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| withEffects = a.getBoolean(R.styleable.RaySpeedometer_sv_withEffects, withEffects) | ||
| rayStartSpeed = | ||
| a.getFloat(R.styleable.RaySpeedometer_sv_rayStartSpeed, Float.NEGATIVE_INFINITY).let { | ||
| if (it == Float.NEGATIVE_INFINITY) null else it |
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This is kind of hacky but I couldn't find a good way in the attributes API to allow null values.
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| } | ||
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| for (i in getStartDegree()..getEndDegree() step degreeBetweenMark) { | ||
| val drawWith = if (!rangeCheck.contains(i)) { |
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This part I tried to clean up. These lines seemed to be present in both parts of the conditional
canvas.drawPath(markPath, rayMarkPaint) canvas.rotate(degreeBetweenMark.toFloat(), size * .5f, size * .5f) i += degreeBetweenMark
The only thing that really looked to be changing was the paint.
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| private var withEffects = true | ||
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| private var degreeBetweenMark = 5 | ||
| var rayStartSpeed: Float? = null |
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The value the ray will be drawn from. This allows the ray to be drawn backwards. null preserves current functionality and draws from startSpeed.
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@anastr have you had a chance to look at this? It has been a year. |
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One of my users had commented that they didn't like that the ray speedometer drew from the beginning of the gauge instead of at 0. This looked strange especially when it was an arbitrary negative number. I added an option to set a start value. I left the current functionality but you can now set app:sv_rayStartSpeed="0" to draw from 0 and it will draw backwards if the value is less than 0.
You can see how it looks when starting from 0 instead of the minimum value.
