, PLUM = 0xFF2C1242, CLOTH = 0xFF3A0F3E, BONE = 0xFFF8EEDC;
private static final int INK = 0xFF2A0E36, MARIGOLD = 0xFFFF9A1F, GOLD = 0xFFFFC94A, TURQUOISE = 0xFF2EE6D0;
private static final int PINK = 0xFFFF2E93, RED = 0xFFFF3B47, FLAME = 0xFFFFD36B, WAX = 0xFFF4E6C8;
private static final int[] PAPER = { 0xFFFF2E93, 0xFFFF9A1F, 0xFF2EE6D0, 0xFFFFD23F, 0xFF9B5CFF };
private final Paint fill = new Paint(Paint.ANTI_ALIAS_FLAG);
private final Paint line = new Paint(Paint.ANTI_ALIAS_FLAG);
private final Paint text = new Paint(Paint.ANTI_ALIAS_FLAG);
private final Paint image = new Paint(Paint.ANTI_ALIAS_FLAG | Paint.FILTER_BITMAP_FLAG);
private final Path path = new Path();
private final Path flag = new Path();
private final RectF r = new RectF();
private final Typeface serif = Typeface.create("serif", Typeface.BOLD);
private final Typeface face = Typeface.create("sans-serif-condensed", Typeface.BOLD);
private final Typeface thin = Typeface.create("sans-serif-condensed", Typeface.NORMAL);
private Bitmap scene, marigold, turquoise;
private int sceneW, sceneH;
private float time;
private long lastFrame;
MuertosView(Context context) {
super(context);
line.setStyle(Paint.Style.STROKE);
line.setStrokeCap(Paint.Cap.ROUND);
}
@Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
scene = null;
marigold = null;
turquoise = null;
sceneW = 0;
}
@Override
protected void onDraw(Canvas c) {
super.onDraw(c);
int w = getWidth(), h = getHeight();
if (w <= 0 || h <= 0) return;
float u = Math.min(h / 640f, w / 1100f);
boolean moving = v.speedKmh != null && v.speedKmh > 0.5f;
if (moving) {
long now = SystemClock.uptimeMillis();
time += lastFrame == 0 ? 0f : Math.min(0.2f, (now - lastFrame) / 1000f);
lastFrame = now;
} else {
lastFrame = 0;
}
if (scene == null || sceneW != w || sceneH != h) buildScene(w, h, u);
c.drawBitmap(scene, 0, 0, image);
float cx = w / 2f, cy = 345f * u;
drawFlags(c, w, u);
drawRing(c, cx, cy, u);
drawSpeed(c, cx, cy, u);
drawBattery(c, u);
drawCandles(c, u, moving);
drawPetals(c, w, h, u);
drawClock(c, w, u);
drawGears(c, w, u);
drawRows(c, w, h, u);
keepAnimating(moving, 33);
}
private void label(Canvas c, String s, float x, float y, float size, int colour, Typeface tf, Paint.Align a) {
text.setTypeface(tf);
text.setTextSize(size);
text.setTextAlign(a);
text.setColor(colour);
c.drawText(s, x, y, text);
}
// ---------- The altar, once per size ----------
private void buildScene(int w, int h, float u) {
scene = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888);
sceneW = w;
sceneH = h;
marigold = flower(44f * u, MARIGOLD, GOLD, 0xFFE06A00);
turquoise = flower(44f * u, TURQUOISE, 0xFFA8FFF4, 0xFF0E9C90);
buildFlag(u);
Canvas c = new Canvas(scene);
c.drawColor(NIGHT);
Paint glow = new Paint();
glow.setShader(new RadialGradient(w / 2f, 345f * u, Math.max(w, h) * 0.6f,
new int[] { 0xFF4A1C5E, PLUM, NIGHT }, new float[] { 0f, 0.45f, 1f }, Shader.TileMode.CLAMP));
c.drawRect(0, 0, w, h, glow);
// A scatter of stars, always the same.
fill.setColor(0x66FFFFFF);
for (int i = 0; i < 70; i++) {
float x = ((i * 137 + 31) % 997) / 997f * w, y = (110f + (i * 71 % 113) * 3f) * u;
c.drawCircle(x, y, (i % 3 == 0 ? 1.8f : 1f) * u, fill);
}
// The string the flags hang on.
line.setColor(0x99FFFFFF);
line.setStrokeWidth(1.5f * u);
c.drawLine(0, 12f * u, w, 12f * u, line);
drawSkull(c, w / 2f, 345f * u, u);
drawAltarCloth(c, w, u);
drawCandleStands(c, u);
}
/** One flower on a small bitmap: outer petals, inner petals, heart. */
private Bitmap flower(float size, int outer, int inner, int shade) {
int s = (int) Math.ceil(size);
Bitmap b = Bitmap.createBitmap(s, s, Bitmap.Config.ARGB_8888);
Canvas c = new Canvas(b);
drawFlower(c, s / 2f, s / 2f, s / 2f, outer, inner, shade);
return b;
}
private void drawFlower(Canvas c, float x, float y, float rad, int outer, int inner, int shade) {
Paint p = new Paint(Paint.ANTI_ALIAS_FLAG);
for (int ring = 0; ring < 3; ring++) {
int n = 12 - ring * 3;
float d = rad * (0.68f - ring * 0.24f), pr = rad * (0.32f - ring * 0.05f);
for (int i = 0; i < n; i++) {
double a = Math.PI * 2 * i / n + ring * 0.3;
p.setColor(ring == 0 ? (i % 2 == 0 ? outer : shade) : ring == 1 ? (i % 2 == 0 ? inner : outer) : inner);
c.drawCircle(x + (float) Math.cos(a) * d, y + (float) Math.sin(a) * d, pr, p);
}
}
p.setColor(shade);
c.drawCircle(x, y, rad * 0.14f, p);
}
/** A paper flag with its holes cut out: scalloped below, a flower and diamonds in it. */
private void buildFlag(float u) {
float w = 100f * u, h = 84f * u;
flag.reset();
flag.setFillType(Path.FillType.EVEN_ODD);
flag.moveTo(0, 0);
flag.lineTo(w, 0);
flag.lineTo(w, h - 8f * u);
int scallops = 6;
float sw = w / scallops;
for (int i = scallops; i > 0; i--) {
float x = i * sw;
flag.quadTo(x - sw / 2f, h + 8f * u, x - sw, h - 8f * u);
}
flag.close();
// The middle: a flower of eight petals round a round hole.
float cx = w / 2f, cy = h * 0.46f;
flag.addCircle(cx, cy, 6f * u, Path.Direction.CW);
for (int i = 0; i < 8; i++) {
double a = Math.PI / 4 * i;
float px = cx + (float) Math.cos(a) * 17f * u, py = cy + (float) Math.sin(a) * 17f * u;
diamond(flag, px, py, 7f * u, 5f * u, a);
}
// Corners and borders.
for (int i = 0; i < 6; i++) {
float x = (i + 0.5f) * w / 6f;
diamond(flag, x, 8f * u, 5f * u, 3f * u, 0);
if (i == 0 || i == 5) {
diamond(flag, x, h * 0.3f, 4f * u, 6f * u, 0);
diamond(flag, x, h * 0.62f, 4f * u, 6f * u, 0);
}
}
}
private static void diamond(Path p, float x, float y, float a, float b, double turn) {
float ca = (float) Math.cos(turn), sa = (float) Math.sin(turn);
p.moveTo(x + a * ca, y + a * sa);
p.lineTo(x - b * sa, y + b * ca);
p.lineTo(x - a * ca, y - a * sa);
p.lineTo(x + b * sa, y - b * ca);
p.close();
}
/** The calavera: the bone, the decoration, the teeth. Its speed and ring go over it. */
private void drawSkull(Canvas c, float cx, float cy, float u) {
float top = cy - 150f * u, jaw = cy + 150f * u;
// Bone.
path.reset();
path.moveTo(cx, top);
path.cubicTo(cx + 110f * u, top, cx + 148f * u, cy - 70f * u, cx + 142f * u, cy + 8f * u);
path.cubicTo(cx + 140f * u, cy + 48f * u, cx + 112f * u, cy + 62f * u, cx + 84f * u, cy + 74f * u);
path.lineTo(cx + 78f * u, jaw - 8f * u);
path.quadTo(cx, jaw + 6f * u, cx - 78f * u, jaw - 8f * u);
path.lineTo(cx - 84f * u, cy + 74f * u);
path.cubicTo(cx - 112f * u, cy + 62f * u, cx - 140f * u, cy + 48f * u, cx - 142f * u, cy + 8f * u);
path.cubicTo(cx - 148f * u, cy - 70f * u, cx - 110f * u, top, cx, top);
path.close();
fill.setColor(BONE);
c.drawPath(path, fill);
line.setColor(PINK);
line.setStrokeWidth(3f * u);
c.drawPath(path, line);
// A band of scallops under the forehead, where the speed stands above.
line.setColor(PINK);
line.setStrokeWidth(2.5f * u);
for (int i = -4; i < 4; i++) {
float x = cx + i * 26f * u;
r.set(x, cy - 54f * u, x + 26f * u, cy - 28f * u);
c.drawArc(r, 0, 180, false, line);
}
fill.setColor(TURQUOISE);
for (int i = -4; i <= 4; i++) c.drawCircle(cx + i * 26f * u, cy - 41f * u, 3f * u, fill);
// Eyes: dark sockets with a marigold each, a ring of dots round them.
for (int side = -1; side <= 1; side += 2) {
float ex = cx + side * 62f * u, ey = cy + 4f * u;
fill.setColor(INK);
c.drawCircle(ex, ey, 36f * u, fill);
drawFlower(c, ex, ey, 31f * u, MARIGOLD, GOLD, 0xFFE06A00);
fill.setColor(PINK);
for (int i = 0; i < 14; i++) {
double a = Math.PI * 2 * i / 14;
c.drawCircle(ex + (float) Math.cos(a) * 43f * u, ey + (float) Math.sin(a) * 43f * u, 2.5f * u, fill);
}
// A small flower on each cheek.
drawFlower(c, cx + side * 92f * u, cy + 56f * u, 10f * u, 0xFF9B5CFF, 0xFFD2B8FF, 0xFF6A32C8);
}
// Nose: an upside-down heart.
path.reset();
path.moveTo(cx, cy + 30f * u);
path.cubicTo(cx + 18f * u, cy + 46f * u, cx + 20f * u, cy + 66f * u, cx + 8f * u, cy + 66f * u);
path.quadTo(cx + 2f * u, cy + 66f * u, cx, cy + 58f * u);
path.quadTo(cx - 2f * u, cy + 66f * u, cx - 8f * u, cy + 66f * u);
path.cubicTo(cx - 20f * u, cy + 66f * u, cx - 18f * u, cy + 46f * u, cx, cy + 30f * u);
path.close();
fill.setColor(INK);
c.drawPath(path, fill);
// Teeth: a smile stitched across.
line.setColor(INK);
line.setStrokeWidth(3f * u);
float my = cy + 106f * u;
path.reset();
path.moveTo(cx - 70f * u, my - 6f * u);
path.quadTo(cx, my + 12f * u, cx + 70f * u, my - 6f * u);
c.drawPath(path, line);
line.setStrokeWidth(2.5f * u);
for (int i = -5; i <= 5; i++) {
float x = cx + i * 12f * u;
float y = my + 3f * u * (1f - (i * i) / 25f);
c.drawLine(x, y - 15f * u, x, y + 15f * u, line);
}
// The chin's little flower.
drawFlower(c, cx, jaw - 13f * u, 10f * u, PINK, 0xFFFFA8D4, 0xFFC4186E);
}
private void drawAltarCloth(Canvas c, int w, float u) {
float rr = w - 28f * u, l = rr - 300f * u, t = 340f * u, b = 548f * u;
r.set(l, t, rr, b);
fill.setColor(CLOTH);
c.drawRoundRect(r, 10f * u, 10f * u, fill);
// A fringe of paper colours on top.
float seg = (rr - l) / 15f;
for (int i = 0; i < 15; i++) {
fill.setColor(PAPER[i % PAPER.length]);
path.reset();
path.moveTo(l + i * seg, t);
path.lineTo(l + (i + 1) * seg, t);
path.lineTo(l + (i + 0.5f) * seg, t + 13f * u);
path.close();
c.drawPath(path, fill);
}
}
/** The tier the candles stand on. */
private void drawCandleStands(Canvas c, float u) {
float l = 28f * u, rr = l + 300f * u, b = 548f * u;
r.set(l, b - 26f * u, rr, b);
fill.setColor(CLOTH);
c.drawRoundRect(r, 6f * u, 6f * u, fill);
float seg = (rr - l) / 15f;
for (int i = 0; i < 15; i++) {
fill.setColor(PAPER[i % PAPER.length]);
path.reset();
path.moveTo(l + i * seg, b - 26f * u);
path.lineTo(l + (i + 1) * seg, b - 26f * u);
path.lineTo(l + (i + 0.5f) * seg, b - 15f * u);
path.close();
c.drawPath(path, fill);
}
}
// ---------- Papel picado: the battery ----------
private void drawFlags(Canvas c, int w, float u) {
boolean low = v.socPercent != null && v.socPercent < 20f;
int lit = Tally.lit(v.socPercent, 10f, FLAGS);
float fw = 100f * u, gap = (w - FLAGS * fw) / (FLAGS + 1f);
fill.setStyle(Paint.Style.FILL);
for (int i = 0; i < FLAGS; i++) {
float x = gap + i * (fw + gap);
c.save();
c.translate(x, 12f * u);
// The breeze of driving; still when parked.
c.skew((float) Math.sin(time * 2.2f + i * 0.8f) * 0.05f, 0);
boolean on = i < lit;
fill.setColor(!on ? 0x38FFFFFF : low ? RED : PAPER[i % PAPER.length]);
c.drawPath(flag, fill);
c.restore();
}
}
private void drawBattery(Canvas c, float u) {
boolean low = v.socPercent != null && v.socPercent < 20f;
float x = 36f * u;
label(c, low ? "BATTERY LOW" : "BATTERY", x, 134f * u, 19f * u, low ? RED : GOLD, face, Paint.Align.LEFT);
label(c, fmt(v.socPercent, "%.0f %%", "—"), x, 200f * u, 66f * u, low ? RED : BONE, serif, Paint.Align.LEFT);
}
// ---------- The marigold ring: the power ----------
private void drawRing(Canvas c, float cx, float cy, float u) {
float rad = 188f * u, half = marigold.getWidth() / 2f;
int lit = Tally.ofPower(v.powerKw, 150f, 50f, PETALS);
boolean regen = v.powerKw != null && v.powerKw < 0f;
for (int i = 0; i < PETALS; i++) {
// Clockwise from the top; regeneration runs the other way.
int k = regen ? PETALS - i : i;
double a = Math.PI * 2 * k / PETALS - Math.PI / 2;
float x = cx + (float) Math.cos(a) * rad, y = cy + (float) Math.sin(a) * rad;
boolean on = i < lit;
image.setAlpha(on ? 255 : 46);
c.drawBitmap(on && regen ? turquoise : marigold, x - half, y - half, image);
}
image.setAlpha(255);
// The power's number on a plate at the foot of the ring.
String power = v.powerKw == null ? "— kW" : String.format(Locale.US, regen ? "+%.1f kW" : "%.1f kW",
Math.abs(v.powerKw));
float py = cy + rad + 2f * u;
r.set(cx - 78f * u, py - 22f * u, cx + 78f * u, py + 20f * u);
fill.setColor(0xF02C1242);
c.drawRoundRect(r, 20f * u, 20f * u, fill);
line.setColor(regen ? TURQUOISE : MARIGOLD);
line.setStrokeWidth(2f * u);
c.drawRoundRect(r, 20f * u, 20f * u, line);
label(c, power, cx, py + 10f * u, 28f * u, regen ? TURQUOISE : GOLD, face, Paint.Align.CENTER);
}
private void drawSpeed(Canvas c, float cx, float cy, float u) {
label(c, fmt(v.speedKmh, "%.0f", "—"), cx, cy - 66f * u, 74f * u, INK, serif, Paint.Align.CENTER);
label(c, "KM/H", cx, cy - 128f * u, 14f * u, 0xFFC4186E, face, Paint.Align.CENTER);
}
// ---------- Candles: the range ----------
private void drawCandles(Canvas c, float u, boolean moving) {
float x0 = 36f * u;
label(c, "RANGE", x0, 246f * u, 19f * u, GOLD, face, Paint.Align.LEFT);
label(c, fmt(v.rangeKm, "%.0f km", "—"), x0, 298f * u, 48f * u, BONE, serif, Paint.Align.LEFT);
int lit = Tally.lit(v.rangeKm, 50f, CANDLES);
float base = 522f * u, step = 36f * u;
for (int i = 0; i < CANDLES; i++) {
float x = x0 + 14f * u + i * step;
float tall = (130f - (i % 4) * 22f - (i % 3) * 8f) * u;
float top = base - tall;
r.set(x - 11f * u, top, x + 11f * u, base);
boolean on = i < lit;
fill.setColor(on ? WAX : 0x40F4E6C8);
c.drawRoundRect(r, 3f * u, 3f * u, fill);
// A band of colour.
r.set(x - 11f * u, top + tall * 0.55f, x + 11f * u, top + tall * 0.55f + 10f * u);
fill.setColor(AccentColor.withAlpha(PAPER[i % PAPER.length], on ? 0xFF : 0x40));
c.drawRect(r, fill);
// The wick.
line.setColor(on ? INK : 0x60FFFFFF);
line.setStrokeWidth(2f * u);
c.drawLine(x, top, x, top - 6f * u, line);
if (!on) continue;
// The flame, flickering only while driving, with its halo.
float flick = moving ? (float) Math.sin(time * 9f + i * 1.7f) * 2.5f * u : 0f;
fill.setColor(0x33FFB84A);
c.drawCircle(x, top - 18f * u, 19f * u, fill);
path.reset();
path.moveTo(x, top - 32f * u - Math.abs(flick));
path.quadTo(x + 10f * u + flick, top - 12f * u, x, top - 4f * u);
path.quadTo(x - 10f * u + flick, top - 12f * u, x, top - 32f * u - Math.abs(flick));
path.close();
fill.setColor(FLAME);
c.drawPath(path, fill);
}
}
// ---------- The petal path: the last two minutes of power ----------
private void drawPetals(Canvas c, int w, int h, float u) {
float base = h - 16f * u, amp = 58f * u;
float[] trail = v.powerTrail;
// The path itself, faint, whatever the readings.
fill.setColor(0x30FF9A1F);
r.set(0, base - 4f * u, w, base + 4f * u);
c.drawRect(r, fill);
if (trail == null || trail.length == 0) return;
int n = trail.length;
for (int i = 0; i < n; i++) {
float p = trail[i];
if (Float.isNaN(p)) continue;
float x = (i + 0.5f) / n * w;
float share = Math.min(1f, Math.abs(p) / (p < 0 ? 40f : 60f));
// Each stack of petals rises with the power, each petal tilted its own way.
int stack = 1 + Math.round(share * 4f);
for (int s = 0; s < stack; s++) {
float y = base - s * amp / 4f;
c.save();
c.rotate(((i * 47 + s * 83) % 180) - 90f, x, y);
r.set(x - 8f * u, y - 3.5f * u, x + 8f * u, y + 3.5f * u);
fill.setColor(p < 0 ? TURQUOISE : s % 2 == 0 ? MARIGOLD : GOLD);
c.drawOval(r, fill);
c.restore();
}
}
}
// ---------- The right side ----------
/** The clock in a tin frame. */
private void drawClock(Canvas c, int w, float u) {
float rr = w - 28f * u, l = rr - 300f * u, t = 118f * u, b = 202f * u;
r.set(l, t, rr, b);
fill.setColor(0xCC160A26);
c.drawRoundRect(r, 12f * u, 12f * u, fill);
line.setColor(GOLD);
line.setStrokeWidth(2.5f * u);
c.drawRoundRect(r, 12f * u, 12f * u, line);
fill.setColor(GOLD);
for (int i = 0; i <= 12; i++) {
float x = l + 12f * u + i * (rr - l - 24f * u) / 12f;
c.drawCircle(x, t + 8f * u, 2f * u, fill);
c.drawCircle(x, b - 8f * u, 2f * u, fill);
}
label(c, v.clock.isEmpty() ? "—" : v.clock, (l + rr) / 2f, b - 22f * u, 50f * u, BONE, serif, Paint.Align.CENTER);
}
/** P R N D as four small marigolds: the one engaged in bloom. */
private void drawGears(Canvas c, int w, float u) {
float rr = w - 28f * u, l = rr - 300f * u, y = 270f * u;
String[] gears = { "P", "R", "N", "D" };
String now = Gear.label(v.gear);
float step = (rr - l) / 4f, half = marigold.getWidth() / 2f, scale = 58f * u / marigold.getWidth();
for (int i = 0; i < gears.length; i++) {
float x = l + (i + 0.5f) * step;
boolean on = gears[i].equals(now);
if (on) {
c.save();
c.scale(scale, scale, x, y);
c.drawBitmap(marigold, x - half, y - half, image);
c.restore();
} else {
fill.setColor(0x40FFFFFF);
c.drawCircle(x, y, 22f * u, fill);
}
label(c, gears[i], x, y + 11f * u, 30f * u, on ? INK : 0xB0FFFFFF, serif, Paint.Align.CENTER);
}
}
/** Trip, usage, climate, odometer on the altar cloth. */
private void drawRows(Canvas c, int w, int h, float u) {
float rr = w - 28f * u, l = rr - 300f * u, top = 378f * u;
String[][] rows = {
{ "TRIP", fmt(v.tripKm, "%.1f km", "—") },
{ "5 MIN", fmt(v.usage5Min, "%.1f kWh/100", "—") },
{ "SINCE START", fmt(v.usageTrip, "%.1f kWh/100", "—") },
{ "CLIMATE", fmt(v.climateCelsius, "%.0f °C", "—") },
{ "ODOMETER", fmt(v.odometerKm, "%,.0f km", "—") },
};
for (int i = 0; i < rows.length; i++) {
float y = top + i * 35f * u;
label(c, rows[i][0], l + 18f * u, y, 19f * u, GOLD, thin, Paint.Align.LEFT);
label(c, rows[i][1], rr - 18f * u, y, 23f * u, BONE, face, Paint.Align.RIGHT);
}
}
}
@@ -31,7 +31,9 @@ enum OverviewStyle {
TIME_CIRCUITS(false, false), TIME_CIRCUITS(false, false),
QUEST(false, false), QUEST(false, false),
VISOR(true, true), VISOR(true, true),
EMPIRE(false, false); EMPIRE(false, false),
MUERTOS(false, false),
HALLOWEEN(false, false);
static final String PREF_KEY = "overview_style"; static final String PREF_KEY = "overview_style";
@@ -24,6 +24,8 @@ final class StylePalette {
case QUEST: return R.style.ThemeOverlay_EV_Style_Quest; case QUEST: return R.style.ThemeOverlay_EV_Style_Quest;
case VISOR: return R.style.ThemeOverlay_EV_Style_Visor; case VISOR: return R.style.ThemeOverlay_EV_Style_Visor;
case EMPIRE: return R.style.ThemeOverlay_EV_Style_Empire; case EMPIRE: return R.style.ThemeOverlay_EV_Style_Empire;
case MUERTOS: return R.style.ThemeOverlay_EV_Style_Muertos;
case HALLOWEEN: return R.style.ThemeOverlay_EV_Style_Halloween;
default: return 0; default: return 0;
} }
} }
@@ -0,0 +1,27 @@
package com.evsuite.abrp;
/**
* How many of a row of things a value lights: flags, candles, petals, embers, bats. An unread
* value lights none, never a made-up amount. Android-free and unit-tested.
*/
final class Tally {
private Tally() {}
/** One thing per {@code step} of the value, rounded, from 0 to {@code max}; null or NaN is 0. */
static int lit(Float value, float step, int max) {
if (value == null || value.isNaN() || step <= 0f || value <= 0f) return 0;
return Math.min(max, Math.round(value / step));
}
/**
* Of {@code count} things round a gauge, how many the power lights: all of them at
* {@code fullDraw} kW drawn, or at {@code fullRegen} kW regenerated (negative power).
* Any real power lights at least one, so the gauge never looks idle while it is not.
*/
static int ofPower(Float kw, float fullDraw, float fullRegen, int count) {
if (kw == null || kw.isNaN() || Math.abs(kw) < 0.1f) return 0;
float share = Math.abs(kw) / (kw < 0f ? fullRegen : fullDraw);
return Math.max(1, Math.min(count, Math.round(share * count)));
}
}
+2
View File
@@ -141,6 +141,8 @@
<string name="overview_style_quest">Quest</string> <string name="overview_style_quest">Quest</string>
<string name="overview_style_visor">Visor</string> <string name="overview_style_visor">Visor</string>
<string name="overview_style_empire">Empire</string> <string name="overview_style_empire">Empire</string>
<string name="overview_style_muertos">Día de Muertos</string>
<string name="overview_style_halloween">Halloween</string>
<string name="overview_style_nixie">Nixie tubes</string> <string name="overview_style_nixie">Nixie tubes</string>
<string name="overview_style_chronograph">Chronograph</string> <string name="overview_style_chronograph">Chronograph</string>
<string name="cockpit_battery">BATTERY</string> <string name="cockpit_battery">BATTERY</string>
@@ -104,4 +104,24 @@
<item name="evAccentStroke">#80344A99</item> <item name="evAccentStroke">#80344A99</item>
<item name="evAccentTrack">#2A3F82</item> <item name="evAccentTrack">#2A3F82</item>
</style> </style>
<!-- Día de Muertos: the pink of the papel picado. -->
<style name="ThemeOverlay.EV.Style.Muertos" parent="">
<item name="evAccent">#FF2E93</item>
<item name="evOnAccent">#22041A</item>
<item name="evAccentLight">#FFA8D4</item>
<item name="evAccentDeep">#4A0E32</item>
<item name="evAccentSurface">#2C1242</item>
<item name="evAccentStroke">#80993366</item>
<item name="evAccentTrack">#7A2558</item>
</style>
<!-- Halloween: the pumpkin's orange. -->
<style name="ThemeOverlay.EV.Style.Halloween" parent="">
<item name="evAccent">#FF8C1A</item>
<item name="evOnAccent">#1F0E02</item>
<item name="evAccentLight">#FFC27A</item>
<item name="evAccentDeep">#3D2008</item>
<item name="evAccentSurface">#22102E</item>
<item name="evAccentStroke">#80804A1E</item>
<item name="evAccentTrack">#6A3F18</item>
</style>
</resources> </resources>
@@ -0,0 +1,41 @@
package com.evsuite.abrp;
import static org.junit.Assert.assertEquals;
import org.junit.Test;
public class TallyTest {
@Test
public void anUnreadValueLightsNothing() {
assertEquals(0, Tally.lit(null, 10f, 10));
assertEquals(0, Tally.lit(Float.NaN, 10f, 10));
assertEquals(0, Tally.ofPower(null, 150f, 50f, 24));
assertEquals(0, Tally.ofPower(Float.NaN, 150f, 50f, 24));
}
@Test
public void oneThingPerStepUpToTheRow() {
assertEquals(8, Tally.lit(76f, 10f, 10));
assertEquals(10, Tally.lit(100f, 10f, 10));
assertEquals(8, Tally.lit(900f, 50f, 8));
assertEquals(6, Tally.lit(312f, 50f, 8));
assertEquals(0, Tally.lit(0f, 10f, 10));
assertEquals(0, Tally.lit(-5f, 10f, 10));
}
@Test
public void powerFillsTheGaugeEachWay() {
assertEquals(0, Tally.ofPower(0f, 150f, 50f, 24));
assertEquals(24, Tally.ofPower(150f, 150f, 50f, 24));
assertEquals(24, Tally.ofPower(400f, 150f, 50f, 24));
assertEquals(12, Tally.ofPower(-25f, 150f, 50f, 24));
assertEquals(24, Tally.ofPower(-50f, 150f, 50f, 24));
}
@Test
public void realPowerAlwaysShows() {
assertEquals(1, Tally.ofPower(0.5f, 150f, 50f, 24));
assertEquals(1, Tally.ofPower(-0.2f, 150f, 50f, 24));
}
}
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