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Unified Diff: chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java

Issue 1141283003: Upstream oodles of Chrome for Android code into Chromium. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: final patch? Created 5 years, 7 months ago
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Index: chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java
diff --git a/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java b/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java
new file mode 100644
index 0000000000000000000000000000000000000000..bfc43538137e3ab623bd2889650cb0bf8b9ca0fe
--- /dev/null
+++ b/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java
@@ -0,0 +1,674 @@
+// Copyright 2015 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+package org.chromium.chrome.browser.compositor.layouts.phone.stack;
+
+import android.content.Context;
+import android.hardware.SensorManager;
+import android.util.Log;
+import android.view.ViewConfiguration;
+
+/**
+ * This class is vastly copied from {@link android.widget.OverScroller} but decouples the time
+ * from the app time so it can be specified manually.
+ */
+public class StackScroller {
+ private int mMode;
+
+ private final SplineStackScroller mScrollerX;
+ private final SplineStackScroller mScrollerY;
+
+ private final boolean mFlywheel;
+
+ private static final int SCROLL_MODE = 0;
+ private static final int FLING_MODE = 1;
+
+ private static float sViscousFluidScale;
+ private static float sViscousFluidNormalize;
+
+ /**
+ * Creates an StackScroller with a viscous fluid scroll interpolator and flywheel.
+ * @param context
+ */
+ public StackScroller(Context context) {
+ mFlywheel = true;
+ mScrollerX = new SplineStackScroller(context);
+ mScrollerY = new SplineStackScroller(context);
+ initContants();
+ }
+
+ private static void initContants() {
+ // This controls the viscous fluid effect (how much of it)
+ sViscousFluidScale = 8.0f;
+ // must be set to 1.0 (used in viscousFluid())
+ sViscousFluidNormalize = 1.0f;
+ sViscousFluidNormalize = 1.0f / viscousFluid(1.0f);
+ }
+
+ /**
+ *
+ * Returns whether the scroller has finished scrolling.
+ *
+ * @return True if the scroller has finished scrolling, false otherwise.
+ */
+ public final boolean isFinished() {
+ return mScrollerX.mFinished && mScrollerY.mFinished;
+ }
+
+ /**
+ * Force the finished field to a particular value. Contrary to
+ * {@link #abortAnimation()}, forcing the animation to finished
+ * does NOT cause the scroller to move to the final x and y
+ * position.
+ *
+ * @param finished The new finished value.
+ */
+ public final void forceFinished(boolean finished) {
+ mScrollerX.mFinished = mScrollerY.mFinished = finished;
+ }
+
+ /**
+ * Returns the current X offset in the scroll.
+ *
+ * @return The new X offset as an absolute distance from the origin.
+ */
+ public final int getCurrX() {
+ return mScrollerX.mCurrentPosition;
+ }
+
+ /**
+ * Returns the current Y offset in the scroll.
+ *
+ * @return The new Y offset as an absolute distance from the origin.
+ */
+ public final int getCurrY() {
+ return mScrollerY.mCurrentPosition;
+ }
+
+ /**
+ * Returns where the scroll will end. Valid only for "fling" scrolls.
+ *
+ * @return The final X offset as an absolute distance from the origin.
+ */
+ public final int getFinalX() {
+ return mScrollerX.mFinal;
+ }
+
+ /**
+ * Returns where the scroll will end. Valid only for "fling" scrolls.
+ *
+ * @return The final Y offset as an absolute distance from the origin.
+ */
+ public final int getFinalY() {
+ return mScrollerY.mFinal;
+ }
+
+ /**
+ * Sets where the scroll will end. Valid only for "fling" scrolls.
+ *
+ * @param x The final X offset as an absolute distance from the origin.
+ */
+ public final void setFinalX(int x) {
+ mScrollerX.setFinalPosition(x);
+ }
+
+ private static float viscousFluid(float x) {
+ x *= sViscousFluidScale;
+ if (x < 1.0f) {
+ x -= (1.0f - (float) Math.exp(-x));
+ } else {
+ float start = 0.36787944117f; // 1/e == exp(-1)
+ x = 1.0f - (float) Math.exp(1.0f - x);
+ x = start + x * (1.0f - start);
+ }
+ x *= sViscousFluidNormalize;
+ return x;
+ }
+
+ /**
+ * Call this when you want to know the new location. If it returns true, the
+ * animation is not yet finished.
+ */
+ public boolean computeScrollOffset(long time) {
+ if (isFinished()) {
+ return false;
+ }
+
+ switch (mMode) {
+ case SCROLL_MODE:
+ // Any scroller can be used for time, since they were started
+ // together in scroll mode. We use X here.
+ final long elapsedTime = time - mScrollerX.mStartTime;
+
+ final int duration = mScrollerX.mDuration;
+ if (elapsedTime < duration) {
+ float q = (float) (elapsedTime) / duration;
+ q = viscousFluid(q);
+ mScrollerX.updateScroll(q);
+ mScrollerY.updateScroll(q);
+ } else {
+ abortAnimation();
+ }
+ break;
+
+ case FLING_MODE:
+ if (!mScrollerX.mFinished) {
+ if (!mScrollerX.update(time)) {
+ if (!mScrollerX.continueWhenFinished(time)) {
+ mScrollerX.finish();
+ }
+ }
+ }
+
+ if (!mScrollerY.mFinished) {
+ if (!mScrollerY.update(time)) {
+ if (!mScrollerY.continueWhenFinished(time)) {
+ mScrollerY.finish();
+ }
+ }
+ }
+
+ break;
+
+ default:
+ break;
+ }
+
+ return true;
+ }
+
+ /**
+ * Start scrolling by providing a starting point and the distance to travel.
+ *
+ * @param startX Starting horizontal scroll offset in pixels. Positive
+ * numbers will scroll the content to the left.
+ * @param startY Starting vertical scroll offset in pixels. Positive numbers
+ * will scroll the content up.
+ * @param dx Horizontal distance to travel. Positive numbers will scroll the
+ * content to the left.
+ * @param dy Vertical distance to travel. Positive numbers will scroll the
+ * content up.
+ * @param duration Duration of the scroll in milliseconds.
+ */
+ public void startScroll(int startX, int startY, int dx, int dy, long startTime, int duration) {
+ mMode = SCROLL_MODE;
+ mScrollerX.startScroll(startX, dx, startTime, duration);
+ mScrollerY.startScroll(startY, dy, startTime, duration);
+ }
+
+ /**
+ * Call this when you want to 'spring back' into a valid coordinate range.
+ *
+ * @param startX Starting X coordinate
+ * @param startY Starting Y coordinate
+ * @param minX Minimum valid X value
+ * @param maxX Maximum valid X value
+ * @param minY Minimum valid Y value
+ * @param maxY Minimum valid Y value
+ * @return true if a springback was initiated, false if startX and startY were
+ * already within the valid range.
+ */
+ public boolean springBack(
+ int startX, int startY, int minX, int maxX, int minY, int maxY, long time) {
+ mMode = FLING_MODE;
+
+ // Make sure both methods are called.
+ final boolean spingbackX = mScrollerX.springback(startX, minX, maxX, time);
+ final boolean spingbackY = mScrollerY.springback(startY, minY, maxY, time);
+ return spingbackX || spingbackY;
+ }
+
+ /**
+ * Start scrolling based on a fling gesture. The distance traveled will
+ * depend on the initial velocity of the fling.
+ *
+ * @param startX Starting point of the scroll (X)
+ * @param startY Starting point of the scroll (Y)
+ * @param velocityX Initial velocity of the fling (X) measured in pixels per second.
+ * @param velocityY Initial velocity of the fling (Y) measured in pixels per second
+ * @param minX Minimum X value. The scroller will not scroll past this point
+ * unless overX > 0. If overfling is allowed, it will use minX as
+ * a springback boundary.
+ * @param maxX Maximum X value. The scroller will not scroll past this point
+ * unless overX > 0. If overfling is allowed, it will use maxX as
+ * a springback boundary.
+ * @param minY Minimum Y value. The scroller will not scroll past this point
+ * unless overY > 0. If overfling is allowed, it will use minY as
+ * a springback boundary.
+ * @param maxY Maximum Y value. The scroller will not scroll past this point
+ * unless overY > 0. If overfling is allowed, it will use maxY as
+ * a springback boundary.
+ * @param overX Overfling range. If > 0, horizontal overfling in either
+ * direction will be possible.
+ * @param overY Overfling range. If > 0, vertical overfling in either
+ * direction will be possible.
+ */
+ public void fling(int startX, int startY, int velocityX, int velocityY, int minX, int maxX,
+ int minY, int maxY, int overX, int overY, long time) {
+ // Continue a scroll or fling in progress
+ if (mFlywheel && !isFinished()) {
+ float oldVelocityX = mScrollerX.mCurrVelocity;
+ float oldVelocityY = mScrollerY.mCurrVelocity;
+ if (Math.signum(velocityX) == Math.signum(oldVelocityX)
+ && Math.signum(velocityY) == Math.signum(oldVelocityY)) {
+ velocityX += oldVelocityX;
+ velocityY += oldVelocityY;
+ }
+ }
+
+ mMode = FLING_MODE;
+ mScrollerX.fling(startX, velocityX, minX, maxX, overX, time);
+ mScrollerY.fling(startY, velocityY, minY, maxY, overY, time);
+ }
+
+ /**
+ * Stops the animation. Contrary to {@link #forceFinished(boolean)},
+ * aborting the animating causes the scroller to move to the final x and y
+ * positions.
+ *
+ * @see #forceFinished(boolean)
+ */
+ public void abortAnimation() {
+ mScrollerX.finish();
+ mScrollerY.finish();
+ }
+
+ static class SplineStackScroller {
+ // Initial position
+ private int mStart;
+
+ // Current position
+ private int mCurrentPosition;
+
+ // Final position
+ private int mFinal;
+
+ // Initial velocity
+ private int mVelocity;
+
+ // Current velocity
+ private float mCurrVelocity;
+
+ // Constant current deceleration
+ private float mDeceleration;
+
+ // Animation starting time, in system milliseconds
+ private long mStartTime;
+
+ // Animation duration, in milliseconds
+ private int mDuration;
+
+ // Duration to complete spline component of animation
+ private int mSplineDuration;
+
+ // Distance to travel along spline animation
+ private int mSplineDistance;
+
+ // Whether the animation is currently in progress
+ private boolean mFinished;
+
+ // The allowed overshot distance before boundary is reached.
+ private int mOver;
+
+ // Fling friction
+ private final float mFlingFriction = ViewConfiguration.getScrollFriction();
+
+ // Current state of the animation.
+ private int mState = SPLINE;
+
+ // Constant gravity value, used in the deceleration phase.
+ private static final float GRAVITY = 2000.0f;
+
+ // A context-specific coefficient adjusted to physical values.
+ private final float mPhysicalCoeff;
+
+ private static final float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9));
+ private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1)
+ private static final float START_TENSION = 0.5f;
+ private static final float END_TENSION = 1.0f;
+ private static final float P1 = START_TENSION * INFLEXION;
+ private static final float P2 = 1.0f - END_TENSION * (1.0f - INFLEXION);
+
+ private static final int NB_SAMPLES = 100;
+ private static final float[] SPLINE_POSITION = new float[NB_SAMPLES + 1];
+ private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1];
+
+ private static final int SPLINE = 0;
+ private static final int CUBIC = 1;
+ private static final int BALLISTIC = 2;
+
+ static {
+ float xMin = 0.0f;
+ float yMin = 0.0f;
+ for (int i = 0; i < NB_SAMPLES; i++) {
+ final float alpha = (float) i / NB_SAMPLES;
+
+ float xMax = 1.0f;
+ float x, tx, coef;
+ while (true) {
+ x = xMin + (xMax - xMin) / 2.0f;
+ coef = 3.0f * x * (1.0f - x);
+ tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x;
+ if (Math.abs(tx - alpha) < 1E-5) break;
+ if (tx > alpha) {
+ xMax = x;
+ } else {
+ xMin = x;
+ }
+ }
+ SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x;
+
+ float yMax = 1.0f;
+ float y, dy;
+ while (true) {
+ y = yMin + (yMax - yMin) / 2.0f;
+ coef = 3.0f * y * (1.0f - y);
+ dy = coef * ((1.0f - y) * START_TENSION + y) + y * y * y;
+ if (Math.abs(dy - alpha) < 1E-5) break;
+ if (dy > alpha) {
+ yMax = y;
+ } else {
+ yMin = y;
+ }
+ }
+ SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y;
+ }
+ SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;
+ }
+
+ SplineStackScroller(Context context) {
+ mFinished = true;
+ final float ppi = context.getResources().getDisplayMetrics().density * 160.0f;
+ mPhysicalCoeff = SensorManager.GRAVITY_EARTH // g (m/s^2)
+ * 39.37f // inch/meter
+ * ppi * 0.84f; // look and feel tuning
+ }
+
+ void updateScroll(float q) {
+ mCurrentPosition = mStart + Math.round(q * (mFinal - mStart));
+ }
+
+ /*
+ * Get a signed deceleration that will reduce the velocity.
+ */
+ private static float getDeceleration(int velocity) {
+ return velocity > 0 ? -GRAVITY : GRAVITY;
+ }
+
+ /*
+ * Modifies mDuration to the duration it takes to get from start to newFinal using the
+ * spline interpolation. The previous duration was needed to get to oldFinal.
+ */
+ private void adjustDuration(int start, int oldFinal, int newFinal) {
+ final int oldDistance = oldFinal - start;
+ final int newDistance = newFinal - start;
+ final float x = Math.abs((float) newDistance / oldDistance);
+ final int index = (int) (NB_SAMPLES * x);
+ if (index < NB_SAMPLES) {
+ final float xInf = (float) index / NB_SAMPLES;
+ final float xSup = (float) (index + 1) / NB_SAMPLES;
+ final float tInf = SPLINE_TIME[index];
+ final float tSup = SPLINE_TIME[index + 1];
+ final float timeCoef = tInf + (x - xInf) / (xSup - xInf) * (tSup - tInf);
+ mDuration *= timeCoef;
+ }
+ }
+
+ void startScroll(int start, int distance, long startTime, int duration) {
+ mFinished = false;
+
+ mStart = start;
+ mFinal = start + distance;
+
+ mStartTime = startTime;
+ mDuration = duration;
+
+ // Unused
+ mDeceleration = 0.0f;
+ mVelocity = 0;
+ }
+
+ void finish() {
+ mCurrentPosition = mFinal;
+ // Not reset since WebView relies on this value for fast fling.
+ // TODO: restore when WebView uses the fast fling implemented in this class.
+ // mCurrVelocity = 0.0f;
+ mFinished = true;
+ }
+
+ void setFinalPosition(int position) {
+ mFinal = position;
+ mFinished = false;
+ }
+
+ boolean springback(int start, int min, int max, long time) {
+ mFinished = true;
+
+ mStart = mFinal = start;
+ mVelocity = 0;
+
+ mStartTime = time;
+ mDuration = 0;
+
+ if (start < min) {
+ startSpringback(start, min, 0);
+ } else if (start > max) {
+ startSpringback(start, max, 0);
+ }
+
+ return !mFinished;
+ }
+
+ private void startSpringback(int start, int end, int velocity) {
+ // mStartTime has been set
+ mFinished = false;
+ mState = CUBIC;
+ mStart = start;
+ mFinal = end;
+ final int delta = start - end;
+ mDeceleration = getDeceleration(delta);
+ // TODO take velocity into account
+ mVelocity = -delta; // only sign is used
+ mOver = Math.abs(delta);
+ mDuration = (int) (1000.0 * Math.sqrt(-2.0 * delta / mDeceleration));
+ }
+
+ void fling(int start, int velocity, int min, int max, int over, long time) {
+ mOver = over;
+ mFinished = false;
+ mCurrVelocity = mVelocity = velocity;
+ mDuration = mSplineDuration = 0;
+ mStartTime = time;
+ mCurrentPosition = mStart = start;
+
+ if (start > max || start < min) {
+ startAfterEdge(start, min, max, velocity, time);
+ return;
+ }
+
+ mState = SPLINE;
+ double totalDistance = 0.0;
+
+ if (velocity != 0) {
+ mDuration = mSplineDuration = getSplineFlingDuration(velocity);
+ totalDistance = getSplineFlingDistance(velocity);
+ }
+
+ mSplineDistance = (int) (totalDistance * Math.signum(velocity));
+ mFinal = start + mSplineDistance;
+
+ // Clamp to a valid final position
+ if (mFinal < min) {
+ adjustDuration(mStart, mFinal, min);
+ mFinal = min;
+ }
+
+ if (mFinal > max) {
+ adjustDuration(mStart, mFinal, max);
+ mFinal = max;
+ }
+ }
+
+ private double getSplineDeceleration(int velocity) {
+ return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * mPhysicalCoeff));
+ }
+
+ private double getSplineFlingDistance(int velocity) {
+ final double l = getSplineDeceleration(velocity);
+ final double decelMinusOne = DECELERATION_RATE - 1.0;
+ return mFlingFriction * mPhysicalCoeff
+ * Math.exp(DECELERATION_RATE / decelMinusOne * l);
+ }
+
+ /* Returns the duration, expressed in milliseconds */
+ private int getSplineFlingDuration(int velocity) {
+ final double l = getSplineDeceleration(velocity);
+ final double decelMinusOne = DECELERATION_RATE - 1.0;
+ return (int) (1000.0 * Math.exp(l / decelMinusOne));
+ }
+
+ private void fitOnBounceCurve(int start, int end, int velocity) {
+ // Simulate a bounce that started from edge
+ final float durationToApex = -velocity / mDeceleration;
+ final float distanceToApex = velocity * velocity / 2.0f / Math.abs(mDeceleration);
+ final float distanceToEdge = Math.abs(end - start);
+ final float totalDuration = (float) Math.sqrt(
+ 2.0 * (distanceToApex + distanceToEdge) / Math.abs(mDeceleration));
+ mStartTime -= (int) (1000.0f * (totalDuration - durationToApex));
+ mStart = end;
+ mVelocity = (int) (-mDeceleration * totalDuration);
+ }
+
+ private void startBounceAfterEdge(int start, int end, int velocity) {
+ mDeceleration = getDeceleration(velocity == 0 ? start - end : velocity);
+ fitOnBounceCurve(start, end, velocity);
+ onEdgeReached();
+ }
+
+ private void startAfterEdge(int start, int min, int max, int velocity, long time) {
+ if (start > min && start < max) {
+ Log.e("StackScroller", "startAfterEdge called from a valid position");
+ mFinished = true;
+ return;
+ }
+ final boolean positive = start > max;
+ final int edge = positive ? max : min;
+ final int overDistance = start - edge;
+ boolean keepIncreasing = overDistance * velocity >= 0;
+ if (keepIncreasing) {
+ // Will result in a bounce or a to_boundary depending on velocity.
+ startBounceAfterEdge(start, edge, velocity);
+ } else {
+ final double totalDistance = getSplineFlingDistance(velocity);
+ if (totalDistance > Math.abs(overDistance)) {
+ fling(start, velocity, positive ? min : start, positive ? start : max, mOver,
+ time);
+ } else {
+ startSpringback(start, edge, velocity);
+ }
+ }
+ }
+
+ private void onEdgeReached() {
+ // mStart, mVelocity and mStartTime were adjusted to their values when edge was reached.
+ float distance = mVelocity * mVelocity / (2.0f * Math.abs(mDeceleration));
+ final float sign = Math.signum(mVelocity);
+
+ if (distance > mOver) {
+ // Default deceleration is not sufficient to slow us down before boundary
+ mDeceleration = -sign * mVelocity * mVelocity / (2.0f * mOver);
+ distance = mOver;
+ }
+
+ mOver = (int) distance;
+ mState = BALLISTIC;
+ mFinal = mStart + (int) (mVelocity > 0 ? distance : -distance);
+ mDuration = -(int) (1000.0f * mVelocity / mDeceleration);
+ }
+
+ boolean continueWhenFinished(long time) {
+ switch (mState) {
+ case SPLINE:
+ // Duration from start to null velocity
+ if (mDuration < mSplineDuration) {
+ // If the animation was clamped, we reached the edge
+ mStart = mFinal;
+ // TODO Better compute speed when edge was reached
+ mVelocity = (int) mCurrVelocity;
+ mDeceleration = getDeceleration(mVelocity);
+ mStartTime += mDuration;
+ onEdgeReached();
+ } else {
+ // Normal stop, no need to continue
+ return false;
+ }
+ break;
+ case BALLISTIC:
+ mStartTime += mDuration;
+ startSpringback(mFinal, mStart, 0);
+ break;
+ case CUBIC:
+ return false;
+ }
+
+ update(time);
+ return true;
+ }
+
+ /*
+ * Update the current position and velocity for current time. Returns
+ * true if update has been done and false if animation duration has been
+ * reached.
+ */
+ boolean update(long time) {
+ final long currentTime = time - mStartTime;
+
+ if (currentTime > mDuration) {
+ return false;
+ }
+
+ double distance = 0.0;
+ switch (mState) {
+ case SPLINE: {
+ final float t = (float) currentTime / mSplineDuration;
+ final int index = (int) (NB_SAMPLES * t);
+ float distanceCoef = 1.f;
+ float velocityCoef = 0.f;
+ if (index < NB_SAMPLES) {
+ final float tInf = (float) index / NB_SAMPLES;
+ final float tSup = (float) (index + 1) / NB_SAMPLES;
+ final float dInf = SPLINE_POSITION[index];
+ final float dSup = SPLINE_POSITION[index + 1];
+ velocityCoef = (dSup - dInf) / (tSup - tInf);
+ distanceCoef = dInf + (t - tInf) * velocityCoef;
+ }
+
+ distance = distanceCoef * mSplineDistance;
+ mCurrVelocity = velocityCoef * mSplineDistance / mSplineDuration * 1000.0f;
+ break;
+ }
+
+ case BALLISTIC: {
+ final float t = currentTime / 1000.0f;
+ mCurrVelocity = mVelocity + mDeceleration * t;
+ distance = mVelocity * t + mDeceleration * t * t / 2.0f;
+ break;
+ }
+
+ case CUBIC: {
+ final float t = (float) (currentTime) / mDuration;
+ final float t2 = t * t;
+ final float sign = Math.signum(mVelocity);
+ distance = sign * mOver * (3.0f * t2 - 2.0f * t * t2);
+ mCurrVelocity = sign * mOver * 6.0f * (-t + t2);
+ break;
+ }
+ }
+
+ mCurrentPosition = mStart + (int) Math.round(distance);
+
+ return true;
+ }
+ }
+}

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