常用方法
构造函数,源码如下:
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
}
无非是将一些参数进行赋值而已。略。
startScroll():开始滚动,但也是一堆的赋值。如下:
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;
}
主要看最后一个全局变量,指的是duration的倒数。用该数乘以已经滚动过的时候,就可以得到当前的滚动比例。并且将mMode设置为SCROLL_MODE。
fling():滑动。手指脱离屏幕后,view会依旧滚动一段距离,这个滚动过程被称为fling。前两个参数为fling的起始位置,第三四个为fling时x,y轴的速度,第五六个为在x轴上最小滚动距离与最大滚动距离,第七八个为在y轴上的最小滚动距离与最大滚动距离。源码如下:
public void fling(int startX, int startY, int velocityX, int velocityY,
int minX, int maxX, int minY, int maxY) {
// Continue a scroll or fling in progress
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);
// Pin to mMinX <= mFinalX <= mMaxX
mFinalX = Math.min(mFinalX, mMaxX);
mFinalX = Math.max(mFinalX, mMinX);
mFinalY = startY + (int) Math.round(totalDistance * coeffY);
// Pin to mMinY <= mFinalY <= mMaxY
mFinalY = Math.min(mFinalY, mMaxY);
mFinalY = Math.max(mFinalY, mMinY);
}
首先看if判断。首先假定if判断是成立的,根据距离比,将fling时的速度进行分解,然后将分解得到的x,y轴上的速度分别添加上fling参数中的x,y轴的速度上。因此,mFlywheel的作用就很简单:控件在fling时是否考虑当前的速度,如果不考虑,那么fling的初速度只是fling()中设置的值,否则就是fling时的速度+fling()中设置的值。
if判断下面,首先将速度合成,然后计算x,y轴上的速度系数及总的移动距离(getSplineDistance()的作用,但看不懂),最后根据x,y轴上的速度系数计算出x,y轴上的移动距离。
也就是说该方法的作用与startScroll()一样,只不过fling()中的好多值都是需要进行计算的。
computeScrollOffset():计算当前的滚动的偏移量。返回值表示本次移动是否已经结束。如下
public boolean computeScrollOffset() {
if (mFinished) {
return false;
}
int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
if (timePassed < mDuration) {
switch (mMode) {
case SCROLL_MODE:
final float x = mInterpolator.getInterpolation(timePassed * mDurationReciprocal);
mCurrX = mStartX + Math.round(x * mDeltaX);
mCurrY = mStartY + Math.round(x * mDeltaY);
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;
}
在该方法中,只是为mCurrX,mCurrY进行了赋值,因此,如果在该方法返回true的情况下,需要调用Scroller#getCurrX(),Scroller#getCurrY()获取新的数值。
在SCROLL_MODE下,首先计算出滚动的持续时间,然后通过插值器计算出一个新的滚动因子(即当前的滚动比例)。从这里也可以看出插值器的作用:将一个线性的因子改变,并使用改变后的值去计算别的数值,这样得到的数据就可以达到各种效果,如:先加速后减速等。
在FLING_MODE下,首先也是计算速度因子、距离因子(计算看不懂),然后也是为mCurrX,mCurrY设置数据。
示例
public void startScroll() {
mScroller.startScroll(getLeft(), getTop(), 500, 500);
invalidate();
}
@Override
public void computeScroll() {
if (mScroller.computeScrollOffset()) {
int currX = mScroller.getCurrX();
int currY = mScroller.getCurrY();
((ViewGroup)getParent()).scrollTo(-currX, -currY);
invalidate();
}
}