Merge "Linearly complete overscroll stretch when close" into sc-dev am: 5a1f9df840
Original change: https://googleplex-android-review.googlesource.com/c/platform/frameworks/base/+/15081295 Change-Id: Ia86923dd98e5b08ae69970e609e3e580e881cdd8
This commit is contained in:
@@ -97,12 +97,28 @@ public class EdgeEffect {
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*/
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*/
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private static final double VELOCITY_THRESHOLD = 0.01;
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private static final double VELOCITY_THRESHOLD = 0.01;
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/**
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* The speed at which we should start linearly interpolating to the destination.
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* When using a spring, as it gets closer to the destination, the speed drops off exponentially.
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* Instead of landing very slowly, a better experience is achieved if the final
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* destination is arrived at quicker.
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*/
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private static final float LINEAR_VELOCITY_TAKE_OVER = 200f;
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/**
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/**
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* The value threshold before the spring animation is considered close enough to
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* The value threshold before the spring animation is considered close enough to
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* the destination to be settled. This should be around 0.01 pixel.
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* the destination to be settled. This should be around 0.01 pixel.
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*/
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*/
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private static final double VALUE_THRESHOLD = 0.001;
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private static final double VALUE_THRESHOLD = 0.001;
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/**
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* The maximum distance at which we should start linearly interpolating to the destination.
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* When using a spring, as it gets closer to the destination, the speed drops off exponentially.
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* Instead of landing very slowly, a better experience is achieved if the final
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* destination is arrived at quicker.
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*/
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private static final double LINEAR_DISTANCE_TAKE_OVER = 8.0;
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/**
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/**
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* The natural frequency of the stretch spring.
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* The natural frequency of the stretch spring.
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*/
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*/
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@@ -587,6 +603,7 @@ public class EdgeEffect {
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if (mState == STATE_RECEDE) {
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if (mState == STATE_RECEDE) {
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updateSpring();
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updateSpring();
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}
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}
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if (mDistance != 0f) {
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RecordingCanvas recordingCanvas = (RecordingCanvas) canvas;
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RecordingCanvas recordingCanvas = (RecordingCanvas) canvas;
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if (mTmpMatrix == null) {
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if (mTmpMatrix == null) {
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mTmpMatrix = new Matrix();
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mTmpMatrix = new Matrix();
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@@ -637,6 +654,7 @@ public class EdgeEffect {
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mHeight // max vertical stretch in pixels
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mHeight // max vertical stretch in pixels
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);
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);
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}
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}
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}
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} else {
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} else {
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// Animations have been disabled or this is TYPE_STRETCH and drawing into a Canvas
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// Animations have been disabled or this is TYPE_STRETCH and drawing into a Canvas
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// that isn't a Recording Canvas, so no effect can be shown. Just end the effect.
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// that isn't a Recording Canvas, so no effect can be shown. Just end the effect.
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@@ -730,6 +748,26 @@ public class EdgeEffect {
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if (deltaT < 0.001f) {
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if (deltaT < 0.001f) {
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return; // Must have at least 1 ms difference
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return; // Must have at least 1 ms difference
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}
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}
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mStartTime = time;
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if (Math.abs(mVelocity) <= LINEAR_VELOCITY_TAKE_OVER
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&& Math.abs(mDistance * mHeight) < LINEAR_DISTANCE_TAKE_OVER
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&& Math.signum(mVelocity) == -Math.signum(mDistance)
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) {
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// This is close. The spring will slowly reach the destination. Instead, we
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// will interpolate linearly so that it arrives at its destination quicker.
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mVelocity = Math.signum(mVelocity) * LINEAR_VELOCITY_TAKE_OVER;
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float targetDistance = mDistance + (mVelocity * deltaT / mHeight);
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if (Math.signum(targetDistance) != Math.signum(mDistance)) {
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// We have arrived
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mDistance = 0;
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mVelocity = 0;
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} else {
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mDistance = targetDistance;
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}
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return;
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}
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final double mDampedFreq = NATURAL_FREQUENCY * Math.sqrt(1 - DAMPING_RATIO * DAMPING_RATIO);
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final double mDampedFreq = NATURAL_FREQUENCY * Math.sqrt(1 - DAMPING_RATIO * DAMPING_RATIO);
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// We're always underdamped, so we can use only those equations:
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// We're always underdamped, so we can use only those equations:
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@@ -745,9 +783,7 @@ public class EdgeEffect {
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+ mDampedFreq * sinCoeff * Math.cos(mDampedFreq * deltaT));
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+ mDampedFreq * sinCoeff * Math.cos(mDampedFreq * deltaT));
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mDistance = (float) distance / mHeight;
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mDistance = (float) distance / mHeight;
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mVelocity = (float) velocity;
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mVelocity = (float) velocity;
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mStartTime = time;
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if (isAtEquilibrium()) {
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if (isAtEquilibrium()) {
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mState = STATE_IDLE;
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mDistance = 0;
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mDistance = 0;
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mVelocity = 0;
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mVelocity = 0;
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}
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}
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@@ -40,9 +40,7 @@ public:
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StretchEffect() {}
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StretchEffect() {}
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bool isEmpty() const {
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bool isEmpty() const { return isZero(mStretchDirection.x()) && isZero(mStretchDirection.y()); }
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return MathUtils::isZero(mStretchDirection.x()) && MathUtils::isZero(mStretchDirection.y());
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}
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void setEmpty() {
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void setEmpty() {
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*this = StretchEffect{};
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*this = StretchEffect{};
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@@ -118,6 +116,18 @@ public:
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}
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}
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private:
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private:
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// The epsilon for StretchEffect is less than in MathUtils because
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// the range is 0-1 for an entire screen and should be significantly
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// less than 1 pixel for a smooth stretch animation.
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inline static bool isZero(float value) {
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// Using fabsf is more performant as ARM computes
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// fabsf in a single instruction.
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return fabsf(value) <= NON_ZERO_EPSILON;
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}
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// This should be good for 1/25,000 of a screen and should be good for
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// screens with less than ~8000 pixels in one dimension with only 1/4 pixel
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// cut-off.
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static constexpr float NON_ZERO_EPSILON = 0.00004f;
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static sk_sp<SkRuntimeEffect> getStretchEffect();
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static sk_sp<SkRuntimeEffect> getStretchEffect();
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mutable SkVector mStretchDirection{0, 0};
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mutable SkVector mStretchDirection{0, 0};
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mutable std::unique_ptr<SkRuntimeShaderBuilder> mBuilder;
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mutable std::unique_ptr<SkRuntimeShaderBuilder> mBuilder;
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