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Unified 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, 5 months ago
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Index: chrome/android/java/src/org/chromium/chrome/browser/widget/ProgressAnimationSmooth.java
diff --git a/chrome/android/java/src/org/chromium/chrome/browser/widget/ProgressAnimationSmooth.java b/chrome/android/java/src/org/chromium/chrome/browser/widget/ProgressAnimationSmooth.java
new file mode 100644
index 0000000000000000000000000000000000000000..a2cdbd6e6a0ae8a682bb9c963ae4d8a45ec98f10
--- /dev/null
+++ b/chrome/android/java/src/org/chromium/chrome/browser/widget/ProgressAnimationSmooth.java
@@ -0,0 +1,102 @@
+// 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.widget;
+
+/**
+ * Progress bar animation logic that smoothly accelerates in the beginning and smoothly decelerates
+ * towards the end. The model is applying a constant acceleration followed by a constant
+ * deceleration.
+ */
+class ProgressAnimationSmooth implements ToolbarProgressBar.AnimationLogic {
+ // The (de)acceleration unit is progress per second squared where 0 <= progress <= 1.
+ private static final float FINISHING_ACCELERATION = 7.0f;
+ private static final float ACCELERATION = 0.15f;
+ private static final float DECELERATION = 0.15f;
+
+ // Precomputed constants
+ private static final float CONSTANT_1 = -1.0f / ACCELERATION;
+ private static final float CONSTANT_2 = 2.0f * DECELERATION
+ / ((DECELERATION + ACCELERATION) * ACCELERATION);
+ private static final float CONSTANT_3 = DECELERATION
+ / ((DECELERATION + ACCELERATION) * ACCELERATION * ACCELERATION);
+
+ private float mProgress;
+ private float mVelocity;
+
+ @Override
+ public void reset() {
+ mProgress = 0.0f;
+ mVelocity = 0.0f;
+ }
+
+ @Override
+ public float updateProgress(float targetProgress, float frameTimeSec, int resolution) {
+ assert mProgress <= targetProgress;
+
+ final float acceleratingDuration = computeAcceleratingDuration(
+ targetProgress, frameTimeSec);
+ final float deceleratingDuration = frameTimeSec - acceleratingDuration;
+
+ if (acceleratingDuration > 0.0f) {
+ float velocityChange = (targetProgress == 1.0f ? FINISHING_ACCELERATION : ACCELERATION)
+ * acceleratingDuration;
+ mProgress += (mVelocity + 0.5f * velocityChange) * acceleratingDuration;
+ mVelocity += velocityChange;
+ }
+
+ if (deceleratingDuration > 0.0f) {
+ float velocityChange = -DECELERATION * deceleratingDuration;
+ mProgress += (mVelocity + 0.5f * velocityChange) * deceleratingDuration;
+ mVelocity += velocityChange;
+ }
+
+ mProgress = Math.min(mProgress, targetProgress);
+ if (targetProgress - mProgress < 0.5f / resolution) {
+ mProgress = targetProgress;
+ mVelocity = 0.0f;
+ }
+
+ return mProgress;
+ }
+
+ /**
+ * Computes and returns accelerating duration.
+ *
+ * Symbol Description Corresponding variable
+ * v_0 Initial velocity mVelocity
+ * A Acceleration ACCELERATION
+ * D Deceleration DECELERATION
+ * d_A Accelerating duration
+ * d_D Decelerating duration
+ *
+ * Given the initial position and the initial velocity, we assume that it accelerates constantly
+ * and then decelerates constantly.
+ *
+ * We want to stop smoothly when it reaches the end. Thus zero velocity at the end:
+ * v_0 + A d_A - D d_D = 0
+ * Equation image: http://www.HostMath.com/Show.aspx?Code=v_0%20%2B%20A%20d_A%20-%20D%20d_D%20%3D%200
+ *
+ * The traveled distance should be (targetProgress - mProgress):
+ * targetProgress - mProgress =
+ * \int_0^{d_A} (v_0 + A t) dt + \int_0^{d_D} (v_{0} + A d_A - D t) dt
+ * 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%5Cint_0%5E%7Bd_D%7D%20(v_%7B0%7D%20%2B%20A%20d_A%20-%20D%20t)dt
+ *
+ * This function solves d_A from the above equations.
+ */
+ private float computeAcceleratingDuration(float targetProgress, float frameTimeSec) {
+ if (targetProgress == 1.0f) {
+ return frameTimeSec;
+ } else {
+ float maxAcceleratingDuration = CONSTANT_1 * mVelocity + (float) Math.sqrt(
+ CONSTANT_2 * (targetProgress - mProgress) + CONSTANT_3 * mVelocity * mVelocity);
+ maxAcceleratingDuration = Math.max(maxAcceleratingDuration, 0.0f);
+ if (frameTimeSec <= maxAcceleratingDuration) {
+ return frameTimeSec;
+ } else {
+ return maxAcceleratingDuration;
+ }
+ }
+ }
+}

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