1 /*
2  * Copyright (C) 2017 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 com.android.launcher3.anim;
18 
19 import static com.android.launcher3.util.DefaultDisplay.getSingleFrameMs;
20 
21 import android.content.Context;
22 import android.graphics.Path;
23 import android.view.animation.AccelerateDecelerateInterpolator;
24 import android.view.animation.AccelerateInterpolator;
25 import android.view.animation.DecelerateInterpolator;
26 import android.view.animation.Interpolator;
27 import android.view.animation.LinearInterpolator;
28 import android.view.animation.OvershootInterpolator;
29 import android.view.animation.PathInterpolator;
30 
31 import com.android.launcher3.Utilities;
32 
33 
34 /**
35  * Common interpolators used in Launcher
36  */
37 public class Interpolators {
38 
39     public static final Interpolator LINEAR = new LinearInterpolator();
40 
41     public static final Interpolator ACCEL = new AccelerateInterpolator();
42     public static final Interpolator ACCEL_0_75 = new AccelerateInterpolator(0.75f);
43     public static final Interpolator ACCEL_1_5 = new AccelerateInterpolator(1.5f);
44     public static final Interpolator ACCEL_2 = new AccelerateInterpolator(2);
45 
46     public static final Interpolator DEACCEL = new DecelerateInterpolator();
47     public static final Interpolator DEACCEL_1_5 = new DecelerateInterpolator(1.5f);
48     public static final Interpolator DEACCEL_1_7 = new DecelerateInterpolator(1.7f);
49     public static final Interpolator DEACCEL_2 = new DecelerateInterpolator(2);
50     public static final Interpolator DEACCEL_2_5 = new DecelerateInterpolator(2.5f);
51     public static final Interpolator DEACCEL_3 = new DecelerateInterpolator(3f);
52     public static final Interpolator DEACCEL_5 = new DecelerateInterpolator(5f);
53 
54     public static final Interpolator ACCEL_DEACCEL = new AccelerateDecelerateInterpolator();
55 
56     public static final Interpolator FAST_OUT_SLOW_IN = new PathInterpolator(0.4f, 0f, 0.2f, 1f);
57 
58     public static final Interpolator AGGRESSIVE_EASE = new PathInterpolator(0.2f, 0f, 0f, 1f);
59     public static final Interpolator AGGRESSIVE_EASE_IN_OUT = new PathInterpolator(0.6f,0, 0.4f, 1);
60 
61     public static final Interpolator EXAGGERATED_EASE;
62 
63     public static final Interpolator INSTANT = t -> 1;
64 
65     private static final int MIN_SETTLE_DURATION = 200;
66     private static final float OVERSHOOT_FACTOR = 0.9f;
67 
68     static {
69         Path exaggeratedEase = new Path();
70         exaggeratedEase.moveTo(0, 0);
71         exaggeratedEase.cubicTo(0.05f, 0f, 0.133333f, 0.08f, 0.166666f, 0.4f);
72         exaggeratedEase.cubicTo(0.225f, 0.94f, 0.5f, 1f, 1f, 1f);
73         EXAGGERATED_EASE = new PathInterpolator(exaggeratedEase);
74     }
75 
76     public static final Interpolator OVERSHOOT_1_2 = new OvershootInterpolator(1.2f);
77     public static final Interpolator OVERSHOOT_1_7 = new OvershootInterpolator(1.7f);
78 
79     public static final Interpolator TOUCH_RESPONSE_INTERPOLATOR =
80             new PathInterpolator(0.3f, 0f, 0.1f, 1f);
81 
82     /**
83      * Inversion of ZOOM_OUT, compounded with an ease-out.
84      */
85     public static final Interpolator ZOOM_IN = new Interpolator() {
86         @Override
87         public float getInterpolation(float v) {
88             return DEACCEL_3.getInterpolation(1 - ZOOM_OUT.getInterpolation(1 - v));
89         }
90     };
91 
92     public static final Interpolator ZOOM_OUT = new Interpolator() {
93 
94         private static final float FOCAL_LENGTH = 0.35f;
95 
96         @Override
97         public float getInterpolation(float v) {
98             return zInterpolate(v);
99         }
100 
101         /**
102          * This interpolator emulates the rate at which the perceived scale of an object changes
103          * as its distance from a camera increases. When this interpolator is applied to a scale
104          * animation on a view, it evokes the sense that the object is shrinking due to moving away
105          * from the camera.
106          */
107         private float zInterpolate(float input) {
108             return (1.0f - FOCAL_LENGTH / (FOCAL_LENGTH + input)) /
109                     (1.0f - FOCAL_LENGTH / (FOCAL_LENGTH + 1.0f));
110         }
111     };
112 
113     public static final Interpolator SCROLL = new Interpolator() {
114         @Override
115         public float getInterpolation(float t) {
116             t -= 1.0f;
117             return t*t*t*t*t + 1;
118         }
119     };
120 
121     public static final Interpolator SCROLL_CUBIC = new Interpolator() {
122         @Override
123         public float getInterpolation(float t) {
124             t -= 1.0f;
125             return t*t*t + 1;
126         }
127     };
128 
129     private static final float FAST_FLING_PX_MS = 10;
130 
scrollInterpolatorForVelocity(float velocity)131     public static Interpolator scrollInterpolatorForVelocity(float velocity) {
132         return Math.abs(velocity) > FAST_FLING_PX_MS ? SCROLL : SCROLL_CUBIC;
133     }
134 
135     /**
136      * Create an OvershootInterpolator with tension directly related to the velocity (in px/ms).
137      * @param velocity The start velocity of the animation we want to overshoot.
138      */
overshootInterpolatorForVelocity(float velocity)139     public static Interpolator overshootInterpolatorForVelocity(float velocity) {
140         return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f));
141     }
142 
143     /**
144      * Runs the given interpolator such that the entire progress is set between the given bounds.
145      * That is, we set the interpolation to 0 until lowerBound and reach 1 by upperBound.
146      */
clampToProgress(Interpolator interpolator, float lowerBound, float upperBound)147     public static Interpolator clampToProgress(Interpolator interpolator, float lowerBound,
148             float upperBound) {
149         if (upperBound <= lowerBound) {
150             throw new IllegalArgumentException(String.format(
151                     "lowerBound (%f) must be less than upperBound (%f)", lowerBound, upperBound));
152         }
153         return t -> {
154             if (t < lowerBound) {
155                 return 0;
156             }
157             if (t > upperBound) {
158                 return 1;
159             }
160             return interpolator.getInterpolation((t - lowerBound) / (upperBound - lowerBound));
161         };
162     }
163 
164     /**
165      * Runs the given interpolator such that the interpolated value is mapped to the given range.
166      * This is useful, for example, if we only use this interpolator for part of the animation,
167      * such as to take over a user-controlled animation when they let go.
168      */
169     public static Interpolator mapToProgress(Interpolator interpolator, float lowerBound,
170             float upperBound) {
171         return t -> Utilities.mapRange(interpolator.getInterpolation(t), lowerBound, upperBound);
172     }
173 
174     /**
175      * Computes parameters necessary for an overshoot effect.
176      */
177     public static class OvershootParams {
178         public Interpolator interpolator;
179         public float start;
180         public float end;
181         public long duration;
182 
183         /**
184          * Given the input params, sets OvershootParams variables to be used by the caller.
185          * @param startProgress The progress from 0 to 1 that the overshoot starts from.
186          * @param overshootPastProgress The progress from 0 to 1 where we overshoot past (should
187          *        either be equal to startProgress or endProgress, depending on if we want to
188          *        overshoot immediately or only once we reach the end).
189          * @param endProgress The final progress from 0 to 1 that we will settle to.
190          * @param velocityPxPerMs The initial velocity that causes this overshoot.
191          * @param totalDistancePx The distance against which progress is calculated.
192          */
193         public OvershootParams(float startProgress, float overshootPastProgress,
194                 float endProgress, float velocityPxPerMs, int totalDistancePx, Context context) {
195             velocityPxPerMs = Math.abs(velocityPxPerMs);
196             start = startProgress;
197             int startPx = (int) (start * totalDistancePx);
198             // Overshoot by about half a frame.
199             float overshootBy = OVERSHOOT_FACTOR * velocityPxPerMs *
200                     getSingleFrameMs(context) / totalDistancePx / 2;
201             overshootBy = Utilities.boundToRange(overshootBy, 0.02f, 0.15f);
202             end = overshootPastProgress + overshootBy;
203             int endPx = (int) (end  * totalDistancePx);
204             int overshootDistance = endPx - startPx;
205             // Calculate deceleration necessary to reach overshoot distance.
206             // Formula: velocityFinal^2 = velocityInitial^2 + 2 * acceleration * distance
207             //          0 = v^2 + 2ad (velocityFinal == 0)
208             //          a = v^2 / -2d
209             float decelerationPxPerMs = velocityPxPerMs * velocityPxPerMs / (2 * overshootDistance);
210             // Calculate time necessary to reach peak of overshoot.
211             // Formula: acceleration = velocity / time
212             //          time = velocity / acceleration
213             duration = (long) (velocityPxPerMs / decelerationPxPerMs);
214 
215             // Now that we're at the top of the overshoot, need to settle back to endProgress.
216             float settleDistance = end - endProgress;
217             int settleDistancePx = (int) (settleDistance * totalDistancePx);
218             // Calculate time necessary for the settle.
219             // Formula: distance = velocityInitial * time + 1/2 * acceleration * time^2
220             //          d = 1/2at^2 (velocityInitial = 0, since we just stopped at the top)
221             //          t = sqrt(2d/a)
222             // Above formula assumes constant acceleration. Since we use ACCEL_DEACCEL, we actually
223             // have acceleration to halfway then deceleration the rest. So the formula becomes:
224             //          t = sqrt(d/a) * 2 (half the distance for accel, half for deaccel)
225             long settleDuration = (long) Math.sqrt(settleDistancePx / decelerationPxPerMs) * 4;
226 
227             settleDuration = Math.max(MIN_SETTLE_DURATION, settleDuration);
228             // How much of the animation to devote to playing the overshoot (the rest is for settle).
229             float overshootFraction = (float) duration / (duration + settleDuration);
230             duration += settleDuration;
231             // Finally, create the interpolator, composed of two interpolators: an overshoot, which
232             // reaches end > 1, and then a settle to endProgress.
233             Interpolator overshoot = Interpolators.clampToProgress(DEACCEL, 0, overshootFraction);
234             // The settle starts at 1, where 1 is the top of the overshoot, and maps to a fraction
235             // such that final progress is endProgress. For example, if we overshot to 1.1 but want
236             // to end at 1, we need to map to 1/1.1.
237             Interpolator settle = Interpolators.clampToProgress(Interpolators.mapToProgress(
238                     ACCEL_DEACCEL, 1, (endProgress - start) / (end - start)), overshootFraction, 1);
239             interpolator = t -> t <= overshootFraction
240                     ? overshoot.getInterpolation(t)
241                     : settle.getInterpolation(t);
242         }
243     }
244 }
245