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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.widget;
import android.content.Context;
import android.hardware.SensorManager;
import android.util.FloatMath;
import android.view.ViewConfiguration;
import android.view.animation.AnimationUtils;
import android.view.animation.Interpolator;
/**
* This class encapsulates scrolling. The duration of the scroll
* is either specified along with the distance or depends on the initial fling velocity.
* Past this time, the scrolling is automatically moved to its final stage and
* computeScrollOffset() will always return false to indicate that scrolling is over.
*/
public class Scroller {
int mMode;
MagneticScroller mScrollerX;
MagneticScroller mScrollerY;
private final Interpolator mInterpolator;
static final int DEFAULT_DURATION = 250;
static final int SCROLL_MODE = 0;
static final int FLING_MODE = 1;
// This controls the viscous fluid effect (how much of it)
private final static float VISCOUS_FLUID_SCALE = 8.0f;
private static float VISCOUS_FLUID_NORMALIZE;
static {
// Set a neutral value that will be used in the next call to viscousFluid().
VISCOUS_FLUID_NORMALIZE = 1.0f;
VISCOUS_FLUID_NORMALIZE = 1.0f / viscousFluid(1.0f);
}
/**
* Create a Scroller with a viscous fluid scroll interpolator.
*/
public Scroller(Context context) {
this(context, null);
}
/**
* Create a Scroller with the specified interpolator. If the interpolator is
* null, the default (viscous) interpolator will be used.
*/
public Scroller(Context context, Interpolator interpolator) {
instantiateScrollers();
MagneticScroller.initializeFromContext(context);
mInterpolator = interpolator;
}
void instantiateScrollers() {
mScrollerX = new MagneticScroller();
mScrollerY = new MagneticScroller();
}
/**
*
* Returns whether the scroller has finished scrolling.
*
* @return True if the scroller has finished scrolling, false otherwise.
*/
public final boolean isFinished() {
return mScrollerX.mFinished && mScrollerY.mFinished;
}
/**
* Force the finished field to a particular value.
*
* @param finished The new finished value.
*/
public final void forceFinished(boolean finished) {
mScrollerX.mFinished = mScrollerY.mFinished = finished;
}
/**
* Returns how long the scroll event will take, in milliseconds.
*
* @return The duration of the scroll in milliseconds.
*/
public final int getDuration() {
return Math.max(mScrollerX.mDuration, mScrollerY.mDuration);
}
/**
* Returns the current X offset in the scroll.
*
* @return The new X offset as an absolute distance from the origin.
*/
public final int getCurrX() {
return mScrollerX.mCurrentPosition;
}
/**
* Returns the current Y offset in the scroll.
*
* @return The new Y offset as an absolute distance from the origin.
*/
public final int getCurrY() {
return mScrollerY.mCurrentPosition;
}
/**
* @hide
* Returns the current velocity.
*
* @return The original velocity less the deceleration, norm of the X and Y velocity vector.
*/
public float getCurrVelocity() {
float squaredNorm = mScrollerX.mCurrVelocity * mScrollerX.mCurrVelocity;
squaredNorm += mScrollerY.mCurrVelocity * mScrollerY.mCurrVelocity;
return FloatMath.sqrt(squaredNorm);
}
/**
* Returns the start X offset in the scroll.
*
* @return The start X offset as an absolute distance from the origin.
*/
public final int getStartX() {
return mScrollerX.mStart;
}
/**
* Returns the start Y offset in the scroll.
*
* @return The start Y offset as an absolute distance from the origin.
*/
public final int getStartY() {
return mScrollerY.mStart;
}
/**
* Returns where the scroll will end. Valid only for "fling" scrolls.
*
* @return The final X offset as an absolute distance from the origin.
*/
public final int getFinalX() {
return mScrollerX.mFinal;
}
/**
* Returns where the scroll will end. Valid only for "fling" scrolls.
*
* @return The final Y offset as an absolute distance from the origin.
*/
public final int getFinalY() {
return mScrollerY.mFinal;
}
/**
* Call this when you want to know the new location. If it returns true, the
* animation is not yet finished.
*/
public boolean computeScrollOffset() {
if (isFinished()) {
return false;
}
switch (mMode) {
case SCROLL_MODE:
long time = AnimationUtils.currentAnimationTimeMillis();
// Any scroller can be used for time, since they were started
// together in scroll mode. We use X here.
final long elapsedTime = time - mScrollerX.mStartTime;
final int duration = mScrollerX.mDuration;
if (elapsedTime < duration) {
float q = (float) (elapsedTime) / duration;
if (mInterpolator == null)
q = viscousFluid(q);
else
q = mInterpolator.getInterpolation(q);
mScrollerX.updateScroll(q);
mScrollerY.updateScroll(q);
} else {
abortAnimation();
}
break;
case FLING_MODE:
if (!mScrollerX.mFinished) {
if (!mScrollerX.update()) {
if (!mScrollerX.continueWhenFinished()) {
mScrollerX.finish();
}
}
}
if (!mScrollerY.mFinished) {
if (!mScrollerY.update()) {
if (!mScrollerY.continueWhenFinished()) {
mScrollerY.finish();
}
}
}
break;
}
return true;
}
/**
* Start scrolling by providing a starting point and the distance to travel.
* The scroll will use the default value of 250 milliseconds for the
* duration.
*
* @param startX Starting horizontal scroll offset in pixels. Positive
* numbers will scroll the content to the left.
* @param startY Starting vertical scroll offset in pixels. Positive numbers
* will scroll the content up.
* @param dx Horizontal distance to travel. Positive numbers will scroll the
* content to the left.
* @param dy Vertical distance to travel. Positive numbers will scroll the
* content up.
*/
public void startScroll(int startX, int startY, int dx, int dy) {
startScroll(startX, startY, dx, dy, DEFAULT_DURATION);
}
/**
* Start scrolling by providing a starting point and the distance to travel.
*
* @param startX Starting horizontal scroll offset in pixels. Positive
* numbers will scroll the content to the left.
* @param startY Starting vertical scroll offset in pixels. Positive numbers
* will scroll the content up.
* @param dx Horizontal distance to travel. Positive numbers will scroll the
* content to the left.
* @param dy Vertical distance to travel. Positive numbers will scroll the
* content up.
* @param duration Duration of the scroll in milliseconds.
*/
public void startScroll(int startX, int startY, int dx, int dy, int duration) {
mMode = SCROLL_MODE;
mScrollerX.startScroll(startX, dx, duration);
mScrollerY.startScroll(startY, dy, duration);
}
/**
* Start scrolling based on a fling gesture. The distance traveled will
* depend on the initial velocity of the fling. Velocity is slowed down by a
* constant deceleration until it reaches 0 or the limits are reached.
*
* @param startX Starting point of the scroll (X)
* @param startY Starting point of the scroll (Y)
* @param velocityX Initial velocity of the fling (X) measured in pixels per
* second.
* @param velocityY Initial velocity of the fling (Y) measured in pixels per
* second.
* @param minX Minimum X value. The scroller will not scroll past this
* point.
* @param maxX Maximum X value. The scroller will not scroll past this
* point.
* @param minY Minimum Y value. The scroller will not scroll past this
* point.
* @param maxY Maximum Y value. The scroller will not scroll past this
* point.
*/
public void fling(int startX, int startY, int velocityX, int velocityY,
int minX, int maxX, int minY, int maxY) {
mMode = FLING_MODE;
mScrollerX.fling(startX, velocityX, minX, maxX);
mScrollerY.fling(startY, velocityY, minY, maxY);
}
private static float viscousFluid(float x) {
x *= VISCOUS_FLUID_SCALE;
if (x < 1.0f) {
x -= (1.0f - (float)Math.exp(-x));
} else {
float start = 0.36787944117f; // 1/e == exp(-1)
x = 1.0f - (float)Math.exp(1.0f - x);
x = start + x * (1.0f - start);
}
x *= VISCOUS_FLUID_NORMALIZE;
return x;
}
/**
* Stops the animation. Contrary to {@link #forceFinished(boolean)},
* aborting the animating cause the scroller to move to the final x and y
* position
*
* @see #forceFinished(boolean)
*/
public void abortAnimation() {
mScrollerX.finish();
mScrollerY.finish();
}
/**
* Extend the scroll animation. This allows a running animation to scroll
* further and longer, when used with {@link #setFinalX(int)} or {@link #setFinalY(int)}.
*
* @param extend Additional time to scroll in milliseconds.
* @see #setFinalX(int)
* @see #setFinalY(int)
*/
public void extendDuration(int extend) {
mScrollerX.extendDuration(extend);
mScrollerY.extendDuration(extend);
}
/**
* Returns the time elapsed since the beginning of the scrolling.
*
* @return The elapsed time in milliseconds.
*/
public int timePassed() {
final long time = AnimationUtils.currentAnimationTimeMillis();
final long startTime = Math.min(mScrollerX.mStartTime, mScrollerY.mStartTime);
return (int) (time - startTime);
}
/**
* Sets the final position (X) for this scroller.
*
* @param newX The new X offset as an absolute distance from the origin.
* @see #extendDuration(int)
* @see #setFinalY(int)
*/
public void setFinalX(int newX) {
mScrollerX.setFinalPosition(newX);
}
/**
* Sets the final position (Y) for this scroller.
*
* @param newY The new Y offset as an absolute distance from the origin.
* @see #extendDuration(int)
* @see #setFinalX(int)
*/
public void setFinalY(int newY) {
mScrollerY.setFinalPosition(newY);
}
static class MagneticScroller {
// Initial position
int mStart;
// Current position
int mCurrentPosition;
// Final position
int mFinal;
// Initial velocity
int mVelocity;
// Current velocity
float mCurrVelocity;
// Constant current deceleration
float mDeceleration;
// Animation starting time, in system milliseconds
long mStartTime;
// Animation duration, in milliseconds
int mDuration;
// Whether the animation is currently in progress
boolean mFinished;
// Constant gravity value, used to scale deceleration
static float GRAVITY;
static void initializeFromContext(Context context) {
final float ppi = context.getResources().getDisplayMetrics().density * 160.0f;
GRAVITY = SensorManager.GRAVITY_EARTH // g (m/s^2)
* 39.37f // inch/meter
* ppi // pixels per inch
* ViewConfiguration.getScrollFriction();
}
MagneticScroller() {
mFinished = true;
}
void updateScroll(float q) {
mCurrentPosition = mStart + Math.round(q * (mFinal - mStart));
}
/*
* 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 duration = time - mStartTime;
if (duration > mDuration) {
return false;
}
final float t = duration / 1000.0f;
mCurrVelocity = mVelocity + mDeceleration * t;
final float distance = mVelocity * t + mDeceleration * t * t / 2.0f;
mCurrentPosition = mStart + (int) distance;
return true;
}
/*
* Get a signed deceleration that will reduce the velocity.
*/
float getDeceleration(int velocity) {
return velocity > 0 ? -GRAVITY : GRAVITY;
}
/*
* Returns the time (in milliseconds) it will take to go from start to end.
*/
static int computeDuration(int start, int end, float initialVelocity, float deceleration) {
final int distance = start - end;
final float discriminant = initialVelocity * initialVelocity - 2.0f * deceleration
* distance;
if (discriminant >= 0.0f) {
float delta = (float) Math.sqrt(discriminant);
if (deceleration < 0.0f) {
delta = -delta;
}
return (int) (1000.0f * (-initialVelocity - delta) / deceleration);
}
// End position can not be reached
return 0;
}
void startScroll(int start, int distance, int duration) {
mFinished = false;
mStart = start;
mFinal = start + distance;
mStartTime = AnimationUtils.currentAnimationTimeMillis();
mDuration = duration;
// Unused
mDeceleration = 0.0f;
mVelocity = 0;
}
void fling(int start, int velocity, int min, int max) {
mFinished = false;
mStart = start;
mStartTime = AnimationUtils.currentAnimationTimeMillis();
mVelocity = velocity;
mDeceleration = getDeceleration(velocity);
// A start from an invalid position immediately brings back to a valid position
if (mStart < min) {
mDuration = 0;
mFinal = min;
return;
}
if (mStart > max) {
mDuration = 0;
mFinal = max;
return;
}
// Duration are expressed in milliseconds
mDuration = (int) (-1000.0f * velocity / mDeceleration);
mFinal = start - Math.round((velocity * velocity) / (2.0f * mDeceleration));
// Clamp to a valid final position
if (mFinal < min) {
mFinal = min;
mDuration = computeDuration(mStart, min, mVelocity, mDeceleration);
}
if (mFinal > max) {
mFinal = max;
mDuration = computeDuration(mStart, max, mVelocity, mDeceleration);
}
}
void finish() {
mCurrentPosition = mFinal;
// Not reset since WebView relies on this value for fast fling.
// mCurrVelocity = 0.0f;
mFinished = true;
}
boolean continueWhenFinished() {
return false;
}
void setFinalPosition(int position) {
mFinal = position;
mFinished = false;
}
void extendDuration(int extend) {
final long time = AnimationUtils.currentAnimationTimeMillis();
final int elapsedTime = (int) (time - mStartTime);
mDuration = elapsedTime + extend;
mFinished = false;
}
}
}