1 /* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 package com.android.launcher3.util; 18 19 import static com.android.launcher3.anim.Interpolators.SCROLL; 20 21 import android.animation.TimeInterpolator; 22 import android.content.Context; 23 import android.hardware.SensorManager; 24 import android.util.Log; 25 import android.view.ViewConfiguration; 26 import android.view.animation.AnimationUtils; 27 import android.view.animation.Interpolator; 28 29 import androidx.dynamicanimation.animation.FloatPropertyCompat; 30 import androidx.dynamicanimation.animation.SpringAnimation; 31 import androidx.dynamicanimation.animation.SpringForce; 32 33 import com.android.launcher3.R; 34 import com.android.systemui.plugins.ResourceProvider; 35 36 /** 37 * Based on {@link android.widget.OverScroller} supporting only 1-d scrolling and with more 38 * customization options. 39 */ 40 public class OverScroller { 41 private int mMode; 42 43 private final SplineOverScroller mScroller; 44 45 private TimeInterpolator mInterpolator; 46 47 private final boolean mFlywheel; 48 49 private static final int DEFAULT_DURATION = 250; 50 private static final int SCROLL_MODE = 0; 51 private static final int FLING_MODE = 1; 52 53 /** 54 * Creates an OverScroller with a viscous fluid scroll interpolator and flywheel. 55 * @param context 56 */ OverScroller(Context context)57 public OverScroller(Context context) { 58 this(context, null); 59 } 60 61 /** 62 * Creates an OverScroller with flywheel enabled. 63 * @param context The context of this application. 64 * @param interpolator The scroll interpolator. If null, a default (viscous) interpolator will 65 * be used. 66 */ OverScroller(Context context, Interpolator interpolator)67 public OverScroller(Context context, Interpolator interpolator) { 68 this(context, interpolator, true); 69 } 70 71 /** 72 * Creates an OverScroller. 73 * @param context The context of this application. 74 * @param interpolator The scroll interpolator. If null, a default (viscous) interpolator will 75 * be used. 76 * @param flywheel If true, successive fling motions will keep on increasing scroll speed. 77 */ OverScroller(Context context, Interpolator interpolator, boolean flywheel)78 public OverScroller(Context context, Interpolator interpolator, boolean flywheel) { 79 if (interpolator == null) { 80 mInterpolator = SCROLL; 81 } else { 82 mInterpolator = interpolator; 83 } 84 mFlywheel = flywheel; 85 mScroller = new SplineOverScroller(context); 86 } 87 setInterpolator(TimeInterpolator interpolator)88 public void setInterpolator(TimeInterpolator interpolator) { 89 if (interpolator == null) { 90 mInterpolator = SCROLL; 91 } else { 92 mInterpolator = interpolator; 93 } 94 } 95 96 /** 97 * The amount of friction applied to flings. The default value 98 * is {@link ViewConfiguration#getScrollFriction}. 99 * 100 * @param friction A scalar dimension-less value representing the coefficient of 101 * friction. 102 */ setFriction(float friction)103 public final void setFriction(float friction) { 104 mScroller.setFriction(friction); 105 } 106 107 /** 108 * 109 * Returns whether the scroller has finished scrolling. 110 * 111 * @return True if the scroller has finished scrolling, false otherwise. 112 */ isFinished()113 public final boolean isFinished() { 114 return mScroller.mFinished; 115 } 116 117 /** 118 * Force the finished field to a particular value. Contrary to 119 * {@link #abortAnimation()}, forcing the animation to finished 120 * does NOT cause the scroller to move to the final x and y 121 * position. 122 * 123 * @param finished The new finished value. 124 */ forceFinished(boolean finished)125 public final void forceFinished(boolean finished) { 126 mScroller.mFinished = finished; 127 } 128 129 /** 130 * Returns the current offset in the scroll. 131 * 132 * @return The new offset as an absolute distance from the origin. 133 */ getCurrPos()134 public final int getCurrPos() { 135 return mScroller.mCurrentPosition; 136 } 137 138 /** 139 * Returns the absolute value of the current velocity. 140 * 141 * @return The original velocity less the deceleration, norm of the X and Y velocity vector. 142 */ getCurrVelocity()143 public float getCurrVelocity() { 144 return mScroller.mCurrVelocity; 145 } 146 147 /** 148 * Returns the start offset in the scroll. 149 * 150 * @return The start offset as an absolute distance from the origin. 151 */ getStartPos()152 public final int getStartPos() { 153 return mScroller.mStart; 154 } 155 156 /** 157 * Returns where the scroll will end. Valid only for "fling" scrolls. 158 * 159 * @return The final offset as an absolute distance from the origin. 160 */ getFinalPos()161 public final int getFinalPos() { 162 return mScroller.mFinal; 163 } 164 165 /** 166 * Returns how long the scroll event will take, in milliseconds. 167 * 168 * Note that if mScroller.mState == SPRING, this duration is ignored, so can only 169 * serve as an estimate for how long the spring-controlled scroll will take. 170 * 171 * @return The duration of the scroll in milliseconds. 172 */ getDuration()173 public final int getDuration() { 174 return mScroller.mDuration; 175 } 176 177 /** 178 * Extend the scroll animation. This allows a running animation to scroll 179 * further and longer, when used with {@link #setFinalPos(int)}. 180 * 181 * @param extend Additional time to scroll in milliseconds. 182 * @see #setFinalPos(int) 183 */ extendDuration(int extend)184 public void extendDuration(int extend) { 185 mScroller.extendDuration(extend); 186 } 187 188 /** 189 * Sets the final position for this scroller. 190 * 191 * @param newPos The new offset as an absolute distance from the origin. 192 * @see #extendDuration(int) 193 */ setFinalPos(int newPos)194 public void setFinalPos(int newPos) { 195 mScroller.setFinalPosition(newPos); 196 } 197 198 /** 199 * Call this when you want to know the new location. If it returns true, the 200 * animation is not yet finished. 201 */ computeScrollOffset()202 public boolean computeScrollOffset() { 203 if (isFinished()) { 204 return false; 205 } 206 207 switch (mMode) { 208 case SCROLL_MODE: 209 if (isSpringing()) { 210 return true; 211 } 212 long time = AnimationUtils.currentAnimationTimeMillis(); 213 // Any scroller can be used for time, since they were started 214 // together in scroll mode. We use X here. 215 final long elapsedTime = time - mScroller.mStartTime; 216 217 final int duration = mScroller.mDuration; 218 if (elapsedTime < duration) { 219 final float q = mInterpolator.getInterpolation(elapsedTime / (float) duration); 220 mScroller.updateScroll(q); 221 } else { 222 abortAnimation(); 223 } 224 break; 225 226 case FLING_MODE: 227 if (!mScroller.mFinished) { 228 if (!mScroller.update()) { 229 if (!mScroller.continueWhenFinished()) { 230 mScroller.finish(); 231 } 232 } 233 } 234 235 break; 236 } 237 238 return true; 239 } 240 241 /** 242 * Start scrolling by providing a starting point and the distance to travel. 243 * The scroll will use the default value of 250 milliseconds for the 244 * duration. 245 * 246 * @param start Starting horizontal scroll offset in pixels. Positive 247 * numbers will scroll the content to the left. 248 * @param delta Distance to travel. Positive numbers will scroll the 249 * content to the left. 250 */ startScroll(int start, int delta)251 public void startScroll(int start, int delta) { 252 startScroll(start, delta, DEFAULT_DURATION); 253 } 254 255 /** 256 * Start scrolling by providing a starting point and the distance to travel. 257 * 258 * @param start Starting scroll offset in pixels. Positive 259 * numbers will scroll the content to the left. 260 * @param delta Distance to travel. Positive numbers will scroll the 261 * content to the left. 262 * @param duration Duration of the scroll in milliseconds. 263 */ startScroll(int start, int delta, int duration)264 public void startScroll(int start, int delta, int duration) { 265 mMode = SCROLL_MODE; 266 mScroller.startScroll(start, delta, duration); 267 } 268 269 /** 270 * Start scrolling using a spring by providing a starting point and the distance to travel. 271 * 272 * @param start Starting scroll offset in pixels. Positive 273 * numbers will scroll the content to the left. 274 * @param delta Distance to travel. Positive numbers will scroll the 275 * content to the left. 276 * @param duration Duration of the scroll in milliseconds. 277 * @param velocity The starting velocity for the spring in px per ms. 278 */ startScrollSpring(int start, int delta, int duration, float velocity)279 public void startScrollSpring(int start, int delta, int duration, float velocity) { 280 mMode = SCROLL_MODE; 281 mScroller.mState = mScroller.SPRING; 282 mScroller.startScroll(start, delta, duration, velocity); 283 } 284 285 /** 286 * Call this when you want to 'spring back' into a valid coordinate range. 287 * 288 * @param start Starting X coordinate 289 * @param min Minimum valid X value 290 * @param max Maximum valid X value 291 * @return true if a springback was initiated, false if startX and startY were 292 * already within the valid range. 293 */ springBack(int start, int min, int max)294 public boolean springBack(int start, int min, int max) { 295 mMode = FLING_MODE; 296 return mScroller.springback(start, min, max); 297 } 298 fling(int start, int velocity, int min, int max)299 public void fling(int start, int velocity, int min, int max) { 300 fling(start, velocity, min, max, 0); 301 } 302 303 /** 304 * Start scrolling based on a fling gesture. The distance traveled will 305 * depend on the initial velocity of the fling. 306 * @param start Starting point of the scroll (X) 307 * @param velocity Initial velocity of the fling (X) measured in pixels per 308 * second. 309 * @param min Minimum X value. The scroller will not scroll past this point 310 * unless overX > 0. If overfling is allowed, it will use minX as 311 * a springback boundary. 312 * @param max Maximum X value. The scroller will not scroll past this point 313 * unless overX > 0. If overfling is allowed, it will use maxX as 314 * a springback boundary. 315 * @param over Overfling range. If > 0, horizontal overfling in either 316 * direction will be possible. 317 */ fling(int start, int velocity, int min, int max, int over)318 public void fling(int start, int velocity, int min, int max, int over) { 319 // Continue a scroll or fling in progress 320 if (mFlywheel && !isFinished()) { 321 float oldVelocityX = mScroller.mCurrVelocity; 322 if (Math.signum(velocity) == Math.signum(oldVelocityX)) { 323 velocity += oldVelocityX; 324 } 325 } 326 327 mMode = FLING_MODE; 328 mScroller.fling(start, velocity, min, max, over); 329 } 330 331 /** 332 * Notify the scroller that we've reached a horizontal boundary. 333 * Normally the information to handle this will already be known 334 * when the animation is started, such as in a call to one of the 335 * fling functions. However there are cases where this cannot be known 336 * in advance. This function will transition the current motion and 337 * animate from startX to finalX as appropriate. 338 * @param start Starting/current X position 339 * @param finalPos Desired final X position 340 * @param over Magnitude of overscroll allowed. This should be the maximum 341 */ notifyEdgeReached(int start, int finalPos, int over)342 public void notifyEdgeReached(int start, int finalPos, int over) { 343 mScroller.notifyEdgeReached(start, finalPos, over); 344 } 345 346 /** 347 * Returns whether the current Scroller is currently returning to a valid position. 348 * Valid bounds were provided by the 349 * {@link #fling(int, int, int, int, int)} method. 350 * 351 * One should check this value before calling 352 * {@link #startScroll(int, int)} as the interpolation currently in progress 353 * to restore a valid position will then be stopped. The caller has to take into account 354 * the fact that the started scroll will start from an overscrolled position. 355 * 356 * @return true when the current position is overscrolled and in the process of 357 * interpolating back to a valid value. 358 */ isOverScrolled()359 public boolean isOverScrolled() { 360 return (!mScroller.mFinished && mScroller.mState != SplineOverScroller.SPLINE); 361 } 362 363 /** 364 * Stops the animation. Contrary to {@link #forceFinished(boolean)}, 365 * aborting the animating causes the scroller to move to the final x and y 366 * positions. 367 * 368 * @see #forceFinished(boolean) 369 */ abortAnimation()370 public void abortAnimation() { 371 mScroller.finish(); 372 } 373 374 /** 375 * Returns the time elapsed since the beginning of the scrolling. 376 * 377 * @return The elapsed time in milliseconds. 378 * 379 * @hide 380 */ timePassed()381 public int timePassed() { 382 final long time = AnimationUtils.currentAnimationTimeMillis(); 383 return (int) (time - mScroller.mStartTime); 384 } 385 isSpringing()386 public boolean isSpringing() { 387 return mScroller.mState == SplineOverScroller.SPRING && !isFinished(); 388 } 389 390 static class SplineOverScroller { 391 // Initial position 392 private int mStart; 393 394 // Current position 395 private int mCurrentPosition; 396 397 // Final position 398 private int mFinal; 399 400 // Initial velocity 401 private int mVelocity; 402 403 // Current velocity 404 private float mCurrVelocity; 405 406 // Constant current deceleration 407 private float mDeceleration; 408 409 // Animation starting time, in system milliseconds 410 private long mStartTime; 411 412 // Animation duration, in milliseconds 413 private int mDuration; 414 415 // Duration to complete spline component of animation 416 private int mSplineDuration; 417 418 // Distance to travel along spline animation 419 private int mSplineDistance; 420 421 // Whether the animation is currently in progress 422 private boolean mFinished; 423 424 // The allowed overshot distance before boundary is reached. 425 private int mOver; 426 427 // Fling friction 428 private float mFlingFriction = ViewConfiguration.getScrollFriction(); 429 430 // Current state of the animation. 431 private int mState = SPLINE; 432 433 private Context mContext; 434 private SpringAnimation mSpring; 435 436 // Constant gravity value, used in the deceleration phase. 437 private static final float GRAVITY = 2000.0f; 438 439 // A context-specific coefficient adjusted to physical values. 440 private float mPhysicalCoeff; 441 442 private static float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9)); 443 private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1) 444 private static final float START_TENSION = 0.5f; 445 private static final float END_TENSION = 1.0f; 446 private static final float P1 = START_TENSION * INFLEXION; 447 private static final float P2 = 1.0f - END_TENSION * (1.0f - INFLEXION); 448 449 private static final int NB_SAMPLES = 100; 450 private static final float[] SPLINE_POSITION = new float[NB_SAMPLES + 1]; 451 private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1]; 452 453 private static final int SPLINE = 0; 454 private static final int CUBIC = 1; 455 private static final int BALLISTIC = 2; 456 private static final int SPRING = 3; 457 458 private static final FloatPropertyCompat<SplineOverScroller> SPRING_PROPERTY = 459 new FloatPropertyCompat<SplineOverScroller>("splineOverScrollerSpring") { 460 @Override 461 public float getValue(SplineOverScroller scroller) { 462 return scroller.mCurrentPosition; 463 } 464 465 @Override 466 public void setValue(SplineOverScroller scroller, float value) { 467 scroller.mCurrentPosition = (int) value; 468 } 469 }; 470 471 static { 472 float x_min = 0.0f; 473 float y_min = 0.0f; 474 for (int i = 0; i < NB_SAMPLES; i++) { 475 final float alpha = (float) i / NB_SAMPLES; 476 477 float x_max = 1.0f; 478 float x, tx, coef; 479 while (true) { 480 x = x_min + (x_max - x_min) / 2.0f; 481 coef = 3.0f * x * (1.0f - x); 482 tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x; 483 if (Math.abs(tx - alpha) < 1E-5) break; 484 if (tx > alpha) x_max = x; 485 else x_min = x; 486 } 487 SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x; 488 489 float y_max = 1.0f; 490 float y, dy; 491 while (true) { 492 y = y_min + (y_max - y_min) / 2.0f; 493 coef = 3.0f * y * (1.0f - y); 494 dy = coef * ((1.0f - y) * START_TENSION + y) + y * y * y; 495 if (Math.abs(dy - alpha) < 1E-5) break; 496 if (dy > alpha) y_max = y; 497 else y_min = y; 498 } 499 SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y; 500 } 501 SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f; 502 } 503 setFriction(float friction)504 void setFriction(float friction) { 505 mFlingFriction = friction; 506 } 507 SplineOverScroller(Context context)508 SplineOverScroller(Context context) { 509 mContext = context; 510 mFinished = true; 511 final float ppi = context.getResources().getDisplayMetrics().density * 160.0f; 512 mPhysicalCoeff = SensorManager.GRAVITY_EARTH // g (m/s^2) 513 * 39.37f // inch/meter 514 * ppi 515 * 0.84f; // look and feel tuning 516 } 517 updateScroll(float q)518 void updateScroll(float q) { 519 if (mState == SPRING) { 520 return; 521 } 522 mCurrentPosition = mStart + Math.round(q * (mFinal - mStart)); 523 } 524 525 /* 526 * Get a signed deceleration that will reduce the velocity. 527 */ getDeceleration(int velocity)528 static private float getDeceleration(int velocity) { 529 return velocity > 0 ? -GRAVITY : GRAVITY; 530 } 531 532 /* 533 * Modifies mDuration to the duration it takes to get from start to newFinal using the 534 * spline interpolation. The previous duration was needed to get to oldFinal. 535 */ adjustDuration(int start, int oldFinal, int newFinal)536 private void adjustDuration(int start, int oldFinal, int newFinal) { 537 final int oldDistance = oldFinal - start; 538 final int newDistance = newFinal - start; 539 final float x = Math.abs((float) newDistance / oldDistance); 540 final int index = (int) (NB_SAMPLES * x); 541 if (index < NB_SAMPLES) { 542 final float x_inf = (float) index / NB_SAMPLES; 543 final float x_sup = (float) (index + 1) / NB_SAMPLES; 544 final float t_inf = SPLINE_TIME[index]; 545 final float t_sup = SPLINE_TIME[index + 1]; 546 final float timeCoef = t_inf + (x - x_inf) / (x_sup - x_inf) * (t_sup - t_inf); 547 mDuration *= timeCoef; 548 } 549 } 550 startScroll(int start, int distance, int duration)551 void startScroll(int start, int distance, int duration) { 552 startScroll(start, distance, duration, 0); 553 } 554 startScroll(int start, int distance, int duration, float velocity)555 void startScroll(int start, int distance, int duration, float velocity) { 556 mFinished = false; 557 558 mCurrentPosition = mStart = start; 559 mFinal = start + distance; 560 561 mStartTime = AnimationUtils.currentAnimationTimeMillis(); 562 mDuration = duration; 563 564 if (mSpring != null) { 565 mSpring.cancel(); 566 } 567 568 if (mState == SPRING) { 569 mSpring = new SpringAnimation(this, SPRING_PROPERTY); 570 571 ResourceProvider rp = DynamicResource.provider(mContext); 572 float stiffness = rp.getFloat(R.dimen.horizontal_spring_stiffness); 573 float damping = rp.getFloat(R.dimen.horizontal_spring_damping_ratio); 574 mSpring.setSpring(new SpringForce(mFinal) 575 .setStiffness(stiffness) 576 .setDampingRatio(damping)); 577 mSpring.setStartVelocity(velocity); 578 mSpring.animateToFinalPosition(mFinal); 579 mSpring.addEndListener((animation, canceled, value, velocity1) -> { 580 mSpring = null; 581 finish(); 582 mState = SPLINE; 583 }); 584 } 585 // Unused 586 mDeceleration = 0.0f; 587 mVelocity = 0; 588 } 589 finish()590 void finish() { 591 if (mSpring != null && mSpring.isRunning()) mSpring.cancel(); 592 593 mCurrentPosition = mFinal; 594 // Not reset since WebView relies on this value for fast fling. 595 // TODO: restore when WebView uses the fast fling implemented in this class. 596 // mCurrVelocity = 0.0f; 597 mFinished = true; 598 } 599 setFinalPosition(int position)600 void setFinalPosition(int position) { 601 mFinal = position; 602 if (mState == SPRING && mSpring != null) { 603 mSpring.animateToFinalPosition(mFinal); 604 } 605 mSplineDistance = mFinal - mStart; 606 mFinished = false; 607 } 608 extendDuration(int extend)609 void extendDuration(int extend) { 610 final long time = AnimationUtils.currentAnimationTimeMillis(); 611 final int elapsedTime = (int) (time - mStartTime); 612 mDuration = mSplineDuration = elapsedTime + extend; 613 mFinished = false; 614 } 615 springback(int start, int min, int max)616 boolean springback(int start, int min, int max) { 617 mFinished = true; 618 619 mCurrentPosition = mStart = mFinal = start; 620 mVelocity = 0; 621 622 mStartTime = AnimationUtils.currentAnimationTimeMillis(); 623 mDuration = 0; 624 625 if (start < min) { 626 startSpringback(start, min, 0); 627 } else if (start > max) { 628 startSpringback(start, max, 0); 629 } 630 631 return !mFinished; 632 } 633 startSpringback(int start, int end, int velocity)634 private void startSpringback(int start, int end, int velocity) { 635 // mStartTime has been set 636 mFinished = false; 637 mState = CUBIC; 638 mCurrentPosition = mStart = start; 639 mFinal = end; 640 final int delta = start - end; 641 mDeceleration = getDeceleration(delta); 642 // TODO take velocity into account 643 mVelocity = -delta; // only sign is used 644 mOver = Math.abs(delta); 645 mDuration = (int) (1000.0 * Math.sqrt(-2.0 * delta / mDeceleration)); 646 } 647 fling(int start, int velocity, int min, int max, int over)648 void fling(int start, int velocity, int min, int max, int over) { 649 mOver = over; 650 mFinished = false; 651 mCurrVelocity = mVelocity = velocity; 652 mDuration = mSplineDuration = 0; 653 mStartTime = AnimationUtils.currentAnimationTimeMillis(); 654 mCurrentPosition = mStart = start; 655 656 if (start > max || start < min) { 657 startAfterEdge(start, min, max, velocity); 658 return; 659 } 660 661 mState = SPLINE; 662 double totalDistance = 0.0; 663 664 if (velocity != 0) { 665 mDuration = mSplineDuration = getSplineFlingDuration(velocity); 666 totalDistance = getSplineFlingDistance(velocity); 667 } 668 669 mSplineDistance = (int) (totalDistance * Math.signum(velocity)); 670 mFinal = start + mSplineDistance; 671 672 // Clamp to a valid final position 673 if (mFinal < min) { 674 adjustDuration(mStart, mFinal, min); 675 mFinal = min; 676 } 677 678 if (mFinal > max) { 679 adjustDuration(mStart, mFinal, max); 680 mFinal = max; 681 } 682 } 683 getSplineDeceleration(int velocity)684 private double getSplineDeceleration(int velocity) { 685 return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff)); 686 } 687 getSplineFlingDistance(int velocity)688 private double getSplineFlingDistance(int velocity) { 689 final double l = getSplineDeceleration(velocity); 690 final double decelMinusOne = DECELERATION_RATE - 1.0; 691 return mFlingFriction * mPhysicalCoeff * Math.exp(DECELERATION_RATE / decelMinusOne * l); 692 } 693 694 /* Returns the duration, expressed in milliseconds */ getSplineFlingDuration(int velocity)695 private int getSplineFlingDuration(int velocity) { 696 final double l = getSplineDeceleration(velocity); 697 final double decelMinusOne = DECELERATION_RATE - 1.0; 698 return (int) (1000.0 * Math.exp(l / decelMinusOne)); 699 } 700 fitOnBounceCurve(int start, int end, int velocity)701 private void fitOnBounceCurve(int start, int end, int velocity) { 702 // Simulate a bounce that started from edge 703 final float durationToApex = - velocity / mDeceleration; 704 // The float cast below is necessary to avoid integer overflow. 705 final float velocitySquared = (float) velocity * velocity; 706 final float distanceToApex = velocitySquared / 2.0f / Math.abs(mDeceleration); 707 final float distanceToEdge = Math.abs(end - start); 708 final float totalDuration = (float) Math.sqrt( 709 2.0 * (distanceToApex + distanceToEdge) / Math.abs(mDeceleration)); 710 mStartTime -= (int) (1000.0f * (totalDuration - durationToApex)); 711 mCurrentPosition = mStart = end; 712 mVelocity = (int) (- mDeceleration * totalDuration); 713 } 714 startBounceAfterEdge(int start, int end, int velocity)715 private void startBounceAfterEdge(int start, int end, int velocity) { 716 mDeceleration = getDeceleration(velocity == 0 ? start - end : velocity); 717 fitOnBounceCurve(start, end, velocity); 718 onEdgeReached(); 719 } 720 startAfterEdge(int start, int min, int max, int velocity)721 private void startAfterEdge(int start, int min, int max, int velocity) { 722 if (start > min && start < max) { 723 Log.e("OverScroller", "startAfterEdge called from a valid position"); 724 mFinished = true; 725 return; 726 } 727 final boolean positive = start > max; 728 final int edge = positive ? max : min; 729 final int overDistance = start - edge; 730 boolean keepIncreasing = overDistance * velocity >= 0; 731 if (keepIncreasing) { 732 // Will result in a bounce or a to_boundary depending on velocity. 733 startBounceAfterEdge(start, edge, velocity); 734 } else { 735 final double totalDistance = getSplineFlingDistance(velocity); 736 if (totalDistance > Math.abs(overDistance)) { 737 fling(start, velocity, positive ? min : start, positive ? start : max, mOver); 738 } else { 739 startSpringback(start, edge, velocity); 740 } 741 } 742 } 743 notifyEdgeReached(int start, int end, int over)744 void notifyEdgeReached(int start, int end, int over) { 745 // mState is used to detect successive notifications 746 if (mState == SPLINE) { 747 mOver = over; 748 mStartTime = AnimationUtils.currentAnimationTimeMillis(); 749 // We were in fling/scroll mode before: current velocity is such that distance to 750 // edge is increasing. This ensures that startAfterEdge will not start a new fling. 751 startAfterEdge(start, end, end, (int) mCurrVelocity); 752 } 753 } 754 onEdgeReached()755 private void onEdgeReached() { 756 // mStart, mVelocity and mStartTime were adjusted to their values when edge was reached. 757 // The float cast below is necessary to avoid integer overflow. 758 final float velocitySquared = (float) mVelocity * mVelocity; 759 float distance = velocitySquared / (2.0f * Math.abs(mDeceleration)); 760 final float sign = Math.signum(mVelocity); 761 762 if (distance > mOver) { 763 // Default deceleration is not sufficient to slow us down before boundary 764 mDeceleration = - sign * velocitySquared / (2.0f * mOver); 765 distance = mOver; 766 } 767 768 mOver = (int) distance; 769 mState = BALLISTIC; 770 mFinal = mStart + (int) (mVelocity > 0 ? distance : -distance); 771 mDuration = - (int) (1000.0f * mVelocity / mDeceleration); 772 } 773 continueWhenFinished()774 boolean continueWhenFinished() { 775 switch (mState) { 776 case SPLINE: 777 // Duration from start to null velocity 778 if (mDuration < mSplineDuration) { 779 // If the animation was clamped, we reached the edge 780 mCurrentPosition = mStart = mFinal; 781 // TODO Better compute speed when edge was reached 782 mVelocity = (int) mCurrVelocity; 783 mDeceleration = getDeceleration(mVelocity); 784 mStartTime += mDuration; 785 onEdgeReached(); 786 } else { 787 // Normal stop, no need to continue 788 return false; 789 } 790 break; 791 case BALLISTIC: 792 mStartTime += mDuration; 793 startSpringback(mFinal, mStart, 0); 794 break; 795 case CUBIC: 796 return false; 797 } 798 799 update(); 800 return true; 801 } 802 803 /* 804 * Update the current position and velocity for current time. Returns 805 * true if update has been done and false if animation duration has been 806 * reached. 807 */ update()808 boolean update() { 809 if (mState == SPRING) { 810 return mFinished; 811 } 812 813 final long time = AnimationUtils.currentAnimationTimeMillis(); 814 final long currentTime = time - mStartTime; 815 816 if (currentTime == 0) { 817 // Skip work but report that we're still going if we have a nonzero duration. 818 return mDuration > 0; 819 } 820 if (currentTime > mDuration) { 821 return false; 822 } 823 824 double distance = 0.0; 825 switch (mState) { 826 case SPLINE: { 827 final float t = (float) currentTime / mSplineDuration; 828 final int index = (int) (NB_SAMPLES * t); 829 float distanceCoef = 1.f; 830 float velocityCoef = 0.f; 831 if (index < NB_SAMPLES) { 832 final float t_inf = (float) index / NB_SAMPLES; 833 final float t_sup = (float) (index + 1) / NB_SAMPLES; 834 final float d_inf = SPLINE_POSITION[index]; 835 final float d_sup = SPLINE_POSITION[index + 1]; 836 velocityCoef = (d_sup - d_inf) / (t_sup - t_inf); 837 distanceCoef = d_inf + (t - t_inf) * velocityCoef; 838 } 839 840 distance = distanceCoef * mSplineDistance; 841 mCurrVelocity = velocityCoef * mSplineDistance / mSplineDuration * 1000.0f; 842 break; 843 } 844 845 case BALLISTIC: { 846 final float t = currentTime / 1000.0f; 847 mCurrVelocity = mVelocity + mDeceleration * t; 848 distance = mVelocity * t + mDeceleration * t * t / 2.0f; 849 break; 850 } 851 852 case CUBIC: { 853 final float t = (float) (currentTime) / mDuration; 854 final float t2 = t * t; 855 final float sign = Math.signum(mVelocity); 856 distance = sign * mOver * (3.0f * t2 - 2.0f * t * t2); 857 mCurrVelocity = sign * mOver * 6.0f * (- t + t2); 858 break; 859 } 860 } 861 862 mCurrentPosition = mStart + (int) Math.round(distance); 863 864 return true; 865 } 866 } 867 }