Home | History | Annotate | Download | only in widget
      1 /*
      2  * Copyright (C) 2006 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 android.widget;
     18 
     19 import android.annotation.UnsupportedAppUsage;
     20 import android.content.Context;
     21 import android.hardware.SensorManager;
     22 import android.os.Build;
     23 import android.view.ViewConfiguration;
     24 import android.view.animation.AnimationUtils;
     25 import android.view.animation.Interpolator;
     26 
     27 
     28 /**
     29  * <p>This class encapsulates scrolling. You can use scrollers ({@link Scroller}
     30  * or {@link OverScroller}) to collect the data you need to produce a scrolling
     31  * animation&mdash;for example, in response to a fling gesture. Scrollers track
     32  * scroll offsets for you over time, but they don't automatically apply those
     33  * positions to your view. It's your responsibility to get and apply new
     34  * coordinates at a rate that will make the scrolling animation look smooth.</p>
     35  *
     36  * <p>Here is a simple example:</p>
     37  *
     38  * <pre> private Scroller mScroller = new Scroller(context);
     39  * ...
     40  * public void zoomIn() {
     41  *     // Revert any animation currently in progress
     42  *     mScroller.forceFinished(true);
     43  *     // Start scrolling by providing a starting point and
     44  *     // the distance to travel
     45  *     mScroller.startScroll(0, 0, 100, 0);
     46  *     // Invalidate to request a redraw
     47  *     invalidate();
     48  * }</pre>
     49  *
     50  * <p>To track the changing positions of the x/y coordinates, use
     51  * {@link #computeScrollOffset}. The method returns a boolean to indicate
     52  * whether the scroller is finished. If it isn't, it means that a fling or
     53  * programmatic pan operation is still in progress. You can use this method to
     54  * find the current offsets of the x and y coordinates, for example:</p>
     55  *
     56  * <pre>if (mScroller.computeScrollOffset()) {
     57  *     // Get current x and y positions
     58  *     int currX = mScroller.getCurrX();
     59  *     int currY = mScroller.getCurrY();
     60  *    ...
     61  * }</pre>
     62  */
     63 public class Scroller  {
     64     @UnsupportedAppUsage
     65     private final Interpolator mInterpolator;
     66 
     67     private int mMode;
     68 
     69     private int mStartX;
     70     private int mStartY;
     71     private int mFinalX;
     72     private int mFinalY;
     73 
     74     private int mMinX;
     75     private int mMaxX;
     76     private int mMinY;
     77     private int mMaxY;
     78 
     79     private int mCurrX;
     80     private int mCurrY;
     81     private long mStartTime;
     82     @UnsupportedAppUsage
     83     private int mDuration;
     84     private float mDurationReciprocal;
     85     private float mDeltaX;
     86     private float mDeltaY;
     87     private boolean mFinished;
     88     private boolean mFlywheel;
     89 
     90     private float mVelocity;
     91     private float mCurrVelocity;
     92     private int mDistance;
     93 
     94     private float mFlingFriction = ViewConfiguration.getScrollFriction();
     95 
     96     private static final int DEFAULT_DURATION = 250;
     97     private static final int SCROLL_MODE = 0;
     98     private static final int FLING_MODE = 1;
     99 
    100     @UnsupportedAppUsage
    101     private static float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9));
    102     @UnsupportedAppUsage
    103     private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1)
    104     private static final float START_TENSION = 0.5f;
    105     private static final float END_TENSION = 1.0f;
    106     private static final float P1 = START_TENSION * INFLEXION;
    107     private static final float P2 = 1.0f - END_TENSION * (1.0f - INFLEXION);
    108 
    109     private static final int NB_SAMPLES = 100;
    110     private static final float[] SPLINE_POSITION = new float[NB_SAMPLES + 1];
    111     private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1];
    112 
    113     @UnsupportedAppUsage
    114     private float mDeceleration;
    115     private final float mPpi;
    116 
    117     // A context-specific coefficient adjusted to physical values.
    118     @UnsupportedAppUsage
    119     private float mPhysicalCoeff;
    120 
    121     static {
    122         float x_min = 0.0f;
    123         float y_min = 0.0f;
    124         for (int i = 0; i < NB_SAMPLES; i++) {
    125             final float alpha = (float) i / NB_SAMPLES;
    126 
    127             float x_max = 1.0f;
    128             float x, tx, coef;
    129             while (true) {
    130                 x = x_min + (x_max - x_min) / 2.0f;
    131                 coef = 3.0f * x * (1.0f - x);
    132                 tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x;
    133                 if (Math.abs(tx - alpha) < 1E-5) break;
    134                 if (tx > alpha) x_max = x;
    135                 else x_min = x;
    136             }
    137             SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x;
    138 
    139             float y_max = 1.0f;
    140             float y, dy;
    141             while (true) {
    142                 y = y_min + (y_max - y_min) / 2.0f;
    143                 coef = 3.0f * y * (1.0f - y);
    144                 dy = coef * ((1.0f - y) * START_TENSION + y) + y * y * y;
    145                 if (Math.abs(dy - alpha) < 1E-5) break;
    146                 if (dy > alpha) y_max = y;
    147                 else y_min = y;
    148             }
    149             SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y;
    150         }
    151         SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;
    152     }
    153 
    154     /**
    155      * Create a Scroller with the default duration and interpolator.
    156      */
    157     public Scroller(Context context) {
    158         this(context, null);
    159     }
    160 
    161     /**
    162      * Create a Scroller with the specified interpolator. If the interpolator is
    163      * null, the default (viscous) interpolator will be used. "Flywheel" behavior will
    164      * be in effect for apps targeting Honeycomb or newer.
    165      */
    166     public Scroller(Context context, Interpolator interpolator) {
    167         this(context, interpolator,
    168                 context.getApplicationInfo().targetSdkVersion >= Build.VERSION_CODES.HONEYCOMB);
    169     }
    170 
    171     /**
    172      * Create a Scroller with the specified interpolator. If the interpolator is
    173      * null, the default (viscous) interpolator will be used. Specify whether or
    174      * not to support progressive "flywheel" behavior in flinging.
    175      */
    176     public Scroller(Context context, Interpolator interpolator, boolean flywheel) {
    177         mFinished = true;
    178         if (interpolator == null) {
    179             mInterpolator = new ViscousFluidInterpolator();
    180         } else {
    181             mInterpolator = interpolator;
    182         }
    183         mPpi = context.getResources().getDisplayMetrics().density * 160.0f;
    184         mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction());
    185         mFlywheel = flywheel;
    186 
    187         mPhysicalCoeff = computeDeceleration(0.84f); // look and feel tuning
    188     }
    189 
    190     /**
    191      * The amount of friction applied to flings. The default value
    192      * is {@link ViewConfiguration#getScrollFriction}.
    193      *
    194      * @param friction A scalar dimension-less value representing the coefficient of
    195      *         friction.
    196      */
    197     public final void setFriction(float friction) {
    198         mDeceleration = computeDeceleration(friction);
    199         mFlingFriction = friction;
    200     }
    201 
    202     private float computeDeceleration(float friction) {
    203         return SensorManager.GRAVITY_EARTH   // g (m/s^2)
    204                       * 39.37f               // inch/meter
    205                       * mPpi                 // pixels per inch
    206                       * friction;
    207     }
    208 
    209     /**
    210      *
    211      * Returns whether the scroller has finished scrolling.
    212      *
    213      * @return True if the scroller has finished scrolling, false otherwise.
    214      */
    215     public final boolean isFinished() {
    216         return mFinished;
    217     }
    218 
    219     /**
    220      * Force the finished field to a particular value.
    221      *
    222      * @param finished The new finished value.
    223      */
    224     public final void forceFinished(boolean finished) {
    225         mFinished = finished;
    226     }
    227 
    228     /**
    229      * Returns how long the scroll event will take, in milliseconds.
    230      *
    231      * @return The duration of the scroll in milliseconds.
    232      */
    233     public final int getDuration() {
    234         return mDuration;
    235     }
    236 
    237     /**
    238      * Returns the current X offset in the scroll.
    239      *
    240      * @return The new X offset as an absolute distance from the origin.
    241      */
    242     public final int getCurrX() {
    243         return mCurrX;
    244     }
    245 
    246     /**
    247      * Returns the current Y offset in the scroll.
    248      *
    249      * @return The new Y offset as an absolute distance from the origin.
    250      */
    251     public final int getCurrY() {
    252         return mCurrY;
    253     }
    254 
    255     /**
    256      * Returns the current velocity.
    257      *
    258      * @return The original velocity less the deceleration. Result may be
    259      * negative.
    260      */
    261     public float getCurrVelocity() {
    262         return mMode == FLING_MODE ?
    263                 mCurrVelocity : mVelocity - mDeceleration * timePassed() / 2000.0f;
    264     }
    265 
    266     /**
    267      * Returns the start X offset in the scroll.
    268      *
    269      * @return The start X offset as an absolute distance from the origin.
    270      */
    271     public final int getStartX() {
    272         return mStartX;
    273     }
    274 
    275     /**
    276      * Returns the start Y offset in the scroll.
    277      *
    278      * @return The start Y offset as an absolute distance from the origin.
    279      */
    280     public final int getStartY() {
    281         return mStartY;
    282     }
    283 
    284     /**
    285      * Returns where the scroll will end. Valid only for "fling" scrolls.
    286      *
    287      * @return The final X offset as an absolute distance from the origin.
    288      */
    289     public final int getFinalX() {
    290         return mFinalX;
    291     }
    292 
    293     /**
    294      * Returns where the scroll will end. Valid only for "fling" scrolls.
    295      *
    296      * @return The final Y offset as an absolute distance from the origin.
    297      */
    298     public final int getFinalY() {
    299         return mFinalY;
    300     }
    301 
    302     /**
    303      * Call this when you want to know the new location.  If it returns true,
    304      * the animation is not yet finished.
    305      */
    306     public boolean computeScrollOffset() {
    307         if (mFinished) {
    308             return false;
    309         }
    310 
    311         int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
    312 
    313         if (timePassed < mDuration) {
    314             switch (mMode) {
    315             case SCROLL_MODE:
    316                 final float x = mInterpolator.getInterpolation(timePassed * mDurationReciprocal);
    317                 mCurrX = mStartX + Math.round(x * mDeltaX);
    318                 mCurrY = mStartY + Math.round(x * mDeltaY);
    319                 break;
    320             case FLING_MODE:
    321                 final float t = (float) timePassed / mDuration;
    322                 final int index = (int) (NB_SAMPLES * t);
    323                 float distanceCoef = 1.f;
    324                 float velocityCoef = 0.f;
    325                 if (index < NB_SAMPLES) {
    326                     final float t_inf = (float) index / NB_SAMPLES;
    327                     final float t_sup = (float) (index + 1) / NB_SAMPLES;
    328                     final float d_inf = SPLINE_POSITION[index];
    329                     final float d_sup = SPLINE_POSITION[index + 1];
    330                     velocityCoef = (d_sup - d_inf) / (t_sup - t_inf);
    331                     distanceCoef = d_inf + (t - t_inf) * velocityCoef;
    332                 }
    333 
    334                 mCurrVelocity = velocityCoef * mDistance / mDuration * 1000.0f;
    335 
    336                 mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX));
    337                 // Pin to mMinX <= mCurrX <= mMaxX
    338                 mCurrX = Math.min(mCurrX, mMaxX);
    339                 mCurrX = Math.max(mCurrX, mMinX);
    340 
    341                 mCurrY = mStartY + Math.round(distanceCoef * (mFinalY - mStartY));
    342                 // Pin to mMinY <= mCurrY <= mMaxY
    343                 mCurrY = Math.min(mCurrY, mMaxY);
    344                 mCurrY = Math.max(mCurrY, mMinY);
    345 
    346                 if (mCurrX == mFinalX && mCurrY == mFinalY) {
    347                     mFinished = true;
    348                 }
    349 
    350                 break;
    351             }
    352         }
    353         else {
    354             mCurrX = mFinalX;
    355             mCurrY = mFinalY;
    356             mFinished = true;
    357         }
    358         return true;
    359     }
    360 
    361     /**
    362      * Start scrolling by providing a starting point and the distance to travel.
    363      * The scroll will use the default value of 250 milliseconds for the
    364      * duration.
    365      *
    366      * @param startX Starting horizontal scroll offset in pixels. Positive
    367      *        numbers will scroll the content to the left.
    368      * @param startY Starting vertical scroll offset in pixels. Positive numbers
    369      *        will scroll the content up.
    370      * @param dx Horizontal distance to travel. Positive numbers will scroll the
    371      *        content to the left.
    372      * @param dy Vertical distance to travel. Positive numbers will scroll the
    373      *        content up.
    374      */
    375     public void startScroll(int startX, int startY, int dx, int dy) {
    376         startScroll(startX, startY, dx, dy, DEFAULT_DURATION);
    377     }
    378 
    379     /**
    380      * Start scrolling by providing a starting point, the distance to travel,
    381      * and the duration of the scroll.
    382      *
    383      * @param startX Starting horizontal scroll offset in pixels. Positive
    384      *        numbers will scroll the content to the left.
    385      * @param startY Starting vertical scroll offset in pixels. Positive numbers
    386      *        will scroll the content up.
    387      * @param dx Horizontal distance to travel. Positive numbers will scroll the
    388      *        content to the left.
    389      * @param dy Vertical distance to travel. Positive numbers will scroll the
    390      *        content up.
    391      * @param duration Duration of the scroll in milliseconds.
    392      */
    393     public void startScroll(int startX, int startY, int dx, int dy, int duration) {
    394         mMode = SCROLL_MODE;
    395         mFinished = false;
    396         mDuration = duration;
    397         mStartTime = AnimationUtils.currentAnimationTimeMillis();
    398         mStartX = startX;
    399         mStartY = startY;
    400         mFinalX = startX + dx;
    401         mFinalY = startY + dy;
    402         mDeltaX = dx;
    403         mDeltaY = dy;
    404         mDurationReciprocal = 1.0f / (float) mDuration;
    405     }
    406 
    407     /**
    408      * Start scrolling based on a fling gesture. The distance travelled will
    409      * depend on the initial velocity of the fling.
    410      *
    411      * @param startX Starting point of the scroll (X)
    412      * @param startY Starting point of the scroll (Y)
    413      * @param velocityX Initial velocity of the fling (X) measured in pixels per
    414      *        second.
    415      * @param velocityY Initial velocity of the fling (Y) measured in pixels per
    416      *        second
    417      * @param minX Minimum X value. The scroller will not scroll past this
    418      *        point.
    419      * @param maxX Maximum X value. The scroller will not scroll past this
    420      *        point.
    421      * @param minY Minimum Y value. The scroller will not scroll past this
    422      *        point.
    423      * @param maxY Maximum Y value. The scroller will not scroll past this
    424      *        point.
    425      */
    426     public void fling(int startX, int startY, int velocityX, int velocityY,
    427             int minX, int maxX, int minY, int maxY) {
    428         // Continue a scroll or fling in progress
    429         if (mFlywheel && !mFinished) {
    430             float oldVel = getCurrVelocity();
    431 
    432             float dx = (float) (mFinalX - mStartX);
    433             float dy = (float) (mFinalY - mStartY);
    434             float hyp = (float) Math.hypot(dx, dy);
    435 
    436             float ndx = dx / hyp;
    437             float ndy = dy / hyp;
    438 
    439             float oldVelocityX = ndx * oldVel;
    440             float oldVelocityY = ndy * oldVel;
    441             if (Math.signum(velocityX) == Math.signum(oldVelocityX) &&
    442                     Math.signum(velocityY) == Math.signum(oldVelocityY)) {
    443                 velocityX += oldVelocityX;
    444                 velocityY += oldVelocityY;
    445             }
    446         }
    447 
    448         mMode = FLING_MODE;
    449         mFinished = false;
    450 
    451         float velocity = (float) Math.hypot(velocityX, velocityY);
    452 
    453         mVelocity = velocity;
    454         mDuration = getSplineFlingDuration(velocity);
    455         mStartTime = AnimationUtils.currentAnimationTimeMillis();
    456         mStartX = startX;
    457         mStartY = startY;
    458 
    459         float coeffX = velocity == 0 ? 1.0f : velocityX / velocity;
    460         float coeffY = velocity == 0 ? 1.0f : velocityY / velocity;
    461 
    462         double totalDistance = getSplineFlingDistance(velocity);
    463         mDistance = (int) (totalDistance * Math.signum(velocity));
    464 
    465         mMinX = minX;
    466         mMaxX = maxX;
    467         mMinY = minY;
    468         mMaxY = maxY;
    469 
    470         mFinalX = startX + (int) Math.round(totalDistance * coeffX);
    471         // Pin to mMinX <= mFinalX <= mMaxX
    472         mFinalX = Math.min(mFinalX, mMaxX);
    473         mFinalX = Math.max(mFinalX, mMinX);
    474 
    475         mFinalY = startY + (int) Math.round(totalDistance * coeffY);
    476         // Pin to mMinY <= mFinalY <= mMaxY
    477         mFinalY = Math.min(mFinalY, mMaxY);
    478         mFinalY = Math.max(mFinalY, mMinY);
    479     }
    480 
    481     private double getSplineDeceleration(float velocity) {
    482         return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff));
    483     }
    484 
    485     private int getSplineFlingDuration(float velocity) {
    486         final double l = getSplineDeceleration(velocity);
    487         final double decelMinusOne = DECELERATION_RATE - 1.0;
    488         return (int) (1000.0 * Math.exp(l / decelMinusOne));
    489     }
    490 
    491     private double getSplineFlingDistance(float velocity) {
    492         final double l = getSplineDeceleration(velocity);
    493         final double decelMinusOne = DECELERATION_RATE - 1.0;
    494         return mFlingFriction * mPhysicalCoeff * Math.exp(DECELERATION_RATE / decelMinusOne * l);
    495     }
    496 
    497     /**
    498      * Stops the animation. Contrary to {@link #forceFinished(boolean)},
    499      * aborting the animating cause the scroller to move to the final x and y
    500      * position
    501      *
    502      * @see #forceFinished(boolean)
    503      */
    504     public void abortAnimation() {
    505         mCurrX = mFinalX;
    506         mCurrY = mFinalY;
    507         mFinished = true;
    508     }
    509 
    510     /**
    511      * Extend the scroll animation. This allows a running animation to scroll
    512      * further and longer, when used with {@link #setFinalX(int)} or {@link #setFinalY(int)}.
    513      *
    514      * @param extend Additional time to scroll in milliseconds.
    515      * @see #setFinalX(int)
    516      * @see #setFinalY(int)
    517      */
    518     public void extendDuration(int extend) {
    519         int passed = timePassed();
    520         mDuration = passed + extend;
    521         mDurationReciprocal = 1.0f / mDuration;
    522         mFinished = false;
    523     }
    524 
    525     /**
    526      * Returns the time elapsed since the beginning of the scrolling.
    527      *
    528      * @return The elapsed time in milliseconds.
    529      */
    530     public int timePassed() {
    531         return (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
    532     }
    533 
    534     /**
    535      * Sets the final position (X) for this scroller.
    536      *
    537      * @param newX The new X offset as an absolute distance from the origin.
    538      * @see #extendDuration(int)
    539      * @see #setFinalY(int)
    540      */
    541     public void setFinalX(int newX) {
    542         mFinalX = newX;
    543         mDeltaX = mFinalX - mStartX;
    544         mFinished = false;
    545     }
    546 
    547     /**
    548      * Sets the final position (Y) for this scroller.
    549      *
    550      * @param newY The new Y offset as an absolute distance from the origin.
    551      * @see #extendDuration(int)
    552      * @see #setFinalX(int)
    553      */
    554     public void setFinalY(int newY) {
    555         mFinalY = newY;
    556         mDeltaY = mFinalY - mStartY;
    557         mFinished = false;
    558     }
    559 
    560     /**
    561      * @hide
    562      */
    563     public boolean isScrollingInDirection(float xvel, float yvel) {
    564         return !mFinished && Math.signum(xvel) == Math.signum(mFinalX - mStartX) &&
    565                 Math.signum(yvel) == Math.signum(mFinalY - mStartY);
    566     }
    567 
    568     static class ViscousFluidInterpolator implements Interpolator {
    569         /** Controls the viscous fluid effect (how much of it). */
    570         private static final float VISCOUS_FLUID_SCALE = 8.0f;
    571 
    572         private static final float VISCOUS_FLUID_NORMALIZE;
    573         private static final float VISCOUS_FLUID_OFFSET;
    574 
    575         static {
    576 
    577             // must be set to 1.0 (used in viscousFluid())
    578             VISCOUS_FLUID_NORMALIZE = 1.0f / viscousFluid(1.0f);
    579             // account for very small floating-point error
    580             VISCOUS_FLUID_OFFSET = 1.0f - VISCOUS_FLUID_NORMALIZE * viscousFluid(1.0f);
    581         }
    582 
    583         private static float viscousFluid(float x) {
    584             x *= VISCOUS_FLUID_SCALE;
    585             if (x < 1.0f) {
    586                 x -= (1.0f - (float)Math.exp(-x));
    587             } else {
    588                 float start = 0.36787944117f;   // 1/e == exp(-1)
    589                 x = 1.0f - (float)Math.exp(1.0f - x);
    590                 x = start + x * (1.0f - start);
    591             }
    592             return x;
    593         }
    594 
    595         @Override
    596         public float getInterpolation(float input) {
    597             final float interpolated = VISCOUS_FLUID_NORMALIZE * viscousFluid(input);
    598             if (interpolated > 0) {
    599                 return interpolated + VISCOUS_FLUID_OFFSET;
    600             }
    601             return interpolated;
    602         }
    603     }
    604 }
    605