/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.widget; import android.graphics.Rect; import com.android.internal.R; import android.content.Context; import android.content.res.Resources; import android.graphics.Canvas; import android.graphics.drawable.Drawable; import android.view.animation.AnimationUtils; import android.view.animation.DecelerateInterpolator; import android.view.animation.Interpolator; /** * This class performs the graphical effect used at the edges of scrollable widgets * when the user scrolls beyond the content bounds in 2D space. * *

EdgeEffect is stateful. Custom widgets using EdgeEffect should create an * instance for each edge that should show the effect, feed it input data using * the methods {@link #onAbsorb(int)}, {@link #onPull(float)}, and {@link #onRelease()}, * and draw the effect using {@link #draw(Canvas)} in the widget's overridden * {@link android.view.View#draw(Canvas)} method. If {@link #isFinished()} returns * false after drawing, the edge effect's animation is not yet complete and the widget * should schedule another drawing pass to continue the animation.

* *

When drawing, widgets should draw their main content and child views first, * usually by invoking super.draw(canvas) from an overridden draw * method. (This will invoke onDraw and dispatch drawing to child views as needed.) * The edge effect may then be drawn on top of the view's content using the * {@link #draw(Canvas)} method.

*/ public class EdgeEffect { @SuppressWarnings("UnusedDeclaration") private static final String TAG = "EdgeEffect"; // Time it will take the effect to fully recede in ms private static final int RECEDE_TIME = 1000; // Time it will take before a pulled glow begins receding in ms private static final int PULL_TIME = 167; // Time it will take in ms for a pulled glow to decay to partial strength before release private static final int PULL_DECAY_TIME = 1000; private static final float MAX_ALPHA = 1.f; private static final float HELD_EDGE_SCALE_Y = 0.5f; private static final float MAX_GLOW_HEIGHT = 4.f; private static final float PULL_GLOW_BEGIN = 1.f; private static final float PULL_EDGE_BEGIN = 0.6f; // Minimum velocity that will be absorbed private static final int MIN_VELOCITY = 100; private static final float EPSILON = 0.001f; private final Drawable mEdge; private final Drawable mGlow; private int mWidth; private int mHeight; private int mX; private int mY; private static final int MIN_WIDTH = 300; private final int mMinWidth; private float mEdgeAlpha; private float mEdgeScaleY; private float mGlowAlpha; private float mGlowScaleY; private float mEdgeAlphaStart; private float mEdgeAlphaFinish; private float mEdgeScaleYStart; private float mEdgeScaleYFinish; private float mGlowAlphaStart; private float mGlowAlphaFinish; private float mGlowScaleYStart; private float mGlowScaleYFinish; private long mStartTime; private float mDuration; private final Interpolator mInterpolator; private static final int STATE_IDLE = 0; private static final int STATE_PULL = 1; private static final int STATE_ABSORB = 2; private static final int STATE_RECEDE = 3; private static final int STATE_PULL_DECAY = 4; // How much dragging should effect the height of the edge image. // Number determined by user testing. private static final int PULL_DISTANCE_EDGE_FACTOR = 7; // How much dragging should effect the height of the glow image. // Number determined by user testing. private static final int PULL_DISTANCE_GLOW_FACTOR = 7; private static final float PULL_DISTANCE_ALPHA_GLOW_FACTOR = 1.1f; private static final int VELOCITY_EDGE_FACTOR = 8; private static final int VELOCITY_GLOW_FACTOR = 16; private int mState = STATE_IDLE; private float mPullDistance; private final Rect mBounds = new Rect(); private final int mEdgeHeight; private final int mGlowHeight; private final int mGlowWidth; private final int mMaxEffectHeight; /** * Construct a new EdgeEffect with a theme appropriate for the provided context. * @param context Context used to provide theming and resource information for the EdgeEffect */ public EdgeEffect(Context context) { final Resources res = context.getResources(); mEdge = res.getDrawable(R.drawable.overscroll_edge); mGlow = res.getDrawable(R.drawable.overscroll_glow); mEdgeHeight = mEdge.getIntrinsicHeight(); mGlowHeight = mGlow.getIntrinsicHeight(); mGlowWidth = mGlow.getIntrinsicWidth(); mMaxEffectHeight = (int) (Math.min( mGlowHeight * MAX_GLOW_HEIGHT * mGlowHeight / mGlowWidth * 0.6f, mGlowHeight * MAX_GLOW_HEIGHT) + 0.5f); mMinWidth = (int) (res.getDisplayMetrics().density * MIN_WIDTH + 0.5f); mInterpolator = new DecelerateInterpolator(); } /** * Set the size of this edge effect in pixels. * * @param width Effect width in pixels * @param height Effect height in pixels */ public void setSize(int width, int height) { mWidth = width; mHeight = height; } /** * Set the position of this edge effect in pixels. This position is * only used by {@link #getBounds(boolean)}. * * @param x The position of the edge effect on the X axis * @param y The position of the edge effect on the Y axis */ void setPosition(int x, int y) { mX = x; mY = y; } /** * Reports if this EdgeEffect's animation is finished. If this method returns false * after a call to {@link #draw(Canvas)} the host widget should schedule another * drawing pass to continue the animation. * * @return true if animation is finished, false if drawing should continue on the next frame. */ public boolean isFinished() { return mState == STATE_IDLE; } /** * Immediately finish the current animation. * After this call {@link #isFinished()} will return true. */ public void finish() { mState = STATE_IDLE; } /** * A view should call this when content is pulled away from an edge by the user. * This will update the state of the current visual effect and its associated animation. * The host view should always {@link android.view.View#invalidate()} after this * and draw the results accordingly. * * @param deltaDistance Change in distance since the last call. Values may be 0 (no change) to * 1.f (full length of the view) or negative values to express change * back toward the edge reached to initiate the effect. */ public void onPull(float deltaDistance) { final long now = AnimationUtils.currentAnimationTimeMillis(); if (mState == STATE_PULL_DECAY && now - mStartTime < mDuration) { return; } if (mState != STATE_PULL) { mGlowScaleY = PULL_GLOW_BEGIN; } mState = STATE_PULL; mStartTime = now; mDuration = PULL_TIME; mPullDistance += deltaDistance; float distance = Math.abs(mPullDistance); mEdgeAlpha = mEdgeAlphaStart = Math.max(PULL_EDGE_BEGIN, Math.min(distance, MAX_ALPHA)); mEdgeScaleY = mEdgeScaleYStart = Math.max( HELD_EDGE_SCALE_Y, Math.min(distance * PULL_DISTANCE_EDGE_FACTOR, 1.f)); mGlowAlpha = mGlowAlphaStart = Math.min(MAX_ALPHA, mGlowAlpha + (Math.abs(deltaDistance) * PULL_DISTANCE_ALPHA_GLOW_FACTOR)); float glowChange = Math.abs(deltaDistance); if (deltaDistance > 0 && mPullDistance < 0) { glowChange = -glowChange; } if (mPullDistance == 0) { mGlowScaleY = 0; } // Do not allow glow to get larger than MAX_GLOW_HEIGHT. mGlowScaleY = mGlowScaleYStart = Math.min(MAX_GLOW_HEIGHT, Math.max( 0, mGlowScaleY + glowChange * PULL_DISTANCE_GLOW_FACTOR)); mEdgeAlphaFinish = mEdgeAlpha; mEdgeScaleYFinish = mEdgeScaleY; mGlowAlphaFinish = mGlowAlpha; mGlowScaleYFinish = mGlowScaleY; } /** * Call when the object is released after being pulled. * This will begin the "decay" phase of the effect. After calling this method * the host view should {@link android.view.View#invalidate()} and thereby * draw the results accordingly. */ public void onRelease() { mPullDistance = 0; if (mState != STATE_PULL && mState != STATE_PULL_DECAY) { return; } mState = STATE_RECEDE; mEdgeAlphaStart = mEdgeAlpha; mEdgeScaleYStart = mEdgeScaleY; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; mEdgeAlphaFinish = 0.f; mEdgeScaleYFinish = 0.f; mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = RECEDE_TIME; } /** * Call when the effect absorbs an impact at the given velocity. * Used when a fling reaches the scroll boundary. * *

When using a {@link android.widget.Scroller} or {@link android.widget.OverScroller}, * the method getCurrVelocity will provide a reasonable approximation * to use here.

* * @param velocity Velocity at impact in pixels per second. */ public void onAbsorb(int velocity) { mState = STATE_ABSORB; velocity = Math.max(MIN_VELOCITY, Math.abs(velocity)); mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = 0.1f + (velocity * 0.03f); // The edge should always be at least partially visible, regardless // of velocity. mEdgeAlphaStart = 0.f; mEdgeScaleY = mEdgeScaleYStart = 0.f; // The glow depends more on the velocity, and therefore starts out // nearly invisible. mGlowAlphaStart = 0.5f; mGlowScaleYStart = 0.f; // Factor the velocity by 8. Testing on device shows this works best to // reflect the strength of the user's scrolling. mEdgeAlphaFinish = Math.max(0, Math.min(velocity * VELOCITY_EDGE_FACTOR, 1)); // Edge should never get larger than the size of its asset. mEdgeScaleYFinish = Math.max( HELD_EDGE_SCALE_Y, Math.min(velocity * VELOCITY_EDGE_FACTOR, 1.f)); // Growth for the size of the glow should be quadratic to properly // respond // to a user's scrolling speed. The faster the scrolling speed, the more // intense the effect should be for both the size and the saturation. mGlowScaleYFinish = Math.min(0.025f + (velocity * (velocity / 100) * 0.00015f), 1.75f); // Alpha should change for the glow as well as size. mGlowAlphaFinish = Math.max( mGlowAlphaStart, Math.min(velocity * VELOCITY_GLOW_FACTOR * .00001f, MAX_ALPHA)); } /** * Draw into the provided canvas. Assumes that the canvas has been rotated * accordingly and the size has been set. The effect will be drawn the full * width of X=0 to X=width, beginning from Y=0 and extending to some factor < * 1.f of height. * * @param canvas Canvas to draw into * @return true if drawing should continue beyond this frame to continue the * animation */ public boolean draw(Canvas canvas) { update(); mGlow.setAlpha((int) (Math.max(0, Math.min(mGlowAlpha, 1)) * 255)); int glowBottom = (int) Math.min( mGlowHeight * mGlowScaleY * mGlowHeight / mGlowWidth * 0.6f, mGlowHeight * MAX_GLOW_HEIGHT); if (mWidth < mMinWidth) { // Center the glow and clip it. int glowLeft = (mWidth - mMinWidth)/2; mGlow.setBounds(glowLeft, 0, mWidth - glowLeft, glowBottom); } else { // Stretch the glow to fit. mGlow.setBounds(0, 0, mWidth, glowBottom); } mGlow.draw(canvas); mEdge.setAlpha((int) (Math.max(0, Math.min(mEdgeAlpha, 1)) * 255)); int edgeBottom = (int) (mEdgeHeight * mEdgeScaleY); if (mWidth < mMinWidth) { // Center the edge and clip it. int edgeLeft = (mWidth - mMinWidth)/2; mEdge.setBounds(edgeLeft, 0, mWidth - edgeLeft, edgeBottom); } else { // Stretch the edge to fit. mEdge.setBounds(0, 0, mWidth, edgeBottom); } mEdge.draw(canvas); if (mState == STATE_RECEDE && glowBottom == 0 && edgeBottom == 0) { mState = STATE_IDLE; } return mState != STATE_IDLE; } /** * Returns the bounds of the edge effect. * * @hide */ public Rect getBounds(boolean reverse) { mBounds.set(0, 0, mWidth, mMaxEffectHeight); mBounds.offset(mX, mY - (reverse ? mMaxEffectHeight : 0)); return mBounds; } private void update() { final long time = AnimationUtils.currentAnimationTimeMillis(); final float t = Math.min((time - mStartTime) / mDuration, 1.f); final float interp = mInterpolator.getInterpolation(t); mEdgeAlpha = mEdgeAlphaStart + (mEdgeAlphaFinish - mEdgeAlphaStart) * interp; mEdgeScaleY = mEdgeScaleYStart + (mEdgeScaleYFinish - mEdgeScaleYStart) * interp; mGlowAlpha = mGlowAlphaStart + (mGlowAlphaFinish - mGlowAlphaStart) * interp; mGlowScaleY = mGlowScaleYStart + (mGlowScaleYFinish - mGlowScaleYStart) * interp; if (t >= 1.f - EPSILON) { switch (mState) { case STATE_ABSORB: mState = STATE_RECEDE; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = RECEDE_TIME; mEdgeAlphaStart = mEdgeAlpha; mEdgeScaleYStart = mEdgeScaleY; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; // After absorb, the glow and edge should fade to nothing. mEdgeAlphaFinish = 0.f; mEdgeScaleYFinish = 0.f; mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; break; case STATE_PULL: mState = STATE_PULL_DECAY; mStartTime = AnimationUtils.currentAnimationTimeMillis(); mDuration = PULL_DECAY_TIME; mEdgeAlphaStart = mEdgeAlpha; mEdgeScaleYStart = mEdgeScaleY; mGlowAlphaStart = mGlowAlpha; mGlowScaleYStart = mGlowScaleY; // After pull, the glow and edge should fade to nothing. mEdgeAlphaFinish = 0.f; mEdgeScaleYFinish = 0.f; mGlowAlphaFinish = 0.f; mGlowScaleYFinish = 0.f; break; case STATE_PULL_DECAY: // When receding, we want edge to decrease more slowly // than the glow. float factor = mGlowScaleYFinish != 0 ? 1 / (mGlowScaleYFinish * mGlowScaleYFinish) : Float.MAX_VALUE; mEdgeScaleY = mEdgeScaleYStart + (mEdgeScaleYFinish - mEdgeScaleYStart) * interp * factor; mState = STATE_RECEDE; break; case STATE_RECEDE: mState = STATE_IDLE; break; } } } }