/* * 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.view.ViewConfiguration; import android.view.animation.AnimationUtils; import android.view.animation.Interpolator; /** * This class encapsulates scrolling. The duration of the scroll * can be passed in the constructor and specifies the maximum time that * the scrolling animation should take. 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 { 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 float mViscousFluidScale; private float mViscousFluidNormalize; private boolean mFinished; private Interpolator mInterpolator; private float mCoeffX = 0.0f; private float mCoeffY = 1.0f; private float mVelocity; private static final int DEFAULT_DURATION = 250; private static final int SCROLL_MODE = 0; private static final int FLING_MODE = 1; private final float mDeceleration; /** * Create a Scroller with the default duration and 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) { mFinished = true; mInterpolator = interpolator; float ppi = context.getResources().getDisplayMetrics().density * 160.0f; mDeceleration = 9.8f // g (m/s^2) * 39.37f // inch/meter * ppi // pixels per inch * ViewConfiguration.getScrollFriction(); } /** * * Returns whether the scroller has finished scrolling. * * @return True if the scroller has finished scrolling, false otherwise. */ public final boolean isFinished() { return mFinished; } /** * Force the finished field to a particular value. * * @param finished The new finished value. */ public final void forceFinished(boolean finished) { 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 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 mCurrX; } /** * 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 start X offset in the scroll. * * @return The start X offset as an absolute distance from the origin. */ public final int getStartX() { return mStartX; } /** * 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 mStartY; } /** * 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 mFinalX; } /** * 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. loc will be altered to provide the * new location. */ public boolean computeScrollOffset() { if (mFinished) { return false; } int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime); if (timePassed < mDuration) { switch (mMode) { case SCROLL_MODE: float x = (float)timePassed * mDurationReciprocal; if (mInterpolator == null) x = viscousFluid(x); else x = mInterpolator.getInterpolation(x); mCurrX = mStartX + Math.round(x * mDeltaX); mCurrY = mStartY + Math.round(x * mDeltaY); if ((mCurrX == mFinalX) && (mCurrY == mFinalY)) { mFinished = true; } break; case FLING_MODE: float timePassedSeconds = timePassed / 1000.0f; float distance = (mVelocity * timePassedSeconds) - (mDeceleration * timePassedSeconds * timePassedSeconds / 2.0f); mCurrX = mStartX + Math.round(distance * mCoeffX); // Pin to mMinX <= mCurrX <= mMaxX mCurrX = Math.min(mCurrX, mMaxX); mCurrX = Math.max(mCurrX, mMinX); mCurrY = mStartY + Math.round(distance * mCoeffY); // 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 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; mFinished = false; mDuration = duration; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mStartX = startX; mStartY = startY; mFinalX = startX + dx; mFinalY = startY + dy; mDeltaX = dx; mDeltaY = dy; mDurationReciprocal = 1.0f / (float) mDuration; // This controls the viscous fluid effect (how much of it) mViscousFluidScale = 8.0f; // must be set to 1.0 (used in viscousFluid()) mViscousFluidNormalize = 1.0f; mViscousFluidNormalize = 1.0f / viscousFluid(1.0f); } /** * 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) { mMode = FLING_MODE; mFinished = false; float velocity = (float)Math.hypot(velocityX, velocityY); mVelocity = velocity; mDuration = (int) (1000 * velocity / mDeceleration); // Duration is in // milliseconds mStartTime = AnimationUtils.currentAnimationTimeMillis(); mStartX = startX; mStartY = startY; mCoeffX = velocity == 0 ? 1.0f : velocityX / velocity; mCoeffY = velocity == 0 ? 1.0f : velocityY / velocity; int totalDistance = (int) ((velocity * velocity) / (2 * mDeceleration)); mMinX = minX; mMaxX = maxX; mMinY = minY; mMaxY = maxY; mFinalX = startX + Math.round(totalDistance * mCoeffX); // Pin to mMinX <= mFinalX <= mMaxX mFinalX = Math.min(mFinalX, mMaxX); mFinalX = Math.max(mFinalX, mMinX); mFinalY = startY + Math.round(totalDistance * mCoeffY); // Pin to mMinY <= mFinalY <= mMaxY mFinalY = Math.min(mFinalY, mMaxY); mFinalY = Math.max(mFinalY, mMinY); } private float viscousFluid(float x) { x *= mViscousFluidScale; 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 *= mViscousFluidNormalize; return x; } /** * */ public void abortAnimation() { mCurrX = mFinalX; mCurrY = mFinalY; mFinished = true; } /** * Extend the scroll animation. This allows a running animation to * scroll further and longer, when used with setFinalX() or setFinalY(). * * @param extend Additional time to scroll in milliseconds. */ public void extendDuration(int extend) { int passed = timePassed(); mDuration = passed + extend; mDurationReciprocal = 1.0f / (float)mDuration; mFinished = false; } public int timePassed() { return (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime); } public void setFinalX(int newX) { mFinalX = newX; mDeltaX = mFinalX - mStartX; mFinished = false; } public void setFinalY(int newY) { mFinalY = newY; mDeltaY = mFinalY - mStartY; mFinished = false; } }