Remove dependencies on APIs only exist on newer platforms.

Change-Id: I606a23863247454051dd183ddf6b77f6bc882685
diff --git a/gallerycommon/src/com/android/gallery3d/common/ApiHelper.java b/gallerycommon/src/com/android/gallery3d/common/ApiHelper.java
index 32c3a9c..a908e15 100644
--- a/gallerycommon/src/com/android/gallery3d/common/ApiHelper.java
+++ b/gallerycommon/src/com/android/gallery3d/common/ApiHelper.java
@@ -47,6 +47,13 @@
     public static final boolean HAS_REUSING_BITMAP_IN_BITMAP_FACTORY =
             Build.VERSION.SDK_INT >= VERSION_CODES.HONEYCOMB;
 
+    public static final boolean HAS_SET_BEAM_PUSH_URIS =
+            Build.VERSION.SDK_INT >= VERSION_CODES.JELLY_BEAN;
+
+    public static final boolean HAS_SET_DEFALT_BUFFER_SIZE = hasMethod(
+            "android.graphics.SurfaceTexture", "setDefaultBufferSize",
+            int.class, int.class);
+
     private static boolean hasField(Class<?> klass, String fieldName) {
         try {
             klass.getDeclaredField(fieldName);
@@ -55,4 +62,15 @@
             return false;
         }
     }
+
+    private static boolean hasMethod(String className, String methodName,
+            Class<?>... parameterTypes) {
+        try {
+            Class klass = Class.forName(className);
+            klass.getDeclaredMethod(methodName, parameterTypes);
+            return true;
+        } catch (Throwable th) {
+            return false;
+        }
+    }
 }
diff --git a/gallerycommon/src/com/android/gallery3d/common/OverScroller.java b/gallerycommon/src/com/android/gallery3d/common/OverScroller.java
new file mode 100644
index 0000000..1ab7953
--- /dev/null
+++ b/gallerycommon/src/com/android/gallery3d/common/OverScroller.java
@@ -0,0 +1,958 @@
+/*
+ * Copyright (C) 2010 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 com.android.gallery3d.common;
+
+import android.content.Context;
+import android.hardware.SensorManager;
+import android.util.FloatMath;
+import android.util.Log;
+import android.view.ViewConfiguration;
+import android.view.animation.AnimationUtils;
+import android.view.animation.Interpolator;
+
+/**
+ * This class encapsulates scrolling with the ability to overshoot the bounds
+ * of a scrolling operation. This class is a drop-in replacement for
+ * {@link android.widget.Scroller} in most cases.
+ */
+public class OverScroller {
+    private int mMode;
+
+    private final SplineOverScroller mScrollerX;
+    private final SplineOverScroller mScrollerY;
+
+    private Interpolator mInterpolator;
+
+    private final boolean mFlywheel;
+
+    private static final int DEFAULT_DURATION = 250;
+    private static final int SCROLL_MODE = 0;
+    private static final int FLING_MODE = 1;
+
+    /**
+     * Creates an OverScroller with a viscous fluid scroll interpolator and flywheel.
+     * @param context
+     */
+    public OverScroller(Context context) {
+        this(context, null);
+    }
+
+    /**
+     * Creates an OverScroller with flywheel enabled.
+     * @param context The context of this application.
+     * @param interpolator The scroll interpolator. If null, a default (viscous) interpolator will
+     * be used.
+     */
+    public OverScroller(Context context, Interpolator interpolator) {
+        this(context, interpolator, true);
+    }
+
+    /**
+     * Creates an OverScroller.
+     * @param context The context of this application.
+     * @param interpolator The scroll interpolator. If null, a default (viscous) interpolator will
+     * be used.
+     * @param flywheel If true, successive fling motions will keep on increasing scroll speed.
+     * @hide
+     */
+    public OverScroller(Context context, Interpolator interpolator, boolean flywheel) {
+        mInterpolator = interpolator;
+        mFlywheel = flywheel;
+        mScrollerX = new SplineOverScroller();
+        mScrollerY = new SplineOverScroller();
+
+        SplineOverScroller.initFromContext(context);
+    }
+
+    /**
+     * Creates an OverScroller with flywheel enabled.
+     * @param context The context of this application.
+     * @param interpolator The scroll interpolator. If null, a default (viscous) interpolator will
+     * be used.
+     * @param bounceCoefficientX A value between 0 and 1 that will determine the proportion of the
+     * velocity which is preserved in the bounce when the horizontal edge is reached. A null value
+     * means no bounce. This behavior is no longer supported and this coefficient has no effect.
+     * @param bounceCoefficientY Same as bounceCoefficientX but for the vertical direction. This
+     * behavior is no longer supported and this coefficient has no effect.
+     * !deprecated Use {!link #OverScroller(Context, Interpolator, boolean)} instead.
+     */
+    public OverScroller(Context context, Interpolator interpolator,
+            float bounceCoefficientX, float bounceCoefficientY) {
+        this(context, interpolator, true);
+    }
+
+    /**
+     * Creates an OverScroller.
+     * @param context The context of this application.
+     * @param interpolator The scroll interpolator. If null, a default (viscous) interpolator will
+     * be used.
+     * @param bounceCoefficientX A value between 0 and 1 that will determine the proportion of the
+     * velocity which is preserved in the bounce when the horizontal edge is reached. A null value
+     * means no bounce. This behavior is no longer supported and this coefficient has no effect.
+     * @param bounceCoefficientY Same as bounceCoefficientX but for the vertical direction. This
+     * behavior is no longer supported and this coefficient has no effect.
+     * @param flywheel If true, successive fling motions will keep on increasing scroll speed.
+     * !deprecated Use {!link OverScroller(Context, Interpolator, boolean)} instead.
+     */
+    public OverScroller(Context context, Interpolator interpolator,
+            float bounceCoefficientX, float bounceCoefficientY, boolean flywheel) {
+        this(context, interpolator, flywheel);
+    }
+
+    void setInterpolator(Interpolator interpolator) {
+        mInterpolator = interpolator;
+    }
+
+    /**
+     * The amount of friction applied to flings. The default value
+     * is {@link ViewConfiguration#getScrollFriction}.
+     *
+     * @param friction A scalar dimension-less value representing the coefficient of
+     *         friction.
+     */
+    public final void setFriction(float friction) {
+        mScrollerX.setFriction(friction);
+        mScrollerY.setFriction(friction);
+    }
+
+    /**
+     *
+     * Returns whether the scroller has finished scrolling.
+     *
+     * @return True if the scroller has finished scrolling, false otherwise.
+     */
+    public final boolean isFinished() {
+        return mScrollerX.mFinished && mScrollerY.mFinished;
+    }
+
+    /**
+     * Force the finished field to a particular value. Contrary to
+     * {@link #abortAnimation()}, forcing the animation to finished
+     * does NOT cause the scroller to move to the final x and y
+     * position.
+     *
+     * @param finished The new finished value.
+     */
+    public final void forceFinished(boolean finished) {
+        mScrollerX.mFinished = mScrollerY.mFinished = finished;
+    }
+
+    /**
+     * Returns the current X offset in the scroll.
+     *
+     * @return The new X offset as an absolute distance from the origin.
+     */
+    public final int getCurrX() {
+        return mScrollerX.mCurrentPosition;
+    }
+
+    /**
+     * Returns the current Y offset in the scroll.
+     *
+     * @return The new Y offset as an absolute distance from the origin.
+     */
+    public final int getCurrY() {
+        return mScrollerY.mCurrentPosition;
+    }
+
+    /**
+     * Returns the absolute value of the current velocity.
+     *
+     * @return The original velocity less the deceleration, norm of the X and Y velocity vector.
+     */
+    public float getCurrVelocity() {
+        float squaredNorm = mScrollerX.mCurrVelocity * mScrollerX.mCurrVelocity;
+        squaredNorm += mScrollerY.mCurrVelocity * mScrollerY.mCurrVelocity;
+        return FloatMath.sqrt(squaredNorm);
+    }
+
+    /**
+     * Returns the start X offset in the scroll.
+     *
+     * @return The start X offset as an absolute distance from the origin.
+     */
+    public final int getStartX() {
+        return mScrollerX.mStart;
+    }
+
+    /**
+     * Returns the start Y offset in the scroll.
+     *
+     * @return The start Y offset as an absolute distance from the origin.
+     */
+    public final int getStartY() {
+        return mScrollerY.mStart;
+    }
+
+    /**
+     * Returns where the scroll will end. Valid only for "fling" scrolls.
+     *
+     * @return The final X offset as an absolute distance from the origin.
+     */
+    public final int getFinalX() {
+        return mScrollerX.mFinal;
+    }
+
+    /**
+     * Returns where the scroll will end. Valid only for "fling" scrolls.
+     *
+     * @return The final Y offset as an absolute distance from the origin.
+     */
+    public final int getFinalY() {
+        return mScrollerY.mFinal;
+    }
+
+    /**
+     * Returns how long the scroll event will take, in milliseconds.
+     *
+     * @return The duration of the scroll in milliseconds.
+     *
+     * @hide Pending removal once nothing depends on it
+     * @deprecated OverScrollers don't necessarily have a fixed duration.
+     *             This function will lie to the best of its ability.
+     */
+    @Deprecated
+    public final int getDuration() {
+        return Math.max(mScrollerX.mDuration, mScrollerY.mDuration);
+    }
+
+    /**
+     * Extend the scroll animation. This allows a running animation to scroll
+     * further and longer, when used with {@link #setFinalX(int)} or {@link #setFinalY(int)}.
+     *
+     * @param extend Additional time to scroll in milliseconds.
+     * @see #setFinalX(int)
+     * @see #setFinalY(int)
+     *
+     * @hide Pending removal once nothing depends on it
+     * @deprecated OverScrollers don't necessarily have a fixed duration.
+     *             Instead of setting a new final position and extending
+     *             the duration of an existing scroll, use startScroll
+     *             to begin a new animation.
+     */
+    @Deprecated
+    public void extendDuration(int extend) {
+        mScrollerX.extendDuration(extend);
+        mScrollerY.extendDuration(extend);
+    }
+
+    /**
+     * Sets the final position (X) for this scroller.
+     *
+     * @param newX The new X offset as an absolute distance from the origin.
+     * @see #extendDuration(int)
+     * @see #setFinalY(int)
+     *
+     * @hide Pending removal once nothing depends on it
+     * @deprecated OverScroller's final position may change during an animation.
+     *             Instead of setting a new final position and extending
+     *             the duration of an existing scroll, use startScroll
+     *             to begin a new animation.
+     */
+    @Deprecated
+    public void setFinalX(int newX) {
+        mScrollerX.setFinalPosition(newX);
+    }
+
+    /**
+     * Sets the final position (Y) for this scroller.
+     *
+     * @param newY The new Y offset as an absolute distance from the origin.
+     * @see #extendDuration(int)
+     * @see #setFinalX(int)
+     *
+     * @hide Pending removal once nothing depends on it
+     * @deprecated OverScroller's final position may change during an animation.
+     *             Instead of setting a new final position and extending
+     *             the duration of an existing scroll, use startScroll
+     *             to begin a new animation.
+     */
+    @Deprecated
+    public void setFinalY(int newY) {
+        mScrollerY.setFinalPosition(newY);
+    }
+
+    /**
+     * Call this when you want to know the new location. If it returns true, the
+     * animation is not yet finished.
+     */
+    public boolean computeScrollOffset() {
+        if (isFinished()) {
+            return false;
+        }
+
+        switch (mMode) {
+            case SCROLL_MODE:
+                long time = AnimationUtils.currentAnimationTimeMillis();
+                // Any scroller can be used for time, since they were started
+                // together in scroll mode. We use X here.
+                final long elapsedTime = time - mScrollerX.mStartTime;
+
+                final int duration = mScrollerX.mDuration;
+                if (elapsedTime < duration) {
+                    float q = (float) (elapsedTime) / duration;
+
+                    if (mInterpolator == null) {
+                        q = Scroller.viscousFluid(q);
+                    } else {
+                        q = mInterpolator.getInterpolation(q);
+                    }
+
+                    mScrollerX.updateScroll(q);
+                    mScrollerY.updateScroll(q);
+                } else {
+                    abortAnimation();
+                }
+                break;
+
+            case FLING_MODE:
+                if (!mScrollerX.mFinished) {
+                    if (!mScrollerX.update()) {
+                        if (!mScrollerX.continueWhenFinished()) {
+                            mScrollerX.finish();
+                        }
+                    }
+                }
+
+                if (!mScrollerY.mFinished) {
+                    if (!mScrollerY.update()) {
+                        if (!mScrollerY.continueWhenFinished()) {
+                            mScrollerY.finish();
+                        }
+                    }
+                }
+
+                break;
+        }
+
+        return true;
+    }
+
+    /**
+     * Start scrolling by providing a starting point and the distance to travel.
+     * The scroll will use the default value of 250 milliseconds for the
+     * duration.
+     *
+     * @param startX Starting horizontal scroll offset in pixels. Positive
+     *        numbers will scroll the content to the left.
+     * @param startY Starting vertical scroll offset in pixels. Positive numbers
+     *        will scroll the content up.
+     * @param dx Horizontal distance to travel. Positive numbers will scroll the
+     *        content to the left.
+     * @param dy Vertical distance to travel. Positive numbers will scroll the
+     *        content up.
+     */
+    public void startScroll(int startX, int startY, int dx, int dy) {
+        startScroll(startX, startY, dx, dy, DEFAULT_DURATION);
+    }
+
+    /**
+     * Start scrolling by providing a starting point and the distance to travel.
+     *
+     * @param startX Starting horizontal scroll offset in pixels. Positive
+     *        numbers will scroll the content to the left.
+     * @param startY Starting vertical scroll offset in pixels. Positive numbers
+     *        will scroll the content up.
+     * @param dx Horizontal distance to travel. Positive numbers will scroll the
+     *        content to the left.
+     * @param dy Vertical distance to travel. Positive numbers will scroll the
+     *        content up.
+     * @param duration Duration of the scroll in milliseconds.
+     */
+    public void startScroll(int startX, int startY, int dx, int dy, int duration) {
+        mMode = SCROLL_MODE;
+        mScrollerX.startScroll(startX, dx, duration);
+        mScrollerY.startScroll(startY, dy, duration);
+    }
+
+    /**
+     * Call this when you want to 'spring back' into a valid coordinate range.
+     *
+     * @param startX Starting X coordinate
+     * @param startY Starting Y coordinate
+     * @param minX Minimum valid X value
+     * @param maxX Maximum valid X value
+     * @param minY Minimum valid Y value
+     * @param maxY Minimum valid Y value
+     * @return true if a springback was initiated, false if startX and startY were
+     *          already within the valid range.
+     */
+    public boolean springBack(int startX, int startY, int minX, int maxX, int minY, int maxY) {
+        mMode = FLING_MODE;
+
+        // Make sure both methods are called.
+        final boolean spingbackX = mScrollerX.springback(startX, minX, maxX);
+        final boolean spingbackY = mScrollerY.springback(startY, minY, maxY);
+        return spingbackX || spingbackY;
+    }
+
+    public void fling(int startX, int startY, int velocityX, int velocityY,
+            int minX, int maxX, int minY, int maxY) {
+        fling(startX, startY, velocityX, velocityY, minX, maxX, minY, maxY, 0, 0);
+    }
+
+    /**
+     * Start scrolling based on a fling gesture. The distance traveled will
+     * depend on the initial velocity of the fling.
+     *
+     * @param startX Starting point of the scroll (X)
+     * @param startY Starting point of the scroll (Y)
+     * @param velocityX Initial velocity of the fling (X) measured in pixels per
+     *            second.
+     * @param velocityY Initial velocity of the fling (Y) measured in pixels per
+     *            second
+     * @param minX Minimum X value. The scroller will not scroll past this point
+     *            unless overX > 0. If overfling is allowed, it will use minX as
+     *            a springback boundary.
+     * @param maxX Maximum X value. The scroller will not scroll past this point
+     *            unless overX > 0. If overfling is allowed, it will use maxX as
+     *            a springback boundary.
+     * @param minY Minimum Y value. The scroller will not scroll past this point
+     *            unless overY > 0. If overfling is allowed, it will use minY as
+     *            a springback boundary.
+     * @param maxY Maximum Y value. The scroller will not scroll past this point
+     *            unless overY > 0. If overfling is allowed, it will use maxY as
+     *            a springback boundary.
+     * @param overX Overfling range. If > 0, horizontal overfling in either
+     *            direction will be possible.
+     * @param overY Overfling range. If > 0, vertical overfling in either
+     *            direction will be possible.
+     */
+    public void fling(int startX, int startY, int velocityX, int velocityY,
+            int minX, int maxX, int minY, int maxY, int overX, int overY) {
+        // Continue a scroll or fling in progress
+        if (mFlywheel && !isFinished()) {
+            float oldVelocityX = mScrollerX.mCurrVelocity;
+            float oldVelocityY = mScrollerY.mCurrVelocity;
+            if (Math.signum(velocityX) == Math.signum(oldVelocityX) &&
+                    Math.signum(velocityY) == Math.signum(oldVelocityY)) {
+                velocityX += oldVelocityX;
+                velocityY += oldVelocityY;
+            }
+        }
+
+        mMode = FLING_MODE;
+        mScrollerX.fling(startX, velocityX, minX, maxX, overX);
+        mScrollerY.fling(startY, velocityY, minY, maxY, overY);
+    }
+
+    /**
+     * Notify the scroller that we've reached a horizontal boundary.
+     * Normally the information to handle this will already be known
+     * when the animation is started, such as in a call to one of the
+     * fling functions. However there are cases where this cannot be known
+     * in advance. This function will transition the current motion and
+     * animate from startX to finalX as appropriate.
+     *
+     * @param startX Starting/current X position
+     * @param finalX Desired final X position
+     * @param overX Magnitude of overscroll allowed. This should be the maximum
+     *              desired distance from finalX. Absolute value - must be positive.
+     */
+    public void notifyHorizontalEdgeReached(int startX, int finalX, int overX) {
+        mScrollerX.notifyEdgeReached(startX, finalX, overX);
+    }
+
+    /**
+     * Notify the scroller that we've reached a vertical boundary.
+     * Normally the information to handle this will already be known
+     * when the animation is started, such as in a call to one of the
+     * fling functions. However there are cases where this cannot be known
+     * in advance. This function will animate a parabolic motion from
+     * startY to finalY.
+     *
+     * @param startY Starting/current Y position
+     * @param finalY Desired final Y position
+     * @param overY Magnitude of overscroll allowed. This should be the maximum
+     *              desired distance from finalY. Absolute value - must be positive.
+     */
+    public void notifyVerticalEdgeReached(int startY, int finalY, int overY) {
+        mScrollerY.notifyEdgeReached(startY, finalY, overY);
+    }
+
+    /**
+     * Returns whether the current Scroller is currently returning to a valid position.
+     * Valid bounds were provided by the
+     * {@link #fling(int, int, int, int, int, int, int, int, int, int)} method.
+     *
+     * One should check this value before calling
+     * {@link #startScroll(int, int, int, int)} as the interpolation currently in progress
+     * to restore a valid position will then be stopped. The caller has to take into account
+     * the fact that the started scroll will start from an overscrolled position.
+     *
+     * @return true when the current position is overscrolled and in the process of
+     *         interpolating back to a valid value.
+     */
+    public boolean isOverScrolled() {
+        return ((!mScrollerX.mFinished &&
+                mScrollerX.mState != SplineOverScroller.SPLINE) ||
+                (!mScrollerY.mFinished &&
+                        mScrollerY.mState != SplineOverScroller.SPLINE));
+    }
+
+    /**
+     * Stops the animation. Contrary to {@link #forceFinished(boolean)},
+     * aborting the animating causes the scroller to move to the final x and y
+     * positions.
+     *
+     * @see #forceFinished(boolean)
+     */
+    public void abortAnimation() {
+        mScrollerX.finish();
+        mScrollerY.finish();
+    }
+
+    /**
+     * Returns the time elapsed since the beginning of the scrolling.
+     *
+     * @return The elapsed time in milliseconds.
+     *
+     * @hide
+     */
+    public int timePassed() {
+        final long time = AnimationUtils.currentAnimationTimeMillis();
+        final long startTime = Math.min(mScrollerX.mStartTime, mScrollerY.mStartTime);
+        return (int) (time - startTime);
+    }
+
+    /**
+     * @hide
+     */
+    public boolean isScrollingInDirection(float xvel, float yvel) {
+        final int dx = mScrollerX.mFinal - mScrollerX.mStart;
+        final int dy = mScrollerY.mFinal - mScrollerY.mStart;
+        return !isFinished() && Math.signum(xvel) == Math.signum(dx) &&
+                Math.signum(yvel) == Math.signum(dy);
+    }
+
+    static class SplineOverScroller {
+        // Initial position
+        private int mStart;
+
+        // Current position
+        private int mCurrentPosition;
+
+        // Final position
+        private int mFinal;
+
+        // Initial velocity
+        private int mVelocity;
+
+        // Current velocity
+        private float mCurrVelocity;
+
+        // Constant current deceleration
+        private float mDeceleration;
+
+        // Animation starting time, in system milliseconds
+        private long mStartTime;
+
+        // Animation duration, in milliseconds
+        private int mDuration;
+
+        // Duration to complete spline component of animation
+        private int mSplineDuration;
+
+        // Distance to travel along spline animation
+        private int mSplineDistance;
+
+        // Whether the animation is currently in progress
+        private boolean mFinished;
+
+        // The allowed overshot distance before boundary is reached.
+        private int mOver;
+
+        // Fling friction
+        private float mFlingFriction = ViewConfiguration.getScrollFriction();
+
+        // Current state of the animation.
+        private int mState = SPLINE;
+
+        // Constant gravity value, used in the deceleration phase.
+        private static final float GRAVITY = 2000.0f;
+
+        // A device specific coefficient adjusted to physical values.
+        private static float PHYSICAL_COEF;
+
+        private static float DECELERATION_RATE = (float) (Math.log(0.78) / Math.log(0.9));
+        private static final float INFLEXION = 0.35f; // Tension lines cross at (INFLEXION, 1)
+        private static final float START_TENSION = 0.5f;
+        private static final float END_TENSION = 1.0f;
+        private static final float P1 = START_TENSION * INFLEXION;
+        private static final float P2 = 1.0f - END_TENSION * (1.0f - INFLEXION);
+
+        private static final int NB_SAMPLES = 100;
+        private static final float[] SPLINE_POSITION = new float[NB_SAMPLES + 1];
+        private static final float[] SPLINE_TIME = new float[NB_SAMPLES + 1];
+
+        private static final int SPLINE = 0;
+        private static final int CUBIC = 1;
+        private static final int BALLISTIC = 2;
+
+        static {
+            float x_min = 0.0f;
+            float y_min = 0.0f;
+            for (int i = 0; i < NB_SAMPLES; i++) {
+                final float alpha = (float) i / NB_SAMPLES;
+
+                float x_max = 1.0f;
+                float x, tx, coef;
+                while (true) {
+                    x = x_min + (x_max - x_min) / 2.0f;
+                    coef = 3.0f * x * (1.0f - x);
+                    tx = coef * ((1.0f - x) * P1 + x * P2) + x * x * x;
+                    if (Math.abs(tx - alpha) < 1E-5) break;
+                    if (tx > alpha) x_max = x;
+                    else x_min = x;
+                }
+                SPLINE_POSITION[i] = coef * ((1.0f - x) * START_TENSION + x) + x * x * x;
+
+                float y_max = 1.0f;
+                float y, dy;
+                while (true) {
+                    y = y_min + (y_max - y_min) / 2.0f;
+                    coef = 3.0f * y * (1.0f - y);
+                    dy = coef * ((1.0f - y) * START_TENSION + y) + y * y * y;
+                    if (Math.abs(dy - alpha) < 1E-5) break;
+                    if (dy > alpha) y_max = y;
+                    else y_min = y;
+                }
+                SPLINE_TIME[i] = coef * ((1.0f - y) * P1 + y * P2) + y * y * y;
+            }
+            SPLINE_POSITION[NB_SAMPLES] = SPLINE_TIME[NB_SAMPLES] = 1.0f;
+        }
+
+        static void initFromContext(Context context) {
+            final float ppi = context.getResources().getDisplayMetrics().density * 160.0f;
+            PHYSICAL_COEF = SensorManager.GRAVITY_EARTH // g (m/s^2)
+                    * 39.37f // inch/meter
+                    * ppi
+                    * 0.84f; // look and feel tuning
+        }
+
+        void setFriction(float friction) {
+            mFlingFriction = friction;
+        }
+
+        SplineOverScroller() {
+            mFinished = true;
+        }
+
+        void updateScroll(float q) {
+            mCurrentPosition = mStart + Math.round(q * (mFinal - mStart));
+        }
+
+        /*
+         * Get a signed deceleration that will reduce the velocity.
+         */
+        static private float getDeceleration(int velocity) {
+            return velocity > 0 ? -GRAVITY : GRAVITY;
+        }
+
+        /*
+         * Modifies mDuration to the duration it takes to get from start to newFinal using the
+         * spline interpolation. The previous duration was needed to get to oldFinal.
+         */
+        private void adjustDuration(int start, int oldFinal, int newFinal) {
+            final int oldDistance = oldFinal - start;
+            final int newDistance = newFinal - start;
+            final float x = Math.abs((float) newDistance / oldDistance);
+            final int index = (int) (NB_SAMPLES * x);
+            if (index < NB_SAMPLES) {
+                final float x_inf = (float) index / NB_SAMPLES;
+                final float x_sup = (float) (index + 1) / NB_SAMPLES;
+                final float t_inf = SPLINE_TIME[index];
+                final float t_sup = SPLINE_TIME[index + 1];
+                final float timeCoef = t_inf + (x - x_inf) / (x_sup - x_inf) * (t_sup - t_inf);
+                mDuration *= timeCoef;
+            }
+        }
+
+        void startScroll(int start, int distance, int duration) {
+            mFinished = false;
+
+            mStart = start;
+            mFinal = start + distance;
+
+            mStartTime = AnimationUtils.currentAnimationTimeMillis();
+            mDuration = duration;
+
+            // Unused
+            mDeceleration = 0.0f;
+            mVelocity = 0;
+        }
+
+        void finish() {
+            mCurrentPosition = mFinal;
+            // Not reset since WebView relies on this value for fast fling.
+            // TODO: restore when WebView uses the fast fling implemented in this class.
+            // mCurrVelocity = 0.0f;
+            mFinished = true;
+        }
+
+        void setFinalPosition(int position) {
+            mFinal = position;
+            mFinished = false;
+        }
+
+        void extendDuration(int extend) {
+            final long time = AnimationUtils.currentAnimationTimeMillis();
+            final int elapsedTime = (int) (time - mStartTime);
+            mDuration = elapsedTime + extend;
+            mFinished = false;
+        }
+
+        boolean springback(int start, int min, int max) {
+            mFinished = true;
+
+            mStart = mFinal = start;
+            mVelocity = 0;
+
+            mStartTime = AnimationUtils.currentAnimationTimeMillis();
+            mDuration = 0;
+
+            if (start < min) {
+                startSpringback(start, min, 0);
+            } else if (start > max) {
+                startSpringback(start, max, 0);
+            }
+
+            return !mFinished;
+        }
+
+        private void startSpringback(int start, int end, int velocity) {
+            // mStartTime has been set
+            mFinished = false;
+            mState = CUBIC;
+            mStart = start;
+            mFinal = end;
+            final int delta = start - end;
+            mDeceleration = getDeceleration(delta);
+            // TODO take velocity into account
+            mVelocity = -delta; // only sign is used
+            mOver = Math.abs(delta);
+            mDuration = (int) (1000.0 * Math.sqrt(-2.0 * delta / mDeceleration));
+        }
+
+        void fling(int start, int velocity, int min, int max, int over) {
+            mOver = over;
+            mFinished = false;
+            mCurrVelocity = mVelocity = velocity;
+            mDuration = mSplineDuration = 0;
+            mStartTime = AnimationUtils.currentAnimationTimeMillis();
+            mCurrentPosition = mStart = start;
+
+            if (start > max || start < min) {
+                startAfterEdge(start, min, max, velocity);
+                return;
+            }
+
+            mState = SPLINE;
+            double totalDistance = 0.0;
+
+            if (velocity != 0) {
+                mDuration = mSplineDuration = getSplineFlingDuration(velocity);
+                totalDistance = getSplineFlingDistance(velocity);
+            }
+
+            mSplineDistance = (int) (totalDistance * Math.signum(velocity));
+            mFinal = start + mSplineDistance;
+
+            // Clamp to a valid final position
+            if (mFinal < min) {
+                adjustDuration(mStart, mFinal, min);
+                mFinal = min;
+            }
+
+            if (mFinal > max) {
+                adjustDuration(mStart, mFinal, max);
+                mFinal = max;
+            }
+        }
+
+        private double getSplineDeceleration(int velocity) {
+            return Math.log(INFLEXION * Math.abs(velocity) / (mFlingFriction * PHYSICAL_COEF));
+        }
+
+        private double getSplineFlingDistance(int velocity) {
+            final double l = getSplineDeceleration(velocity);
+            final double decelMinusOne = DECELERATION_RATE - 1.0;
+            return mFlingFriction * PHYSICAL_COEF * Math.exp(DECELERATION_RATE / decelMinusOne * l);
+        }
+
+        /* Returns the duration, expressed in milliseconds */
+        private int getSplineFlingDuration(int velocity) {
+            final double l = getSplineDeceleration(velocity);
+            final double decelMinusOne = DECELERATION_RATE - 1.0;
+            return (int) (1000.0 * Math.exp(l / decelMinusOne));
+        }
+
+        private void fitOnBounceCurve(int start, int end, int velocity) {
+            // Simulate a bounce that started from edge
+            final float durationToApex = - velocity / mDeceleration;
+            final float distanceToApex = velocity * velocity / 2.0f / Math.abs(mDeceleration);
+            final float distanceToEdge = Math.abs(end - start);
+            final float totalDuration = (float) Math.sqrt(
+                    2.0 * (distanceToApex + distanceToEdge) / Math.abs(mDeceleration));
+            mStartTime -= (int) (1000.0f * (totalDuration - durationToApex));
+            mStart = end;
+            mVelocity = (int) (- mDeceleration * totalDuration);
+        }
+
+        private void startBounceAfterEdge(int start, int end, int velocity) {
+            mDeceleration = getDeceleration(velocity == 0 ? start - end : velocity);
+            fitOnBounceCurve(start, end, velocity);
+            onEdgeReached();
+        }
+
+        private void startAfterEdge(int start, int min, int max, int velocity) {
+            if (start > min && start < max) {
+                Log.e("OverScroller", "startAfterEdge called from a valid position");
+                mFinished = true;
+                return;
+            }
+            final boolean positive = start > max;
+            final int edge = positive ? max : min;
+            final int overDistance = start - edge;
+            boolean keepIncreasing = overDistance * velocity >= 0;
+            if (keepIncreasing) {
+                // Will result in a bounce or a to_boundary depending on velocity.
+                startBounceAfterEdge(start, edge, velocity);
+            } else {
+                final double totalDistance = getSplineFlingDistance(velocity);
+                if (totalDistance > Math.abs(overDistance)) {
+                    fling(start, velocity, positive ? min : start, positive ? start : max, mOver);
+                } else {
+                    startSpringback(start, edge, velocity);
+                }
+            }
+        }
+
+        void notifyEdgeReached(int start, int end, int over) {
+            // mState is used to detect successive notifications
+            if (mState == SPLINE) {
+                mOver = over;
+                mStartTime = AnimationUtils.currentAnimationTimeMillis();
+                // We were in fling/scroll mode before: current velocity is such that distance to
+                // edge is increasing. This ensures that startAfterEdge will not start a new fling.
+                startAfterEdge(start, end, end, (int) mCurrVelocity);
+            }
+        }
+
+        private void onEdgeReached() {
+            // mStart, mVelocity and mStartTime were adjusted to their values when edge was reached.
+            float distance = mVelocity * mVelocity / (2.0f * Math.abs(mDeceleration));
+            final float sign = Math.signum(mVelocity);
+
+            if (distance > mOver) {
+                // Default deceleration is not sufficient to slow us down before boundary
+                 mDeceleration = - sign * mVelocity * mVelocity / (2.0f * mOver);
+                 distance = mOver;
+            }
+
+            mOver = (int) distance;
+            mState = BALLISTIC;
+            mFinal = mStart + (int) (mVelocity > 0 ? distance : -distance);
+            mDuration = - (int) (1000.0f * mVelocity / mDeceleration);
+        }
+
+        boolean continueWhenFinished() {
+            switch (mState) {
+                case SPLINE:
+                    // Duration from start to null velocity
+                    if (mDuration < mSplineDuration) {
+                        // If the animation was clamped, we reached the edge
+                        mStart = mFinal;
+                        // TODO Better compute speed when edge was reached
+                        mVelocity = (int) mCurrVelocity;
+                        mDeceleration = getDeceleration(mVelocity);
+                        mStartTime += mDuration;
+                        onEdgeReached();
+                    } else {
+                        // Normal stop, no need to continue
+                        return false;
+                    }
+                    break;
+                case BALLISTIC:
+                    mStartTime += mDuration;
+                    startSpringback(mFinal, mStart, 0);
+                    break;
+                case CUBIC:
+                    return false;
+            }
+
+            update();
+            return true;
+        }
+
+        /*
+         * Update the current position and velocity for current time. Returns
+         * true if update has been done and false if animation duration has been
+         * reached.
+         */
+        boolean update() {
+            final long time = AnimationUtils.currentAnimationTimeMillis();
+            final long currentTime = time - mStartTime;
+
+            if (currentTime > mDuration) {
+                return false;
+            }
+
+            double distance = 0.0;
+            switch (mState) {
+                case SPLINE: {
+                    final float t = (float) currentTime / mSplineDuration;
+                    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;
+                    }
+
+                    distance = distanceCoef * mSplineDistance;
+                    mCurrVelocity = velocityCoef * mSplineDistance / mSplineDuration * 1000.0f;
+                    break;
+                }
+
+                case BALLISTIC: {
+                    final float t = currentTime / 1000.0f;
+                    mCurrVelocity = mVelocity + mDeceleration * t;
+                    distance = mVelocity * t + mDeceleration * t * t / 2.0f;
+                    break;
+                }
+
+                case CUBIC: {
+                    final float t = (float) (currentTime) / mDuration;
+                    final float t2 = t * t;
+                    final float sign = Math.signum(mVelocity);
+                    distance = sign * mOver * (3.0f * t2 - 2.0f * t * t2);
+                    mCurrVelocity = sign * mOver * 6.0f * (- t + t2);
+                    break;
+                }
+            }
+
+            mCurrentPosition = mStart + (int) Math.round(distance);
+
+            return true;
+        }
+    }
+}
diff --git a/gallerycommon/src/com/android/gallery3d/common/Scroller.java b/gallerycommon/src/com/android/gallery3d/common/Scroller.java
new file mode 100644
index 0000000..160f3ca
--- /dev/null
+++ b/gallerycommon/src/com/android/gallery3d/common/Scroller.java
@@ -0,0 +1,507 @@
+/*
+ * Copyright (C) 2006 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 com.android.gallery3d.common;
+
+import android.content.Context;
+import android.hardware.SensorManager;
+import android.os.Build;
+import android.util.FloatMath;
+import android.view.ViewConfiguration;
+import android.view.animation.AnimationUtils;
+import android.view.animation.Interpolator;
+
+
+/**
+ * This class encapsulates scrolling.  The duration of the scroll
+ * can be passed in the constructor and specifies the maximum time that
+ * the scrolling animation should take.  Past this time, the scrolling is
+ * automatically moved to its final stage and computeScrollOffset()
+ * will always return false to indicate that scrolling is over.
+ */
+public class Scroller  {
+    private int mMode;
+
+    private int mStartX;
+    private int mStartY;
+    private int mFinalX;
+    private int mFinalY;
+
+    private int mMinX;
+    private int mMaxX;
+    private int mMinY;
+    private int mMaxY;
+
+    private int mCurrX;
+    private int mCurrY;
+    private long mStartTime;
+    private int mDuration;
+    private float mDurationReciprocal;
+    private float mDeltaX;
+    private float mDeltaY;
+    private boolean mFinished;
+    private Interpolator mInterpolator;
+    private boolean mFlywheel;
+
+    private float mVelocity;
+
+    private static final int DEFAULT_DURATION = 250;
+    private static final int SCROLL_MODE = 0;
+    private static final int FLING_MODE = 1;
+
+    private static float DECELERATION_RATE = (float) (Math.log(0.75) / Math.log(0.9));
+    private static float ALPHA = 800; // pixels / seconds
+    private static float START_TENSION = 0.4f; // Tension at start: (0.4 * total T, 1.0 * Distance)
+    private static float END_TENSION = 1.0f - START_TENSION;
+    private static final int NB_SAMPLES = 100;
+    private static final float[] SPLINE = new float[NB_SAMPLES + 1];
+
+    private float mDeceleration;
+    private final float mPpi;
+
+    static {
+        float x_min = 0.0f;
+        for (int i = 0; i <= NB_SAMPLES; i++) {
+            final float t = (float) i / NB_SAMPLES;
+            float x_max = 1.0f;
+            float x, tx, coef;
+            while (true) {
+                x = x_min + (x_max - x_min) / 2.0f;
+                coef = 3.0f * x * (1.0f - x);
+                tx = coef * ((1.0f - x) * START_TENSION + x * END_TENSION) + x * x * x;
+                if (Math.abs(tx - t) < 1E-5) break;
+                if (tx > t) x_max = x;
+                else x_min = x;
+            }
+            final float d = coef + x * x * x;
+            SPLINE[i] = d;
+        }
+        SPLINE[NB_SAMPLES] = 1.0f;
+
+        // This controls the viscous fluid effect (how much of it)
+        sViscousFluidScale = 8.0f;
+        // must be set to 1.0 (used in viscousFluid())
+        sViscousFluidNormalize = 1.0f;
+        sViscousFluidNormalize = 1.0f / viscousFluid(1.0f);
+    }
+
+    private static float sViscousFluidScale;
+    private static float sViscousFluidNormalize;
+
+    /**
+     * Create a Scroller with the default duration and interpolator.
+     */
+    public Scroller(Context context) {
+        this(context, null);
+    }
+
+    /**
+     * Create a Scroller with the specified interpolator. If the interpolator is
+     * null, the default (viscous) interpolator will be used. "Flywheel" behavior will
+     * be in effect for apps targeting Honeycomb or newer.
+     */
+    public Scroller(Context context, Interpolator interpolator) {
+        this(context, interpolator,
+                context.getApplicationInfo().targetSdkVersion >= Build.VERSION_CODES.HONEYCOMB);
+    }
+
+    /**
+     * Create a Scroller with the specified interpolator. If the interpolator is
+     * null, the default (viscous) interpolator will be used. Specify whether or
+     * not to support progressive "flywheel" behavior in flinging.
+     */
+    public Scroller(Context context, Interpolator interpolator, boolean flywheel) {
+        mFinished = true;
+        mInterpolator = interpolator;
+        mPpi = context.getResources().getDisplayMetrics().density * 160.0f;
+        mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction());
+        mFlywheel = flywheel;
+    }
+
+    /**
+     * The amount of friction applied to flings. The default value
+     * is {@link ViewConfiguration#getScrollFriction}.
+     *
+     * @param friction A scalar dimension-less value representing the coefficient of
+     *         friction.
+     */
+    public final void setFriction(float friction) {
+        mDeceleration = computeDeceleration(friction);
+    }
+
+    private float computeDeceleration(float friction) {
+        return SensorManager.GRAVITY_EARTH   // g (m/s^2)
+                      * 39.37f               // inch/meter
+                      * mPpi                 // pixels per inch
+                      * friction;
+    }
+
+    /**
+     *
+     * Returns whether the scroller has finished scrolling.
+     *
+     * @return True if the scroller has finished scrolling, false otherwise.
+     */
+    public final boolean isFinished() {
+        return mFinished;
+    }
+
+    /**
+     * Force the finished field to a particular value.
+     *
+     * @param finished The new finished value.
+     */
+    public final void forceFinished(boolean finished) {
+        mFinished = finished;
+    }
+
+    /**
+     * Returns how long the scroll event will take, in milliseconds.
+     *
+     * @return The duration of the scroll in milliseconds.
+     */
+    public final int getDuration() {
+        return mDuration;
+    }
+
+    /**
+     * Returns the current X offset in the scroll.
+     *
+     * @return The new X offset as an absolute distance from the origin.
+     */
+    public final int getCurrX() {
+        return mCurrX;
+    }
+
+    /**
+     * Returns the current Y offset in the scroll.
+     *
+     * @return The new Y offset as an absolute distance from the origin.
+     */
+    public final int getCurrY() {
+        return mCurrY;
+    }
+
+    /**
+     * Returns the current velocity.
+     *
+     * @return The original velocity less the deceleration. Result may be
+     * negative.
+     */
+    public float getCurrVelocity() {
+        return mVelocity - mDeceleration * timePassed() / 2000.0f;
+    }
+
+    /**
+     * Returns the start X offset in the scroll.
+     *
+     * @return The start X offset as an absolute distance from the origin.
+     */
+    public final int getStartX() {
+        return mStartX;
+    }
+
+    /**
+     * Returns the start Y offset in the scroll.
+     *
+     * @return The start Y offset as an absolute distance from the origin.
+     */
+    public final int getStartY() {
+        return mStartY;
+    }
+
+    /**
+     * Returns where the scroll will end. Valid only for "fling" scrolls.
+     *
+     * @return The final X offset as an absolute distance from the origin.
+     */
+    public final int getFinalX() {
+        return mFinalX;
+    }
+
+    /**
+     * Returns where the scroll will end. Valid only for "fling" scrolls.
+     *
+     * @return The final Y offset as an absolute distance from the origin.
+     */
+    public final int getFinalY() {
+        return mFinalY;
+    }
+
+    /**
+     * Call this when you want to know the new location.  If it returns true,
+     * the animation is not yet finished.  loc will be altered to provide the
+     * new location.
+     */
+    public boolean computeScrollOffset() {
+        if (mFinished) {
+            return false;
+        }
+
+        int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
+
+        if (timePassed < mDuration) {
+            switch (mMode) {
+            case SCROLL_MODE:
+                float x = timePassed * mDurationReciprocal;
+
+                if (mInterpolator == null)
+                    x = viscousFluid(x);
+                else
+                    x = mInterpolator.getInterpolation(x);
+
+                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);
+                final float t_inf = (float) index / NB_SAMPLES;
+                final float t_sup = (float) (index + 1) / NB_SAMPLES;
+                final float d_inf = SPLINE[index];
+                final float d_sup = SPLINE[index + 1];
+                final float distanceCoef = d_inf + (t - t_inf) / (t_sup - t_inf) * (d_sup - d_inf);
+
+                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;
+    }
+
+    /**
+     * Start scrolling by providing a starting point and the distance to travel.
+     * The scroll will use the default value of 250 milliseconds for the
+     * duration.
+     *
+     * @param startX Starting horizontal scroll offset in pixels. Positive
+     *        numbers will scroll the content to the left.
+     * @param startY Starting vertical scroll offset in pixels. Positive numbers
+     *        will scroll the content up.
+     * @param dx Horizontal distance to travel. Positive numbers will scroll the
+     *        content to the left.
+     * @param dy Vertical distance to travel. Positive numbers will scroll the
+     *        content up.
+     */
+    public void startScroll(int startX, int startY, int dx, int dy) {
+        startScroll(startX, startY, dx, dy, DEFAULT_DURATION);
+    }
+
+    /**
+     * Start scrolling by providing a starting point and the distance to travel.
+     *
+     * @param startX Starting horizontal scroll offset in pixels. Positive
+     *        numbers will scroll the content to the left.
+     * @param startY Starting vertical scroll offset in pixels. Positive numbers
+     *        will scroll the content up.
+     * @param dx Horizontal distance to travel. Positive numbers will scroll the
+     *        content to the left.
+     * @param dy Vertical distance to travel. Positive numbers will scroll the
+     *        content up.
+     * @param duration Duration of the scroll in milliseconds.
+     */
+    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;
+    }
+
+    /**
+     * Start scrolling based on a fling gesture. The distance travelled will
+     * depend on the initial velocity of the fling.
+     *
+     * @param startX Starting point of the scroll (X)
+     * @param startY Starting point of the scroll (Y)
+     * @param velocityX Initial velocity of the fling (X) measured in pixels per
+     *        second.
+     * @param velocityY Initial velocity of the fling (Y) measured in pixels per
+     *        second
+     * @param minX Minimum X value. The scroller will not scroll past this
+     *        point.
+     * @param maxX Maximum X value. The scroller will not scroll past this
+     *        point.
+     * @param minY Minimum Y value. The scroller will not scroll past this
+     *        point.
+     * @param maxY Maximum Y value. The scroller will not scroll past this
+     *        point.
+     */
+    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;
+        final double l = Math.log(START_TENSION * velocity / ALPHA);
+        mDuration = (int) (1000.0 * Math.exp(l / (DECELERATION_RATE - 1.0)));
+        mStartTime = AnimationUtils.currentAnimationTimeMillis();
+        mStartX = startX;
+        mStartY = startY;
+
+        float coeffX = velocity == 0 ? 1.0f : velocityX / velocity;
+        float coeffY = velocity == 0 ? 1.0f : velocityY / velocity;
+
+        int totalDistance =
+                (int) (ALPHA * Math.exp(DECELERATION_RATE / (DECELERATION_RATE - 1.0) * l));
+
+        mMinX = minX;
+        mMaxX = maxX;
+        mMinY = minY;
+        mMaxY = maxY;
+
+        mFinalX = startX + Math.round(totalDistance * coeffX);
+        // Pin to mMinX <= mFinalX <= mMaxX
+        mFinalX = Math.min(mFinalX, mMaxX);
+        mFinalX = Math.max(mFinalX, mMinX);
+
+        mFinalY = startY + Math.round(totalDistance * coeffY);
+        // Pin to mMinY <= mFinalY <= mMaxY
+        mFinalY = Math.min(mFinalY, mMaxY);
+        mFinalY = Math.max(mFinalY, mMinY);
+    }
+
+    static float viscousFluid(float x)
+    {
+        x *= sViscousFluidScale;
+        if (x < 1.0f) {
+            x -= (1.0f - (float)Math.exp(-x));
+        } else {
+            float start = 0.36787944117f;   // 1/e == exp(-1)
+            x = 1.0f - (float)Math.exp(1.0f - x);
+            x = start + x * (1.0f - start);
+        }
+        x *= sViscousFluidNormalize;
+        return x;
+    }
+
+    /**
+     * Stops the animation. Contrary to {@link #forceFinished(boolean)},
+     * aborting the animating cause the scroller to move to the final x and y
+     * position
+     *
+     * @see #forceFinished(boolean)
+     */
+    public void abortAnimation() {
+        mCurrX = mFinalX;
+        mCurrY = mFinalY;
+        mFinished = true;
+    }
+
+    /**
+     * Extend the scroll animation. This allows a running animation to scroll
+     * further and longer, when used with {@link #setFinalX(int)} or {@link #setFinalY(int)}.
+     *
+     * @param extend Additional time to scroll in milliseconds.
+     * @see #setFinalX(int)
+     * @see #setFinalY(int)
+     */
+    public void extendDuration(int extend) {
+        int passed = timePassed();
+        mDuration = passed + extend;
+        mDurationReciprocal = 1.0f / mDuration;
+        mFinished = false;
+    }
+
+    /**
+     * Returns the time elapsed since the beginning of the scrolling.
+     *
+     * @return The elapsed time in milliseconds.
+     */
+    public int timePassed() {
+        return (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
+    }
+
+    /**
+     * Sets the final position (X) for this scroller.
+     *
+     * @param newX The new X offset as an absolute distance from the origin.
+     * @see #extendDuration(int)
+     * @see #setFinalY(int)
+     */
+    public void setFinalX(int newX) {
+        mFinalX = newX;
+        mDeltaX = mFinalX - mStartX;
+        mFinished = false;
+    }
+
+    /**
+     * Sets the final position (Y) for this scroller.
+     *
+     * @param newY The new Y offset as an absolute distance from the origin.
+     * @see #extendDuration(int)
+     * @see #setFinalX(int)
+     */
+    public void setFinalY(int newY) {
+        mFinalY = newY;
+        mDeltaY = mFinalY - mStartY;
+        mFinished = false;
+    }
+
+    /**
+     * @hide
+     */
+    public boolean isScrollingInDirection(float xvel, float yvel) {
+        return !mFinished && Math.signum(xvel) == Math.signum(mFinalX - mStartX) &&
+                Math.signum(yvel) == Math.signum(mFinalY - mStartY);
+    }
+}