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/*
* Copyright (C) 2017 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.support.animation;
import android.support.annotation.FloatRange;
/**
* <p>Fling animation is an animation that continues an initial momentum (most often from gesture
* velocity) and gradually slows down. The fling animation will come to a stop when the velocity of
* the animation is below the threshold derived from {@link #setMinimumVisibleChange(float)},
* or when the value of the animation has gone beyond the min or max value defined via
* {@link DynamicAnimation#setMinValue(float)} or {@link DynamicAnimation#setMaxValue(float)}.
* It is recommended to restrict the fling animation with min and/or max value, such that the
* animation can end when it goes beyond screen bounds, thus preserving CPU cycles and resources.
*
* <p>For example, you can create a fling animation that animates the translationX of a view:
* <pre class="prettyprint">
* FlingAnimation flingAnim = new FlingAnimation(view, DynamicAnimation.TRANSLATION_X)
* // Sets the start velocity to -2000 (pixel/s)
* .setStartVelocity(-2000)
* // Optional but recommended to set a reasonable min and max range for the animation.
* // In this particular case, we set the min and max to -200 and 2000 respectively.
* .setMinValue(-200).setMaxValue(2000);
* flingAnim.start();
* </pre>
*/
public final class FlingAnimation extends DynamicAnimation<FlingAnimation> {
private final DragForce mFlingForce = new DragForce();
/**
* <p>This creates a FlingAnimation that animates a {@link FloatValueHolder} instance. During
* the animation, the {@link FloatValueHolder} instance will be updated via
* {@link FloatValueHolder#setValue(float)} each frame. The caller can obtain the up-to-date
* animation value via {@link FloatValueHolder#getValue()}.
*
* <p><strong>Note:</strong> changing the value in the {@link FloatValueHolder} via
* {@link FloatValueHolder#setValue(float)} outside of the animation during an
* animation run will not have any effect on the on-going animation.
*
* @param floatValueHolder the property to be animated
*/
public FlingAnimation(FloatValueHolder floatValueHolder) {
super(floatValueHolder);
mFlingForce.setValueThreshold(getValueThreshold());
}
/**
* This creates a FlingAnimation that animates the property of the given object.
*
* @param object the Object whose property will be animated
* @param property the property to be animated
* @param <K> the class on which the property is declared
*/
public <K> FlingAnimation(K object, FloatPropertyCompat<K> property) {
super(object, property);
mFlingForce.setValueThreshold(getValueThreshold());
}
/**
* Sets the friction for the fling animation. The greater the friction is, the sooner the
* animation will slow down. When not set, the friction defaults to 1.
*
* @param friction the friction used in the animation
* @return the animation whose friction will be scaled
* @throws IllegalArgumentException if the input friction is not positive
*/
public FlingAnimation setFriction(
@FloatRange(from = 0.0, fromInclusive = false) float friction) {
if (friction <= 0) {
throw new IllegalArgumentException("Friction must be positive");
}
mFlingForce.setFrictionScalar(friction);
return this;
}
/**
* Returns the friction being set on the animation via {@link #setFriction(float)}. If the
* friction has not been set, the default friction of 1 will be returned.
*
* @return friction being used in the animation
*/
public float getFriction() {
return mFlingForce.getFrictionScalar();
}
/**
* Sets the min value of the animation. When a fling animation reaches the min value, the
* animation will end immediately. Animations will not animate beyond the min value.
*
* @param minValue minimum value of the property to be animated
* @return the Animation whose min value is being set
*/
@Override
public FlingAnimation setMinValue(float minValue) {
super.setMinValue(minValue);
return this;
}
/**
* Sets the max value of the animation. When a fling animation reaches the max value, the
* animation will end immediately. Animations will not animate beyond the max value.
*
* @param maxValue maximum value of the property to be animated
* @return the Animation whose max value is being set
*/
@Override
public FlingAnimation setMaxValue(float maxValue) {
super.setMaxValue(maxValue);
return this;
}
/**
* Start velocity of the animation. Default velocity is 0. Unit: pixel/second
*
* <p>A <b>non-zero</b> start velocity is required for a FlingAnimation. If no start velocity is
* set through {@link #setStartVelocity(float)}, the start velocity defaults to 0. In that
* case, the fling animation will consider itself done in the next frame.
*
* <p>Note when using a fixed value as the start velocity (as opposed to getting the velocity
* through touch events), it is recommended to define such a value in dp/second and convert it
* to pixel/second based on the density of the screen to achieve a consistent look across
* different screens.
*
* <p>To convert from dp/second to pixel/second:
* <pre class="prettyprint">
* float pixelPerSecond = TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, dpPerSecond,
* getResources().getDisplayMetrics());
* </pre>
*
* @param startVelocity start velocity of the animation in pixel/second
* @return the Animation whose start velocity is being set
*/
@Override
public FlingAnimation setStartVelocity(float startVelocity) {
super.setStartVelocity(startVelocity);
return this;
}
@Override
boolean updateValueAndVelocity(long deltaT) {
MassState state = mFlingForce.updateValueAndVelocity(mValue, mVelocity, deltaT);
mValue = state.mValue;
mVelocity = state.mVelocity;
// When the animation hits the max/min value, consider animation done.
if (mValue < mMinValue) {
mValue = mMinValue;
return true;
}
if (mValue > mMaxValue) {
mValue = mMaxValue;
return true;
}
if (isAtEquilibrium(mValue, mVelocity)) {
return true;
}
return false;
}
@Override
float getAcceleration(float value, float velocity) {
return mFlingForce.getAcceleration(value, velocity);
}
@Override
boolean isAtEquilibrium(float value, float velocity) {
return value >= mMaxValue
|| value <= mMinValue
|| mFlingForce.isAtEquilibrium(value, velocity);
}
@Override
void setValueThreshold(float threshold) {
mFlingForce.setValueThreshold(threshold);
}
private static final class DragForce implements Force {
private static final float DEFAULT_FRICTION = -4.2f;
// This multiplier is used to calculate the velocity threshold given a certain value
// threshold. The idea is that if it takes >= 1 frame to move the value threshold amount,
// then the velocity is a reasonable threshold.
private static final float VELOCITY_THRESHOLD_MULTIPLIER = 1000f / 16f;
private float mFriction = DEFAULT_FRICTION;
private float mVelocityThreshold;
// Internal state to hold a value/velocity pair.
private final DynamicAnimation.MassState mMassState = new DynamicAnimation.MassState();
void setFrictionScalar(float frictionScalar) {
mFriction = frictionScalar * DEFAULT_FRICTION;
}
float getFrictionScalar() {
return mFriction / DEFAULT_FRICTION;
}
MassState updateValueAndVelocity(float value, float velocity, long deltaT) {
mMassState.mVelocity = (float) (velocity * Math.exp((deltaT / 1000f) * mFriction));
mMassState.mValue = (float) (value - velocity / mFriction
+ velocity / mFriction * Math.exp(mFriction * deltaT / 1000f));
if (isAtEquilibrium(mMassState.mValue, mMassState.mVelocity)) {
mMassState.mVelocity = 0f;
}
return mMassState;
}
@Override
public float getAcceleration(float position, float velocity) {
return velocity * mFriction;
}
@Override
public boolean isAtEquilibrium(float value, float velocity) {
return Math.abs(velocity) < mVelocityThreshold;
}
void setValueThreshold(float threshold) {
mVelocityThreshold = threshold * VELOCITY_THRESHOLD_MULTIPLIER;
}
}
}