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 |
deleted file mode 100644 |
index bfc43538137e3ab623bd2889650cb0bf8b9ca0fe..0000000000000000000000000000000000000000 |
--- a/chrome/android/java_staging/src/org/chromium/chrome/browser/compositor/layouts/phone/stack/StackScroller.java |
+++ /dev/null |
@@ -1,674 +0,0 @@ |
-// 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; |
- } |
- } |
-} |