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Side by Side Diff: chrome/android/java/src/org/chromium/chrome/browser/widget/ProgressAnimationSmooth.java

Issue 1256343004: [Android] Add phone progress bar animation behind a flag. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: telemetry_perf_unittest fix attempt #1 Created 5 years, 4 months ago
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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 package org.chromium.chrome.browser.widget;
6
7 /**
8 * Progress bar animation logic that smoothly accelerates in the beginning and s moothly decelerates
9 * towards the end. The model is applying a constant acceleration followed by a constant
10 * deceleration.
11 */
12 class ProgressAnimationSmooth implements ToolbarProgressBar.AnimationLogic {
13 // The (de)acceleration unit is progress per second squared where 0 <= progr ess <= 1.
14 private static final float FINISHING_ACCELERATION = 7.0f;
15 private static final float ACCELERATION = 0.15f;
16 private static final float DECELERATION = 0.15f;
17
18 // Precomputed constants
19 private static final float CONSTANT_1 = -1.0f / ACCELERATION;
20 private static final float CONSTANT_2 = 2.0f * DECELERATION
21 / ((DECELERATION + ACCELERATION) * ACCELERATION);
22 private static final float CONSTANT_3 = DECELERATION
23 / ((DECELERATION + ACCELERATION) * ACCELERATION * ACCELERATION);
24
25 private float mProgress;
26 private float mVelocity;
27
28 @Override
29 public void reset() {
30 mProgress = 0.0f;
31 mVelocity = 0.0f;
32 }
33
34 @Override
35 public float updateProgress(float targetProgress, float frameTimeSec, int re solution) {
36 assert mProgress <= targetProgress;
37
38 final float acceleratingDuration = computeAcceleratingDuration(
39 targetProgress, frameTimeSec);
40 final float deceleratingDuration = frameTimeSec - acceleratingDuration;
41
42 if (acceleratingDuration > 0.0f) {
43 float velocityChange = (targetProgress == 1.0f ? FINISHING_ACCELERAT ION : ACCELERATION)
44 * acceleratingDuration;
45 mProgress += (mVelocity + 0.5f * velocityChange) * acceleratingDurat ion;
46 mVelocity += velocityChange;
47 }
48
49 if (deceleratingDuration > 0.0f) {
50 float velocityChange = -DECELERATION * deceleratingDuration;
51 mProgress += (mVelocity + 0.5f * velocityChange) * deceleratingDurat ion;
52 mVelocity += velocityChange;
53 }
54
55 mProgress = Math.min(mProgress, targetProgress);
56 if (targetProgress - mProgress < 0.5f / resolution) {
57 mProgress = targetProgress;
58 mVelocity = 0.0f;
59 }
60
61 return mProgress;
62 }
63
64 /**
65 * Computes and returns accelerating duration.
66 *
67 * Symbol Description Corresponding variable
68 * v_0 Initial velocity mVelocity
69 * A Acceleration ACCELERATION
70 * D Deceleration DECELERATION
71 * d_A Accelerating duration
72 * d_D Decelerating duration
73 *
74 * Given the initial position and the initial velocity, we assume that it ac celerates constantly
75 * and then decelerates constantly.
76 *
77 * We want to stop smoothly when it reaches the end. Thus zero velocity at t he end:
78 * v_0 + A d_A - D d_D = 0
79 * Equation image: http://www.HostMath.com/Show.aspx?Code=v_0%20%2B%20A%20d_ A%20-%20D%20d_D%20%3D%200
80 *
81 * The traveled distance should be (targetProgress - mProgress):
82 * targetProgress - mProgress =
83 * \int_0^{d_A} (v_0 + A t) dt + \int_0^{d_D} (v_{0} + A d_A - D t) dt
84 * Equation image: http://www.HostMath.com/Show.aspx?Code=targetProgress%20- %20mProgress%20%3D%20%5Cint_0%5E%7Bd_A%7D%20(v_0%20%2B%20A%20t)%20dt%20%2B%20%5C int_0%5E%7Bd_D%7D%20(v_%7B0%7D%20%2B%20A%20d_A%20-%20D%20t)dt
85 *
86 * This function solves d_A from the above equations.
87 */
88 private float computeAcceleratingDuration(float targetProgress, float frameT imeSec) {
89 if (targetProgress == 1.0f) {
90 return frameTimeSec;
91 } else {
92 float maxAcceleratingDuration = CONSTANT_1 * mVelocity + (float) Mat h.sqrt(
93 CONSTANT_2 * (targetProgress - mProgress) + CONSTANT_3 * mVe locity * mVelocity);
94 maxAcceleratingDuration = Math.max(maxAcceleratingDuration, 0.0f);
95 if (frameTimeSec <= maxAcceleratingDuration) {
96 return frameTimeSec;
97 } else {
98 return maxAcceleratingDuration;
99 }
100 }
101 }
102 }
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