I'm trying to animate drawing out a circle. In my custom view, I have
private final Paint mPaint = new Paint() {
{
setDither(true);
setStyle(Paint.Style.STROKE);
setStrokeCap(Paint.Cap.ROUND);
setStrokeJoin(Paint.Join.ROUND);
setColor(Color.BLUE);
setStrokeWidth(30.0f);
setAntiAlias(true);
}
};
...
protected void onDraw(Canvas canvas) {
super.onDraw();
if (mOval == null) {
mOval = new RectF(getLeft(), getTop(), getRight(), getBottom());
}
if (mPath == null) {
mPath = new Path();
mPath.moveTo(0, getHeight() / 2);
}
float sweepAngle = Math.min((float) mElapsedTime / 1000 * 60 * 1, 1) * 360;
if (sweepAngle == 0) {
mPath.reset();
} else if (mCurrentAngle != sweepAngle) {
mPath.arcTo(mOval, mCurrentAngle, sweepAngle);
}
mCurrentAngle = sweepAngle;
canvas.drawPath(mPath, mPaint);
}
At intervals, I'm updating mElapsedTime
and calling invalidate()
. However, nothing is drawn on the screen. I've tried several variations, but to no avail. Is there something I'm doing wrong? Is there an easier way to do this? Given a percentage of a circle, I want to be able to make that much of the circle be what is drawn on the screen.