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| 1 // Copyright 2015 The Chromium Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 import 'dart:math' as math; | |
| 6 import 'mechanics.dart'; | |
| 7 import 'simulation.dart'; | |
| 8 | |
| 9 const double _kSlope = 0.01; | |
| 10 | |
| 11 abstract class ScrollCurve { | |
| 12 Simulation release(Particle particle) => null; | |
| 13 | |
| 14 // Returns the new scroll offset. | |
| 15 double apply(double scrollOffset, double scrollDelta); | |
| 16 } | |
| 17 | |
| 18 class BoundedScrollCurve extends ScrollCurve { | |
| 19 double minOffset; | |
| 20 double maxOffset; | |
| 21 | |
| 22 BoundedScrollCurve({this.minOffset: 0.0, this.maxOffset}); | |
| 23 | |
| 24 double apply(double scrollOffset, double scrollDelta) { | |
| 25 double newScrollOffset = scrollOffset + scrollDelta; | |
| 26 if (minOffset != null) | |
| 27 newScrollOffset = math.max(minOffset, newScrollOffset); | |
| 28 if (maxOffset != null) | |
| 29 newScrollOffset = math.min(maxOffset, newScrollOffset); | |
| 30 return newScrollOffset; | |
| 31 } | |
| 32 } | |
| 33 | |
| 34 class OverscrollCurve extends ScrollCurve { | |
| 35 Simulation release(Particle particle) { | |
| 36 if (particle.position >= 0.0) | |
| 37 return null; | |
| 38 System system = new ParticleClimbingRamp( | |
| 39 particle: particle, | |
| 40 box: new Box(max: 0.0), | |
| 41 slope: _kSlope, | |
| 42 targetPosition: 0.0); | |
| 43 return new Simulation(system, | |
| 44 terminationCondition: () => particle.position == 0.0); | |
| 45 } | |
| 46 | |
| 47 double apply(double scrollOffset, double scrollDelta) { | |
| 48 double newScrollOffset = scrollOffset + scrollDelta; | |
| 49 if (newScrollOffset < 0.0) { | |
| 50 // If we're overscrolling, we want move the scroll offset 2x slower than | |
| 51 // we would otherwise. Therefore, we "rewind" the newScrollOffset by half | |
| 52 // the amount that we moved it above. Notice that we clap the "old" value | |
| 53 // to 0.0 so that we only reduce the portion of scrollDelta that's applied | |
| 54 // beyond 0.0. | |
| 55 newScrollOffset -= (newScrollOffset - math.min(0.0, scrollOffset)) / 2.0; | |
| 56 } | |
| 57 return newScrollOffset; | |
| 58 } | |
| 59 } | |
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