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      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 com.android.launcher3;
     18 
     19 import android.animation.TimeInterpolator;
     20 import android.content.Context;
     21 import android.hardware.SensorManager;
     22 import android.os.Build;
     23 import android.util.FloatMath;
     24 import android.view.ViewConfiguration;
     25 import android.view.animation.AnimationUtils;
     26 import android.view.animation.Interpolator;
     27 
     28 /**
     29  * This class differs from the framework {@link android.widget.Scroller} in that
     30  * you can modify the Interpolator post-construction.
     31  */
     32 public class LauncherScroller  {
     33     private int mMode;
     34 
     35     private int mStartX;
     36     private int mStartY;
     37     private int mFinalX;
     38     private int mFinalY;
     39 
     40     private int mMinX;
     41     private int mMaxX;
     42     private int mMinY;
     43     private int mMaxY;
     44 
     45     private int mCurrX;
     46     private int mCurrY;
     47     private long mStartTime;
     48     private int mDuration;
     49     private float mDurationReciprocal;
     50     private float mDeltaX;
     51     private float mDeltaY;
     52     private boolean mFinished;
     53     private TimeInterpolator mInterpolator;
     54     private boolean mFlywheel;
     55 
     56     private float mVelocity;
     57     private float mCurrVelocity;
     58     private int mDistance;
     59 
     60     private float mFlingFriction = ViewConfiguration.getScrollFriction();
     61 
     62     private static final int DEFAULT_DURATION = 250;
     63     private static final int SCROLL_MODE = 0;
     64     private static final int FLING_MODE = 1;
     65 
     66     private static float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9));
     67     private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1)
     68     private static final float START_TENSION = 0.5f;
     69     private static final float END_TENSION = 1.0f;
     70     private static final float P1 = START_TENSION * INFLEXION;
     71     private static final float P2 = 1.0f - END_TENSION * (1.0f - INFLEXION);
     72 
     73     private static final int NB_SAMPLES = 100;
     74     private static final float[] SPLINE_POSITION = new float[NB_SAMPLES + 1];
     75     private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1];
     76 
     77     private float mDeceleration;
     78     private final float mPpi;
     79 
     80     // A context-specific coefficient adjusted to physical values.
     81     private float mPhysicalCoeff;
     82 
     83     static {
     84         float x_min = 0.0f;
     85         float y_min = 0.0f;
     86         for (int i = 0; i < NB_SAMPLES; i++) {
     87             final float alpha = (float) i / NB_SAMPLES;
     88 
     89             float x_max = 1.0f;
     90             float x, tx, coef;
     91             while (true) {
     92                 x = x_min + (x_max - x_min) / 2.0f;
     93                 coef = 3.0f * x * (1.0f - x);
     94                 tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x;
     95                 if (Math.abs(tx - alpha) < 1E-5) break;
     96                 if (tx > alpha) x_max = x;
     97                 else x_min = x;
     98             }
     99             SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x;
    100 
    101             float y_max = 1.0f;
    102             float y, dy;
    103             while (true) {
    104                 y = y_min + (y_max - y_min) / 2.0f;
    105                 coef = 3.0f * y * (1.0f - y);
    106                 dy = coef * ((1.0f - y) * START_TENSION + y) + y * y * y;
    107                 if (Math.abs(dy - alpha) < 1E-5) break;
    108                 if (dy > alpha) y_max = y;
    109                 else y_min = y;
    110             }
    111             SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y;
    112         }
    113         SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;
    114 
    115         // This controls the viscous fluid effect (how much of it)
    116         sViscousFluidScale = 8.0f;
    117         // must be set to 1.0 (used in viscousFluid())
    118         sViscousFluidNormalize = 1.0f;
    119         sViscousFluidNormalize = 1.0f / viscousFluid(1.0f);
    120 
    121     }
    122 
    123     private static float sViscousFluidScale;
    124     private static float sViscousFluidNormalize;
    125 
    126     public void setInterpolator(TimeInterpolator interpolator) {
    127         mInterpolator = interpolator;
    128     }
    129 
    130     /**
    131      * Create a Scroller with the default duration and interpolator.
    132      */
    133     public LauncherScroller(Context context) {
    134         this(context, null);
    135     }
    136 
    137     /**
    138      * Create a Scroller with the specified interpolator. If the interpolator is
    139      * null, the default (viscous) interpolator will be used. "Flywheel" behavior will
    140      * be in effect for apps targeting Honeycomb or newer.
    141      */
    142     public LauncherScroller(Context context, Interpolator interpolator) {
    143         this(context, interpolator,
    144                 context.getApplicationInfo().targetSdkVersion >= Build.VERSION_CODES.HONEYCOMB);
    145     }
    146 
    147     /**
    148      * Create a Scroller with the specified interpolator. If the interpolator is
    149      * null, the default (viscous) interpolator will be used. Specify whether or
    150      * not to support progressive "flywheel" behavior in flinging.
    151      */
    152     public LauncherScroller(Context context, Interpolator interpolator, boolean flywheel) {
    153         mFinished = true;
    154         mInterpolator = interpolator;
    155         mPpi = context.getResources().getDisplayMetrics().density * 160.0f;
    156         mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction());
    157         mFlywheel = flywheel;
    158 
    159         mPhysicalCoeff = computeDeceleration(0.84f); // look and feel tuning
    160     }
    161 
    162     /**
    163      * The amount of friction applied to flings. The default value
    164      * is {@link ViewConfiguration#getScrollFriction}.
    165      *
    166      * @param friction A scalar dimension-less value representing the coefficient of
    167      *         friction.
    168      */
    169     public final void setFriction(float friction) {
    170         mDeceleration = computeDeceleration(friction);
    171         mFlingFriction = friction;
    172     }
    173 
    174     private float computeDeceleration(float friction) {
    175         return SensorManager.GRAVITY_EARTH   // g (m/s^2)
    176                       * 39.37f               // inch/meter
    177                       * mPpi                 // pixels per inch
    178                       * friction;
    179     }
    180 
    181     /**
    182      *
    183      * Returns whether the scroller has finished scrolling.
    184      *
    185      * @return True if the scroller has finished scrolling, false otherwise.
    186      */
    187     public final boolean isFinished() {
    188         return mFinished;
    189     }
    190 
    191     /**
    192      * Force the finished field to a particular value.
    193      *
    194      * @param finished The new finished value.
    195      */
    196     public final void forceFinished(boolean finished) {
    197         mFinished = finished;
    198     }
    199 
    200     /**
    201      * Returns how long the scroll event will take, in milliseconds.
    202      *
    203      * @return The duration of the scroll in milliseconds.
    204      */
    205     public final int getDuration() {
    206         return mDuration;
    207     }
    208 
    209     /**
    210      * Returns the current X offset in the scroll.
    211      *
    212      * @return The new X offset as an absolute distance from the origin.
    213      */
    214     public final int getCurrX() {
    215         return mCurrX;
    216     }
    217 
    218     /**
    219      * Returns the current Y offset in the scroll.
    220      *
    221      * @return The new Y offset as an absolute distance from the origin.
    222      */
    223     public final int getCurrY() {
    224         return mCurrY;
    225     }
    226 
    227     /**
    228      * Returns the current velocity.
    229      *
    230      * @return The original velocity less the deceleration. Result may be
    231      * negative.
    232      */
    233     public float getCurrVelocity() {
    234         return mMode == FLING_MODE ?
    235                 mCurrVelocity : mVelocity - mDeceleration * timePassed() / 2000.0f;
    236     }
    237 
    238     /**
    239      * Returns the start X offset in the scroll.
    240      *
    241      * @return The start X offset as an absolute distance from the origin.
    242      */
    243     public final int getStartX() {
    244         return mStartX;
    245     }
    246 
    247     /**
    248      * Returns the start Y offset in the scroll.
    249      *
    250      * @return The start Y offset as an absolute distance from the origin.
    251      */
    252     public final int getStartY() {
    253         return mStartY;
    254     }
    255 
    256     /**
    257      * Returns where the scroll will end. Valid only for "fling" scrolls.
    258      *
    259      * @return The final X offset as an absolute distance from the origin.
    260      */
    261     public final int getFinalX() {
    262         return mFinalX;
    263     }
    264 
    265     /**
    266      * Returns where the scroll will end. Valid only for "fling" scrolls.
    267      *
    268      * @return The final Y offset as an absolute distance from the origin.
    269      */
    270     public final int getFinalY() {
    271         return mFinalY;
    272     }
    273 
    274     /**
    275      * Call this when you want to know the new location.  If it returns true,
    276      * the animation is not yet finished.
    277      */
    278     public boolean computeScrollOffset() {
    279         if (mFinished) {
    280             return false;
    281         }
    282 
    283         int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
    284 
    285         if (timePassed < mDuration) {
    286             switch (mMode) {
    287             case SCROLL_MODE:
    288                 float x = timePassed * mDurationReciprocal;
    289 
    290                 if (mInterpolator == null)
    291                     x = viscousFluid(x);
    292                 else
    293                     x = mInterpolator.getInterpolation(x);
    294 
    295                 mCurrX = mStartX + Math.round(x * mDeltaX);
    296                 mCurrY = mStartY + Math.round(x * mDeltaY);
    297                 break;
    298             case FLING_MODE:
    299                 final float t = (float) timePassed / mDuration;
    300                 final int index = (int) (NB_SAMPLES * t);
    301                 float distanceCoef = 1.f;
    302                 float velocityCoef = 0.f;
    303                 if (index < NB_SAMPLES) {
    304                     final float t_inf = (float) index / NB_SAMPLES;
    305                     final float t_sup = (float) (index + 1) / NB_SAMPLES;
    306                     final float d_inf = SPLINE_POSITION[index];
    307                     final float d_sup = SPLINE_POSITION[index + 1];
    308                     velocityCoef = (d_sup - d_inf) / (t_sup - t_inf);
    309                     distanceCoef = d_inf + (t - t_inf) * velocityCoef;
    310                 }
    311 
    312                 mCurrVelocity = velocityCoef * mDistance / mDuration * 1000.0f;
    313 
    314                 mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX));
    315                 // Pin to mMinX <= mCurrX <= mMaxX
    316                 mCurrX = Math.min(mCurrX, mMaxX);
    317                 mCurrX = Math.max(mCurrX, mMinX);
    318 
    319                 mCurrY = mStartY + Math.round(distanceCoef * (mFinalY - mStartY));
    320                 // Pin to mMinY <= mCurrY <= mMaxY
    321                 mCurrY = Math.min(mCurrY, mMaxY);
    322                 mCurrY = Math.max(mCurrY, mMinY);
    323 
    324                 if (mCurrX == mFinalX && mCurrY == mFinalY) {
    325                     mFinished = true;
    326                 }
    327 
    328                 break;
    329             }
    330         }
    331         else {
    332             mCurrX = mFinalX;
    333             mCurrY = mFinalY;
    334             mFinished = true;
    335         }
    336         return true;
    337     }
    338 
    339     /**
    340      * Start scrolling by providing a starting point and the distance to travel.
    341      * The scroll will use the default value of 250 milliseconds for the
    342      * duration.
    343      *
    344      * @param startX Starting horizontal scroll offset in pixels. Positive
    345      *        numbers will scroll the content to the left.
    346      * @param startY Starting vertical scroll offset in pixels. Positive numbers
    347      *        will scroll the content up.
    348      * @param dx Horizontal distance to travel. Positive numbers will scroll the
    349      *        content to the left.
    350      * @param dy Vertical distance to travel. Positive numbers will scroll the
    351      *        content up.
    352      */
    353     public void startScroll(int startX, int startY, int dx, int dy) {
    354         startScroll(startX, startY, dx, dy, DEFAULT_DURATION);
    355     }
    356 
    357     /**
    358      * Start scrolling by providing a starting point, the distance to travel,
    359      * and the duration of the scroll.
    360      *
    361      * @param startX Starting horizontal scroll offset in pixels. Positive
    362      *        numbers will scroll the content to the left.
    363      * @param startY Starting vertical scroll offset in pixels. Positive numbers
    364      *        will scroll the content up.
    365      * @param dx Horizontal distance to travel. Positive numbers will scroll the
    366      *        content to the left.
    367      * @param dy Vertical distance to travel. Positive numbers will scroll the
    368      *        content up.
    369      * @param duration Duration of the scroll in milliseconds.
    370      */
    371     public void startScroll(int startX, int startY, int dx, int dy, int duration) {
    372         mMode = SCROLL_MODE;
    373         mFinished = false;
    374         mDuration = duration;
    375         mStartTime = AnimationUtils.currentAnimationTimeMillis();
    376         mStartX = startX;
    377         mStartY = startY;
    378         mFinalX = startX + dx;
    379         mFinalY = startY + dy;
    380         mDeltaX = dx;
    381         mDeltaY = dy;
    382         mDurationReciprocal = 1.0f / (float) mDuration;
    383     }
    384 
    385     /**
    386      * Start scrolling based on a fling gesture. The distance travelled will
    387      * depend on the initial velocity of the fling.
    388      *
    389      * @param startX Starting point of the scroll (X)
    390      * @param startY Starting point of the scroll (Y)
    391      * @param velocityX Initial velocity of the fling (X) measured in pixels per
    392      *        second.
    393      * @param velocityY Initial velocity of the fling (Y) measured in pixels per
    394      *        second
    395      * @param minX Minimum X value. The scroller will not scroll past this
    396      *        point.
    397      * @param maxX Maximum X value. The scroller will not scroll past this
    398      *        point.
    399      * @param minY Minimum Y value. The scroller will not scroll past this
    400      *        point.
    401      * @param maxY Maximum Y value. The scroller will not scroll past this
    402      *        point.
    403      */
    404     public void fling(int startX, int startY, int velocityX, int velocityY,
    405             int minX, int maxX, int minY, int maxY) {
    406         // Continue a scroll or fling in progress
    407         if (mFlywheel && !mFinished) {
    408             float oldVel = getCurrVelocity();
    409 
    410             float dx = (float) (mFinalX - mStartX);
    411             float dy = (float) (mFinalY - mStartY);
    412             float hyp = FloatMath.sqrt(dx * dx + dy * dy);
    413 
    414             float ndx = dx / hyp;
    415             float ndy = dy / hyp;
    416 
    417             float oldVelocityX = ndx * oldVel;
    418             float oldVelocityY = ndy * oldVel;
    419             if (Math.signum(velocityX) == Math.signum(oldVelocityX) &&
    420                     Math.signum(velocityY) == Math.signum(oldVelocityY)) {
    421                 velocityX += oldVelocityX;
    422                 velocityY += oldVelocityY;
    423             }
    424         }
    425 
    426         mMode = FLING_MODE;
    427         mFinished = false;
    428 
    429         float velocity = FloatMath.sqrt(velocityX * velocityX + velocityY * velocityY);
    430 
    431         mVelocity = velocity;
    432         mDuration = getSplineFlingDuration(velocity);
    433         mStartTime = AnimationUtils.currentAnimationTimeMillis();
    434         mStartX = startX;
    435         mStartY = startY;
    436 
    437         float coeffX = velocity == 0 ? 1.0f : velocityX / velocity;
    438         float coeffY = velocity == 0 ? 1.0f : velocityY / velocity;
    439 
    440         double totalDistance = getSplineFlingDistance(velocity);
    441         mDistance = (int) (totalDistance * Math.signum(velocity));
    442 
    443         mMinX = minX;
    444         mMaxX = maxX;
    445         mMinY = minY;
    446         mMaxY = maxY;
    447 
    448         mFinalX = startX + (int) Math.round(totalDistance * coeffX);
    449         // Pin to mMinX <= mFinalX <= mMaxX
    450         mFinalX = Math.min(mFinalX, mMaxX);
    451         mFinalX = Math.max(mFinalX, mMinX);
    452 
    453         mFinalY = startY + (int) Math.round(totalDistance * coeffY);
    454         // Pin to mMinY <= mFinalY <= mMaxY
    455         mFinalY = Math.min(mFinalY, mMaxY);
    456         mFinalY = Math.max(mFinalY, mMinY);
    457     }
    458 
    459     private double getSplineDeceleration(float velocity) {
    460         return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff));
    461     }
    462 
    463     private int getSplineFlingDuration(float velocity) {
    464         final double l = getSplineDeceleration(velocity);
    465         final double decelMinusOne = DECELERATION_RATE - 1.0;
    466         return (int) (1000.0 * Math.exp(l / decelMinusOne));
    467     }
    468 
    469     private double getSplineFlingDistance(float velocity) {
    470         final double l = getSplineDeceleration(velocity);
    471         final double decelMinusOne = DECELERATION_RATE - 1.0;
    472         return mFlingFriction * mPhysicalCoeff * Math.exp(DECELERATION_RATE / decelMinusOne * l);
    473     }
    474 
    475     static float viscousFluid(float x)
    476     {
    477         x *= sViscousFluidScale;
    478         if (x < 1.0f) {
    479             x -= (1.0f - (float)Math.exp(-x));
    480         } else {
    481             float start = 0.36787944117f;   // 1/e == exp(-1)
    482             x = 1.0f - (float)Math.exp(1.0f - x);
    483             x = start + x * (1.0f - start);
    484         }
    485         x *= sViscousFluidNormalize;
    486         return x;
    487     }
    488 
    489     /**
    490      * Stops the animation. Contrary to {@link #forceFinished(boolean)},
    491      * aborting the animating cause the scroller to move to the final x and y
    492      * position
    493      *
    494      * @see #forceFinished(boolean)
    495      */
    496     public void abortAnimation() {
    497         mCurrX = mFinalX;
    498         mCurrY = mFinalY;
    499         mFinished = true;
    500     }
    501 
    502     /**
    503      * Extend the scroll animation. This allows a running animation to scroll
    504      * further and longer, when used with {@link #setFinalX(int)} or {@link #setFinalY(int)}.
    505      *
    506      * @param extend Additional time to scroll in milliseconds.
    507      * @see #setFinalX(int)
    508      * @see #setFinalY(int)
    509      */
    510     public void extendDuration(int extend) {
    511         int passed = timePassed();
    512         mDuration = passed + extend;
    513         mDurationReciprocal = 1.0f / mDuration;
    514         mFinished = false;
    515     }
    516 
    517     /**
    518      * Returns the time elapsed since the beginning of the scrolling.
    519      *
    520      * @return The elapsed time in milliseconds.
    521      */
    522     public int timePassed() {
    523         return (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
    524     }
    525 
    526     /**
    527      * Sets the final position (X) for this scroller.
    528      *
    529      * @param newX The new X offset as an absolute distance from the origin.
    530      * @see #extendDuration(int)
    531      * @see #setFinalY(int)
    532      */
    533     public void setFinalX(int newX) {
    534         mFinalX = newX;
    535         mDeltaX = mFinalX - mStartX;
    536         mFinished = false;
    537     }
    538 
    539     /**
    540      * Sets the final position (Y) for this scroller.
    541      *
    542      * @param newY The new Y offset as an absolute distance from the origin.
    543      * @see #extendDuration(int)
    544      * @see #setFinalX(int)
    545      */
    546     public void setFinalY(int newY) {
    547         mFinalY = newY;
    548         mDeltaY = mFinalY - mStartY;
    549         mFinished = false;
    550     }
    551 
    552     /**
    553      * @hide
    554      */
    555     public boolean isScrollingInDirection(float xvel, float yvel) {
    556         return !mFinished && Math.signum(xvel) == Math.signum(mFinalX - mStartX) &&
    557                 Math.signum(yvel) == Math.signum(mFinalY - mStartY);
    558     }
    559 }
    560