File: EdgeEffect.java

package info (click to toggle)
android-platform-frameworks-base 1%3A14~beta1-4
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 326,084 kB
  • sloc: java: 2,032,373; xml: 343,016; cpp: 304,181; python: 3,683; ansic: 2,090; sh: 1,871; makefile: 120; sed: 19
file content (839 lines) | stat: -rw-r--r-- 33,300 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
/*
 * 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.
 *
 * <p>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.</p>
 *
 * <p>When drawing, widgets should draw their main content and child views first,
 * usually by invoking <code>super.draw(canvas)</code> from an overridden <code>draw</code>
 * 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.</p>
 */
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.
     *
     * <p>Views using EdgeEffect should favor {@link #onPull(float, float)} when the displacement
     * of the pull point is known.</p>
     *
     * @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 <code>deltaDistance</code> that has been consumed. If the
     * {@link #getDistance()} is currently 0 and <code>deltaDistance</code> 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:
     *
     * <pre class="prettyprint">
     *     if (deltaY < 0) {
     *         float consumed = edgeEffect.onPullDistance(deltaY / getHeight(), x / getWidth());
     *         deltaY -= consumed * getHeight();
     *         if (edgeEffect.getDistance() == 0f) edgeEffect.onRelease();
     *     }
     * </pre>
     *
     * @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 <code>deltaDistance</code> that was consumed, a number between
     * 0 and <code>deltaDistance</code>.
     */
    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)} <code>deltaDistance</code> 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.
     *
     * <p>When using a {@link android.widget.Scroller} or {@link android.widget.OverScroller},
     * the method <code>getCurrVelocity</code> will provide a reasonable approximation
     * to use here.</p>
     *
     * @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).
     * <p />
     * Pass null to clear any previous blend mode.
     * <p />
     *
     * @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).
     * <p />
     *
     * @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);
    }
}