/* * 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 ru.noties.scrollable; import android.content.Context; import android.hardware.SensorManager; import android.view.ViewConfiguration; import android.view.animation.AnimationUtils; import android.view.animation.Interpolator; /** * <p>This class encapsulates scrolling. You can use scrollers ({Scroller} * or {OverScroller}) to collect the data you need to produce a scrolling * animation—for example, in response to a fling gesture. Scrollers track * scroll offsets for you over time, but they don't automatically apply those * positions to your view. It's your responsibility to get and apply new * coordinates at a rate that will make the scrolling animation look smooth.</p> * * <p>Here is a simple example:</p> * * <pre> private Scroller mScroller = new Scroller(context); * ... * public void zoomIn() { * // Revert any animation currently in progress * mScroller.forceFinished(true); * // Start scrolling by providing a starting point and * // the distance to travel * mScroller.startScroll(0, 0, 100, 0); * // Invalidate to request a redraw * invalidate(); * }</pre> * * <p>To track the changing positions of the x/y coordinates, use * {@link #computeScrollOffset}. The method returns a boolean to indicate * whether the scroller is finished. If it isn't, it means that a fling or * programmatic pan operation is still in progress. You can use this method to * find the current offsets of the x and y coordinates, for example:</p> * * <pre>if (mScroller.computeScrollOffset()) { * // Get current x and y positions * int currX = mScroller.getCurrX(); * int currY = mScroller.getCurrY(); * ... * }</pre> */ public class ScrollableScroller { private final Interpolator mInterpolator; private int mMode; private int mStartX; private int mStartY; private int mFinalX; private int mFinalY; private int mMinX; private int mMaxX; private int mMinY; private int mMaxY; private int mCurrX; private int mCurrY; private long mStartTime; private int mDuration; private float mDurationReciprocal; private float mDeltaX; private float mDeltaY; private boolean mFinished; private boolean mFlywheel; private float mVelocity; private float mCurrVelocity; private int mDistance; private float mFlingFriction = ViewConfiguration.getScrollFriction(); private static final int SCROLL_MODE = 0; private static final int FLING_MODE = 1; 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 float mDeceleration; private final float mPpi; // A context-specific coefficient adjusted to physical values. private float mPhysicalCoeff; 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_POSITION[NB_SAMPLES] = 1.0f; } /** * Create a Scroller with the specified interpolator. If the interpolator is * null, the default (viscous) interpolator will be used. Specify whether or * not to support progressive "flywheel" behavior in flinging. */ public ScrollableScroller(Context context, Interpolator interpolator, boolean flywheel) { mFinished = true; if (interpolator == null) { mInterpolator = new ViscousFluidInterpolator(); } else { mInterpolator = interpolator; } mPpi = context.getResources().getDisplayMetrics().density * 160.0f; mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction()); mFlywheel = flywheel; mPhysicalCoeff = computeDeceleration(0.84f); // look and feel tuning } /** * The amount of friction applied to flings. The default value * is {@link ViewConfiguration#getScrollFriction}. * * @param friction A scalar dimension-less value representing the coefficient of * friction. */ public final void setFriction(float friction) { mDeceleration = computeDeceleration(friction); mFlingFriction = friction; } private float computeDeceleration(float friction) { return SensorManager.GRAVITY_EARTH // g (m/s^2) * 39.37f // inch/meter * mPpi // pixels per inch * friction; } /** * Returns how long the scroll event will take, in milliseconds. * * @return The duration of the scroll in milliseconds. */ public final int getDuration() { return mDuration; } /** * 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 mCurrY; } /** * Returns the current velocity. * * @return The original velocity less the deceleration. Result may be * negative. */ public float getCurrVelocity() { return mMode == FLING_MODE ? mCurrVelocity : mVelocity - mDeceleration * timePassed() / 2000.0f; } /** * 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 mFinalY; } /** * Call this when you want to know the new location. If it returns true, * the animation is not yet finished. */ public boolean computeScrollOffset() { if (mFinished) { return false; } int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime); if (timePassed < mDuration) { switch (mMode) { case SCROLL_MODE: final float x = mInterpolator.getInterpolation(timePassed * mDurationReciprocal); mCurrX = mStartX + Math.round(x * mDeltaX); mCurrY = mStartY + Math.round(x * mDeltaY); break; case FLING_MODE: final float t = (float) timePassed / mDuration; 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; } mCurrVelocity = velocityCoef * mDistance / mDuration * 1000.0f; mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX)); // Pin to mMinX <= mCurrX <= mMaxX mCurrX = Math.min(mCurrX, mMaxX); mCurrX = Math.max(mCurrX, mMinX); mCurrY = mStartY + Math.round(distanceCoef * (mFinalY - mStartY)); // Pin to mMinY <= mCurrY <= mMaxY mCurrY = Math.min(mCurrY, mMaxY); mCurrY = Math.max(mCurrY, mMinY); if (mCurrX == mFinalX && mCurrY == mFinalY) { mFinished = true; } break; } } else { mCurrX = mFinalX; mCurrY = mFinalY; mFinished = true; } return true; } /** * Start scrolling based on a fling gesture. The distance travelled will * depend on the initial velocity of the fling. * * @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) { // Continue a scroll or fling in progress if (mFlywheel && !mFinished) { float oldVel = getCurrVelocity(); float dx = (float) (mFinalX - mStartX); float dy = (float) (mFinalY - mStartY); float hyp = (float) Math.hypot(dx, dy); float ndx = dx / hyp; float ndy = dy / hyp; float oldVelocityX = ndx * oldVel; float oldVelocityY = ndy * oldVel; if (Math.signum(velocityX) == Math.signum(oldVelocityX) && Math.signum(velocityY) == Math.signum(oldVelocityY)) { velocityX += oldVelocityX; velocityY += oldVelocityY; } } mMode = FLING_MODE; mFinished = false; float velocity = (float) Math.hypot(velocityX, velocityY); mVelocity = velocity; mDuration = getSplineFlingDuration(velocity); mStartTime = AnimationUtils.currentAnimationTimeMillis(); mStartX = startX; mStartY = startY; float coeffX = velocity == 0 ? 1.0f : velocityX / velocity; float coeffY = velocity == 0 ? 1.0f : velocityY / velocity; double totalDistance = getSplineFlingDistance(velocity); mDistance = (int) (totalDistance * Math.signum(velocity)); mMinX = minX; mMaxX = maxX; mMinY = minY; mMaxY = maxY; mFinalX = startX + (int) Math.round(totalDistance * coeffX); // Pin to mMinX <= mFinalX <= mMaxX mFinalX = Math.min(mFinalX, mMaxX); mFinalX = Math.max(mFinalX, mMinX); mFinalY = startY + (int) Math.round(totalDistance * coeffY); // Pin to mMinY <= mFinalY <= mMaxY mFinalY = Math.min(mFinalY, mMaxY); mFinalY = Math.max(mFinalY, mMinY); } private double getSplineDeceleration(float velocity) { return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff)); } /*private*/ int getSplineFlingDuration(float velocity) { final double l = getSplineDeceleration(velocity); final double decelMinusOne = DECELERATION_RATE - 1.0; return (int) (1000.0 * Math.exp(l / decelMinusOne)); } private double getSplineFlingDistance(float velocity) { final double l = getSplineDeceleration(velocity); final double decelMinusOne = DECELERATION_RATE - 1.0; return mFlingFriction * mPhysicalCoeff * Math.exp(DECELERATION_RATE / decelMinusOne * l); } /** * Stops the animation. Contrary to {forceFinished(boolean)}, * aborting the animating cause the scroller to move to the final x and y * position * * forceFinished(boolean) */ public void abortAnimation() { mCurrX = mFinalX; mCurrY = mFinalY; mFinished = true; } /** * Returns the time elapsed since the beginning of the scrolling. * * @return The elapsed time in milliseconds. */ public int timePassed() { return (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime); } /** * Sets the final position (Y) for this scroller. * * @param newY The new Y offset as an absolute distance from the origin. * extendDuration(int) * setFinalX(int) */ public void setFinalY(int newY) { mFinalY = newY; mDeltaY = mFinalY - mStartY; mFinished = false; } static class ViscousFluidInterpolator implements Interpolator { /** Controls the viscous fluid effect (how much of it). */ private static final float VISCOUS_FLUID_SCALE = 8.0f; private static final float VISCOUS_FLUID_NORMALIZE; private static final float VISCOUS_FLUID_OFFSET; static { // must be set to 1.0 (used in viscousFluid()) VISCOUS_FLUID_NORMALIZE = 1.0f / viscousFluid(1.0f); // account for very small floating-point error VISCOUS_FLUID_OFFSET = 1.0f - VISCOUS_FLUID_NORMALIZE * viscousFluid(1.0f); } 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); } return x; } @Override public float getInterpolation(float input) { final float interpolated = VISCOUS_FLUID_NORMALIZE * viscousFluid(input); if (interpolated > 0) { return interpolated + VISCOUS_FLUID_OFFSET; } return interpolated; } } }