• Android Scroller类介绍


    资料:http://blog.csdn.net/gemmem/article/details/7321910

    Scroller源码:

      1 /*
      2  * Copyright (C) 2006 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package android.widget;
     18 
     19 import android.content.Context;
     20 import android.hardware.SensorManager;
     21 import android.os.Build;
     22 import android.util.FloatMath;
     23 import android.view.ViewConfiguration;
     24 import android.view.animation.AnimationUtils;
     25 import android.view.animation.Interpolator;
     26 
     27 
     28 /**
     29  * This class encapsulates scrolling.  The duration of the scroll
     30  * can be passed in the constructor and specifies the maximum time that
     31  * the scrolling animation should take.  Past this time, the scrolling is 
     32  * automatically moved to its final stage and computeScrollOffset()
     33  * will always return false to indicate that scrolling is over.
     34  */
     35 public class Scroller  {
     36     private int mMode;
     37 
     38     private int mStartX;
     39     private int mStartY;
     40     private int mFinalX;
     41     private int mFinalY;
     42 
     43     private int mMinX;
     44     private int mMaxX;
     45     private int mMinY;
     46     private int mMaxY;
     47 
     48     private int mCurrX;
     49     private int mCurrY;
     50     private long mStartTime;
     51     private int mDuration;
     52     private float mDurationReciprocal;
     53     private float mDeltaX;
     54     private float mDeltaY;
     55     private boolean mFinished;
     56     private Interpolator mInterpolator;
     57     private boolean mFlywheel;
     58 
     59     private float mVelocity;
     60 
     61     private static final int DEFAULT_DURATION = 250;
     62     private static final int SCROLL_MODE = 0;
     63     private static final int FLING_MODE = 1;
     64 
     65     private static float DECELERATION_RATE = (float) (Math.log(0.75) / Math.log(0.9));
     66     private static float ALPHA = 800; // pixels / seconds
     67     private static float START_TENSION = 0.4f; // Tension at start: (0.4 * total T, 1.0 * Distance)
     68     private static float END_TENSION = 1.0f - START_TENSION;
     69     private static final int NB_SAMPLES = 100;
     70     private static final float[] SPLINE = new float[NB_SAMPLES + 1];
     71 
     72     private float mDeceleration;
     73     private final float mPpi;
     74 
     75     static {
     76         float x_min = 0.0f;
     77         for (int i = 0; i <= NB_SAMPLES; i++) {
     78             final float t = (float) i / NB_SAMPLES;
     79             float x_max = 1.0f;
     80             float x, tx, coef;
     81             while (true) {
     82                 x = x_min + (x_max - x_min) / 2.0f;
     83                 coef = 3.0f * x * (1.0f - x);
     84                 tx = coef * ((1.0f - x) * START_TENSION + x * END_TENSION) + x * x * x;
     85                 if (Math.abs(tx - t) < 1E-5) break;
     86                 if (tx > t) x_max = x;
     87                 else x_min = x;
     88             }
     89             final float d = coef + x * x * x;
     90             SPLINE[i] = d;
     91         }
     92         SPLINE[NB_SAMPLES] = 1.0f;
     93 
     94         // This controls the viscous fluid effect (how much of it)
     95         sViscousFluidScale = 8.0f;
     96         // must be set to 1.0 (used in viscousFluid())
     97         sViscousFluidNormalize = 1.0f;
     98         sViscousFluidNormalize = 1.0f / viscousFluid(1.0f);
     99     }
    100 
    101     private static float sViscousFluidScale;
    102     private static float sViscousFluidNormalize;
    103 
    104     /**
    105      * Create a Scroller with the default duration and interpolator.
    106      */
    107     public Scroller(Context context) {
    108         this(context, null);
    109     }
    110 
    111     /**
    112      * Create a Scroller with the specified interpolator. If the interpolator is
    113      * null, the default (viscous) interpolator will be used. "Flywheel" behavior will
    114      * be in effect for apps targeting Honeycomb or newer.
    115      */
    116     public Scroller(Context context, Interpolator interpolator) {
    117         this(context, interpolator,
    118                 context.getApplicationInfo().targetSdkVersion >= Build.VERSION_CODES.HONEYCOMB);
    119     }
    120 
    121     /**
    122      * Create a Scroller with the specified interpolator. If the interpolator is
    123      * null, the default (viscous) interpolator will be used. Specify whether or
    124      * not to support progressive "flywheel" behavior in flinging.
    125      */
    126     public Scroller(Context context, Interpolator interpolator, boolean flywheel) {
    127         mFinished = true;
    128         mInterpolator = interpolator;
    129         mPpi = context.getResources().getDisplayMetrics().density * 160.0f;
    130         mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction());
    131         mFlywheel = flywheel;
    132     }
    133 
    134     /**
    135      * The amount of friction applied to flings. The default value
    136      * is {@link ViewConfiguration#getScrollFriction}.
    137      * 
    138      * @param friction A scalar dimension-less value representing the coefficient of
    139      *         friction.
    140      */
    141     public final void setFriction(float friction) {
    142         mDeceleration = computeDeceleration(friction);
    143     }
    144     
    145     private float computeDeceleration(float friction) {
    146         return SensorManager.GRAVITY_EARTH   // g (m/s^2)
    147                       * 39.37f               // inch/meter
    148                       * mPpi                 // pixels per inch
    149                       * friction;
    150     }
    151 
    152     /**
    153      * 
    154      * Returns whether the scroller has finished scrolling.
    155      * 
    156      * @return True if the scroller has finished scrolling, false otherwise.
    157      */
    158     public final boolean isFinished() {
    159         return mFinished;
    160     }
    161     
    162     /**
    163      * Force the finished field to a particular value.
    164      *  
    165      * @param finished The new finished value.
    166      */
    167     public final void forceFinished(boolean finished) {
    168         mFinished = finished;
    169     }
    170     
    171     /**
    172      * Returns how long the scroll event will take, in milliseconds.
    173      * 
    174      * @return The duration of the scroll in milliseconds.
    175      */
    176     public final int getDuration() {
    177         return mDuration;
    178     }
    179     
    180     /**
    181      * Returns the current X offset in the scroll. 
    182      * 
    183      * @return The new X offset as an absolute distance from the origin.
    184      */
    185     public final int getCurrX() {
    186         return mCurrX;
    187     }
    188     
    189     /**
    190      * Returns the current Y offset in the scroll. 
    191      * 
    192      * @return The new Y offset as an absolute distance from the origin.
    193      */
    194     public final int getCurrY() {
    195         return mCurrY;
    196     }
    197     
    198     /**
    199      * Returns the current velocity.
    200      *
    201      * @return The original velocity less the deceleration. Result may be
    202      * negative.
    203      */
    204     public float getCurrVelocity() {
    205         return mVelocity - mDeceleration * timePassed() / 2000.0f;
    206     }
    207 
    208     /**
    209      * Returns the start X offset in the scroll. 
    210      * 
    211      * @return The start X offset as an absolute distance from the origin.
    212      */
    213     public final int getStartX() {
    214         return mStartX;
    215     }
    216     
    217     /**
    218      * Returns the start Y offset in the scroll. 
    219      * 
    220      * @return The start Y offset as an absolute distance from the origin.
    221      */
    222     public final int getStartY() {
    223         return mStartY;
    224     }
    225     
    226     /**
    227      * Returns where the scroll will end. Valid only for "fling" scrolls.
    228      * 
    229      * @return The final X offset as an absolute distance from the origin.
    230      */
    231     public final int getFinalX() {
    232         return mFinalX;
    233     }
    234     
    235     /**
    236      * Returns where the scroll will end. Valid only for "fling" scrolls.
    237      * 
    238      * @return The final Y offset as an absolute distance from the origin.
    239      */
    240     public final int getFinalY() {
    241         return mFinalY;
    242     }
    243 
    244     /**
    245      * Call this when you want to know the new location.  If it returns true,
    246      * the animation is not yet finished.  loc will be altered to provide the
    247      * new location.
    248      */ 
    249     public boolean computeScrollOffset() {
    250         if (mFinished) {
    251             return false;
    252         }
    253 
    254         int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
    255     
    256         if (timePassed < mDuration) {
    257             switch (mMode) {
    258             case SCROLL_MODE:
    259                 float x = timePassed * mDurationReciprocal;
    260     
    261                 if (mInterpolator == null)
    262                     x = viscousFluid(x); 
    263                 else
    264                     x = mInterpolator.getInterpolation(x);
    265     
    266                 mCurrX = mStartX + Math.round(x * mDeltaX);
    267                 mCurrY = mStartY + Math.round(x * mDeltaY);
    268                 break;
    269             case FLING_MODE:
    270                 final float t = (float) timePassed / mDuration;
    271                 final int index = (int) (NB_SAMPLES * t);
    272                 final float t_inf = (float) index / NB_SAMPLES;
    273                 final float t_sup = (float) (index + 1) / NB_SAMPLES;
    274                 final float d_inf = SPLINE[index];
    275                 final float d_sup = SPLINE[index + 1];
    276                 final float distanceCoef = d_inf + (t - t_inf) / (t_sup - t_inf) * (d_sup - d_inf);
    277                 
    278                 mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX));
    279                 // Pin to mMinX <= mCurrX <= mMaxX
    280                 mCurrX = Math.min(mCurrX, mMaxX);
    281                 mCurrX = Math.max(mCurrX, mMinX);
    282                 
    283                 mCurrY = mStartY + Math.round(distanceCoef * (mFinalY - mStartY));
    284                 // Pin to mMinY <= mCurrY <= mMaxY
    285                 mCurrY = Math.min(mCurrY, mMaxY);
    286                 mCurrY = Math.max(mCurrY, mMinY);
    287 
    288                 if (mCurrX == mFinalX && mCurrY == mFinalY) {
    289                     mFinished = true;
    290                 }
    291 
    292                 break;
    293             }
    294         }
    295         else {
    296             mCurrX = mFinalX;
    297             mCurrY = mFinalY;
    298             mFinished = true;
    299         }
    300         return true;
    301     }
    302     
    303     /**
    304      * Start scrolling by providing a starting point and the distance to travel.
    305      * The scroll will use the default value of 250 milliseconds for the
    306      * duration.
    307      * 
    308      * @param startX Starting horizontal scroll offset in pixels. Positive
    309      *        numbers will scroll the content to the left.
    310      * @param startY Starting vertical scroll offset in pixels. Positive numbers
    311      *        will scroll the content up.
    312      * @param dx Horizontal distance to travel. Positive numbers will scroll the
    313      *        content to the left.
    314      * @param dy Vertical distance to travel. Positive numbers will scroll the
    315      *        content up.
    316      */
    317     public void startScroll(int startX, int startY, int dx, int dy) {
    318         startScroll(startX, startY, dx, dy, DEFAULT_DURATION);
    319     }
    320 
    321     /**
    322      * Start scrolling by providing a starting point and the distance to travel.
    323      * 
    324      * @param startX Starting horizontal scroll offset in pixels. Positive
    325      *        numbers will scroll the content to the left.
    326      * @param startY Starting vertical scroll offset in pixels. Positive numbers
    327      *        will scroll the content up.
    328      * @param dx Horizontal distance to travel. Positive numbers will scroll the
    329      *        content to the left.
    330      * @param dy Vertical distance to travel. Positive numbers will scroll the
    331      *        content up.
    332      * @param duration Duration of the scroll in milliseconds.
    333      */
    334     public void startScroll(int startX, int startY, int dx, int dy, int duration) {
    335         mMode = SCROLL_MODE;
    336         mFinished = false;
    337         mDuration = duration;
    338         mStartTime = AnimationUtils.currentAnimationTimeMillis();
    339         mStartX = startX;
    340         mStartY = startY;
    341         mFinalX = startX + dx;
    342         mFinalY = startY + dy;
    343         mDeltaX = dx;
    344         mDeltaY = dy;
    345         mDurationReciprocal = 1.0f / (float) mDuration;
    346     }
    347 
    348     /**
    349      * Start scrolling based on a fling gesture. The distance travelled will
    350      * depend on the initial velocity of the fling.
    351      * 
    352      * @param startX Starting point of the scroll (X)
    353      * @param startY Starting point of the scroll (Y)
    354      * @param velocityX Initial velocity of the fling (X) measured in pixels per
    355      *        second.
    356      * @param velocityY Initial velocity of the fling (Y) measured in pixels per
    357      *        second
    358      * @param minX Minimum X value. The scroller will not scroll past this
    359      *        point.
    360      * @param maxX Maximum X value. The scroller will not scroll past this
    361      *        point.
    362      * @param minY Minimum Y value. The scroller will not scroll past this
    363      *        point.
    364      * @param maxY Maximum Y value. The scroller will not scroll past this
    365      *        point.
    366      */
    367     public void fling(int startX, int startY, int velocityX, int velocityY,
    368             int minX, int maxX, int minY, int maxY) {
    369         // Continue a scroll or fling in progress
    370         if (mFlywheel && !mFinished) {
    371             float oldVel = getCurrVelocity();
    372 
    373             float dx = (float) (mFinalX - mStartX);
    374             float dy = (float) (mFinalY - mStartY);
    375             float hyp = FloatMath.sqrt(dx * dx + dy * dy);
    376 
    377             float ndx = dx / hyp;
    378             float ndy = dy / hyp;
    379 
    380             float oldVelocityX = ndx * oldVel;
    381             float oldVelocityY = ndy * oldVel;
    382             if (Math.signum(velocityX) == Math.signum(oldVelocityX) &&
    383                     Math.signum(velocityY) == Math.signum(oldVelocityY)) {
    384                 velocityX += oldVelocityX;
    385                 velocityY += oldVelocityY;
    386             }
    387         }
    388 
    389         mMode = FLING_MODE;
    390         mFinished = false;
    391 
    392         float velocity = FloatMath.sqrt(velocityX * velocityX + velocityY * velocityY);
    393      
    394         mVelocity = velocity;
    395         final double l = Math.log(START_TENSION * velocity / ALPHA);
    396         mDuration = (int) (1000.0 * Math.exp(l / (DECELERATION_RATE - 1.0)));
    397         mStartTime = AnimationUtils.currentAnimationTimeMillis();
    398         mStartX = startX;
    399         mStartY = startY;
    400 
    401         float coeffX = velocity == 0 ? 1.0f : velocityX / velocity;
    402         float coeffY = velocity == 0 ? 1.0f : velocityY / velocity;
    403 
    404         int totalDistance =
    405                 (int) (ALPHA * Math.exp(DECELERATION_RATE / (DECELERATION_RATE - 1.0) * l));
    406         
    407         mMinX = minX;
    408         mMaxX = maxX;
    409         mMinY = minY;
    410         mMaxY = maxY;
    411 
    412         mFinalX = startX + Math.round(totalDistance * coeffX);
    413         // Pin to mMinX <= mFinalX <= mMaxX
    414         mFinalX = Math.min(mFinalX, mMaxX);
    415         mFinalX = Math.max(mFinalX, mMinX);
    416         
    417         mFinalY = startY + Math.round(totalDistance * coeffY);
    418         // Pin to mMinY <= mFinalY <= mMaxY
    419         mFinalY = Math.min(mFinalY, mMaxY);
    420         mFinalY = Math.max(mFinalY, mMinY);
    421     }
    422     
    423     static float viscousFluid(float x)
    424     {
    425         x *= sViscousFluidScale;
    426         if (x < 1.0f) {
    427             x -= (1.0f - (float)Math.exp(-x));
    428         } else {
    429             float start = 0.36787944117f;   // 1/e == exp(-1)
    430             x = 1.0f - (float)Math.exp(1.0f - x);
    431             x = start + x * (1.0f - start);
    432         }
    433         x *= sViscousFluidNormalize;
    434         return x;
    435     }
    436     
    437     /**
    438      * Stops the animation. Contrary to {@link #forceFinished(boolean)},
    439      * aborting the animating cause the scroller to move to the final x and y
    440      * position
    441      *
    442      * @see #forceFinished(boolean)
    443      */
    444     public void abortAnimation() {
    445         mCurrX = mFinalX;
    446         mCurrY = mFinalY;
    447         mFinished = true;
    448     }
    449     
    450     /**
    451      * Extend the scroll animation. This allows a running animation to scroll
    452      * further and longer, when used with {@link #setFinalX(int)} or {@link #setFinalY(int)}.
    453      *
    454      * @param extend Additional time to scroll in milliseconds.
    455      * @see #setFinalX(int)
    456      * @see #setFinalY(int)
    457      */
    458     public void extendDuration(int extend) {
    459         int passed = timePassed();
    460         mDuration = passed + extend;
    461         mDurationReciprocal = 1.0f / mDuration;
    462         mFinished = false;
    463     }
    464 
    465     /**
    466      * Returns the time elapsed since the beginning of the scrolling.
    467      *
    468      * @return The elapsed time in milliseconds.
    469      */
    470     public int timePassed() {
    471         return (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
    472     }
    473 
    474     /**
    475      * Sets the final position (X) for this scroller.
    476      *
    477      * @param newX The new X offset as an absolute distance from the origin.
    478      * @see #extendDuration(int)
    479      * @see #setFinalY(int)
    480      */
    481     public void setFinalX(int newX) {
    482         mFinalX = newX;
    483         mDeltaX = mFinalX - mStartX;
    484         mFinished = false;
    485     }
    486 
    487     /**
    488      * Sets the final position (Y) for this scroller.
    489      *
    490      * @param newY The new Y offset as an absolute distance from the origin.
    491      * @see #extendDuration(int)
    492      * @see #setFinalX(int)
    493      */
    494     public void setFinalY(int newY) {
    495         mFinalY = newY;
    496         mDeltaY = mFinalY - mStartY;
    497         mFinished = false;
    498     }
    499 
    500     /**
    501      * @hide
    502      */
    503     public boolean isScrollingInDirection(float xvel, float yvel) {
    504         return !mFinished && Math.signum(xvel) == Math.signum(mFinalX - mStartX) &&
    505                 Math.signum(yvel) == Math.signum(mFinalY - mStartY);
    506     }
    507 }

    Scroller源码只有507行,结合链接中资料发现,Scroller只是一个计算滚动位置的帮助类,用来计算出当前应该滚动到的位置,而且每次获取位置必须调用computeScrollOffset方法才能刷新,Scroller还是很好用的,按照这个思路,以后如果滑动需要特殊计算可以按照Scroller自定义一个计算类。

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  • 原文地址:https://www.cnblogs.com/afluy/p/4556380.html
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