Loading core/java/com/android/internal/widget/WaveView.java +9 −1 Original line number Diff line number Diff line Loading @@ -269,7 +269,7 @@ public class WaveView extends View implements ValueAnimator.AnimatorUpdateListen break; case STATE_ATTEMPTING: if (DBG) Log.v(TAG, "State ATTEMPTING"); if (DBG) Log.v(TAG, "State ATTEMPTING (fingerDown = " + fingerDown + ")"); //TweenMax.to(unlockHalo, 0.4, { x:mouseX, y:mouseY, scaleX:1, scaleY:1, // alpha: 1, ease:Quint.easeOut }); if (dragDistance > mSnapRadius) { Loading @@ -282,6 +282,7 @@ public class WaveView extends View implements ValueAnimator.AnimatorUpdateListen mUnlockHalo.addAnimTo(0, 0, "scaleY", 1.0f, true); mUnlockHalo.addAnimTo(0, 0, "alpha", 1.0f, true); } else { if (DBG) Log.v(TAG, "up detected, moving to STATE_UNLOCK_ATTEMPT"); mLockState = STATE_UNLOCK_ATTEMPT; } } else { Loading Loading @@ -480,9 +481,16 @@ public class WaveView extends View implements ValueAnimator.AnimatorUpdateListen break; case MotionEvent.ACTION_UP: if (DBG) Log.v(TAG, "ACTION_UP"); mFingerDown = false; postDelayed(mLockTimerActions, RESET_TIMEOUT); setGrabbedState(OnTriggerListener.NO_HANDLE); // Normally the state machine is driven by user interaction causing redraws. // However, when there's no more user interaction and no running animations, // the state machine stops advancing because onDraw() never gets called. // The following ensures we advance to the next state in this case, // either STATE_UNLOCK_ATTEMPT or STATE_RESET_LOCK. waveUpdateFrame(mMouseX, mMouseY, mFingerDown); handled = true; break; Loading Loading
core/java/com/android/internal/widget/WaveView.java +9 −1 Original line number Diff line number Diff line Loading @@ -269,7 +269,7 @@ public class WaveView extends View implements ValueAnimator.AnimatorUpdateListen break; case STATE_ATTEMPTING: if (DBG) Log.v(TAG, "State ATTEMPTING"); if (DBG) Log.v(TAG, "State ATTEMPTING (fingerDown = " + fingerDown + ")"); //TweenMax.to(unlockHalo, 0.4, { x:mouseX, y:mouseY, scaleX:1, scaleY:1, // alpha: 1, ease:Quint.easeOut }); if (dragDistance > mSnapRadius) { Loading @@ -282,6 +282,7 @@ public class WaveView extends View implements ValueAnimator.AnimatorUpdateListen mUnlockHalo.addAnimTo(0, 0, "scaleY", 1.0f, true); mUnlockHalo.addAnimTo(0, 0, "alpha", 1.0f, true); } else { if (DBG) Log.v(TAG, "up detected, moving to STATE_UNLOCK_ATTEMPT"); mLockState = STATE_UNLOCK_ATTEMPT; } } else { Loading Loading @@ -480,9 +481,16 @@ public class WaveView extends View implements ValueAnimator.AnimatorUpdateListen break; case MotionEvent.ACTION_UP: if (DBG) Log.v(TAG, "ACTION_UP"); mFingerDown = false; postDelayed(mLockTimerActions, RESET_TIMEOUT); setGrabbedState(OnTriggerListener.NO_HANDLE); // Normally the state machine is driven by user interaction causing redraws. // However, when there's no more user interaction and no running animations, // the state machine stops advancing because onDraw() never gets called. // The following ensures we advance to the next state in this case, // either STATE_UNLOCK_ATTEMPT or STATE_RESET_LOCK. waveUpdateFrame(mMouseX, mMouseY, mFingerDown); handled = true; break; Loading