Searched refs:FocusState (Results 1 – 7 of 7) sorted by relevance
58 if (mFocusState == FocusState.STATE_ENTER) { in draw()62 } else if (mFocusState == FocusState.STATE_FADE_OUT) { in draw()66 } else if (mFocusState == FocusState.STATE_HARD_STOP) { in draw()71 } else if (mFocusState == FocusState.STATE_INACTIVE) { in draw()80 if (mFocusState == FocusState.STATE_INACTIVE) { in processStates()84 if (mFocusState == FocusState.STATE_ENTER && t > mEnterStartMillis + mEnterDurationMillis) { in processStates()85 mFocusState = FocusState.STATE_ACTIVE; in processStates()88 if (mFocusState == FocusState.STATE_ACTIVE && !mRingRadius.isActive()) { in processStates()89 mFocusState = FocusState.STATE_FADE_OUT; in processStates()93 … if (mFocusState == FocusState.STATE_FADE_OUT && t > mExitStartMillis + mExitDurationMillis) { in processStates()[all …]
54 if (mFocusState == FocusState.STATE_FADE_OUT) { in draw()57 } else if (mFocusState == FocusState.STATE_HARD_STOP) { in draw()61 } else if (mFocusState == FocusState.STATE_INACTIVE) { in draw()70 if (mFocusState == FocusState.STATE_INACTIVE) { in processStates()74 if (mFocusState == FocusState.STATE_ENTER in processStates()76 mFocusState = FocusState.STATE_ACTIVE; in processStates()79 if (mFocusState == FocusState.STATE_ACTIVE && !mRingRadius.isActive()) { in processStates()80 mFocusState = FocusState.STATE_FADE_OUT; in processStates()84 … if (mFocusState == FocusState.STATE_FADE_OUT && t > mExitStartMillis + mExitDurationMillis) { in processStates()85 mFocusState = FocusState.STATE_INACTIVE; in processStates()[all …]
39 protected static enum FocusState { enum in FocusRingRenderer63 protected FocusState mFocusState = FocusState.STATE_INACTIVE;121 if (mFocusState == FocusState.STATE_FADE_OUT in setRadius()124 mFocusState = FocusState.STATE_ENTER; in setRadius()136 return mFocusState != FocusState.STATE_INACTIVE; in isActive()143 return mFocusState == FocusState.STATE_FADE_OUT in isExiting()144 || mFocusState == FocusState.STATE_HARD_STOP; in isExiting()151 return mFocusState == FocusState.STATE_ENTER; in isEntering()159 if (mFocusState != FocusState.STATE_INACTIVE) { in start()167 mFocusState = FocusState.STATE_ENTER; in start()[all …]
215 public static class FocusState { class224 public FocusState(float lensDistance, boolean isActive) { in FocusState() method in OneCamera.FocusState236 FocusState that = (FocusState) o; in equals()
61 private final Listenable<FocusState> mFocusStateListenable;71 Listenable<Integer> afStateProvider, Listenable<FocusState> focusStateProvider, in GenericOneCameraImpl()122 mFocusStateListenable.setCallback(new Callback<FocusState>() { in setFocusDistanceListener()124 public void onCallback(@Nonnull FocusState focusState) { in setFocusDistanceListener()
35 private final Updatable<OneCamera.FocusState> mOneCameraFocusState;40 Updatable<OneCamera.FocusState> oneCameraFocusState, in MetadataCallback()76 mOneCameraFocusState.update(new OneCamera.FocusState(focusDistance, active)); in updateOneCameraFocusState()
98 final ConcurrentState<OneCamera.FocusState> focusState = new ConcurrentState<>(new in InitializedOneCameraFactory()99 OneCamera.FocusState(0.0f, false)); in InitializedOneCameraFactory()108 Listenable<OneCamera.FocusState> focusStateListenable = new Listenable<>( in InitializedOneCameraFactory()