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/*
* Copyright (C) 2006 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package android.view;
import android.util.Poolable;
import android.util.Pool;
import android.util.Pools;
import android.util.PoolableManager;
/**
* Helper for tracking the velocity of touch events, for implementing
* flinging and other such gestures.
*
* Use {@link #obtain} to retrieve a new instance of the class when you are going
* to begin tracking. Put the motion events you receive into it with
* {@link #addMovement(MotionEvent)}. When you want to determine the velocity call
* {@link #computeCurrentVelocity(int)} and then call {@link #getXVelocity(int)}
* and {@link #getXVelocity(int)} to retrieve the velocity for each pointer id.
*/
public final class VelocityTracker implements Poolable<VelocityTracker> {
private static final Pool<VelocityTracker> sPool = Pools.synchronizedPool(
Pools.finitePool(new PoolableManager<VelocityTracker>() {
public VelocityTracker newInstance() {
return new VelocityTracker();
}
public void onAcquired(VelocityTracker element) {
}
public void onReleased(VelocityTracker element) {
element.clear();
}
}, 2));
private static final int ACTIVE_POINTER_ID = -1;
private int mPtr;
private VelocityTracker mNext;
private static native int nativeInitialize();
private static native void nativeDispose(int ptr);
private static native void nativeClear(int ptr);
private static native void nativeAddMovement(int ptr, MotionEvent event);
private static native void nativeComputeCurrentVelocity(int ptr, int units, float maxVelocity);
private static native float nativeGetXVelocity(int ptr, int id);
private static native float nativeGetYVelocity(int ptr, int id);
/**
* Retrieve a new VelocityTracker object to watch the velocity of a
* motion. Be sure to call {@link #recycle} when done. You should
* generally only maintain an active object while tracking a movement,
* so that the VelocityTracker can be re-used elsewhere.
*
* @return Returns a new VelocityTracker.
*/
static public VelocityTracker obtain() {
return sPool.acquire();
}
/**
* Return a VelocityTracker object back to be re-used by others. You must
* not touch the object after calling this function.
*/
public void recycle() {
sPool.release(this);
}
/**
* @hide
*/
public void setNextPoolable(VelocityTracker element) {
mNext = element;
}
/**
* @hide
*/
public VelocityTracker getNextPoolable() {
return mNext;
}
private VelocityTracker() {
mPtr = nativeInitialize();
}
@Override
protected void finalize() throws Throwable {
try {
if (mPtr != 0) {
nativeDispose(mPtr);
mPtr = 0;
}
} finally {
super.finalize();
}
}
/**
* Reset the velocity tracker back to its initial state.
*/
public void clear() {
nativeClear(mPtr);
}
/**
* Add a user's movement to the tracker. You should call this for the
* initial {@link MotionEvent#ACTION_DOWN}, the following
* {@link MotionEvent#ACTION_MOVE} events that you receive, and the
* final {@link MotionEvent#ACTION_UP}. You can, however, call this
* for whichever events you desire.
*
* @param event The MotionEvent you received and would like to track.
*/
public void addMovement(MotionEvent event) {
if (event == null) {
throw new IllegalArgumentException("event must not be null");
}
nativeAddMovement(mPtr, event);
}
/**
* Equivalent to invoking {@link #computeCurrentVelocity(int, float)} with a maximum
* velocity of Float.MAX_VALUE.
*
* @see #computeCurrentVelocity(int, float)
*/
public void computeCurrentVelocity(int units) {
nativeComputeCurrentVelocity(mPtr, units, Float.MAX_VALUE);
}
/**
* Compute the current velocity based on the points that have been
* collected. Only call this when you actually want to retrieve velocity
* information, as it is relatively expensive. You can then retrieve
* the velocity with {@link #getXVelocity()} and
* {@link #getYVelocity()}.
*
* @param units The units you would like the velocity in. A value of 1
* provides pixels per millisecond, 1000 provides pixels per second, etc.
* @param maxVelocity The maximum velocity that can be computed by this method.
* This value must be declared in the same unit as the units parameter. This value
* must be positive.
*/
public void computeCurrentVelocity(int units, float maxVelocity) {
nativeComputeCurrentVelocity(mPtr, units, maxVelocity);
}
/**
* Retrieve the last computed X velocity. You must first call
* {@link #computeCurrentVelocity(int)} before calling this function.
*
* @return The previously computed X velocity.
*/
public float getXVelocity() {
return nativeGetXVelocity(mPtr, ACTIVE_POINTER_ID);
}
/**
* Retrieve the last computed Y velocity. You must first call
* {@link #computeCurrentVelocity(int)} before calling this function.
*
* @return The previously computed Y velocity.
*/
public float getYVelocity() {
return nativeGetYVelocity(mPtr, ACTIVE_POINTER_ID);
}
/**
* Retrieve the last computed X velocity. You must first call
* {@link #computeCurrentVelocity(int)} before calling this function.
*
* @param id Which pointer's velocity to return.
* @return The previously computed X velocity.
*/
public float getXVelocity(int id) {
return nativeGetXVelocity(mPtr, id);
}
/**
* Retrieve the last computed Y velocity. You must first call
* {@link #computeCurrentVelocity(int)} before calling this function.
*
* @param id Which pointer's velocity to return.
* @return The previously computed Y velocity.
*/
public float getYVelocity(int id) {
return nativeGetYVelocity(mPtr, id);
}
}