/* * Copyright (C) 2017 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.support.animation; import android.os.Looper; import android.util.AndroidRuntimeException; /** * SpringAnimation is an animation that is driven by a {@link SpringForce}. The spring force defines * the spring's stiffness, damping ratio, as well as the rest position. Once the SpringAnimation is * started, on each frame the spring force will update the animation's value and velocity. * The animation will continue to run until the spring force reaches equilibrium. If the spring used * in the animation is undamped, the animation will never reach equilibrium. Instead, it will * oscillate forever. * *
*

Developer Guides

*
* *

To create a simple {@link SpringAnimation} that uses the default {@link SpringForce}:

*
 * // Create an animation to animate view's X property, set the rest position of the
 * // default spring to 0, and start the animation with a starting velocity of 5000 (pixel/s).
 * final SpringAnimation anim = new SpringAnimation(view, DynamicAnimation.X, 0)
 *         .setStartVelocity(5000);
 * anim.start();
 * 
* *

Alternatively, a {@link SpringAnimation} can take a pre-configured {@link SpringForce}, and * use that to drive the animation.

*
 * // Create a low stiffness, low bounce spring at position 0.
 * SpringForce spring = new SpringForce(0)
 *         .setDampingRatio(SpringForce.DAMPING_RATIO_LOW_BOUNCY)
 *         .setStiffness(SpringForce.STIFFNESS_LOW);
 * // Create an animation to animate view's scaleY property, and start the animation using
 * // the spring above and a starting value of 0.5. Additionally, constrain the range of value for
 * // the animation to be non-negative, effectively preventing any spring overshoot.
 * final SpringAnimation anim = new SpringAnimation(view, DynamicAnimation.SCALE_Y)
 *         .setMinValue(0).setSpring(spring).setStartValue(1);
 * anim.start();
 * 
*/ public final class SpringAnimation extends DynamicAnimation { private SpringForce mSpring = null; private float mPendingPosition = UNSET; private static final float UNSET = Float.MAX_VALUE; private boolean mEndRequested = false; /** *

This creates a SpringAnimation that animates a {@link FloatValueHolder} instance. During * the animation, the {@link FloatValueHolder} instance will be updated via * {@link FloatValueHolder#setValue(float)} each frame. The caller can obtain the up-to-date * animation value via {@link FloatValueHolder#getValue()}. * *

Note: changing the value in the {@link FloatValueHolder} via * {@link FloatValueHolder#setValue(float)} outside of the animation during an * animation run will not have any effect on the on-going animation. * * @param floatValueHolder the property to be animated */ public SpringAnimation(FloatValueHolder floatValueHolder) { super(floatValueHolder); } /** * This creates a SpringAnimation that animates the property of the given object. * Note, a spring will need to setup through {@link #setSpring(SpringForce)} before * the animation starts. * * @param object the Object whose property will be animated * @param property the property to be animated * @param the class on which the Property is declared */ public SpringAnimation(K object, FloatPropertyCompat property) { super(object, property); } /** * This creates a SpringAnimation that animates the property of the given object. A Spring will * be created with the given final position and default stiffness and damping ratio. * This spring can be accessed and reconfigured through {@link #setSpring(SpringForce)}. * * @param object the Object whose property will be animated * @param property the property to be animated * @param finalPosition the final position of the spring to be created. * @param the class on which the Property is declared */ public SpringAnimation(K object, FloatPropertyCompat property, float finalPosition) { super(object, property); mSpring = new SpringForce(finalPosition); } /** * Returns the spring that the animation uses for animations. * * @return the spring that the animation uses for animations */ public SpringForce getSpring() { return mSpring; } /** * Uses the given spring as the force that drives this animation. If this spring force has its * parameters re-configured during the animation, the new configuration will be reflected in the * animation immediately. * * @param force a pre-defined spring force that drives the animation * @return the animation that the spring force is set on */ public SpringAnimation setSpring(SpringForce force) { mSpring = force; return this; } @Override public void start() { sanityCheck(); mSpring.setValueThreshold(getValueThreshold()); super.start(); } /** * Updates the final position of the spring. *

* When the animation is running, calling this method would assume the position change of the * spring as a continuous movement since last frame, which yields more accurate results than * changing the spring position directly through {@link SpringForce#setFinalPosition(float)}. *

* If the animation hasn't started, calling this method will change the spring position, and * immediately start the animation. * * @param finalPosition rest position of the spring */ public void animateToFinalPosition(float finalPosition) { if (isRunning()) { mPendingPosition = finalPosition; } else { if (mSpring == null) { mSpring = new SpringForce(finalPosition); } mSpring.setFinalPosition(finalPosition); start(); } } /** * Skips to the end of the animation. If the spring is undamped, an * {@link IllegalStateException} will be thrown, as the animation would never reach to an end. * It is recommended to check {@link #canSkipToEnd()} before calling this method. This method * should only be called on main thread. If animation is not running, no-op. * * @throws IllegalStateException if the spring is undamped (i.e. damping ratio = 0) * @throws AndroidRuntimeException if this method is not called on the main thread */ public void skipToEnd() { if (!canSkipToEnd()) { throw new UnsupportedOperationException("Spring animations can only come to an end" + " when there is damping"); } if (Looper.myLooper() != Looper.getMainLooper()) { throw new AndroidRuntimeException("Animations may only be started on the main thread"); } if (mRunning) { mEndRequested = true; } } /** * Queries whether the spring can eventually come to the rest position. * * @return {@code true} if the spring is damped, otherwise {@code false} */ public boolean canSkipToEnd() { return mSpring.mDampingRatio > 0; } /************************ Below are private APIs *************************/ private void sanityCheck() { if (mSpring == null) { throw new UnsupportedOperationException("Incomplete SpringAnimation: Either final" + " position or a spring force needs to be set."); } double finalPosition = mSpring.getFinalPosition(); if (finalPosition > mMaxValue) { throw new UnsupportedOperationException("Final position of the spring cannot be greater" + " than the max value."); } else if (finalPosition < mMinValue) { throw new UnsupportedOperationException("Final position of the spring cannot be less" + " than the min value."); } } @Override boolean updateValueAndVelocity(long deltaT) { // If user had requested end, then update the value and velocity to end state and consider // animation done. if (mEndRequested) { if (mPendingPosition != UNSET) { mSpring.setFinalPosition(mPendingPosition); mPendingPosition = UNSET; } mValue = mSpring.getFinalPosition(); mVelocity = 0; mEndRequested = false; return true; } if (mPendingPosition != UNSET) { double lastPosition = mSpring.getFinalPosition(); // Approximate by considering half of the time spring position stayed at the old // position, half of the time it's at the new position. MassState massState = mSpring.updateValues(mValue, mVelocity, deltaT / 2); mSpring.setFinalPosition(mPendingPosition); mPendingPosition = UNSET; massState = mSpring.updateValues(massState.mValue, massState.mVelocity, deltaT / 2); mValue = massState.mValue; mVelocity = massState.mVelocity; } else { MassState massState = mSpring.updateValues(mValue, mVelocity, deltaT); mValue = massState.mValue; mVelocity = massState.mVelocity; } mValue = Math.max(mValue, mMinValue); mValue = Math.min(mValue, mMaxValue); if (isAtEquilibrium(mValue, mVelocity)) { mValue = mSpring.getFinalPosition(); mVelocity = 0f; return true; } return false; } @Override float getAcceleration(float value, float velocity) { return mSpring.getAcceleration(value, velocity); } @Override boolean isAtEquilibrium(float value, float velocity) { return mSpring.isAtEquilibrium(value, velocity); } @Override void setValueThreshold(float threshold) { } }