Scroller的构造函数
public Scroller(Context context) {
this(context, null);
}
public Scroller(Context context, Interpolator interpolator) {
this(context, interpolator,
context.getApplicationInfo().targetSdkVersion >= Build.VERSION_CODES.HONEYCOMB);
}
public Scroller(Context context, Interpolator interpolator, boolean flywheel) {
mFinished = true;
if (interpolator == null) {
mInterpolator = new ViscousFluidInterpolator();
} else {
mInterpolator = interpolator;
}
mPpi = context.getResources().getDisplayMetrics().density * 160.0f;
mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction());
mFlywheel = flywheel;
mPhysicalCoeff = computeDeceleration(0.84f); // look and feel tuning
}
一般使用第一个构造函数,如果不传入插值器的话,会调用默认的插值器ViscousFluidInterpolator。
Scroller的startScroll()方法
public void startScroll(int startX, int startY, int dx, int dy, int duration) {
mMode = SCROLL_MODE;
mFinished = false;
mDuration = duration;
mStartTime = AnimationUtils.currentAnimationTimeMillis();
mStartX = startX;
mStartY = startY;
mFinalX = startX + dx;
mFinalY = startY + dy;
mDeltaX = dx;
mDeltaY = dy;
mDurationReciprocal = 1.0f / (float) mDuration;
}
保存传进来的各种参数,startX和startY表示滑动开始的起点,mDeltax和mDeltay表示滑动的偏移量。startScroll方法只是用来保存一些数据。在startScroll方法后调用invalidate方法,会导致View重绘,View的draw方法会调用computeScroll方法。在computeScroller方法中,可以调用scrollTo方法,进行View的滑动。scrollTo方法中需要传入的参数,是通过前面调用computeScrollOffset方法完成。
Scroller的computecrollOffset方法
public boolean computeScrollOffset() {
if (mFinished) {
return false;
}
int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
if (timePassed < mDuration) {
switch (mMode) {
case SCROLL_MODE:
...
break;
case FLING_MODE:
final float t = (float) timePassed / mDuration;
final int index = (int) (NB_SAMPLES * t);
float distanceCoef = 1.f;
float velocityCoef = 0.f;
if (index < NB_SAMPLES) {
final float t_inf = (float) index / NB_SAMPLES;
final float t_sup = (float) (index + 1) / NB_SAMPLES;
final float d_inf = SPLINE_POSITION[index];
final float d_sup = SPLINE_POSITION[index + 1];
velocityCoef = (d_sup - d_inf) / (t_sup - t_inf);
distanceCoef = d_inf + (t - t_inf) * velocityCoef;
}
mCurrVelocity = velocityCoef * mDistance / mDuration * 1000.0f;
mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX));
// Pin to mMinX <= mCurrX <= mMaxX
mCurrX = Math.min(mCurrX, mMaxX);
mCurrX = Math.max(mCurrX, mMinX);
mCurrY = mStartY + Math.round(distanceCoef * (mFinalY - mStartY));
// Pin to mMinY <= mCurrY <= mMaxY
mCurrY = Math.min(mCurrY, mMaxY);
mCurrY = Math.max(mCurrY, mMinY);
if (mCurrX == mFinalX && mCurrY == mFinalY) {
mFinished = true;
}
break;
}
}
else {
mCurrX = mFinalX;
mCurrY = mFinalY;
mFinished = true;
}
return true;
}
首先会计算动画持续时间,小于设置的mDuration时间,执行switch语句。在startScroll方法中的mMode值为SCROLL_MODE,通过插值器判断出移动的距离,并赋值给mCurrX和mCurrY。这样,后续就可以调用getCurrentX方法得到当前坐标值。
Scroller的fling方法
public void fling(int startX, int startY, int velocityX, int velocityY,
int minX, int maxX, int minY, int maxY) {
if (mFlywheel && !mFinished) {
float oldVel = getCurrVelocity();
float dx = (float) (mFinalX - mStartX);
float dy = (float) (mFinalY - mStartY);
float hyp = FloatMath.sqrt(dx * dx + dy * dy);
float ndx = dx / hyp;
float ndy = dy / hyp;
float oldVelocityX = ndx * oldVel;
float oldVelocityY = ndy * oldVel;
if (Math.signum(velocityX) == Math.signum(oldVelocityX) &&
Math.signum(velocityY) == Math.signum(oldVelocityY)) {
velocityX += oldVelocityX;
velocityY += oldVelocityY;
}
}
mMode = FLING_MODE;
mFinished = false;
float velocity = FloatMath.sqrt(velocityX * velocityX + velocityY * velocityY);
mVelocity = velocity;
mDuration = getSplineFlingDuration(velocity);
mStartTime = AnimationUtils.currentAnimationTimeMillis();
mStartX = startX;
mStartY = startY;
float coeffX = velocity == 0 ? 1.0f : velocityX / velocity;
float coeffY = velocity == 0 ? 1.0f : velocityY / velocity;
double totalDistance = getSplineFlingDistance(velocity);
mDistance = (int) (totalDistance * Math.signum(velocity));
mMinX = minX;
mMaxX = maxX;
mMinY = minY;
mMaxY = maxY;
mFinalX = startX + (int) Math.round(totalDistance * coeffX);
mFinalX = Math.min(mFinalX, mMaxX);
mFinalX = Math.max(mFinalX, mMinX);
mFinalY = startY + (int) Math.round(totalDistance * coeffY);
mFinalY = Math.min(mFinalY, mMaxY);
mFinalY = Math.max(mFinalY, mMinY);
}
先判断一次滑动未结束又触发另一次滑动,是否需要累加加速度。设置mMode为FLING_MODE。根据velocityX和
velocityY方法算出总加速度。算出在总加速下可以滑动的距离。最后通过x和y方向上的加速度比值和设定的最大值和最小值给mFinalX或mFinalY赋值。然后调用invalidate方法,最后也会调用computeScrollOffset方法。
public boolean computeScrollOffset() {
if (mFinished) {
return false;
}
int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
if (timePassed < mDuration) {
switch (mMode) {
case SCROLL_MODE:
...
break;
case FLING_MODE:
final float t = (float) timePassed / mDuration;
final int index = (int) (NB_SAMPLES * t);
float distanceCoef = 1.f;
float velocityCoef = 0.f;
if (index < NB_SAMPLES) {
final float t_inf = (float) index / NB_SAMPLES;
final float t_sup = (float) (index + 1) / NB_SAMPLES;
final float d_inf = SPLINE_POSITION[index];
final float d_sup = SPLINE_POSITION[index + 1];
velocityCoef = (d_sup - d_inf) / (t_sup - t_inf);
distanceCoef = d_inf + (t - t_inf) * velocityCoef;
}
mCurrVelocity = velocityCoef * mDistance / mDuration * 1000.0f;
mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX));
// Pin to mMinX <= mCurrX <= mMaxX
mCurrX = Math.min(mCurrX, mMaxX);
mCurrX = Math.max(mCurrX, mMinX);
mCurrY = mStartY + Math.round(distanceCoef * (mFinalY - mStartY));
// Pin to mMinY <= mCurrY <= mMaxY
mCurrY = Math.min(mCurrY, mMaxY);
mCurrY = Math.max(mCurrY, mMinY);
if (mCurrX == mFinalX && mCurrY == mFinalY) {
mFinished = true;
}
break;
}
}
else {
mCurrX = mFinalX;
mCurrY = mFinalY;
mFinished = true;
}
return true;
}
根据当前滑动时间与总滑动时间的比例。再根据一个SPLINE_POSITION数组计算出了距离系数distanceCoef与加速度系数velocityCoef。再根据这两个系数计算出当前加速度与当前的mCurrX与mCurrY。
最后如果该方法返回了true表示绘制未完成,需要持续的调用invalidate方法和scrollTo方法。返回false,表示绘制完成。