/* * Copyright (C) 2010 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.animation.ValueAnimator; import android.annotation.ColorInt; import android.annotation.IntDef; import android.annotation.NonNull; import android.annotation.Nullable; import android.compat.Compatibility; import android.compat.annotation.ChangeId; import android.compat.annotation.EnabledSince; import android.compat.annotation.UnsupportedAppUsage; import android.content.Context; import android.content.res.TypedArray; import android.graphics.BlendMode; import android.graphics.Canvas; import android.graphics.Matrix; import android.graphics.Paint; import android.graphics.RecordingCanvas; import android.graphics.Rect; import android.graphics.RenderNode; import android.os.Build; import android.util.AttributeSet; import android.view.animation.AnimationUtils; import android.view.animation.DecelerateInterpolator; import android.view.animation.Interpolator; import java.lang.annotation.Retention; import java.lang.annotation.RetentionPolicy; /** * This class performs the graphical effect used at the edges of scrollable widgets * when the user scrolls beyond the content bounds in 2D space. * *

EdgeEffect is stateful. Custom widgets using EdgeEffect should create an * instance for each edge that should show the effect, feed it input data using * the methods {@link #onAbsorb(int)}, {@link #onPull(float)}, and {@link #onRelease()}, * and draw the effect using {@link #draw(Canvas)} in the widget's overridden * {@link android.view.View#draw(Canvas)} method. If {@link #isFinished()} returns * false after drawing, the edge effect's animation is not yet complete and the widget * should schedule another drawing pass to continue the animation.

* *

When drawing, widgets should draw their main content and child views first, * usually by invoking super.draw(canvas) from an overridden draw * method. (This will invoke onDraw and dispatch drawing to child views as needed.) * The edge effect may then be drawn on top of the view's content using the * {@link #draw(Canvas)} method.

*/ public class EdgeEffect { /** * This sets the edge effect to use stretch instead of glow. * * @hide */ @ChangeId @EnabledSince(targetSdkVersion = Build.VERSION_CODES.BASE) public static final long USE_STRETCH_EDGE_EFFECT_BY_DEFAULT = 171228096L; /** * The default blend mode used by {@link EdgeEffect}. */ public static final BlendMode DEFAULT_BLEND_MODE = BlendMode.SRC_ATOP; /** * Completely disable edge effect */ private static final int TYPE_NONE = -1; /** * Use a color edge glow for the edge effect. */ private static final int TYPE_GLOW = 0; /** * Use a stretch for the edge effect. */ private static final int TYPE_STRETCH = 1; /** * The velocity threshold before the spring animation is considered settled. * The idea here is that velocity should be less than 0.1 pixel per second. */ private static final double VELOCITY_THRESHOLD = 0.01; /** * The speed at which we should start linearly interpolating to the destination. * When using a spring, as it gets closer to the destination, the speed drops off exponentially. * Instead of landing very slowly, a better experience is achieved if the final * destination is arrived at quicker. */ private static final float LINEAR_VELOCITY_TAKE_OVER = 200f; /** * The value threshold before the spring animation is considered close enough to * the destination to be settled. This should be around 0.01 pixel. */ private static final double VALUE_THRESHOLD = 0.001; /** * The maximum distance at which we should start linearly interpolating to the destination. * When using a spring, as it gets closer to the destination, the speed drops off exponentially. * Instead of landing very slowly, a better experience is achieved if the final * destination is arrived at quicker. */ private static final double LINEAR_DISTANCE_TAKE_OVER = 8.0; /** * The natural frequency of the stretch spring. */ private static final double NATURAL_FREQUENCY = 24.657; /** * The damping ratio of the stretch spring. */ private static final double DAMPING_RATIO = 0.98; /** * The variation of the velocity for the stretch effect when it meets the bound. * if value is > 1, it will accentuate the absorption of the movement. */ private static final float ON_ABSORB_VELOCITY_ADJUSTMENT = 13f; /** @hide */ @IntDef({TYPE_NONE, TYPE_GLOW, TYPE_STRETCH}) @Retention(RetentionPolicy.SOURCE) public @interface EdgeEffectType { } private static final float LINEAR_STRETCH_INTENSITY = 0.016f; private static final float EXP_STRETCH_INTENSITY = 0.016f; private static final float SCROLL_DIST_AFFECTED_BY_EXP_STRETCH = 0.33f; @SuppressWarnings("UnusedDeclaration") private static final String TAG = "EdgeEffect"; // Time it will take the effect to fully recede in ms private static final int RECEDE_TIME = 600; // Time it will take before a pulled glow begins receding in ms private static final int PULL_TIME = 167; // Time it will take in ms for a pulled glow to decay to partial strength before release private static final int PULL_DECAY_TIME = 2000; private static final float MAX_ALPHA = 0.15f; private static final float GLOW_ALPHA_START = .09f; private static final float MAX_GLOW_SCALE = 2.f; private static final float PULL_GLOW_BEGIN = 0.f; // Minimum velocity that will be absorbed private static final int MIN_VELOCITY = 100; // Maximum velocity, clamps at this value private static final int MAX_VELOCITY = 10000; private static final float EPSILON = 0.001f; private static final double ANGLE = Math.PI / 6; private static final float SIN = (float) Math.sin(ANGLE); private static final float COS = (float) Math.cos(ANGLE); private static final float RADIUS_FACTOR = 0.6f; private float mGlowAlpha; @UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.R, trackingBug = 170729553) private float mGlowScaleY; private float mDistance; private float mVelocity; // only for stretch animations private float mGlowAlphaStart; private float mGlowAlphaFinish; private float mGlowScaleYStart; private float mGlowScaleYFinish; private long mStartTime; private float mDuration; private final Interpolator mInterpolator = new DecelerateInterpolator(); private static final int STATE_IDLE = 0; private static final int STATE_PULL = 1; private static final int STATE_ABSORB = 2; private static final int STATE_RECEDE = 3; private static final int STATE_PULL_DECAY = 4; private static final float PULL_DISTANCE_ALPHA_GLOW_FACTOR = 0.8f; private static final int VELOCITY_GLOW_FACTOR = 6; private int mState = STATE_IDLE; private float mPullDistance; private final Rect mBounds = new Rect(); private float mWidth; private float mHeight; @UnsupportedAppUsage(maxTargetSdk = Build.VERSION_CODES.P, trackingBug = 123769450) private final Paint mPaint = new Paint(); private float mRadius; private float mBaseGlowScale; private float mDisplacement = 0.5f; private float mTargetDisplacement = 0.5f; /** * Current edge effect type, consumers should always query * {@link #getCurrentEdgeEffectBehavior()} instead of this parameter * directly in case animations have been disabled (ex. for accessibility reasons) */ private @EdgeEffectType int mEdgeEffectType = TYPE_GLOW; private Matrix mTmpMatrix = null; private float[] mTmpPoints = null; /** * Construct a new EdgeEffect with a theme appropriate for the provided context. * @param context Context used to provide theming and resource information for the EdgeEffect */ public EdgeEffect(Context context) { this(context, null); } /** * Construct a new EdgeEffect with a theme appropriate for the provided context. * @param context Context used to provide theming and resource information for the EdgeEffect * @param attrs The attributes of the XML tag that is inflating the view */ public EdgeEffect(@NonNull Context context, @Nullable AttributeSet attrs) { final TypedArray a = context.obtainStyledAttributes( attrs, com.android.internal.R.styleable.EdgeEffect); final int themeColor = a.getColor( com.android.internal.R.styleable.EdgeEffect_colorEdgeEffect, 0xff666666); mEdgeEffectType = Compatibility.isChangeEnabled(USE_STRETCH_EDGE_EFFECT_BY_DEFAULT) ? TYPE_STRETCH : TYPE_GLOW; a.recycle(); mPaint.setAntiAlias(true); mPaint.setColor((themeColor & 0xffffff) | 0x33000000); mPaint.setStyle(Paint.Style.FILL); mPaint.setBlendMode(DEFAULT_BLEND_MODE); } @EdgeEffectType private int getCurrentEdgeEffectBehavior() { if (!ValueAnimator.areAnimatorsEnabled()) { return TYPE_NONE; } else { return mEdgeEffectType; } } /** * Set the size of this edge effect in pixels. * * @param width Effect width in pixels * @param height Effect height in pixels */ public void setSize(int width, int height) { final float r = width * RADIUS_FACTOR / SIN; final float y = COS * r; final float h = r - y; final float or = height * RADIUS_FACTOR / SIN; final float oy = COS * or; final float oh = or - oy; mRadius = r; mBaseGlowScale = h > 0 ? Math.min(oh / h, 1.f) : 1.f; mBounds.set(mBounds.left, mBounds.top, width, (int) Math.min(height, h)); mWidth = width; mHeight = height; } /** * Reports if this EdgeEffect's animation is finished. If this method returns false * after a call to {@link #draw(Canvas)} the host widget should schedule another * drawing pass to continue the animation. * * @return true if animation is finished, false if drawing should continue on the next frame. */ public boolean isFinished() { return mState == STATE_IDLE; } /** * Immediately finish the current animation. * After this call {@link #isFinished()} will return true. */ public void finish() { mState = STATE_IDLE; mDistance = 0; mVelocity = 0; } /** * A view should call this when content is pulled away from an edge by the user. * This will update the state of the current visual effect and its associated animation. * The host view should always {@link android.view.View#invalidate()} after this * and draw the results accordingly. * *

Views using EdgeEffect should favor {@link #onPull(float, float)} when the displacement * of the pull point is known.

* * @param deltaDistance Change in distance since the last call. Values may be 0 (no change) to * 1.f (full length of the view) or negative values to express change * back toward the edge reached to initiate the effect. */ public void onPull(float deltaDistance) { onPull(deltaDistance, 0.5f); } /** * A view should call this when content is pulled away from an edge by the user. * This will update the state of the current visual effect and its associated animation. * The host view should always {@link android.view.View#invalidate()} after this * and draw the results accordingly. * * @param deltaDistance Change in distance since the last call. Values may be 0 (no change) to * 1.f (full length of the view) or negative values to express change * back toward the edge reached to initiate the effect. * @param displacement The displacement from the starting side of the effect of the point * initiating the pull. In the case of touch this is the finger position. * Values may be from 0-1. */ public void onPull(float deltaDistance, float displacement) { int edgeEffectBehavior = getCurrentEdgeEffectBehavior(); if (edgeEffectBehavior == TYPE_NONE) { finish(); return; } final long now = AnimationUtils.currentAnimationTimeMillis(); mTargetDisplacement = displacement; if (mState == STATE_PULL_DECAY && now - mStartTime < mDuration && edgeEffectBehavior == TYPE_GLOW) { return; } if (mState != STATE_PULL) { if (edgeEffectBehavior == TYPE_STRETCH) { // Restore the mPullDistance to the fraction it is currently showing -- we want // to "catch" the current stretch value. mPullDistance = mDistance; } else { mGlowScaleY = Math.max(PULL_GLOW_BEGIN, mGlowScaleY); } } mState = STATE_PULL; mStartTime = now; mDuration = PULL_TIME; mPullDistance += deltaDistance; if (edgeEffectBehavior == TYPE_STRETCH) { // Don't allow stretch beyond 1 mPullDistance = Math.min(1f, mPullDistance); } mDistance = Math.max(0f, mPullDistance); mVelocity = 0; if (mPullDistance == 0) { mGlowScaleY = mGlowScaleYStart = 0; mGlowAlpha = mGlowAlphaStart = 0; } else { final float absdd = Math.abs(deltaDistance); mGlowAlpha = mGlowAlphaStart = Math.min(MAX_ALPHA, mGlowAlpha + (absdd * PULL_DISTANCE_ALPHA_GLOW_FACTOR)); final float scale = (float) (Math.max(0, 1 - 1 / Math.sqrt(Math.abs(mPullDistance) * mBounds.height()) - 0.3d) / 0.7d); mGlowScaleY = mGlowScaleYStart = scale; } mGlowAlphaFinish = mGlowAlpha; mGlowScaleYFinish = mGlowScaleY; if (edgeEffectBehavior == TYPE_STRETCH && mDistance == 0) { mState = STATE_IDLE; } } /** * A view should call this when content is pulled away from an edge by the user. * This will update the state of the current visual effect and its associated animation. * The host view should always {@link android.view.View#invalidate()} after this * and draw the results accordingly. This works similarly to {@link #onPull(float, float)}, * but returns the amount of deltaDistance that has been consumed. If the * {@link #getDistance()} is currently 0 and deltaDistance is negative, this * function will return 0 and the drawn value will remain unchanged. * * This method can be used to reverse the effect from a pull or absorb and partially consume * some of a motion: * *
     *     if (deltaY < 0) {
     *         float consumed = edgeEffect.onPullDistance(deltaY / getHeight(), x / getWidth());
     *         deltaY -= consumed * getHeight();
     *         if (edgeEffect.getDistance() == 0f) edgeEffect.onRelease();
     *     }
     * 
* * @param deltaDistance Change in distance since the last call. Values may be 0 (no change) to * 1.f (full length of the view) or negative values to express change * back toward the edge reached to initiate the effect. * @param displacement The displacement from the starting side of the effect of the point * initiating the pull. In the case of touch this is the finger position. * Values may be from 0-1. * @return The amount of deltaDistance that was consumed, a number between * 0 and deltaDistance. */ public float onPullDistance(float deltaDistance, float displacement) { int edgeEffectBehavior = getCurrentEdgeEffectBehavior(); if (edgeEffectBehavior == TYPE_NONE) { return 0f; } float finalDistance = Math.max(0f, deltaDistance + mDistance); float delta = finalDistance - mDistance; if (delta == 0f && mDistance == 0f) { return 0f; // No pull, don't do anything. } if (mState != STATE_PULL && mState != STATE_PULL_DECAY && edgeEffectBehavior == TYPE_GLOW) { // Catch the edge glow in the middle of an animation. mPullDistance = mDistance; mState = STATE_PULL; } onPull(delta, displacement); return delta; } /** * Returns the pull distance needed to be released to remove the showing effect. * It is determined by the {@link #onPull(float, float)} deltaDistance and * any animating values, including from {@link #onAbsorb(int)} and {@link #onRelease()}. * * This can be used in conjunction with {@link #onPullDistance(float, float)} to * release the currently showing effect. * * @return The pull distance that must be released to remove the showing effect. */ public float getDistance() { return mDistance; } /** * Call when the object is released after being pulled. * This will begin the "decay" phase of the effect. After calling this method * the host view should {@link android.view.View#invalidate()} and thereby * draw the results accordingly. */ public void onRelease() { mPullDistance = 0; if (mState != STATE_PULL && mState != STATE_PULL_DECAY) { return; } mState = STATE_RECEDE; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; mVelocity = 0.f; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = RECEDE_TIME; } /** * Call when the effect absorbs an impact at the given velocity. * Used when a fling reaches the scroll boundary. * *

When using a {@link android.widget.Scroller} or {@link android.widget.OverScroller}, * the method getCurrVelocity will provide a reasonable approximation * to use here.

* * @param velocity Velocity at impact in pixels per second. */ public void onAbsorb(int velocity) { int edgeEffectBehavior = getCurrentEdgeEffectBehavior(); if (edgeEffectBehavior == TYPE_STRETCH) { mState = STATE_RECEDE; mVelocity = velocity * ON_ABSORB_VELOCITY_ADJUSTMENT; mStartTime = AnimationUtils.currentAnimationTimeMillis(); } else if (edgeEffectBehavior == TYPE_GLOW) { mState = STATE_ABSORB; mVelocity = 0; velocity = Math.min(Math.max(MIN_VELOCITY, Math.abs(velocity)), MAX_VELOCITY); mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = 0.15f + (velocity * 0.02f); // The glow depends more on the velocity, and therefore starts out // nearly invisible. mGlowAlphaStart = GLOW_ALPHA_START; mGlowScaleYStart = Math.max(mGlowScaleY, 0.f); // Growth for the size of the glow should be quadratic to properly // respond // to a user's scrolling speed. The faster the scrolling speed, the more // intense the effect should be for both the size and the saturation. mGlowScaleYFinish = Math.min(0.025f + (velocity * (velocity / 100) * 0.00015f) / 2, 1.f); // Alpha should change for the glow as well as size. mGlowAlphaFinish = Math.max( mGlowAlphaStart, Math.min(velocity * VELOCITY_GLOW_FACTOR * .00001f, MAX_ALPHA)); mTargetDisplacement = 0.5f; } else { finish(); } } /** * Set the color of this edge effect in argb. * * @param color Color in argb */ public void setColor(@ColorInt int color) { mPaint.setColor(color); } /** * Set or clear the blend mode. A blend mode defines how source pixels * (generated by a drawing command) are composited with the destination pixels * (content of the render target). *

* Pass null to clear any previous blend mode. *

* * @see BlendMode * * @param blendmode May be null. The blend mode to be installed in the paint */ public void setBlendMode(@Nullable BlendMode blendmode) { mPaint.setBlendMode(blendmode); } /** * Return the color of this edge effect in argb. * @return The color of this edge effect in argb */ @ColorInt public int getColor() { return mPaint.getColor(); } /** * Returns the blend mode. A blend mode defines how source pixels * (generated by a drawing command) are composited with the destination pixels * (content of the render target). *

* * @return BlendMode */ @Nullable public BlendMode getBlendMode() { return mPaint.getBlendMode(); } /** * Draw into the provided canvas. Assumes that the canvas has been rotated * accordingly and the size has been set. The effect will be drawn the full * width of X=0 to X=width, beginning from Y=0 and extending to some factor < * 1.f of height. The effect will only be visible on a * hardware canvas, e.g. {@link RenderNode#beginRecording()}. * * @param canvas Canvas to draw into * @return true if drawing should continue beyond this frame to continue the * animation */ public boolean draw(Canvas canvas) { int edgeEffectBehavior = getCurrentEdgeEffectBehavior(); if (edgeEffectBehavior == TYPE_GLOW) { update(); final int count = canvas.save(); final float centerX = mBounds.centerX(); final float centerY = mBounds.height() - mRadius; canvas.scale(1.f, Math.min(mGlowScaleY, 1.f) * mBaseGlowScale, centerX, 0); final float displacement = Math.max(0, Math.min(mDisplacement, 1.f)) - 0.5f; float translateX = mBounds.width() * displacement / 2; canvas.clipRect(mBounds); canvas.translate(translateX, 0); mPaint.setAlpha((int) (0xff * mGlowAlpha)); canvas.drawCircle(centerX, centerY, mRadius, mPaint); canvas.restoreToCount(count); } else if (edgeEffectBehavior == TYPE_STRETCH && canvas instanceof RecordingCanvas) { if (mState == STATE_RECEDE) { updateSpring(); } if (mDistance != 0f) { RecordingCanvas recordingCanvas = (RecordingCanvas) canvas; if (mTmpMatrix == null) { mTmpMatrix = new Matrix(); mTmpPoints = new float[12]; } //noinspection deprecation recordingCanvas.getMatrix(mTmpMatrix); mTmpPoints[0] = 0; mTmpPoints[1] = 0; // top-left mTmpPoints[2] = mWidth; mTmpPoints[3] = 0; // top-right mTmpPoints[4] = mWidth; mTmpPoints[5] = mHeight; // bottom-right mTmpPoints[6] = 0; mTmpPoints[7] = mHeight; // bottom-left mTmpPoints[8] = mWidth * mDisplacement; mTmpPoints[9] = 0; // drag start point mTmpPoints[10] = mWidth * mDisplacement; mTmpPoints[11] = mHeight * mDistance; // drag point mTmpMatrix.mapPoints(mTmpPoints); RenderNode renderNode = recordingCanvas.mNode; float left = renderNode.getLeft() + min(mTmpPoints[0], mTmpPoints[2], mTmpPoints[4], mTmpPoints[6]); float top = renderNode.getTop() + min(mTmpPoints[1], mTmpPoints[3], mTmpPoints[5], mTmpPoints[7]); float right = renderNode.getLeft() + max(mTmpPoints[0], mTmpPoints[2], mTmpPoints[4], mTmpPoints[6]); float bottom = renderNode.getTop() + max(mTmpPoints[1], mTmpPoints[3], mTmpPoints[5], mTmpPoints[7]); // assume rotations of increments of 90 degrees float x = mTmpPoints[10] - mTmpPoints[8]; float width = right - left; float vecX = dampStretchVector(Math.max(-1f, Math.min(1f, x / width))); float y = mTmpPoints[11] - mTmpPoints[9]; float height = bottom - top; float vecY = dampStretchVector(Math.max(-1f, Math.min(1f, y / height))); boolean hasValidVectors = Float.isFinite(vecX) && Float.isFinite(vecY); if (right > left && bottom > top && mWidth > 0 && mHeight > 0 && hasValidVectors) { renderNode.stretch( vecX, // horizontal stretch intensity vecY, // vertical stretch intensity mWidth, // max horizontal stretch in pixels mHeight // max vertical stretch in pixels ); } } } else { // Animations have been disabled or this is TYPE_STRETCH and drawing into a Canvas // that isn't a Recording Canvas, so no effect can be shown. Just end the effect. mState = STATE_IDLE; mDistance = 0; mVelocity = 0; } boolean oneLastFrame = false; if (mState == STATE_RECEDE && mDistance == 0 && mVelocity == 0) { mState = STATE_IDLE; oneLastFrame = true; } return mState != STATE_IDLE || oneLastFrame; } private float min(float f1, float f2, float f3, float f4) { float min = Math.min(f1, f2); min = Math.min(min, f3); return Math.min(min, f4); } private float max(float f1, float f2, float f3, float f4) { float max = Math.max(f1, f2); max = Math.max(max, f3); return Math.max(max, f4); } /** * Return the maximum height that the edge effect will be drawn at given the original * {@link #setSize(int, int) input size}. * @return The maximum height of the edge effect */ public int getMaxHeight() { return (int) mHeight; } private void update() { final long time = AnimationUtils.currentAnimationTimeMillis(); final float t = Math.min((time - mStartTime) / mDuration, 1.f); final float interp = mInterpolator.getInterpolation(t); mGlowAlpha = mGlowAlphaStart + (mGlowAlphaFinish - mGlowAlphaStart) * interp; mGlowScaleY = mGlowScaleYStart + (mGlowScaleYFinish - mGlowScaleYStart) * interp; if (mState != STATE_PULL) { mDistance = calculateDistanceFromGlowValues(mGlowScaleY, mGlowAlpha); } mDisplacement = (mDisplacement + mTargetDisplacement) / 2; if (t >= 1.f - EPSILON) { switch (mState) { case STATE_ABSORB: mState = STATE_RECEDE; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = RECEDE_TIME; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; // After absorb, the glow should fade to nothing. mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; break; case STATE_PULL: mState = STATE_PULL_DECAY; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = PULL_DECAY_TIME; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; // After pull, the glow should fade to nothing. mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; break; case STATE_PULL_DECAY: mState = STATE_RECEDE; break; case STATE_RECEDE: mState = STATE_IDLE; break; } } } private void updateSpring() { final long time = AnimationUtils.currentAnimationTimeMillis(); final float deltaT = (time - mStartTime) / 1000f; // Convert from millis to seconds if (deltaT < 0.001f) { return; // Must have at least 1 ms difference } mStartTime = time; if (Math.abs(mVelocity) <= LINEAR_VELOCITY_TAKE_OVER && Math.abs(mDistance * mHeight) < LINEAR_DISTANCE_TAKE_OVER && Math.signum(mVelocity) == -Math.signum(mDistance) ) { // This is close. The spring will slowly reach the destination. Instead, we // will interpolate linearly so that it arrives at its destination quicker. mVelocity = Math.signum(mVelocity) * LINEAR_VELOCITY_TAKE_OVER; float targetDistance = mDistance + (mVelocity * deltaT / mHeight); if (Math.signum(targetDistance) != Math.signum(mDistance)) { // We have arrived mDistance = 0; mVelocity = 0; } else { mDistance = targetDistance; } return; } final double mDampedFreq = NATURAL_FREQUENCY * Math.sqrt(1 - DAMPING_RATIO * DAMPING_RATIO); // We're always underdamped, so we can use only those equations: double cosCoeff = mDistance * mHeight; double sinCoeff = (1 / mDampedFreq) * (DAMPING_RATIO * NATURAL_FREQUENCY * mDistance * mHeight + mVelocity); double distance = Math.pow(Math.E, -DAMPING_RATIO * NATURAL_FREQUENCY * deltaT) * (cosCoeff * Math.cos(mDampedFreq * deltaT) + sinCoeff * Math.sin(mDampedFreq * deltaT)); double velocity = distance * (-NATURAL_FREQUENCY) * DAMPING_RATIO + Math.pow(Math.E, -DAMPING_RATIO * NATURAL_FREQUENCY * deltaT) * (-mDampedFreq * cosCoeff * Math.sin(mDampedFreq * deltaT) + mDampedFreq * sinCoeff * Math.cos(mDampedFreq * deltaT)); mDistance = (float) distance / mHeight; mVelocity = (float) velocity; if (mDistance > 1f) { mDistance = 1f; mVelocity = 0f; } if (isAtEquilibrium()) { mDistance = 0; mVelocity = 0; } } /** * @return The estimated pull distance as calculated from mGlowScaleY. */ private float calculateDistanceFromGlowValues(float scale, float alpha) { if (scale >= 1f) { // It should asymptotically approach 1, but not reach there. // Here, we're just choosing a value that is large. return 1f; } if (scale > 0f) { float v = 1f / 0.7f / (mGlowScaleY - 1f); return v * v / mBounds.height(); } return alpha / PULL_DISTANCE_ALPHA_GLOW_FACTOR; } /** * @return true if the spring used for calculating the stretch animation is * considered at rest or false if it is still animating. */ private boolean isAtEquilibrium() { double displacement = mDistance * mHeight; // in pixels double velocity = mVelocity; // Don't allow displacement to drop below 0. We don't want it stretching the opposite // direction if it is flung that way. We also want to stop the animation as soon as // it gets very close to its destination. return displacement < 0 || (Math.abs(velocity) < VELOCITY_THRESHOLD && displacement < VALUE_THRESHOLD); } private float dampStretchVector(float normalizedVec) { float sign = normalizedVec > 0 ? 1f : -1f; float overscroll = Math.abs(normalizedVec); float linearIntensity = LINEAR_STRETCH_INTENSITY * overscroll; double scalar = Math.E / SCROLL_DIST_AFFECTED_BY_EXP_STRETCH; double expIntensity = EXP_STRETCH_INTENSITY * (1 - Math.exp(-overscroll * scalar)); return sign * (float) (linearIntensity + expIntensity); } }