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/*
* 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);
}
}
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