963 lines
36 KiB
Java
963 lines
36 KiB
Java
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/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.widget;
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import android.compat.annotation.UnsupportedAppUsage;
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import android.content.Context;
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import android.hardware.SensorManager;
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import android.os.Build;
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import android.util.Log;
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import android.view.ViewConfiguration;
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import android.view.animation.AnimationUtils;
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import android.view.animation.Interpolator;
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/**
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* This class encapsulates scrolling with the ability to overshoot the bounds
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* of a scrolling operation. This class is a drop-in replacement for
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* {@link android.widget.Scroller} in most cases.
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*/
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public class OverScroller {
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private int mMode;
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private final SplineOverScroller mScrollerX;
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@UnsupportedAppUsage
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private final SplineOverScroller mScrollerY;
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@UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553)
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private Interpolator mInterpolator;
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private final boolean mFlywheel;
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private static final int DEFAULT_DURATION = 250;
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private static final int SCROLL_MODE = 0;
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private static final int FLING_MODE = 1;
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/**
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* Creates an OverScroller with a viscous fluid scroll interpolator and flywheel.
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* @param context
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*/
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public OverScroller(Context context) {
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this(context, null);
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}
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/**
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* Creates an OverScroller with flywheel enabled.
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* @param context The context of this application.
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* @param interpolator The scroll interpolator. If null, a default (viscous) interpolator will
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* be used.
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*/
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public OverScroller(Context context, Interpolator interpolator) {
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this(context, interpolator, true);
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}
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/**
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* Creates an OverScroller.
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* @param context The context of this application.
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* @param interpolator The scroll interpolator. If null, a default (viscous) interpolator will
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* be used.
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* @param flywheel If true, successive fling motions will keep on increasing scroll speed.
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* @hide
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*/
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@UnsupportedAppUsage
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public OverScroller(Context context, Interpolator interpolator, boolean flywheel) {
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if (interpolator == null) {
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mInterpolator = new Scroller.ViscousFluidInterpolator();
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} else {
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mInterpolator = interpolator;
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}
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mFlywheel = flywheel;
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mScrollerX = new SplineOverScroller(context);
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mScrollerY = new SplineOverScroller(context);
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}
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/**
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* Creates an OverScroller with flywheel enabled.
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* @param context The context of this application.
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* @param interpolator The scroll interpolator. If null, a default (viscous) interpolator will
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* be used.
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* @param bounceCoefficientX A value between 0 and 1 that will determine the proportion of the
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* velocity which is preserved in the bounce when the horizontal edge is reached. A null value
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* means no bounce. This behavior is no longer supported and this coefficient has no effect.
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* @param bounceCoefficientY Same as bounceCoefficientX but for the vertical direction. This
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* behavior is no longer supported and this coefficient has no effect.
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* @deprecated Use {@link #OverScroller(Context, Interpolator)} instead.
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*/
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@Deprecated
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public OverScroller(Context context, Interpolator interpolator,
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float bounceCoefficientX, float bounceCoefficientY) {
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this(context, interpolator, true);
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}
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/**
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* Creates an OverScroller.
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* @param context The context of this application.
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* @param interpolator The scroll interpolator. If null, a default (viscous) interpolator will
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* be used.
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* @param bounceCoefficientX A value between 0 and 1 that will determine the proportion of the
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* velocity which is preserved in the bounce when the horizontal edge is reached. A null value
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* means no bounce. This behavior is no longer supported and this coefficient has no effect.
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* @param bounceCoefficientY Same as bounceCoefficientX but for the vertical direction. This
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* behavior is no longer supported and this coefficient has no effect.
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* @param flywheel If true, successive fling motions will keep on increasing scroll speed.
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* @deprecated Use {@link #OverScroller(Context, Interpolator)} instead.
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*/
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@Deprecated
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public OverScroller(Context context, Interpolator interpolator,
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float bounceCoefficientX, float bounceCoefficientY, boolean flywheel) {
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this(context, interpolator, flywheel);
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}
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@UnsupportedAppUsage
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void setInterpolator(Interpolator interpolator) {
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if (interpolator == null) {
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mInterpolator = new Scroller.ViscousFluidInterpolator();
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} else {
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mInterpolator = interpolator;
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}
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}
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/**
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* The amount of friction applied to flings. The default value
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* is {@link ViewConfiguration#getScrollFriction}.
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*
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* @param friction A scalar dimension-less value representing the coefficient of
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* friction.
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*/
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public final void setFriction(float friction) {
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mScrollerX.setFriction(friction);
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mScrollerY.setFriction(friction);
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}
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/**
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*
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* Returns whether the scroller has finished scrolling.
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*
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* @return True if the scroller has finished scrolling, false otherwise.
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*/
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public final boolean isFinished() {
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return mScrollerX.mFinished && mScrollerY.mFinished;
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}
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/**
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* Force the finished field to a particular value. Contrary to
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* {@link #abortAnimation()}, forcing the animation to finished
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* does NOT cause the scroller to move to the final x and y
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* position.
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*
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* @param finished The new finished value.
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*/
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public final void forceFinished(boolean finished) {
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mScrollerX.mFinished = mScrollerY.mFinished = finished;
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}
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/**
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* Returns the current X offset in the scroll.
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*
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* @return The new X offset as an absolute distance from the origin.
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*/
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public final int getCurrX() {
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return mScrollerX.mCurrentPosition;
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}
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/**
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* Returns the current Y offset in the scroll.
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*
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* @return The new Y offset as an absolute distance from the origin.
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*/
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public final int getCurrY() {
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return mScrollerY.mCurrentPosition;
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}
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/**
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* Returns the absolute value of the current velocity.
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*
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* @return The original velocity less the deceleration, norm of the X and Y velocity vector.
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*/
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public float getCurrVelocity() {
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return (float) Math.hypot(mScrollerX.mCurrVelocity, mScrollerY.mCurrVelocity);
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}
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/**
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* Returns the start X offset in the scroll.
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*
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* @return The start X offset as an absolute distance from the origin.
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*/
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public final int getStartX() {
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return mScrollerX.mStart;
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}
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/**
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* Returns the start Y offset in the scroll.
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*
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* @return The start Y offset as an absolute distance from the origin.
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*/
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public final int getStartY() {
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return mScrollerY.mStart;
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}
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/**
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* Returns where the scroll will end. Valid only for "fling" scrolls.
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*
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* @return The final X offset as an absolute distance from the origin.
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*/
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public final int getFinalX() {
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return mScrollerX.mFinal;
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}
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/**
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* Returns where the scroll will end. Valid only for "fling" scrolls.
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*
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* @return The final Y offset as an absolute distance from the origin.
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*/
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public final int getFinalY() {
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return mScrollerY.mFinal;
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}
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/**
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* Returns how long the scroll event will take, in milliseconds.
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*
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* @return The duration of the scroll in milliseconds.
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*
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* @hide
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*/
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public final int getDuration() {
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return Math.max(mScrollerX.mDuration, mScrollerY.mDuration);
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}
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/**
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* Extend the scroll animation. This allows a running animation to scroll
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* further and longer, when used with {@link #setFinalX(int)} or {@link #setFinalY(int)}.
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*
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* @param extend Additional time to scroll in milliseconds.
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* @see #setFinalX(int)
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* @see #setFinalY(int)
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*
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* @hide
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*/
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@UnsupportedAppUsage
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public void extendDuration(int extend) {
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mScrollerX.extendDuration(extend);
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mScrollerY.extendDuration(extend);
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}
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/**
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* Sets the final position (X) for this scroller.
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*
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* @param newX The new X offset as an absolute distance from the origin.
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* @see #extendDuration(int)
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* @see #setFinalY(int)
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*
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* @hide
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*/
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public void setFinalX(int newX) {
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mScrollerX.setFinalPosition(newX);
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}
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/**
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* Sets the final position (Y) for this scroller.
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*
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* @param newY The new Y offset as an absolute distance from the origin.
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* @see #extendDuration(int)
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* @see #setFinalX(int)
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*
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* @hide
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*/
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public void setFinalY(int newY) {
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mScrollerY.setFinalPosition(newY);
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}
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/**
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* Call this when you want to know the new location. If it returns true, the
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* animation is not yet finished.
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*/
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public boolean computeScrollOffset() {
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if (isFinished()) {
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return false;
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}
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switch (mMode) {
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case SCROLL_MODE:
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long time = AnimationUtils.currentAnimationTimeMillis();
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// Any scroller can be used for time, since they were started
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// together in scroll mode. We use X here.
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final long elapsedTime = time - mScrollerX.mStartTime;
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final int duration = mScrollerX.mDuration;
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if (elapsedTime < duration) {
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final float q = mInterpolator.getInterpolation(elapsedTime / (float) duration);
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final float q2 =
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mInterpolator.getInterpolation((elapsedTime - 1) / (float) duration);
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mScrollerX.updateScroll(q, q2);
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mScrollerY.updateScroll(q, q2);
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} else {
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abortAnimation();
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}
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break;
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case FLING_MODE:
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if (!mScrollerX.mFinished) {
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if (!mScrollerX.update()) {
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if (!mScrollerX.continueWhenFinished()) {
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mScrollerX.finish();
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}
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}
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}
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if (!mScrollerY.mFinished) {
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if (!mScrollerY.update()) {
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if (!mScrollerY.continueWhenFinished()) {
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mScrollerY.finish();
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}
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}
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}
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break;
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}
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return true;
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}
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/**
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* Start scrolling by providing a starting point and the distance to travel.
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* The scroll will use the default value of 250 milliseconds for the
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* duration.
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*
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* @param startX Starting horizontal scroll offset in pixels. Positive
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* numbers will scroll the content to the left.
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* @param startY Starting vertical scroll offset in pixels. Positive numbers
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* will scroll the content up.
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* @param dx Horizontal distance to travel. Positive numbers will scroll the
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* content to the left.
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* @param dy Vertical distance to travel. Positive numbers will scroll the
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* content up.
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*/
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public void startScroll(int startX, int startY, int dx, int dy) {
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startScroll(startX, startY, dx, dy, DEFAULT_DURATION);
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}
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/**
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* Start scrolling by providing a starting point and the distance to travel.
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*
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* @param startX Starting horizontal scroll offset in pixels. Positive
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* numbers will scroll the content to the left.
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* @param startY Starting vertical scroll offset in pixels. Positive numbers
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* will scroll the content up.
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* @param dx Horizontal distance to travel. Positive numbers will scroll the
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* content to the left.
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* @param dy Vertical distance to travel. Positive numbers will scroll the
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* content up.
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* @param duration Duration of the scroll in milliseconds.
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*/
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public void startScroll(int startX, int startY, int dx, int dy, int duration) {
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mMode = SCROLL_MODE;
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mScrollerX.startScroll(startX, dx, duration);
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mScrollerY.startScroll(startY, dy, duration);
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}
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/**
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* Call this when you want to 'spring back' into a valid coordinate range.
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*
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* @param startX Starting X coordinate
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* @param startY Starting Y coordinate
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* @param minX Minimum valid X value
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* @param maxX Maximum valid X value
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* @param minY Minimum valid Y value
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* @param maxY Minimum valid Y value
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* @return true if a springback was initiated, false if startX and startY were
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* already within the valid range.
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*/
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public boolean springBack(int startX, int startY, int minX, int maxX, int minY, int maxY) {
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mMode = FLING_MODE;
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// Make sure both methods are called.
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final boolean spingbackX = mScrollerX.springback(startX, minX, maxX);
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final boolean spingbackY = mScrollerY.springback(startY, minY, maxY);
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return spingbackX || spingbackY;
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}
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public void fling(int startX, int startY, int velocityX, int velocityY,
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int minX, int maxX, int minY, int maxY) {
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fling(startX, startY, velocityX, velocityY, minX, maxX, minY, maxY, 0, 0);
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}
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/**
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* Start scrolling based on a fling gesture. The distance traveled will
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* depend on the initial velocity of the fling.
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*
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* @param startX Starting point of the scroll (X)
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* @param startY Starting point of the scroll (Y)
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* @param velocityX Initial velocity of the fling (X) measured in pixels per
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* second.
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* @param velocityY Initial velocity of the fling (Y) measured in pixels per
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* second
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* @param minX Minimum X value. The scroller will not scroll past this point
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* unless overX > 0. If overfling is allowed, it will use minX as
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* a springback boundary.
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* @param maxX Maximum X value. The scroller will not scroll past this point
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* unless overX > 0. If overfling is allowed, it will use maxX as
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* a springback boundary.
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* @param minY Minimum Y value. The scroller will not scroll past this point
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* unless overY > 0. If overfling is allowed, it will use minY as
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* a springback boundary.
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* @param maxY Maximum Y value. The scroller will not scroll past this point
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* unless overY > 0. If overfling is allowed, it will use maxY as
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* a springback boundary.
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* @param overX Overfling range. If > 0, horizontal overfling in either
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* direction will be possible.
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* @param overY Overfling range. If > 0, vertical overfling in either
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* direction will be possible.
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*/
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public void fling(int startX, int startY, int velocityX, int velocityY,
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int minX, int maxX, int minY, int maxY, int overX, int overY) {
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// Continue a scroll or fling in progress
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if (mFlywheel && !isFinished()) {
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float oldVelocityX = mScrollerX.mCurrVelocity;
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float oldVelocityY = mScrollerY.mCurrVelocity;
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if (Math.signum(velocityX) == Math.signum(oldVelocityX) &&
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Math.signum(velocityY) == Math.signum(oldVelocityY)) {
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velocityX += oldVelocityX;
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velocityY += oldVelocityY;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mMode = FLING_MODE;
|
||
|
mScrollerX.fling(startX, velocityX, minX, maxX, overX);
|
||
|
mScrollerY.fling(startY, velocityY, minY, maxY, overY);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Notify the scroller that we've reached a horizontal boundary.
|
||
|
* Normally the information to handle this will already be known
|
||
|
* when the animation is started, such as in a call to one of the
|
||
|
* fling functions. However there are cases where this cannot be known
|
||
|
* in advance. This function will transition the current motion and
|
||
|
* animate from startX to finalX as appropriate.
|
||
|
*
|
||
|
* @param startX Starting/current X position
|
||
|
* @param finalX Desired final X position
|
||
|
* @param overX Magnitude of overscroll allowed. This should be the maximum
|
||
|
* desired distance from finalX. Absolute value - must be positive.
|
||
|
*/
|
||
|
public void notifyHorizontalEdgeReached(int startX, int finalX, int overX) {
|
||
|
mScrollerX.notifyEdgeReached(startX, finalX, overX);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Notify the scroller that we've reached a vertical boundary.
|
||
|
* Normally the information to handle this will already be known
|
||
|
* when the animation is started, such as in a call to one of the
|
||
|
* fling functions. However there are cases where this cannot be known
|
||
|
* in advance. This function will animate a parabolic motion from
|
||
|
* startY to finalY.
|
||
|
*
|
||
|
* @param startY Starting/current Y position
|
||
|
* @param finalY Desired final Y position
|
||
|
* @param overY Magnitude of overscroll allowed. This should be the maximum
|
||
|
* desired distance from finalY. Absolute value - must be positive.
|
||
|
*/
|
||
|
public void notifyVerticalEdgeReached(int startY, int finalY, int overY) {
|
||
|
mScrollerY.notifyEdgeReached(startY, finalY, overY);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns whether the current Scroller is currently returning to a valid position.
|
||
|
* Valid bounds were provided by the
|
||
|
* {@link #fling(int, int, int, int, int, int, int, int, int, int)} method.
|
||
|
*
|
||
|
* One should check this value before calling
|
||
|
* {@link #startScroll(int, int, int, int)} as the interpolation currently in progress
|
||
|
* to restore a valid position will then be stopped. The caller has to take into account
|
||
|
* the fact that the started scroll will start from an overscrolled position.
|
||
|
*
|
||
|
* @return true when the current position is overscrolled and in the process of
|
||
|
* interpolating back to a valid value.
|
||
|
*/
|
||
|
public boolean isOverScrolled() {
|
||
|
return ((!mScrollerX.mFinished &&
|
||
|
mScrollerX.mState != SplineOverScroller.SPLINE) ||
|
||
|
(!mScrollerY.mFinished &&
|
||
|
mScrollerY.mState != SplineOverScroller.SPLINE));
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Stops the animation. Contrary to {@link #forceFinished(boolean)},
|
||
|
* aborting the animating causes the scroller to move to the final x and y
|
||
|
* positions.
|
||
|
*
|
||
|
* @see #forceFinished(boolean)
|
||
|
*/
|
||
|
public void abortAnimation() {
|
||
|
mScrollerX.finish();
|
||
|
mScrollerY.finish();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns the time elapsed since the beginning of the scrolling.
|
||
|
*
|
||
|
* @return The elapsed time in milliseconds.
|
||
|
*
|
||
|
* @hide
|
||
|
*/
|
||
|
public int timePassed() {
|
||
|
final long time = AnimationUtils.currentAnimationTimeMillis();
|
||
|
final long startTime = Math.min(mScrollerX.mStartTime, mScrollerY.mStartTime);
|
||
|
return (int) (time - startTime);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* @hide
|
||
|
*/
|
||
|
@UnsupportedAppUsage
|
||
|
public boolean isScrollingInDirection(float xvel, float yvel) {
|
||
|
final int dx = mScrollerX.mFinal - mScrollerX.mStart;
|
||
|
final int dy = mScrollerY.mFinal - mScrollerY.mStart;
|
||
|
return !isFinished() && Math.signum(xvel) == Math.signum(dx) &&
|
||
|
Math.signum(yvel) == Math.signum(dy);
|
||
|
}
|
||
|
|
||
|
double getSplineFlingDistance(int velocity) {
|
||
|
return mScrollerY.getSplineFlingDistance(velocity);
|
||
|
}
|
||
|
|
||
|
static class SplineOverScroller {
|
||
|
// Initial position
|
||
|
private int mStart;
|
||
|
|
||
|
// Current position
|
||
|
private int mCurrentPosition;
|
||
|
|
||
|
// Final position
|
||
|
private int mFinal;
|
||
|
|
||
|
// Initial velocity
|
||
|
private int mVelocity;
|
||
|
|
||
|
// Current velocity
|
||
|
@UnsupportedAppUsage
|
||
|
private float mCurrVelocity;
|
||
|
|
||
|
// Constant current deceleration
|
||
|
private float mDeceleration;
|
||
|
|
||
|
// Animation starting time, in system milliseconds
|
||
|
private long mStartTime;
|
||
|
|
||
|
// Animation duration, in milliseconds
|
||
|
private int mDuration;
|
||
|
|
||
|
// Duration to complete spline component of animation
|
||
|
private int mSplineDuration;
|
||
|
|
||
|
// Distance to travel along spline animation
|
||
|
private int mSplineDistance;
|
||
|
|
||
|
// Whether the animation is currently in progress
|
||
|
private boolean mFinished;
|
||
|
|
||
|
// The allowed overshot distance before boundary is reached.
|
||
|
private int mOver;
|
||
|
|
||
|
// Fling friction
|
||
|
private float mFlingFriction = ViewConfiguration.getScrollFriction();
|
||
|
|
||
|
// Current state of the animation.
|
||
|
private int mState = SPLINE;
|
||
|
|
||
|
// Constant gravity value, used in the deceleration phase.
|
||
|
private static final float GRAVITY = 2000.0f;
|
||
|
|
||
|
// A context-specific coefficient adjusted to physical values.
|
||
|
private float mPhysicalCoeff;
|
||
|
|
||
|
private static float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9));
|
||
|
private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1)
|
||
|
private static final float START_TENSION = 0.5f;
|
||
|
private static final float END_TENSION = 1.0f;
|
||
|
private static final float P1 = START_TENSION * INFLEXION;
|
||
|
private static final float P2 = 1.0f - END_TENSION * (1.0f - INFLEXION);
|
||
|
|
||
|
private static final int NB_SAMPLES = 100;
|
||
|
private static final float[] SPLINE_POSITION = new float[NB_SAMPLES + 1];
|
||
|
private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1];
|
||
|
|
||
|
private static final int SPLINE = 0;
|
||
|
private static final int CUBIC = 1;
|
||
|
private static final int BALLISTIC = 2;
|
||
|
|
||
|
static {
|
||
|
float x_min = 0.0f;
|
||
|
float y_min = 0.0f;
|
||
|
for (int i = 0; i < NB_SAMPLES; i++) {
|
||
|
final float alpha = (float) i / NB_SAMPLES;
|
||
|
|
||
|
float x_max = 1.0f;
|
||
|
float x, tx, coef;
|
||
|
while (true) {
|
||
|
x = x_min + (x_max - x_min) / 2.0f;
|
||
|
coef = 3.0f * x * (1.0f - x);
|
||
|
tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x;
|
||
|
if (Math.abs(tx - alpha) < 1E-5) break;
|
||
|
if (tx > alpha) x_max = x;
|
||
|
else x_min = x;
|
||
|
}
|
||
|
SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x;
|
||
|
|
||
|
float y_max = 1.0f;
|
||
|
float y, dy;
|
||
|
while (true) {
|
||
|
y = y_min + (y_max - y_min) / 2.0f;
|
||
|
coef = 3.0f * y * (1.0f - y);
|
||
|
dy = coef * ((1.0f - y) * START_TENSION + y) + y * y * y;
|
||
|
if (Math.abs(dy - alpha) < 1E-5) break;
|
||
|
if (dy > alpha) y_max = y;
|
||
|
else y_min = y;
|
||
|
}
|
||
|
SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y;
|
||
|
}
|
||
|
SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;
|
||
|
}
|
||
|
|
||
|
void setFriction(float friction) {
|
||
|
mFlingFriction = friction;
|
||
|
}
|
||
|
|
||
|
SplineOverScroller(Context context) {
|
||
|
mFinished = true;
|
||
|
final float ppi = context.getResources().getDisplayMetrics().density * 160.0f;
|
||
|
mPhysicalCoeff = SensorManager.GRAVITY_EARTH // g (m/s^2)
|
||
|
* 39.37f // inch/meter
|
||
|
* ppi
|
||
|
* 0.84f; // look and feel tuning
|
||
|
}
|
||
|
|
||
|
void updateScroll(float q, float q2) {
|
||
|
int distance = mFinal - mStart;
|
||
|
mCurrentPosition = mStart + Math.round(q * distance);
|
||
|
// q2 is 1ms before q1
|
||
|
mCurrVelocity = 1000f * (q - q2) * distance;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Get a signed deceleration that will reduce the velocity.
|
||
|
*/
|
||
|
static private float getDeceleration(int velocity) {
|
||
|
return velocity > 0 ? -GRAVITY : GRAVITY;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Modifies mDuration to the duration it takes to get from start to newFinal using the
|
||
|
* spline interpolation. The previous duration was needed to get to oldFinal.
|
||
|
*/
|
||
|
private void adjustDuration(int start, int oldFinal, int newFinal) {
|
||
|
final int oldDistance = oldFinal - start;
|
||
|
final int newDistance = newFinal - start;
|
||
|
final float x = Math.abs((float) newDistance / oldDistance);
|
||
|
final int index = (int) (NB_SAMPLES * x);
|
||
|
if (index < NB_SAMPLES) {
|
||
|
final float x_inf = (float) index / NB_SAMPLES;
|
||
|
final float x_sup = (float) (index + 1) / NB_SAMPLES;
|
||
|
final float t_inf = SPLINE_TIME[index];
|
||
|
final float t_sup = SPLINE_TIME[index + 1];
|
||
|
final float timeCoef = t_inf + (x - x_inf) / (x_sup - x_inf) * (t_sup - t_inf);
|
||
|
mDuration *= timeCoef;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void startScroll(int start, int distance, int duration) {
|
||
|
mFinished = false;
|
||
|
|
||
|
mCurrentPosition = mStart = start;
|
||
|
mFinal = start + distance;
|
||
|
|
||
|
mStartTime = AnimationUtils.currentAnimationTimeMillis();
|
||
|
mDuration = duration;
|
||
|
|
||
|
// Unused
|
||
|
mDeceleration = 0.0f;
|
||
|
mVelocity = 0;
|
||
|
}
|
||
|
|
||
|
void finish() {
|
||
|
mCurrentPosition = mFinal;
|
||
|
// Not reset since WebView relies on this value for fast fling.
|
||
|
// TODO: restore when WebView uses the fast fling implemented in this class.
|
||
|
// mCurrVelocity = 0.0f;
|
||
|
mFinished = true;
|
||
|
}
|
||
|
|
||
|
void setFinalPosition(int position) {
|
||
|
mFinal = position;
|
||
|
mSplineDistance = mFinal - mStart;
|
||
|
mFinished = false;
|
||
|
}
|
||
|
|
||
|
void extendDuration(int extend) {
|
||
|
final long time = AnimationUtils.currentAnimationTimeMillis();
|
||
|
final int elapsedTime = (int) (time - mStartTime);
|
||
|
mDuration = mSplineDuration = elapsedTime + extend;
|
||
|
mFinished = false;
|
||
|
}
|
||
|
|
||
|
boolean springback(int start, int min, int max) {
|
||
|
mFinished = true;
|
||
|
|
||
|
mCurrentPosition = mStart = mFinal = start;
|
||
|
mVelocity = 0;
|
||
|
|
||
|
mStartTime = AnimationUtils.currentAnimationTimeMillis();
|
||
|
mDuration = 0;
|
||
|
|
||
|
if (start < min) {
|
||
|
startSpringback(start, min, 0);
|
||
|
} else if (start > max) {
|
||
|
startSpringback(start, max, 0);
|
||
|
}
|
||
|
|
||
|
return !mFinished;
|
||
|
}
|
||
|
|
||
|
private void startSpringback(int start, int end, int velocity) {
|
||
|
// mStartTime has been set
|
||
|
mFinished = false;
|
||
|
mState = CUBIC;
|
||
|
mCurrentPosition = mStart = start;
|
||
|
mFinal = end;
|
||
|
final int delta = start - end;
|
||
|
mDeceleration = getDeceleration(delta);
|
||
|
// TODO take velocity into account
|
||
|
mVelocity = -delta; // only sign is used
|
||
|
mOver = Math.abs(delta);
|
||
|
mDuration = (int) (1000.0 * Math.sqrt(-2.0 * delta / mDeceleration));
|
||
|
}
|
||
|
|
||
|
void fling(int start, int velocity, int min, int max, int over) {
|
||
|
mOver = over;
|
||
|
mFinished = false;
|
||
|
mCurrVelocity = mVelocity = velocity;
|
||
|
mDuration = mSplineDuration = 0;
|
||
|
mStartTime = AnimationUtils.currentAnimationTimeMillis();
|
||
|
mCurrentPosition = mStart = start;
|
||
|
|
||
|
if (start > max || start < min) {
|
||
|
startAfterEdge(start, min, max, velocity);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
mState = SPLINE;
|
||
|
double totalDistance = 0.0;
|
||
|
|
||
|
if (velocity != 0) {
|
||
|
mDuration = mSplineDuration = getSplineFlingDuration(velocity);
|
||
|
totalDistance = getSplineFlingDistance(velocity);
|
||
|
}
|
||
|
|
||
|
mSplineDistance = (int) (totalDistance * Math.signum(velocity));
|
||
|
mFinal = start + mSplineDistance;
|
||
|
|
||
|
// Clamp to a valid final position
|
||
|
if (mFinal < min) {
|
||
|
adjustDuration(mStart, mFinal, min);
|
||
|
mFinal = min;
|
||
|
}
|
||
|
|
||
|
if (mFinal > max) {
|
||
|
adjustDuration(mStart, mFinal, max);
|
||
|
mFinal = max;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private double getSplineDeceleration(int velocity) {
|
||
|
return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff));
|
||
|
}
|
||
|
|
||
|
private double getSplineFlingDistance(int velocity) {
|
||
|
final double l = getSplineDeceleration(velocity);
|
||
|
final double decelMinusOne = DECELERATION_RATE - 1.0;
|
||
|
return mFlingFriction * mPhysicalCoeff * Math.exp(DECELERATION_RATE / decelMinusOne * l);
|
||
|
}
|
||
|
|
||
|
/* Returns the duration, expressed in milliseconds */
|
||
|
private int getSplineFlingDuration(int velocity) {
|
||
|
final double l = getSplineDeceleration(velocity);
|
||
|
final double decelMinusOne = DECELERATION_RATE - 1.0;
|
||
|
return (int) (1000.0 * Math.exp(l / decelMinusOne));
|
||
|
}
|
||
|
|
||
|
private void fitOnBounceCurve(int start, int end, int velocity) {
|
||
|
// Simulate a bounce that started from edge
|
||
|
final float durationToApex = - velocity / mDeceleration;
|
||
|
// The float cast below is necessary to avoid integer overflow.
|
||
|
final float velocitySquared = (float) velocity * velocity;
|
||
|
final float distanceToApex = velocitySquared / 2.0f / Math.abs(mDeceleration);
|
||
|
final float distanceToEdge = Math.abs(end - start);
|
||
|
final float totalDuration = (float) Math.sqrt(
|
||
|
2.0 * (distanceToApex + distanceToEdge) / Math.abs(mDeceleration));
|
||
|
mStartTime -= (int) (1000.0f * (totalDuration - durationToApex));
|
||
|
mCurrentPosition = mStart = end;
|
||
|
mVelocity = (int) (- mDeceleration * totalDuration);
|
||
|
}
|
||
|
|
||
|
private void startBounceAfterEdge(int start, int end, int velocity) {
|
||
|
mDeceleration = getDeceleration(velocity == 0 ? start - end : velocity);
|
||
|
fitOnBounceCurve(start, end, velocity);
|
||
|
onEdgeReached();
|
||
|
}
|
||
|
|
||
|
private void startAfterEdge(int start, int min, int max, int velocity) {
|
||
|
if (start > min && start < max) {
|
||
|
Log.e("OverScroller", "startAfterEdge called from a valid position");
|
||
|
mFinished = true;
|
||
|
return;
|
||
|
}
|
||
|
final boolean positive = start > max;
|
||
|
final int edge = positive ? max : min;
|
||
|
final int overDistance = start - edge;
|
||
|
boolean keepIncreasing = overDistance * velocity >= 0;
|
||
|
if (keepIncreasing) {
|
||
|
// Will result in a bounce or a to_boundary depending on velocity.
|
||
|
startBounceAfterEdge(start, edge, velocity);
|
||
|
} else {
|
||
|
final double totalDistance = getSplineFlingDistance(velocity);
|
||
|
if (totalDistance > Math.abs(overDistance)) {
|
||
|
fling(start, velocity, positive ? min : start, positive ? start : max, mOver);
|
||
|
} else {
|
||
|
startSpringback(start, edge, velocity);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void notifyEdgeReached(int start, int end, int over) {
|
||
|
// mState is used to detect successive notifications
|
||
|
if (mState == SPLINE) {
|
||
|
mOver = over;
|
||
|
mStartTime = AnimationUtils.currentAnimationTimeMillis();
|
||
|
// We were in fling/scroll mode before: current velocity is such that distance to
|
||
|
// edge is increasing. This ensures that startAfterEdge will not start a new fling.
|
||
|
startAfterEdge(start, end, end, (int) mCurrVelocity);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void onEdgeReached() {
|
||
|
// mStart, mVelocity and mStartTime were adjusted to their values when edge was reached.
|
||
|
// The float cast below is necessary to avoid integer overflow.
|
||
|
final float velocitySquared = (float) mVelocity * mVelocity;
|
||
|
float distance = velocitySquared / (2.0f * Math.abs(mDeceleration));
|
||
|
final float sign = Math.signum(mVelocity);
|
||
|
|
||
|
if (distance > mOver) {
|
||
|
// Default deceleration is not sufficient to slow us down before boundary
|
||
|
mDeceleration = - sign * velocitySquared / (2.0f * mOver);
|
||
|
distance = mOver;
|
||
|
}
|
||
|
|
||
|
mOver = (int) distance;
|
||
|
mState = BALLISTIC;
|
||
|
mFinal = mStart + (int) (mVelocity > 0 ? distance : -distance);
|
||
|
mDuration = - (int) (1000.0f * mVelocity / mDeceleration);
|
||
|
}
|
||
|
|
||
|
boolean continueWhenFinished() {
|
||
|
switch (mState) {
|
||
|
case SPLINE:
|
||
|
// Duration from start to null velocity
|
||
|
if (mDuration < mSplineDuration) {
|
||
|
// If the animation was clamped, we reached the edge
|
||
|
mCurrentPosition = mStart = mFinal;
|
||
|
// TODO Better compute speed when edge was reached
|
||
|
mVelocity = (int) mCurrVelocity;
|
||
|
mDeceleration = getDeceleration(mVelocity);
|
||
|
mStartTime += mDuration;
|
||
|
onEdgeReached();
|
||
|
} else {
|
||
|
// Normal stop, no need to continue
|
||
|
return false;
|
||
|
}
|
||
|
break;
|
||
|
case BALLISTIC:
|
||
|
mStartTime += mDuration;
|
||
|
startSpringback(mFinal, mStart, 0);
|
||
|
break;
|
||
|
case CUBIC:
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
update();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
* Update the current position and velocity for current time. Returns
|
||
|
* true if update has been done and false if animation duration has been
|
||
|
* reached.
|
||
|
*/
|
||
|
boolean update() {
|
||
|
final long time = AnimationUtils.currentAnimationTimeMillis();
|
||
|
final long currentTime = time - mStartTime;
|
||
|
|
||
|
if (currentTime == 0) {
|
||
|
// Skip work but report that we're still going if we have a nonzero duration.
|
||
|
return mDuration > 0;
|
||
|
}
|
||
|
if (currentTime > mDuration) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
double distance = 0.0;
|
||
|
switch (mState) {
|
||
|
case SPLINE: {
|
||
|
final float t = (float) currentTime / mSplineDuration;
|
||
|
final int index = (int) (NB_SAMPLES * t);
|
||
|
float distanceCoef = 1.f;
|
||
|
float velocityCoef = 0.f;
|
||
|
if (index < NB_SAMPLES) {
|
||
|
final float t_inf = (float) index / NB_SAMPLES;
|
||
|
final float t_sup = (float) (index + 1) / NB_SAMPLES;
|
||
|
final float d_inf = SPLINE_POSITION[index];
|
||
|
final float d_sup = SPLINE_POSITION[index + 1];
|
||
|
velocityCoef = (d_sup - d_inf) / (t_sup - t_inf);
|
||
|
distanceCoef = d_inf + (t - t_inf) * velocityCoef;
|
||
|
}
|
||
|
|
||
|
distance = distanceCoef * mSplineDistance;
|
||
|
mCurrVelocity = velocityCoef * mSplineDistance / mSplineDuration * 1000.0f;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case BALLISTIC: {
|
||
|
final float t = currentTime / 1000.0f;
|
||
|
mCurrVelocity = mVelocity + mDeceleration * t;
|
||
|
distance = mVelocity * t + mDeceleration * t * t / 2.0f;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case CUBIC: {
|
||
|
final float t = (float) (currentTime) / mDuration;
|
||
|
final float t2 = t * t;
|
||
|
final float sign = Math.signum(mVelocity);
|
||
|
distance = sign * mOver * (3.0f * t2 - 2.0f * t * t2);
|
||
|
mCurrVelocity = sign * mOver * 6.0f * (- t + t2);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mCurrentPosition = mStart + (int) Math.round(distance);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|