2 Commits
Author SHA1 Message Date
nilsandClaude Sonnet 5.5 ff204caa52 App 2.48.0: the Christmas style
A tree with a bauble for the speed, fairy lights for the power, a mug of
cocoa for the battery, a wreath clock and candy canes for the range. Its
lights flare on the beat with the music light, now "Light follows the
music" for Halloween and Christmas. A sleigh or an angel tows the song.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LhzAVaUyqcw5PkGjz4mWW6
2026-11-07 09:13:08 +01:00
nilsandClaude Sonnet 5.5 69ccf0d5fd SPECS: app 2.47.0 published
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LhzAVaUyqcw5PkGjz4mWW6
2026-11-02 22:20:17 +01:00
15 changed files with 814 additions and 22 deletions
+1 -1
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@@ -77,7 +77,7 @@ Repository: `ssh://git@git.stinnesbeck.com:2222/nils/mg4.git` (remote `origin`),
| Tab | Contents |
|---|---|
| Overview | value tiles (battery, range, range/usage/energy since start, 5-min averages of range, usage, power, speed, and under the battery what plays: `NowPlaying` picks from the media sessions `NowPlayingWatcher` follows — listened to only, never connected to, nothing logged or sent; Tiles, Terminal, Sci-fi, Quest, Empire, Día de Muertos and Halloween, Settings → "Show what's playing", `PREF_NOW_PLAYING`, on by default), 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 pumpkin's light flaring on the kick drum while on screen, when "Pumpkin light follows the music" is on (off by default, `PREF_MUSIC_LIGHT`; `MusicTap`, `MusicPulse`: Android's audio analyser, 40–120 Hz, jumps not levels; Bluetooth and CarPlay, not the radio); 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) |
| Overview | value tiles (battery, range, range/usage/energy since start, 5-min averages of range, usage, power, speed, and under the battery what plays: `NowPlaying` picks from the media sessions `NowPlayingWatcher` follows — listened to only, never connected to, nothing logged or sent; Tiles, Terminal, Sci-fi, Quest, Empire, Día de Muertos, Halloween and Christmas, Settings → "Show what's playing", `PREF_NOW_PLAYING`, on by default), 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), Christmas (`ChristmasView`, a tree with a bauble, fairy lights, a mug of cocoa, a wreath clock and candy canes in the snow), all counting with `Tally`, the pumpkin's light and Christmas's tree lights flaring on the kick drum while on screen, when "Light follows the music" is on (off by default, `PREF_MUSIC_LIGHT`; `MusicTap`, `MusicPulse`: Android's audio analyser, 40–120 Hz, jumps not levels; Bluetooth and CarPlay, not the radio); the drawn styles share `ClusterValues`. A style shown in its own palette (Sci-fi, Cartoon, Nixie, Time circuits, Quest, Empire, Día de Muertos, Halloween, Christmas; 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 |
| 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 |
+2
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@@ -140,6 +140,8 @@ 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
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).
- 2026-11-07 — App 2.48.0: **the Christmas style** (owner: "let's also do a christmas based theme", with music and something that pulsates; design agreed first). `ChristmasView`: a tree with a big red bauble (speed), fairy lights arching over it (power: gold left to right while drawing, ice blue and right to left while regenerating), a glass mug of cocoa filling with the charge (cold blue and "BATTERY LOW" below 20 %), gift tags (trip, usage, climate, odometer), a wreath clock, a signboard (range) with a candy cane per 50 km, P R N D as baubles, and a snow drift of the last two minutes of power; snow falls and the lights twinkle while driving. Own palette (red); always in the drop-down; English only. The music light is now **"Light follows the music"** for Halloween and Christmas (same `PREF_MUSIC_LIGHT`, off by default): the tree's lights and the arch flare on the kick drum. What plays: Santa's sleigh with a reindeer and, on the next pass, an angel with a trumpet tow a strip of wrapping paper (colour fixed by the song); both in `SongCarriers`. Two screenshots in THEMES.md. Tested: unit tests, lint, emulator with sample values (panel and full screen, and with no data), with the throwaway fake song (both carriers), and the music-tap thread runs only with the switch on. Not tried on the emulator: the pulse itself with real sound (the code path is Halloween's `MusicTap`). Not tried on the car.
- 2026-11-02 — App 2.47.0 published (`car-2.47.0`).
- 2026-11-02 — App 2.47.0: **now playing in four more styles** (owner: "let's implement Now playing in more styles"; Spanish labels declined). Quest: a red dragon tows a waving scroll across the top of the sky, behind the frames. Empire: an eagle flies a scroll across the top of the world, behind the speed. Terminal: a PLAYING row above the prompt. Sci-fi: the song in black on the top bar. The creatures are in the new `SongCarriers` (dragon, eagle) beside `SongBanner`. Same switch as before (Settings → "Show what's playing"). Not yet in the rest: Gauges, Cockpit, Retro, Futuristic, MG, Minimal, Nixie, Chronograph, Grid, Grid with map, Time circuits, Visor, Cartoon. Tested: unit tests, lint, emulator with the throwaway fake session. Not tried on the car.
- 2026-11-02 — App 2.46.0 published (`car-2.46.0`).
- 2026-11-02 — App 2.46.0: **Día de Muertos shows what plays** (owner: "Can we also put that into the dia de muertos theme?", then "switch between monarch and alebrije", "one color per song"). A strip of papel picado (zigzag-cut edges) with "♪ title — artist" waves across the sky between the flags and the ring, behind the ring and the clock; a monarch butterfly and an alebrije (a painted horned creature with feathered wings and a curled tail) tow it on alternate passes. The paper's colour is one of the flags', fixed by the song (hash of title and artist, never logged). The banner moved out of `HalloweenView` into the shared `SongBanner`; Halloween looks as before. Same switch as Tiles and Halloween (Settings → "Show what's playing"). Tested: unit tests, lint, emulator with the throwaway fake session. Not tried on the car.
+22 -1
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@@ -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 →
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, Empire, Día de Muertos and Halloween 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, Halloween and Christmas always do; while one of those is shown, the whole app
(navigation, buttons, switches) takes on its colours too.
| Style | Look | Colours |
@@ -36,6 +36,7 @@ colours, and Sci-fi, Cartoon, Nixie tubes, Time circuits, Quest, Empire, Día de
| [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 |
| [Christmas](#christmas) | a Christmas tree in a snowy village | own |
## Tiles
@@ -281,3 +282,23 @@ pumpkin's orange with it.
![Halloween with the navigation](screenshots/themes/halloween-panel.png)
![Halloween, full screen](screenshots/themes/halloween.png)
## Christmas
A snowy village at night, warm and festive. In the middle a Christmas tree with a big red bauble
in front of it: the speed. Fairy lights arch over the tree: the power, left to right in warm gold
while drawing, ice blue and right to left while regenerating. On the left a glass mug of hot cocoa
fills with the charge, with marshmallows floating on it and steam rising; it turns cold blue with
"BATTERY LOW" blinking below 20 %. Above it, gift tags hang from a garland with trip, usage,
climate and odometer. On the right a wreath holds the clock, and a snowy signboard reads the range
with a candy cane for every 50 km in the snow below; P R N D are four baubles, the one engaged lit.
The snow drift along the bottom is the last two minutes of power, rising with it. While you drive the
snow falls and the tree's lights twinkle. With "Light follows the music" on (Settings, shown with
this style and Halloween; off by default) and Bluetooth or CarPlay music playing, the lights on the
tree and the fairy lights flare on each kick drum; the radio cannot be heard, so they twinkle as
usual then. What plays (Bluetooth, CarPlay or the radio) crosses the sky above the tree on a waving
strip of wrapping paper towed by Santa's sleigh and, on the next pass, a small angel with a
trumpet; the paper's colour is fixed by the song. The app turns red with it.
![Christmas with the navigation](screenshots/themes/christmas-panel.png)
![Christmas, full screen](screenshots/themes/christmas.png)
+2 -2
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@@ -34,8 +34,8 @@ android {
applicationId "com.stinnesbeck.nilsmg4"
minSdk 27
targetSdk 36
versionCode 164
versionName "2.47.0"
versionCode 165
versionName "2.48.0"
// 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.
@@ -0,0 +1,616 @@
package com.evsuite.abrp;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.DashPathEffect;
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 Christmas Overview style: a snowy village night, warm and festive.
*
* In the middle a Christmas tree with a big red bauble in front of it: the speed. Fairy lights
* arch over the tree: the power, left to right in warm gold while drawing, ice blue and right to
* left while regenerating. On the left a glass mug of hot cocoa filling with the charge, cold blue
* with "BATTERY LOW" blinking below 20 %, under gift tags with trip, usage, climate and odometer.
* On the right a wreath holds the clock, and a snowy signboard reads the range, with a candy cane
* per 50 km; P R N D are four baubles, the one engaged lit. The snow drift along the bottom is the
* last two minutes of power, rising with it, in gold or, where it regenerated, ice blue. Unread
* values show "—" and light nothing. With music playing, the tree's lights and the fairy lights
* flare on the beat ({@link MusicTap}); with no music they twinkle as before. What plays crosses
* the sky on a banner of wrapping paper, towed by Santa's sleigh and, on the next pass, an angel
* ({@link NowPlaying}).
*
* The night, the hills and the stars are drawn once into a bitmap per size; only the rest goes over
* it. Snow falls and the lights twinkle (about 30 frames a second) only while the car moves and the
* view is on screen; the lights' pulse and the song keep it drawing while there are any.
*/
final class ChristmasView extends ClusterCanvasView {
private static final int BULBS = 25, FLAKES = 70, CANES = 8;
private static final int SKY_TOP = 0xFF06142B, SKY_LOW = 0xFF173A5E, SKY_END = 0xFF2A5A7A;
private static final int SNOW = 0xFFE9F2FF, PINE = 0xFF1F7A3C, PINE_DARK = 0xFF0F4A24;
private static final int RED = 0xFFE53946, GOLD = 0xFFFFD04A, BONE = 0xFFF6F0E4, INK = 0xFF1B0F12;
private static final int COCOA = 0xFF7B3F22, COLD = 0xFF4A8AD0, ICE = 0xFF8FD8FF, WOOD = 0xFF4A2E1A;
private static final int[] LIGHTS = { RED, GOLD, ICE, 0xFFFFFFFF, 0xFF5CE08A };
private static final int[] PAPER = { 0xFFC62828, 0xFF1E7B3C, 0xFF2B5FA8, 0xFFD9A62E, 0xFFF1F1F1 };
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 SongBanner banner = new SongBanner();
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;
private MusicTap music;
ChristmasView(Context context) {
super(context);
line.setStyle(Paint.Style.STROKE);
line.setStrokeCap(Paint.Cap.ROUND);
}
/** Where the lights hear the music; without it, they do not follow any. */
void setMusic(MusicTap tap) {
music = tap;
}
@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);
boolean song = drawSong(c, w, u);
drawSnow(c, w, h, u);
drawDrift(c, w, h, u);
float pulse = music == null ? 0f : music.pulse();
drawTree(c, w, u, pulse);
drawArch(c, w, u, pulse);
drawBauble(c, w, u, pulse);
drawWreath(c, w, u);
drawTags(c, u);
drawMug(c, u);
drawBoard(c, w, u);
drawGears(c, w, u);
keepAnimating(moving || pulse > 0f || song, 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);
}
/** Text with a dark outline, to read over whatever is behind it. */
private void outlined(Canvas c, String s, float x, float y, float size, int colour, Typeface tf, Paint.Align a, float u) {
text.setStyle(Paint.Style.STROKE);
text.setStrokeWidth(Math.max(3f * u, size * 0.12f));
text.setStrokeJoin(Paint.Join.ROUND);
label(c, s, x, y, size, 0xDD0A0608, tf, a);
text.setStyle(Paint.Style.FILL);
label(c, s, x, y, size, colour, tf, a);
}
private boolean regen() {
return v.powerKw != null && v.powerKw < -0.05f;
}
// ---------- Night sky and hills ----------
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, SKY_END },
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(0x99FFFFFF);
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);
}
// Two ranges of snowy hills, with pines on the far one.
hills(c, w, h, h - 150f * u, 0xFF28496B, 0.8f, u);
Paint pine = new Paint(Paint.ANTI_ALIAS_FLAG);
pine.setColor(0xFF0F3A2A);
for (int i = 0; i < 14; i++) {
float x = ((i * 233 + 41) % 997) / 997f * w, tall = (36f + (i * 17) % 30) * u;
float base = h - 150f * u + 8f * u;
Path tri = new Path();
tri.moveTo(x, base - tall);
tri.lineTo(x + tall * 0.32f, base);
tri.lineTo(x - tall * 0.32f, base);
tri.close();
c.drawPath(tri, pine);
}
hills(c, w, h, h - 100f * u, 0xFF3C6286, 1.5f, u);
}
private void hills(Canvas c, int w, int h, float base, int colour, float wave, float u) {
Path hill = new Path();
hill.moveTo(0, h);
for (int i = 0; i <= 24; i++) {
float x = w * i / 24f;
hill.lineTo(x, base - (float) (Math.sin(i * wave) * 0.5 + Math.sin(i * wave * 0.37 + 1) * 0.5) * 22f * u);
}
hill.lineTo(w, h);
hill.close();
Paint p = new Paint(Paint.ANTI_ALIAS_FLAG);
p.setColor(colour);
c.drawPath(hill, p);
}
private void drawSnow(Canvas c, int w, int h, float u) {
for (int i = 0; i < FLAKES; i++) {
float fall = (30f + (i % 5) * 12f) * u;
float y = (((i * 53) % 600) * u + time * fall) % h;
float x = ((i * 97 + 13) % 1000) / 1000f * w + (float) Math.sin(time * 0.8f + i) * 12f * u;
fill.setColor(i % 3 == 0 ? 0xE0FFFFFF : 0x90FFFFFF);
c.drawCircle(x, y, (1f + (i % 3) * 0.8f) * u, fill);
}
}
// ---------- The drift: the last two minutes of power ----------
private void drawDrift(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(SNOW);
c.drawPath(path, fill);
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 ? ICE : GOLD);
c.drawLine((i - 1f) / (n - 1f) * w, base - ha * amp, i / (n - 1f) * w, base - hb * amp, line);
}
}
}
// ---------- The tree ----------
private void drawTree(Canvas c, int w, float u, float pulse) {
float cx = w / 2f;
// The trunk, then three tiers, each with a darker underside.
r.set(cx - 22f * u, 480f * u, cx + 22f * u, 526f * u);
fill.setColor(WOOD);
c.drawRect(r, fill);
tier(c, cx, 118f * u, 238f * u, 96f * u, u);
tier(c, cx, 190f * u, 358f * u, 136f * u, u);
tier(c, cx, 270f * u, 492f * u, 182f * u, u);
// The star on top, flaring with the music.
float sy = 104f * u, flare = 1f + pulse * 0.5f;
glow.setShader(new RadialGradient(cx, sy, 60f * u * flare,
new int[] { AccentColor.withAlpha(GOLD, 0x55 + (int) (pulse * 0x80)), AccentColor.withAlpha(GOLD, 0) }, null,
Shader.TileMode.CLAMP));
c.drawCircle(cx, sy, 60f * u * flare, glow);
path.reset();
for (int i = 0; i < 10; i++) {
double a = -Math.PI / 2 + Math.PI * i / 5;
float rad = (i % 2 == 0 ? 24f : 10f) * u;
float x = cx + (float) Math.cos(a) * rad, y = sy + (float) Math.sin(a) * rad;
if (i == 0) path.moveTo(x, y);
else path.lineTo(x, y);
}
path.close();
fill.setColor(GOLD);
c.drawPath(path, fill);
// The lights: strung along each tier's lower edge, steady, twinkling a little while driving,
// flaring together on the beat.
float[][] strings = { { 238f, 96f, 5 }, { 358f, 136f, 7 }, { 492f, 182f, 10 } };
int i = 0;
for (float[] st : strings) {
int n = (int) st[2];
for (int k = 0; k < n; k++, i++) {
float x = cx - st[1] * 0.85f * u + k * (1.7f * st[1] * u) / (n - 1);
float y = (st[0] - 16f + (k % 2) * 9f) * u;
int colour = LIGHTS[i % LIGHTS.length];
float twinkle = 0.5f + 0.5f * (float) Math.sin(time * 3f + i * 1.7f);
int alpha = Math.min(0xFF, 0x58 + (int) (twinkle * 0x38) + (int) (pulse * 0x90));
fill.setColor(AccentColor.withAlpha(colour, alpha));
c.drawCircle(x, y, (11f + pulse * 9f) * u, fill);
fill.setColor(brighter(colour, pulse * 0.4f));
c.drawCircle(x, y, 4.8f * u * (1f + pulse * 0.35f), fill);
}
}
}
private void tier(Canvas c, float cx, float apex, float base, float half, float u) {
for (int pass = 0; pass < 2; pass++) {
float dy = pass == 0 ? 7f * u : 0f;
path.reset();
path.moveTo(cx, apex + dy);
path.lineTo(cx + half, base - 6f * u + dy);
int scallops = 5;
float sw = half * 2f / scallops;
for (int i = scallops; i > 0; i--) {
float x = cx - half + i * sw;
path.quadTo(x - sw / 2f, base + 12f * u + dy, x - sw, base - 6f * u + dy);
}
path.close();
fill.setColor(pass == 0 ? PINE_DARK : PINE);
c.drawPath(path, fill);
}
}
/** The colour moved {@code share} of the way to white. */
private static int brighter(int colour, float share) {
int r = (colour >> 16) & 0xFF, g = (colour >> 8) & 0xFF, b = colour & 0xFF;
return 0xFF000000 | (r + (int) ((255 - r) * share)) << 16 | (g + (int) ((255 - g) * share)) << 8
| (b + (int) ((255 - b) * share));
}
// ---------- The fairy lights over the tree: the power ----------
private void drawArch(Canvas c, int w, float u, float pulse) {
float cx = w / 2f, cy = 348f * u, radX = 272f * u, radY = 244f * u;
int lit = Tally.ofPower(v.powerKw, 150f, 50f, BULBS);
boolean regen = regen();
// The wire.
line.setColor(PINE_DARK);
line.setStrokeWidth(3f * u);
path.reset();
for (int i = 0; i <= 48; i++) {
double a = Math.PI + Math.PI * i / 48.0;
float x = cx + (float) Math.cos(a) * radX, y = cy + (float) Math.sin(a) * radY;
if (i == 0) path.moveTo(x, y);
else path.lineTo(x, y);
}
c.drawPath(path, line);
for (int i = 0; i < BULBS; i++) {
// Left to right over the top; regeneration comes back from the right.
int k = regen ? BULBS - 1 - i : i;
double a = Math.PI + Math.PI * k / (BULBS - 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 ? ICE : GOLD, 0x44 + (int) (pulse * 0x50)));
c.drawCircle(x, y, (15f + pulse * 6f) * u, fill);
}
fill.setColor(on ? brighter(regen ? ICE : GOLD, pulse * 0.4f) : 0x38FFFFFF);
c.drawCircle(x, y, 7.5f * u, fill);
}
}
// ---------- The big bauble: the speed ----------
private void drawBauble(Canvas c, int w, float u, float pulse) {
float cx = w / 2f, cy = 372f * u, rad = 88f * u;
glow.setShader(new RadialGradient(cx, cy, rad * (1.6f + pulse * 0.2f),
new int[] { AccentColor.withAlpha(RED, 0x40 + (int) (pulse * 0x50)), AccentColor.withAlpha(RED, 0) }, null,
Shader.TileMode.CLAMP));
c.drawCircle(cx, cy, rad * (1.6f + pulse * 0.2f), glow);
// The cap and its loop.
line.setColor(GOLD);
line.setStrokeWidth(3f * u);
r.set(cx - 12f * u, cy - rad - 30f * u, cx + 12f * u, cy - rad - 6f * u);
c.drawOval(r, line);
glow.setShader(new RadialGradient(cx - rad * 0.3f, cy - rad * 0.35f, rad * 1.3f,
new int[] { 0xFFFF7A82, RED, 0xFF8E1623 }, new float[] { 0f, 0.5f, 1f }, Shader.TileMode.CLAMP));
c.drawCircle(cx, cy, rad, glow);
r.set(cx - 16f * u, cy - rad - 12f * u, cx + 16f * u, cy - rad + 8f * u);
fill.setColor(GOLD);
c.drawRect(r, fill);
// A gold band round the middle's lower half, and a highlight.
line.setColor(0x88FFD04A);
line.setStrokeWidth(3f * u);
r.set(cx - rad + 6f * u, cy + 34f * u, cx + rad - 6f * u, cy + rad - 4f * u);
c.drawArc(r, 20f, 140f, false, line);
fill.setColor(0x55FFFFFF);
r.set(cx - rad * 0.62f, cy - rad * 0.72f, cx - rad * 0.2f, cy - rad * 0.42f);
c.drawOval(r, fill);
label(c, fmt(v.speedKmh, "%.0f", "—"), cx, cy + 20f * u, 84f * u, BONE, serif, Paint.Align.CENTER);
label(c, "KM/H", cx, cy + 50f * u, 16f * u, 0xCCFFE9EA, face, Paint.Align.CENTER);
// The power under the tree, above the drift.
boolean regen = regen();
String power = v.powerKw == null ? "— kW" : String.format(Locale.US, regen ? "+%.1f kW" : "%.1f kW",
Math.abs(v.powerKw));
outlined(c, power, cx, 556f * u, 34f * u, regen ? ICE : BONE, face, Paint.Align.CENTER, u);
}
// ---------- The wreath: the clock ----------
private void drawWreath(Canvas c, int w, float u) {
float rad = 74f * u, cx = w - 100f * u - rad * 0.2f, cy = 96f * u;
line.setColor(PINE);
line.setStrokeWidth(24f * u);
c.drawCircle(cx, cy, rad, line);
line.setColor(PINE_DARK);
line.setStrokeWidth(5f * u);
c.drawCircle(cx, cy, rad - 8f * u, line);
fill.setColor(0xFF2E9C52);
for (int i = 0; i < 16; i++) {
double a = Math.PI * 2 * i / 16;
c.drawCircle(cx + (float) Math.cos(a) * rad, cy + (float) Math.sin(a) * rad, 8f * u, fill);
}
fill.setColor(RED);
for (int i = 0; i < 9; i++) {
double a = Math.PI * 2 * i / 9 + 0.3;
c.drawCircle(cx + (float) Math.cos(a) * rad, cy + (float) Math.sin(a) * rad, 4.5f * u, fill);
}
// The bow at the foot.
path.reset();
float bx = cx, by = cy + rad;
path.moveTo(bx, by);
path.lineTo(bx - 28f * u, by - 14f * u);
path.lineTo(bx - 28f * u, by + 14f * u);
path.close();
path.moveTo(bx, by);
path.lineTo(bx + 28f * u, by - 14f * u);
path.lineTo(bx + 28f * u, by + 14f * u);
path.close();
fill.setColor(RED);
c.drawPath(path, fill);
c.drawCircle(bx, by, 7f * u, fill);
// The clock face inside.
fill.setColor(0xFFFFF6E0);
c.drawCircle(cx, cy, rad - 18f * u, fill);
line.setColor(GOLD);
line.setStrokeWidth(3f * u);
c.drawCircle(cx, cy, rad - 18f * u, line);
label(c, v.clock.isEmpty() ? "—" : v.clock, cx, cy + 14f * u, 40f * u, INK, serif, Paint.Align.CENTER);
}
// ---------- Gift tags: trip, usage, climate, odometer ----------
private void drawTags(Canvas c, float u) {
float l = 28f * u, rr = l + 300f * u, t = 44f * u, tag = 34f * u, step = 38f * u;
// The garland they hang from.
line.setColor(PINE);
line.setStrokeWidth(8f * u);
c.drawLine(l + 10f * u, 20f * u, rr - 10f * u, 20f * u, line);
fill.setColor(RED);
for (int i = 0; i < 7; i++) c.drawCircle(l + 24f * u + i * 44f * u, 20f * u, 4f * u, fill);
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 top = t + i * step;
// A tag with a clipped corner and a hole, hung on a thread from the one above.
path.reset();
path.moveTo(l + 18f * u, top);
path.lineTo(rr, top);
path.lineTo(rr, top + tag);
path.lineTo(l + 18f * u, top + tag);
path.lineTo(l, top + tag / 2f);
path.close();
fill.setColor(i % 2 == 0 ? 0xFFF6EBD0 : 0xFFEAD9B6);
c.drawPath(path, fill);
line.setColor(RED);
line.setStrokeWidth(2f * u);
c.drawPath(path, line);
line.setColor(0xCCFFFFFF);
line.setStrokeWidth(1.5f * u);
c.drawLine(l + 12f * u, top - (i == 0 ? 20f * u - 0f : step - tag), l + 12f * u, top + tag / 2f, line);
fill.setColor(0xFF2A1A10);
c.drawCircle(l + 12f * u, top + tag / 2f, 3f * u, fill);
label(c, rows[i][0], l + 28f * u, top + 23f * u, 17f * u, 0xFF8E1623, thin, Paint.Align.LEFT);
label(c, rows[i][1], rr - 12f * u, top + 25f * u, 22f * u, INK, face, Paint.Align.RIGHT);
}
}
// ---------- The mug of cocoa: the battery ----------
private void drawMug(Canvas c, float u) {
float cx = 178f * u, l = cx - 92f * u, rr = cx + 92f * u, top = 330f * u, bottom = 560f * u;
boolean low = v.socPercent != null && v.socPercent < 20f;
boolean blinkOn = (SystemClock.uptimeMillis() / 500) % 2 == 0;
float corner = 22f * u, inner = 6f * u;
// The handle.
line.setColor(0xFFCFE6F0);
line.setStrokeWidth(14f * u);
r.set(rr - 26f * u, top + 50f * u, rr + 40f * u, top + 170f * u);
c.drawArc(r, -90f, 180f, false, line);
// The glass.
r.set(l, top, rr, bottom);
fill.setColor(0x30CFE6F0);
c.drawRoundRect(r, corner, corner, fill);
if (v.socPercent != null) {
float share = Math.max(0f, Math.min(1f, v.socPercent / 100f));
float level = bottom - inner - share * (bottom - top - 2f * inner);
c.save();
r.set(l + inner, top + inner, rr - inner, bottom - inner);
path.reset();
path.addRoundRect(r, corner - inner, corner - inner, Path.Direction.CW);
c.clipPath(path);
fill.setColor(low ? COLD : COCOA);
c.drawRect(l, level, rr, bottom, fill);
fill.setColor(0x33FFFFFF);
c.drawRect(l, level, rr, level + 4f * u, fill);
c.restore();
// Marshmallows float on top, bobbing while driving.
for (int i = 0; i < 3; i++) {
float mx = cx + (i - 1) * 50f * u, my = level - 8f * u + (float) Math.sin(time * 2f + i * 2f) * 2f * u;
r.set(mx - 14f * u, my - 12f * u, mx + 14f * u, my + 8f * u);
fill.setColor(BONE);
c.drawRoundRect(r, 6f * u, 6f * u, fill);
}
// Steam.
line.setColor(0x66FFFFFF);
line.setStrokeWidth(4f * u);
for (int i = 0; i < 3; i++) {
float sx = cx + (i - 1) * 44f * u;
path.reset();
path.moveTo(sx, level - 24f * u);
for (int k = 1; k <= 6; k++) {
path.lineTo(sx + (float) Math.sin(time * 2.5f + i + k * 0.9f) * 9f * u, level - 24f * u - k * 11f * u);
}
c.drawPath(path, line);
}
}
line.setColor(0xFFCFE6F0);
line.setStrokeWidth(4f * u);
r.set(l, top, rr, bottom);
c.drawRoundRect(r, corner, corner, line);
String number = fmt(v.socPercent, "%.0f %%", "—");
outlined(c, number, cx, 470f * u, 58f * u, low ? 0xFFFF9AA3 : BONE, serif, Paint.Align.CENTER, u);
if (low && blinkOn) outlined(c, "BATTERY LOW", cx, 508f * u, 21f * u, BONE, face, Paint.Align.CENTER, u);
else if (!low) outlined(c, "BATTERY", cx, 508f * u, 19f * u, GOLD, face, Paint.Align.CENTER, u);
}
// ---------- The signboard and candy canes: the range; baubles: the gears ----------
private void drawBoard(Canvas c, int w, float u) {
float rr = w - 40f * u, l = rr - 250f * u, t = 214f * u, b = 394f * u, mid = (l + rr) / 2f;
r.set(l, t, rr, b);
fill.setColor(WOOD);
c.drawRoundRect(r, 10f * u, 10f * u, fill);
line.setColor(0xFF8A5A33);
line.setStrokeWidth(3f * u);
c.drawRoundRect(r, 10f * u, 10f * u, line);
// Snow on top.
path.reset();
path.moveTo(l - 4f * u, t + 4f * u);
path.quadTo(l + 40f * u, t - 24f * u, l + 90f * u, t - 4f * u);
path.quadTo(l + 140f * u, t - 28f * u, l + 190f * u, t - 6f * u);
path.quadTo(l + 230f * u, t - 16f * u, rr + 4f * u, t + 4f * u);
path.lineTo(rr + 4f * u, t + 12f * u);
path.lineTo(l - 4f * u, t + 12f * u);
path.close();
fill.setColor(SNOW);
c.drawPath(path, fill);
label(c, "RANGE", mid, t + 52f * u, 20f * u, GOLD, face, Paint.Align.CENTER);
label(c, fmt(v.rangeKm, "%.0f", "—"), mid, t + 128f * u, 80f * u, BONE, serif, Paint.Align.CENTER);
label(c, "KM", mid, t + 160f * u, 20f * u, GOLD, face, Paint.Align.CENTER);
// A candy cane per 50 km in the snow below.
int lit = Tally.lit(v.rangeKm, 50f, CANES);
for (int i = 0; i < CANES; i++) {
cane(c, l + 18f * u + i * 30f * u, 488f * u, u, i < lit);
}
}
private void cane(Canvas c, float x, float foot, float u, boolean on) {
path.reset();
path.moveTo(x, foot);
path.lineTo(x, foot - 58f * u);
path.cubicTo(x, foot - 78f * u, x + 18f * u, foot - 78f * u, x + 18f * u, foot - 62f * u);
line.setStrokeWidth(9f * u);
line.setColor(on ? 0xFFFFFFFF : 0x40FFFFFF);
c.drawPath(path, line);
line.setColor(on ? RED : 0x40E53946);
line.setPathEffect(new DashPathEffect(new float[] { 7f * u, 7f * u }, 0f));
c.drawPath(path, line);
line.setPathEffect(null);
}
private void drawGears(Canvas c, int w, float u) {
float rr = w - 40f * u, l = rr - 250f * u, cy = 540f * u, rad = 25f * u;
String[] gears = { "P", "R", "N", "D" };
String now = Gear.label(v.gear);
float step = (rr - l) / 4f;
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(0x55FFD04A);
c.drawCircle(mid, cy, 42f * u, fill);
}
fill.setColor(GOLD);
r.set(mid - 7f * u, cy - rad - 9f * u, mid + 7f * u, cy - rad + 3f * u);
c.drawRect(r, fill);
fill.setColor(on ? GOLD : 0xFF7A1F2A);
c.drawCircle(mid, cy, rad, fill);
line.setColor(on ? 0xFFFFF0B0 : 0xFFB03A48);
line.setStrokeWidth(2f * u);
c.drawCircle(mid, cy, rad, line);
label(c, gears[i], mid, cy + 11f * u, 30f * u, on ? INK : 0xB0FFFFFF, serif, Paint.Align.CENTER);
}
}
// ---------- What plays: a sleigh or an angel tows it on wrapping paper ----------
/**
* Santa's sleigh and an angel take turns towing a waving strip of wrapping paper with the song
* across the sky above the tree, behind the wreath and the tags, again and again while
* something plays. The paper's colour is fixed by the song. Returns whether it is drawn, so the
* view keeps animating for it.
*/
private boolean drawSong(Canvas c, int w, float u) {
if (v.songTitle == null) return false;
text.setTypeface(face);
text.setTextSize(19f * u);
text.setStyle(Paint.Style.FILL);
String s = SongBanner.line(text, v.songTitle, v.songArtist, Math.min(560f * u, w * 0.45f));
float t = SystemClock.uptimeMillis() / 1000f;
float bw = text.measureText(s) + 40f * u, bh = 28f * u, tow = 80f * u;
float bx = SongBanner.left(t, w, bw, tow, u);
float yc = 66f * u + (float) Math.sin(t * 1.3f) * 3f * u;
int paper = PAPER[Math.floorMod((v.songTitle + "\n" + v.songArtist).hashCode(), PAPER.length)];
boolean darkInk = paper == PAPER[3] || paper == PAPER[4];
banner.draw(c, fill, line, text, s, bx, yc, bw, bh, t, u, 0f, paper, 0xCCFFFFFF, darkInk ? INK : 0xFFFFFFFF);
boolean sleigh = SongBanner.pass(t, w, bw, tow, u) % 2 == 0;
float right = bx + bw, cx = right + tow, cy = yc - 6f * u, size = (sleigh ? 70f : 56f) * u;
float[] tail = sleigh ? SongCarriers.sleighTail : SongCarriers.angelTail;
float ax = cx + tail[0] * size, ay = cy + tail[1] * size;
line.setColor(0xCCFFFFFF);
line.setStrokeWidth(1.5f * u);
c.drawLine(right, yc - bh / 2f + 3f * u, ax, ay, line);
c.drawLine(right, yc + bh / 2f - 3f * u, ax, ay, line);
if (sleigh) SongCarriers.sleigh(c, fill, line, path, r, cx, cy, size, t, u);
else SongCarriers.angel(c, fill, line, path, r, cx, cy, size, (float) Math.sin(t * 7f), u);
return true;
}
}
@@ -217,9 +217,9 @@ public class MainActivity extends AppCompatActivity {
/** Whether the Overview hides the navigation (the button in the navigation's header). */
static final String PREF_OVERVIEW_FULLSCREEN = "overview_fullscreen";
/** The Overview shows what plays (Tiles, Halloween); on by default. */
/** The Overview shows what plays (the styles that have a place for it); on by default. */
static final String PREF_NOW_PLAYING = "now_playing";
/** The Halloween pumpkin's light follows the music; off by default, so the analyser stays off. */
/** The Halloween pumpkin's and the Christmas tree's light follows the music; off by default, so the analyser stays off. */
static final String PREF_MUSIC_LIGHT = "music_light";
/** True while the Overview is full screen: the navigation hidden, the edge swipe armed. */
@@ -364,10 +364,13 @@ public class MainActivity extends AppCompatActivity {
HalloweenView halloweenView = new HalloweenView(this);
musicTap = new MusicTap(this);
nowPlaying = new NowPlayingWatcher(this);
ChristmasView christmasView = new ChristmasView(this);
halloweenView.setMusic(musicTap);
christmasView.setMusic(musicTap);
java.util.Collections.addAll(canvasStyles, new MinimalView(this), terminalView,
new NixieView(this), new ChronographView(this), gridView, gridMapView, new TimeCircuitsView(this),
new QuestView(this), visorView, new EmpireView(this), new MuertosView(this), halloweenView);
new QuestView(this), visorView, new EmpireView(this), new MuertosView(this), halloweenView,
christmasView);
View[] canvasPanes = new View[canvasStyles.size()];
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.
@@ -1787,7 +1790,8 @@ public class MainActivity extends AppCompatActivity {
private static boolean showsNowPlaying(OverviewStyle style) {
return style == OverviewStyle.TILES || style == OverviewStyle.HALLOWEEN
|| style == OverviewStyle.MUERTOS || style == OverviewStyle.QUEST || style == OverviewStyle.EMPIRE
|| style == OverviewStyle.TERMINAL || style == OverviewStyle.SCIFI;
|| style == OverviewStyle.TERMINAL || style == OverviewStyle.SCIFI
|| style == OverviewStyle.CHRISTMAS;
}
/** The media sessions are watched only while what plays can be seen, and the switch is on. */
@@ -1835,13 +1839,18 @@ public class MainActivity extends AppCompatActivity {
if (!android.text.TextUtils.equals(view.getText(), text)) view.setText(text);
}
/** The styles with a light that can follow the music: Halloween's pumpkin and Christmas's tree. */
private static boolean hasMusicLight(OverviewStyle style) {
return style == OverviewStyle.HALLOWEEN || style == OverviewStyle.CHRISTMAS;
}
/**
* The pumpkin listens only while it can be seen (the app in front, on the Overview, in
* Halloween) and only when "Pumpkin light follows the music" is on.
* The light listens only while it can be seen (the app in front, on the Overview, in
* Halloween or Christmas) and only when "Light follows the music" is on.
*/
private void updateMusicTap() {
ViewPager2 pager = findViewById(R.id.content);
musicTap.setRunning(inFront && overviewStyle() == OverviewStyle.HALLOWEEN
musicTap.setRunning(inFront && hasMusicLight(overviewStyle())
&& prefs.getBoolean(PREF_MUSIC_LIGHT, false)
&& pager != null && pager.getCurrentItem() == 0);
}
@@ -1909,7 +1918,7 @@ public class MainActivity extends AppCompatActivity {
int playing = showsNowPlaying(style) ? View.VISIBLE : View.GONE;
settingsPane.findViewById(R.id.now_playing_switch).setVisibility(playing);
settingsPane.findViewById(R.id.now_playing_hint).setVisibility(playing);
int music = style == OverviewStyle.HALLOWEEN ? View.VISIBLE : View.GONE;
int music = hasMusicLight(style) ? View.VISIBLE : View.GONE;
settingsPane.findViewById(R.id.music_light_switch).setVisibility(music);
settingsPane.findViewById(R.id.music_light_hint).setVisibility(music);
}
@@ -1927,7 +1936,8 @@ public class MainActivity extends AppCompatActivity {
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_visor), getString(R.string.overview_style_empire),
getString(R.string.overview_style_muertos), getString(R.string.overview_style_halloween) };
getString(R.string.overview_style_muertos), getString(R.string.overview_style_halloween),
getString(R.string.overview_style_christmas) };
}
/** The style drop-down; every style is fed on every reading, only the chosen one is shown. */
@@ -33,7 +33,8 @@ enum OverviewStyle {
VISOR(true, true),
EMPIRE(false, false),
MUERTOS(false, false),
HALLOWEEN(false, false);
HALLOWEEN(false, false),
CHRISTMAS(false, false);
static final String PREF_KEY = "overview_style";
@@ -7,14 +7,16 @@ import android.graphics.RectF;
/**
* The creatures that tow a {@link SongBanner} in the styles with a sky for it, drawn flying right
* with their centre at (x, y) and about {@code s} wide: a dragon (Quest) and an eagle (Empire).
* with their centre at (x, y) and about {@code s} wide: a dragon (Quest), an eagle (Empire), Santa's
* sleigh with a reindeer and an angel (Christmas).
* {@code flap} runs from −1 to 1 with the wing beat, {@code t} is the time in seconds. The caller
* passes its own paints and scratch objects; the paints' colour and width are set here. Where the
* tow lines tie on is {@link #dragonTail} and {@link #eagleTail}, as offsets in units of {@code s}.
* tow lines tie on is {@link #dragonTail}, {@link #eagleTail}, {@link #sleighTail} and {@link #angelTail}, as offsets in units of {@code s}.
*/
final class SongCarriers {
static final float[] dragonTail = { -1.0f, -0.25f }, eagleTail = { -0.55f, 0.05f };
static final float[] dragonTail = { -1.0f, -0.25f }, eagleTail = { -0.55f, 0.05f },
sleighTail = { -0.62f, 0f }, angelTail = { -0.45f, 0.1f };
private SongCarriers() {}
@@ -134,4 +136,132 @@ final class SongCarriers {
c.drawLine(0.05f * s, 0.13f * s, 0.02f * s, 0.26f * s, line);
c.restore();
}
/** A reindeer with a glowing nose pulling Santa's sleigh, drawn about 1.7 s wide. */
static void sleigh(Canvas c, Paint fill, Paint line, Path path, RectF r, float x, float y, float s,
float t, float u) {
final int brown = 0xFF8A5A33, red = 0xFFC62828, gold = 0xFFFFD04A;
c.save();
c.translate(x, y);
// The reindeer: four legs trotting, a body, a neck, a head with antlers and a red nose.
float swing = (float) Math.sin(t * 8f) * 0.18f;
line.setColor(brown);
line.setStrokeWidth(3f * u);
c.drawLine(0.72f * s, 0.05f * s, (0.72f + swing) * s, 0.3f * s, line);
c.drawLine(0.66f * s, 0.05f * s, (0.66f - swing) * s, 0.3f * s, line);
c.drawLine(0.44f * s, 0.05f * s, (0.44f - swing) * s, 0.3f * s, line);
c.drawLine(0.38f * s, 0.05f * s, (0.38f + swing) * s, 0.3f * s, line);
r.set(0.32f * s, -0.15f * s, 0.8f * s, 0.1f * s);
fill.setColor(brown);
c.drawOval(r, fill);
line.setStrokeWidth(0.1f * s);
c.drawLine(0.76f * s, -0.08f * s, 0.86f * s, -0.2f * s, line);
c.drawCircle(0.88f * s, -0.22f * s, 0.075f * s, fill);
line.setColor(0xFFD9C08A);
line.setStrokeWidth(2f * u);
c.drawLine(0.85f * s, -0.28f * s, 0.78f * s, -0.46f * s, line);
c.drawLine(0.82f * s, -0.37f * s, 0.9f * s, -0.4f * s, line);
c.drawLine(0.9f * s, -0.28f * s, 0.97f * s, -0.46f * s, line);
c.drawLine(0.94f * s, -0.37f * s, 0.86f * s, -0.42f * s, line);
float glow = 0.75f + 0.25f * (float) Math.sin(t * 6f);
fill.setColor(0x55FF3B30);
c.drawCircle(0.97f * s, -0.2f * s, 0.1f * s * glow, fill);
fill.setColor(0xFFFF3B30);
c.drawCircle(0.96f * s, -0.2f * s, 0.04f * s, fill);
// The harness, and the sleigh: a red body with a curled front on a gold runner.
line.setColor(gold);
line.setStrokeWidth(1.5f * u);
c.drawLine(0.36f * s, -0.02f * s, 0.12f * s, -0.02f * s, line);
path.reset();
path.moveTo(-0.55f * s, -0.12f * s);
path.lineTo(0.05f * s, -0.12f * s);
path.quadTo(0.22f * s, -0.12f * s, 0.2f * s, -0.28f * s);
path.lineTo(0.12f * s, 0.1f * s);
path.lineTo(-0.5f * s, 0.1f * s);
path.quadTo(-0.64f * s, 0.08f * s, -0.6f * s, -0.12f * s);
path.close();
fill.setColor(red);
c.drawPath(path, fill);
line.setColor(gold);
line.setStrokeWidth(2f * u);
c.drawPath(path, line);
path.reset();
path.moveTo(-0.62f * s, 0.19f * s);
path.lineTo(0.18f * s, 0.19f * s);
path.quadTo(0.32f * s, 0.19f * s, 0.3f * s, 0.07f * s);
line.setStrokeWidth(3f * u);
c.drawPath(path, line);
c.drawLine(-0.4f * s, 0.1f * s, -0.4f * s, 0.19f * s, line);
c.drawLine(0.0f, 0.1f * s, 0.0f, 0.19f * s, line);
// Santa with his sack.
fill.setColor(0xFF7A4A22);
c.drawCircle(-0.5f * s, -0.18f * s, 0.11f * s, fill);
fill.setColor(red);
c.drawCircle(-0.25f * s, -0.2f * s, 0.12f * s, fill);
fill.setColor(0xFFF2CFA0);
c.drawCircle(-0.22f * s, -0.36f * s, 0.07f * s, fill);
fill.setColor(0xFFFFFFFF);
r.set(-0.28f * s, -0.37f * s, -0.15f * s, -0.28f * s);
c.drawOval(r, fill);
path.reset();
path.moveTo(-0.29f * s, -0.4f * s);
path.lineTo(-0.14f * s, -0.4f * s);
path.lineTo(-0.3f * s, -0.56f * s);
path.close();
fill.setColor(red);
c.drawPath(path, fill);
fill.setColor(0xFFFFFFFF);
c.drawCircle(-0.3f * s, -0.57f * s, 0.035f * s, fill);
c.restore();
}
/** A small angel flying right with a trumpet, wings beating. */
static void angel(Canvas c, Paint fill, Paint line, Path path, RectF r, float x, float y, float s,
float flap, float u) {
final int white = 0xFFF4F8FF, gold = 0xFFFFD04A;
c.save();
c.translate(x, y);
for (int i = 0; i < 4; i++) {
c.save();
c.translate(-0.05f * s, -0.12f * s);
c.rotate(-125f + flap * 28f + i * 14f);
r.set(0, -0.06f * s, (0.85f - 0.07f * i) * s, 0.06f * s);
fill.setColor(white);
c.drawOval(r, fill);
line.setColor(0xFFB9C6DC);
line.setStrokeWidth(1.5f * u);
c.drawOval(r, line);
c.restore();
}
// The robe trails behind, with a gold sash.
path.reset();
path.moveTo(0.2f * s, -0.14f * s);
path.quadTo(0.28f * s, 0.05f * s, 0.05f * s, 0.12f * s);
path.lineTo(-0.5f * s, 0.22f * s);
path.quadTo(-0.35f * s, -0.02f * s, -0.1f * s, -0.14f * s);
path.close();
fill.setColor(white);
c.drawPath(path, fill);
line.setColor(0xFFB9C6DC);
line.setStrokeWidth(1.5f * u);
c.drawPath(path, line);
line.setColor(gold);
line.setStrokeWidth(3f * u);
c.drawLine(0.02f * s, -0.12f * s, 0.12f * s, 0.06f * s, line);
// The head with a halo, and the trumpet held out in front.
fill.setColor(0xFFF2CFA0);
c.drawCircle(0.3f * s, -0.2f * s, 0.1f * s, fill);
fill.setColor(gold);
r.set(0.2f * s, -0.4f * s, 0.4f * s, -0.33f * s);
c.drawOval(r, line);
line.setStrokeWidth(2.5f * u);
c.drawLine(0.3f * s, -0.04f * s, 0.7f * s, -0.1f * s, line);
path.reset();
path.moveTo(0.66f * s, -0.1f * s);
path.lineTo(0.9f * s, -0.22f * s);
path.lineTo(0.9f * s, 0.02f * s);
path.close();
c.drawPath(path, fill);
c.restore();
}
}
@@ -26,6 +26,7 @@ final class StylePalette {
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;
case CHRISTMAS: return R.style.ThemeOverlay_EV_Style_Christmas;
default: return 0;
}
}
@@ -26,10 +26,10 @@
</LinearLayout>
</LinearLayout>
<TextView android:id="@+id/accent_note" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_marginTop="4dp" android:textAppearance="@style/Text.EV.Secondary" android:visibility="gone" />
<!-- Only the styles that show what plays (Tiles, Halloween). -->
<!-- Only the styles that show what plays (the styles with a place for it). -->
<com.google.android.material.switchmaterial.SwitchMaterial android:id="@+id/now_playing_switch" android:layout_width="match_parent" android:layout_height="wrap_content" android:minHeight="72dp" android:text="@string/label_now_playing" android:textAppearance="@style/Text.EV.Body" android:paddingTop="8dp" android:paddingBottom="8dp" app:useMaterialThemeColors="true" app:thumbTint="@color/switch_thumb" app:trackTint="@color/switch_track" android:textColor="@color/ev_text_primary" android:visibility="gone" />
<TextView android:id="@+id/now_playing_hint" android:layout_width="match_parent" android:layout_height="wrap_content" android:text="@string/hint_now_playing" android:textAppearance="@style/Text.EV.Secondary" android:visibility="gone" />
<!-- Only Halloween listens to the music. -->
<!-- Only Halloween and Christmas listen to the music. -->
<com.google.android.material.switchmaterial.SwitchMaterial android:id="@+id/music_light_switch" android:layout_width="match_parent" android:layout_height="wrap_content" android:minHeight="72dp" android:text="@string/label_music_light" android:textAppearance="@style/Text.EV.Body" android:paddingTop="8dp" android:paddingBottom="8dp" app:useMaterialThemeColors="true" app:thumbTint="@color/switch_thumb" app:trackTint="@color/switch_track" android:textColor="@color/ev_text_primary" android:visibility="gone" />
<TextView android:id="@+id/music_light_hint" android:layout_width="match_parent" android:layout_height="wrap_content" android:text="@string/hint_music_light" android:textAppearance="@style/Text.EV.Secondary" android:visibility="gone" />
<LinearLayout android:layout_width="match_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:baselineAligned="false">
+2 -2
View File
@@ -17,10 +17,10 @@
<com.google.android.material.textfield.MaterialAutoCompleteTextView android:id="@+id/accent_choices" android:layout_width="match_parent" android:layout_height="wrap_content" android:minHeight="72dp" android:inputType="none" android:textSize="20sp" app:simpleItemLayout="@layout/dropdown_item" />
</com.google.android.material.textfield.TextInputLayout>
<TextView android:id="@+id/accent_note" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_marginTop="4dp" android:textAppearance="@style/Text.EV.Secondary" android:visibility="gone" />
<!-- Only the styles that show what plays (Tiles, Halloween). -->
<!-- Only the styles that show what plays (the styles with a place for it). -->
<com.google.android.material.switchmaterial.SwitchMaterial android:id="@+id/now_playing_switch" android:layout_width="match_parent" android:layout_height="wrap_content" android:minHeight="72dp" android:text="@string/label_now_playing" android:textAppearance="@style/Text.EV.Body" android:paddingTop="8dp" android:paddingBottom="8dp" app:useMaterialThemeColors="true" app:thumbTint="@color/switch_thumb" app:trackTint="@color/switch_track" android:textColor="@color/ev_text_primary" android:visibility="gone" />
<TextView android:id="@+id/now_playing_hint" android:layout_width="match_parent" android:layout_height="wrap_content" android:text="@string/hint_now_playing" android:textAppearance="@style/Text.EV.Secondary" android:visibility="gone" />
<!-- Only Halloween listens to the music. -->
<!-- Only Halloween and Christmas listen to the music. -->
<com.google.android.material.switchmaterial.SwitchMaterial android:id="@+id/music_light_switch" android:layout_width="match_parent" android:layout_height="wrap_content" android:minHeight="72dp" android:text="@string/label_music_light" android:textAppearance="@style/Text.EV.Body" android:paddingTop="8dp" android:paddingBottom="8dp" app:useMaterialThemeColors="true" app:thumbTint="@color/switch_thumb" app:trackTint="@color/switch_track" android:textColor="@color/ev_text_primary" android:visibility="gone" />
<TextView android:id="@+id/music_light_hint" android:layout_width="match_parent" android:layout_height="wrap_content" android:text="@string/hint_music_light" android:textAppearance="@style/Text.EV.Secondary" android:visibility="gone" />
<TextView android:layout_width="match_parent" android:layout_height="wrap_content" android:text="@string/label_tire_unit" android:textAppearance="@style/Text.EV.Body" android:layout_marginTop="20dp" />
+2 -1
View File
@@ -136,7 +136,7 @@
<string name="now_playing_radio">Radio</string>
<string name="now_playing_other">Media</string>
<string name="now_playing_paused">%1$s · paused</string>
<string name="label_music_light">Pumpkin light follows the music</string>
<string name="label_music_light">Light follows the music</string>
<string name="hint_music_light">Flares on the kick drum over Bluetooth or CarPlay, not the radio. Levels only, no sound kept.</string>
<string name="accent_not_used">%1$s has its own colours, and the app takes them on. To change the accent colour, pick a style that uses it.</string>
<string name="overview_fullscreen_enter">Overview full screen: hide the navigation</string>
@@ -152,6 +152,7 @@
<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_christmas">Christmas</string>
<string name="overview_style_nixie">Nixie tubes</string>
<string name="overview_style_chronograph">Chronograph</string>
<string name="cockpit_battery">BATTERY</string>
@@ -124,4 +124,14 @@
<item name="evAccentStroke">#80804A1E</item>
<item name="evAccentTrack">#6A3F18</item>
</style>
<!-- Christmas: the red of the big bauble. -->
<style name="ThemeOverlay.EV.Style.Christmas" parent="">
<item name="evAccent">#E53946</item>
<item name="evOnAccent">#1F0306</item>
<item name="evAccentLight">#FF9AA3</item>
<item name="evAccentDeep">#3D0C12</item>
<item name="evAccentSurface">#10243A</item>
<item name="evAccentStroke">#80B08A3A</item>
<item name="evAccentTrack">#7A2630</item>
</style>
</resources>
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