Joshua Tsuji | cb9312f | 2020-02-13 03:22:56 -0500 | [diff] [blame] | 1 | /* |
| 2 | * Copyright (C) 2020 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 | package com.android.systemui.util.magnetictarget |
| 17 | |
| 18 | import android.annotation.SuppressLint |
| 19 | import android.content.Context |
| 20 | import android.database.ContentObserver |
| 21 | import android.graphics.PointF |
| 22 | import android.os.Handler |
| 23 | import android.os.UserHandle |
| 24 | import android.os.VibrationEffect |
| 25 | import android.os.Vibrator |
| 26 | import android.provider.Settings |
| 27 | import android.view.MotionEvent |
| 28 | import android.view.VelocityTracker |
| 29 | import android.view.View |
| 30 | import androidx.dynamicanimation.animation.DynamicAnimation |
| 31 | import androidx.dynamicanimation.animation.FloatPropertyCompat |
| 32 | import androidx.dynamicanimation.animation.SpringForce |
| 33 | import com.android.systemui.util.animation.PhysicsAnimator |
| 34 | import kotlin.math.hypot |
| 35 | |
| 36 | /** |
| 37 | * Utility class for creating 'magnetized' objects that are attracted to one or more magnetic |
| 38 | * targets. Magnetic targets attract objects that are dragged near them, and hold them there unless |
| 39 | * they're moved away or released. Releasing objects inside a magnetic target typically performs an |
| 40 | * action on the object. |
| 41 | * |
| 42 | * MagnetizedObject also supports flinging to targets, which will result in the object being pulled |
| 43 | * into the target and released as if it was dragged into it. |
| 44 | * |
| 45 | * To use this class, either construct an instance with an object of arbitrary type, or use the |
| 46 | * [MagnetizedObject.magnetizeView] shortcut method if you're magnetizing a view. Then, set |
| 47 | * [magnetListener] to receive event callbacks. In your touch handler, pass all MotionEvents |
| 48 | * that move this object to [maybeConsumeMotionEvent]. If that method returns true, consider the |
| 49 | * event consumed by the MagnetizedObject and don't move the object unless it begins returning false |
| 50 | * again. |
| 51 | * |
| 52 | * @param context Context, used to retrieve a Vibrator instance for vibration effects. |
| 53 | * @param underlyingObject The actual object that we're magnetizing. |
| 54 | * @param xProperty Property that sets the x value of the object's position. |
| 55 | * @param yProperty Property that sets the y value of the object's position. |
| 56 | */ |
| 57 | abstract class MagnetizedObject<T : Any>( |
| 58 | val context: Context, |
| 59 | |
| 60 | /** The actual object that is animated. */ |
| 61 | val underlyingObject: T, |
| 62 | |
| 63 | /** Property that gets/sets the object's X value. */ |
| 64 | val xProperty: FloatPropertyCompat<in T>, |
| 65 | |
| 66 | /** Property that gets/sets the object's Y value. */ |
| 67 | val yProperty: FloatPropertyCompat<in T> |
| 68 | ) { |
| 69 | |
| 70 | /** Return the width of the object. */ |
| 71 | abstract fun getWidth(underlyingObject: T): Float |
| 72 | |
| 73 | /** Return the height of the object. */ |
| 74 | abstract fun getHeight(underlyingObject: T): Float |
| 75 | |
| 76 | /** |
| 77 | * Fill the provided array with the location of the top-left of the object, relative to the |
| 78 | * entire screen. Compare to [View.getLocationOnScreen]. |
| 79 | */ |
| 80 | abstract fun getLocationOnScreen(underlyingObject: T, loc: IntArray) |
| 81 | |
| 82 | /** Methods for listening to events involving a magnetized object. */ |
| 83 | interface MagnetListener { |
| 84 | |
| 85 | /** |
| 86 | * Called when touch events move within the magnetic field of a target, causing the |
| 87 | * object to animate to the target and become 'stuck' there. The animation happens |
| 88 | * automatically here - you should not move the object. You can, however, change its state |
| 89 | * to indicate to the user that it's inside the target and releasing it will have an effect. |
| 90 | * |
| 91 | * [maybeConsumeMotionEvent] is now returning true and will continue to do so until a call |
| 92 | * to [onUnstuckFromTarget] or [onReleasedInTarget]. |
| 93 | * |
| 94 | * @param target The target that the object is now stuck to. |
| 95 | */ |
| 96 | fun onStuckToTarget(target: MagneticTarget) |
| 97 | |
| 98 | /** |
| 99 | * Called when the object is no longer stuck to a target. This means that either touch |
| 100 | * events moved outside of the magnetic field radius, or that a forceful fling out of the |
| 101 | * target was detected. |
| 102 | * |
| 103 | * The object won't be automatically animated out of the target, since you're responsible |
| 104 | * for moving the object again. You should move it (or animate it) using your own |
| 105 | * movement/animation logic. |
| 106 | * |
| 107 | * Reverse any effects applied in [onStuckToTarget] here. |
| 108 | * |
| 109 | * If [wasFlungOut] is true, [maybeConsumeMotionEvent] returned true for the ACTION_UP event |
| 110 | * that concluded the fling. If [wasFlungOut] is false, that means a drag gesture is ongoing |
| 111 | * and [maybeConsumeMotionEvent] is now returning false. |
| 112 | * |
| 113 | * @param target The target that this object was just unstuck from. |
| 114 | * @param velX The X velocity of the touch gesture when it exited the magnetic field. |
| 115 | * @param velY The Y velocity of the touch gesture when it exited the magnetic field. |
| 116 | * @param wasFlungOut Whether the object was unstuck via a fling gesture. This means that |
| 117 | * an ACTION_UP event was received, and that the gesture velocity was sufficient to conclude |
| 118 | * that the user wants to un-stick the object despite no touch events occurring outside of |
| 119 | * the magnetic field radius. |
| 120 | */ |
| 121 | fun onUnstuckFromTarget( |
| 122 | target: MagneticTarget, |
| 123 | velX: Float, |
| 124 | velY: Float, |
| 125 | wasFlungOut: Boolean |
| 126 | ) |
| 127 | |
| 128 | /** |
| 129 | * Called when the object is released inside a target, or flung towards it with enough |
| 130 | * velocity to reach it. |
| 131 | * |
| 132 | * @param target The target that the object was released in. |
| 133 | */ |
| 134 | fun onReleasedInTarget(target: MagneticTarget) |
| 135 | } |
| 136 | |
| 137 | private val animator: PhysicsAnimator<T> = PhysicsAnimator.getInstance(underlyingObject) |
| 138 | private val objectLocationOnScreen = IntArray(2) |
| 139 | |
| 140 | /** |
| 141 | * Targets that have been added to this object. These will all be considered when determining |
| 142 | * magnetic fields and fling trajectories. |
| 143 | */ |
| 144 | private val associatedTargets = ArrayList<MagneticTarget>() |
| 145 | |
| 146 | private val velocityTracker: VelocityTracker = VelocityTracker.obtain() |
| 147 | private val vibrator: Vibrator = context.getSystemService(Context.VIBRATOR_SERVICE) as Vibrator |
| 148 | |
| 149 | /** Whether touch events are presently occurring within the magnetic field area of a target. */ |
| 150 | val objectStuckToTarget: Boolean |
| 151 | get() = targetObjectIsStuckTo != null |
| 152 | |
| 153 | /** The target the object is stuck to, or null if the object is not stuck to any target. */ |
| 154 | private var targetObjectIsStuckTo: MagneticTarget? = null |
| 155 | |
| 156 | /** |
| 157 | * Sets the listener to receive events. This must be set, or [maybeConsumeMotionEvent] |
| 158 | * will always return false and no magnetic effects will occur. |
| 159 | */ |
| 160 | lateinit var magnetListener: MagnetizedObject.MagnetListener |
| 161 | |
| 162 | /** |
| 163 | * Sets whether forcefully flinging the object vertically towards a target causes it to be |
| 164 | * attracted to the target and then released immediately, despite never being dragged within the |
| 165 | * magnetic field. |
| 166 | */ |
| 167 | var flingToTargetEnabled = true |
| 168 | |
| 169 | /** |
| 170 | * If fling to target is enabled, forcefully flinging the object towards a target will cause |
| 171 | * it to be attracted to the target and then released immediately, despite never being dragged |
| 172 | * within the magnetic field. |
| 173 | * |
| 174 | * This sets the width of the area considered 'near' enough a target to be considered a fling, |
| 175 | * in terms of percent of the target view's width. For example, setting this to 3f means that |
| 176 | * flings towards a 100px-wide target will be considered 'near' enough if they're towards the |
| 177 | * 300px-wide area around the target. |
| 178 | * |
| 179 | * Flings whose trajectory intersects the area will be attracted and released - even if the |
| 180 | * target view itself isn't intersected: |
| 181 | * |
| 182 | * | | |
| 183 | * | 0 | |
| 184 | * | / | |
| 185 | * | / | |
| 186 | * | X / | |
| 187 | * |.....###.....| |
| 188 | * |
| 189 | * |
| 190 | * Flings towards the target whose trajectories do not intersect the area will be treated as |
| 191 | * normal flings and the magnet will leave the object alone: |
| 192 | * |
| 193 | * | | |
| 194 | * | | |
| 195 | * | 0 | |
| 196 | * | / | |
| 197 | * | / X | |
| 198 | * |.....###.....| |
| 199 | * |
| 200 | */ |
| 201 | var flingToTargetWidthPercent = 3f |
| 202 | |
| 203 | /** |
| 204 | * Sets the minimum velocity (in pixels per second) required to fling an object to the target |
| 205 | * without dragging it into the magnetic field. |
| 206 | */ |
| 207 | var flingToTargetMinVelocity = 4000f |
| 208 | |
| 209 | /** |
| 210 | * Sets the minimum velocity (in pixels per second) required to fling un-stuck an object stuck |
| 211 | * to the target. If this velocity is reached, the object will be freed even if it wasn't moved |
| 212 | * outside the magnetic field radius. |
| 213 | */ |
| 214 | var flingUnstuckFromTargetMinVelocity = 1000f |
| 215 | |
| 216 | /** |
| 217 | * Sets the maximum velocity above which the object will not stick to the target. Even if the |
| 218 | * object is dragged through the magnetic field, it will not stick to the target until the |
| 219 | * velocity is below this value. |
| 220 | */ |
| 221 | var stickToTargetMaxVelocity = 2000f |
| 222 | |
| 223 | /** |
| 224 | * Enable or disable haptic vibration effects when the object interacts with the magnetic field. |
| 225 | * |
| 226 | * If you're experiencing crashes when the object enters targets, ensure that you have the |
| 227 | * android.permission.VIBRATE permission! |
| 228 | */ |
| 229 | var hapticsEnabled = true |
| 230 | |
| 231 | /** Whether the HAPTIC_FEEDBACK_ENABLED setting is true. */ |
| 232 | private var systemHapticsEnabled = false |
| 233 | |
| 234 | /** Default spring configuration to use for animating the object into a target. */ |
| 235 | var springConfig = PhysicsAnimator.SpringConfig( |
| 236 | SpringForce.STIFFNESS_MEDIUM, SpringForce.DAMPING_RATIO_NO_BOUNCY) |
| 237 | |
| 238 | /** |
| 239 | * Spring configuration to use to spring the object into a target specifically when it's flung |
| 240 | * towards (rather than dragged near) it. |
| 241 | */ |
| 242 | var flungIntoTargetSpringConfig = springConfig |
| 243 | |
| 244 | init { |
| 245 | val hapticSettingObserver = |
| 246 | object : ContentObserver(Handler.getMain()) { |
| 247 | override fun onChange(selfChange: Boolean) { |
| 248 | systemHapticsEnabled = |
| 249 | Settings.System.getIntForUser( |
| 250 | context.contentResolver, |
| 251 | Settings.System.HAPTIC_FEEDBACK_ENABLED, |
| 252 | 0, |
| 253 | UserHandle.USER_CURRENT) != 0 |
| 254 | } |
| 255 | } |
| 256 | |
| 257 | context.contentResolver.registerContentObserver( |
| 258 | Settings.System.getUriFor(Settings.System.HAPTIC_FEEDBACK_ENABLED), |
| 259 | true /* notifyForDescendants */, hapticSettingObserver) |
| 260 | |
| 261 | // Trigger the observer once to initialize systemHapticsEnabled. |
| 262 | hapticSettingObserver.onChange(false /* selfChange */) |
| 263 | } |
| 264 | |
| 265 | /** |
| 266 | * Adds the provided MagneticTarget to this object. The object will now be attracted to the |
| 267 | * target if it strays within its magnetic field or is flung towards it. |
| 268 | * |
| 269 | * If this target (or its magnetic field) overlaps another target added to this object, the |
| 270 | * prior target will take priority. |
| 271 | */ |
| 272 | fun addTarget(target: MagneticTarget) { |
| 273 | associatedTargets.add(target) |
| 274 | target.updateLocationOnScreen() |
| 275 | } |
| 276 | |
| 277 | /** |
| 278 | * Shortcut that accepts a View and a magnetic field radius and adds it as a magnetic target. |
| 279 | * |
| 280 | * @return The MagneticTarget instance for the given View. This can be used to change the |
| 281 | * target's magnetic field radius after it's been added. It can also be added to other |
| 282 | * magnetized objects. |
| 283 | */ |
| 284 | fun addTarget(target: View, magneticFieldRadiusPx: Int): MagneticTarget { |
| 285 | return MagneticTarget(target, magneticFieldRadiusPx).also { addTarget(it) } |
| 286 | } |
| 287 | |
| 288 | /** |
| 289 | * Removes the given target from this object. The target will no longer attract the object. |
| 290 | */ |
| 291 | fun removeTarget(target: MagneticTarget) { |
| 292 | associatedTargets.remove(target) |
| 293 | } |
| 294 | |
| 295 | /** |
| 296 | * Provide this method with all motion events that move the magnetized object. If the |
| 297 | * location of the motion events moves within the magnetic field of a target, or indicate a |
| 298 | * fling-to-target gesture, this method will return true and you should not move the object |
| 299 | * yourself until it returns false again. |
| 300 | * |
| 301 | * Note that even when this method returns true, you should continue to pass along new motion |
| 302 | * events so that we know when the events move back outside the magnetic field area. |
| 303 | * |
| 304 | * This method will always return false if you haven't set a [magnetListener]. |
| 305 | */ |
| 306 | fun maybeConsumeMotionEvent(ev: MotionEvent): Boolean { |
| 307 | // Short-circuit if we don't have a listener or any targets, since those are required. |
| 308 | if (associatedTargets.size == 0) { |
| 309 | return false |
| 310 | } |
| 311 | |
| 312 | // When a gesture begins, recalculate target views' positions on the screen in case they |
| 313 | // have changed. Also, clear state. |
| 314 | if (ev.action == MotionEvent.ACTION_DOWN) { |
| 315 | updateTargetViewLocations() |
| 316 | |
| 317 | // Clear the velocity tracker and assume we're not stuck to a target yet. |
| 318 | velocityTracker.clear() |
| 319 | targetObjectIsStuckTo = null |
| 320 | } |
| 321 | |
| 322 | addMovement(ev) |
| 323 | |
| 324 | val targetObjectIsInMagneticFieldOf = associatedTargets.firstOrNull { target -> |
| 325 | val distanceFromTargetCenter = hypot( |
| 326 | ev.rawX - target.centerOnScreen.x, |
| 327 | ev.rawY - target.centerOnScreen.y) |
| 328 | distanceFromTargetCenter < target.magneticFieldRadiusPx |
| 329 | } |
| 330 | |
| 331 | // If we aren't currently stuck to a target, and we're in the magnetic field of a target, |
| 332 | // we're newly stuck. |
| 333 | val objectNewlyStuckToTarget = |
| 334 | !objectStuckToTarget && targetObjectIsInMagneticFieldOf != null |
| 335 | |
| 336 | // If we are currently stuck to a target, we're in the magnetic field of a target, and that |
| 337 | // target isn't the one we're currently stuck to, then touch events have moved into a |
| 338 | // adjacent target's magnetic field. |
| 339 | val objectMovedIntoDifferentTarget = |
| 340 | objectStuckToTarget && |
| 341 | targetObjectIsInMagneticFieldOf != null && |
| 342 | targetObjectIsStuckTo != targetObjectIsInMagneticFieldOf |
| 343 | |
| 344 | if (objectNewlyStuckToTarget || objectMovedIntoDifferentTarget) { |
| 345 | velocityTracker.computeCurrentVelocity(1000) |
| 346 | val velX = velocityTracker.xVelocity |
| 347 | val velY = velocityTracker.yVelocity |
| 348 | |
| 349 | // If the object is moving too quickly within the magnetic field, do not stick it. This |
| 350 | // only applies to objects newly stuck to a target. If the object is moved into a new |
| 351 | // target, it wasn't moving at all (since it was stuck to the previous one). |
| 352 | if (objectNewlyStuckToTarget && hypot(velX, velY) > stickToTargetMaxVelocity) { |
| 353 | return false |
| 354 | } |
| 355 | |
| 356 | // This touch event is newly within the magnetic field - let the listener know, and |
| 357 | // animate sticking to the magnet. |
| 358 | targetObjectIsStuckTo = targetObjectIsInMagneticFieldOf |
| 359 | cancelAnimations() |
| 360 | magnetListener.onStuckToTarget(targetObjectIsInMagneticFieldOf!!) |
Joshua Tsuji | 2091c40 | 2020-03-09 13:51:31 -0400 | [diff] [blame^] | 361 | animateStuckToTarget(targetObjectIsInMagneticFieldOf, velX, velY, false) |
Joshua Tsuji | cb9312f | 2020-02-13 03:22:56 -0500 | [diff] [blame] | 362 | |
| 363 | vibrateIfEnabled(VibrationEffect.EFFECT_HEAVY_CLICK) |
| 364 | } else if (targetObjectIsInMagneticFieldOf == null && objectStuckToTarget) { |
| 365 | velocityTracker.computeCurrentVelocity(1000) |
| 366 | |
| 367 | // This touch event is newly outside the magnetic field - let the listener know. It will |
| 368 | // move the object out of the target using its own movement logic. |
| 369 | cancelAnimations() |
| 370 | magnetListener.onUnstuckFromTarget( |
| 371 | targetObjectIsStuckTo!!, velocityTracker.xVelocity, velocityTracker.yVelocity, |
| 372 | wasFlungOut = false) |
| 373 | targetObjectIsStuckTo = null |
| 374 | |
| 375 | vibrateIfEnabled(VibrationEffect.EFFECT_TICK) |
| 376 | } |
| 377 | |
| 378 | // First, check for relevant gestures concluding with an ACTION_UP. |
| 379 | if (ev.action == MotionEvent.ACTION_UP) { |
| 380 | |
| 381 | velocityTracker.computeCurrentVelocity(1000 /* units */) |
| 382 | val velX = velocityTracker.xVelocity |
| 383 | val velY = velocityTracker.yVelocity |
| 384 | |
| 385 | // Cancel the magnetic animation since we might still be springing into the magnetic |
| 386 | // target, but we're about to fling away or release. |
| 387 | cancelAnimations() |
| 388 | |
| 389 | if (objectStuckToTarget) { |
| 390 | if (hypot(velX, velY) > flingUnstuckFromTargetMinVelocity) { |
| 391 | // If the object is stuck, but it was forcefully flung away from the target, |
| 392 | // tell the listener so the object can be animated out of the target. |
| 393 | magnetListener.onUnstuckFromTarget( |
| 394 | targetObjectIsStuckTo!!, velX, velY, wasFlungOut = true) |
| 395 | } else { |
| 396 | // If the object is stuck and not flung away, it was released inside the target. |
| 397 | magnetListener.onReleasedInTarget(targetObjectIsStuckTo!!) |
| 398 | vibrateIfEnabled(VibrationEffect.EFFECT_HEAVY_CLICK) |
| 399 | } |
| 400 | |
| 401 | // Either way, we're no longer stuck. |
| 402 | targetObjectIsStuckTo = null |
| 403 | return true |
| 404 | } |
| 405 | |
| 406 | // The target we're flinging towards, or null if we're not flinging towards any target. |
| 407 | val flungToTarget = associatedTargets.firstOrNull { target -> |
| 408 | isForcefulFlingTowardsTarget(target, ev.rawX, ev.rawY, velX, velY) |
| 409 | } |
| 410 | |
| 411 | if (flungToTarget != null) { |
| 412 | // If this is a fling-to-target, animate the object to the magnet and then release |
| 413 | // it. |
| 414 | magnetListener.onStuckToTarget(flungToTarget) |
| 415 | targetObjectIsStuckTo = flungToTarget |
| 416 | |
| 417 | animateStuckToTarget(flungToTarget, velX, velY, true) { |
| 418 | targetObjectIsStuckTo = null |
| 419 | magnetListener.onReleasedInTarget(flungToTarget) |
| 420 | vibrateIfEnabled(VibrationEffect.EFFECT_HEAVY_CLICK) |
| 421 | } |
| 422 | |
| 423 | return true |
| 424 | } |
| 425 | |
| 426 | // If it's not either of those things, we are not interested. |
| 427 | return false |
| 428 | } |
| 429 | |
| 430 | return objectStuckToTarget // Always consume touch events if the object is stuck. |
| 431 | } |
| 432 | |
| 433 | /** Plays the given vibration effect if haptics are enabled. */ |
| 434 | @SuppressLint("MissingPermission") |
| 435 | private fun vibrateIfEnabled(effect: Int) { |
| 436 | if (hapticsEnabled && systemHapticsEnabled) { |
| 437 | vibrator.vibrate(effect.toLong()) |
| 438 | } |
| 439 | } |
| 440 | |
| 441 | /** Adds the movement to the velocity tracker using raw coordinates. */ |
| 442 | private fun addMovement(event: MotionEvent) { |
| 443 | // Add movement to velocity tracker using raw screen X and Y coordinates instead |
| 444 | // of window coordinates because the window frame may be moving at the same time. |
| 445 | val deltaX = event.rawX - event.x |
| 446 | val deltaY = event.rawY - event.y |
| 447 | event.offsetLocation(deltaX, deltaY) |
| 448 | velocityTracker.addMovement(event) |
| 449 | event.offsetLocation(-deltaX, -deltaY) |
| 450 | } |
| 451 | |
| 452 | /** Animates sticking the object to the provided target with the given start velocities. */ |
| 453 | private fun animateStuckToTarget( |
| 454 | target: MagneticTarget, |
| 455 | velX: Float, |
| 456 | velY: Float, |
| 457 | flung: Boolean, |
| 458 | after: (() -> Unit)? = null |
| 459 | ) { |
| 460 | target.updateLocationOnScreen() |
| 461 | getLocationOnScreen(underlyingObject, objectLocationOnScreen) |
| 462 | |
| 463 | // Calculate the difference between the target's center coordinates and the object's. |
| 464 | // Animating the object's x/y properties by these values will center the object on top |
| 465 | // of the magnetic target. |
| 466 | val xDiff = target.centerOnScreen.x - |
| 467 | getWidth(underlyingObject) / 2f - objectLocationOnScreen[0] |
| 468 | val yDiff = target.centerOnScreen.y - |
| 469 | getHeight(underlyingObject) / 2f - objectLocationOnScreen[1] |
| 470 | |
| 471 | val springConfig = if (flung) flungIntoTargetSpringConfig else springConfig |
| 472 | |
| 473 | cancelAnimations() |
| 474 | |
| 475 | // Animate to the center of the target. |
| 476 | animator |
| 477 | .spring(xProperty, xProperty.getValue(underlyingObject) + xDiff, velX, |
| 478 | springConfig) |
| 479 | .spring(yProperty, yProperty.getValue(underlyingObject) + yDiff, velY, |
| 480 | springConfig) |
| 481 | |
| 482 | if (after != null) { |
| 483 | animator.withEndActions(after) |
| 484 | } |
| 485 | |
| 486 | animator.start() |
| 487 | } |
| 488 | |
| 489 | /** |
| 490 | * Whether or not the provided values match a 'fast fling' towards the provided target. If it |
| 491 | * does, we consider it a fling-to-target gesture. |
| 492 | */ |
| 493 | private fun isForcefulFlingTowardsTarget( |
| 494 | target: MagneticTarget, |
| 495 | rawX: Float, |
| 496 | rawY: Float, |
| 497 | velX: Float, |
| 498 | velY: Float |
| 499 | ): Boolean { |
| 500 | if (!flingToTargetEnabled) { |
| 501 | return false |
| 502 | } |
| 503 | |
| 504 | // Whether velocity is sufficient, depending on whether we're flinging into a target at the |
| 505 | // top or the bottom of the screen. |
| 506 | val velocitySufficient = |
| 507 | if (rawY < target.centerOnScreen.y) velY > flingToTargetMinVelocity |
| 508 | else velY < flingToTargetMinVelocity |
| 509 | |
| 510 | if (!velocitySufficient) { |
| 511 | return false |
| 512 | } |
| 513 | |
| 514 | // Whether the trajectory of the fling intersects the target area. |
| 515 | var targetCenterXIntercept = rawX |
| 516 | |
| 517 | // Only do math if the X velocity is non-zero, otherwise X won't change. |
| 518 | if (velX != 0f) { |
| 519 | // Rise over run... |
| 520 | val slope = velY / velX |
| 521 | // ...y = mx + b, b = y / mx... |
| 522 | val yIntercept = rawY - slope * rawX |
| 523 | |
| 524 | // ...calculate the x value when y = the target's y-coordinate. |
| 525 | targetCenterXIntercept = (target.centerOnScreen.y - yIntercept) / slope |
| 526 | } |
| 527 | |
| 528 | // The width of the area we're looking for a fling towards. |
| 529 | val targetAreaWidth = target.targetView.width * flingToTargetWidthPercent |
| 530 | |
| 531 | // Velocity was sufficient, so return true if the intercept is within the target area. |
| 532 | return targetCenterXIntercept > target.centerOnScreen.x - targetAreaWidth / 2 && |
| 533 | targetCenterXIntercept < target.centerOnScreen.x + targetAreaWidth / 2 |
| 534 | } |
| 535 | |
| 536 | /** Cancel animations on this object's x/y properties. */ |
| 537 | internal fun cancelAnimations() { |
| 538 | animator.cancel(xProperty, yProperty) |
| 539 | } |
| 540 | |
| 541 | /** Updates the locations on screen of all of the [associatedTargets]. */ |
| 542 | internal fun updateTargetViewLocations() { |
| 543 | associatedTargets.forEach { it.updateLocationOnScreen() } |
| 544 | } |
| 545 | |
| 546 | /** |
| 547 | * Represents a target view with a magnetic field radius and cached center-on-screen |
| 548 | * coordinates. |
| 549 | * |
| 550 | * Instances of MagneticTarget are passed to a MagnetizedObject's [addTarget], and can then |
| 551 | * attract the object if it's dragged near or flung towards it. MagneticTargets can be added to |
| 552 | * multiple objects. |
| 553 | */ |
| 554 | class MagneticTarget( |
| 555 | internal val targetView: View, |
| 556 | var magneticFieldRadiusPx: Int |
| 557 | ) { |
| 558 | internal val centerOnScreen = PointF() |
| 559 | |
| 560 | private val tempLoc = IntArray(2) |
| 561 | |
| 562 | fun updateLocationOnScreen() { |
| 563 | targetView.getLocationOnScreen(tempLoc) |
| 564 | |
| 565 | // Add half of the target size to get the center, and subtract translation since the |
| 566 | // target could be animating in while we're doing this calculation. |
| 567 | centerOnScreen.set( |
| 568 | tempLoc[0] + targetView.width / 2f - targetView.translationX, |
| 569 | tempLoc[1] + targetView.height / 2f - targetView.translationY) |
| 570 | } |
| 571 | } |
| 572 | |
| 573 | companion object { |
| 574 | |
| 575 | /** |
| 576 | * Magnetizes the given view. Magnetized views are attracted to one or more magnetic |
| 577 | * targets. Magnetic targets attract objects that are dragged near them, and hold them there |
| 578 | * unless they're moved away or released. Releasing objects inside a magnetic target |
| 579 | * typically performs an action on the object. |
| 580 | * |
| 581 | * Magnetized views can also be flung to targets, which will result in the view being pulled |
| 582 | * into the target and released as if it was dragged into it. |
| 583 | * |
| 584 | * To use the returned MagnetizedObject<View> instance, first set [magnetListener] to |
| 585 | * receive event callbacks. In your touch handler, pass all MotionEvents that move this view |
| 586 | * to [maybeConsumeMotionEvent]. If that method returns true, consider the event consumed by |
| 587 | * MagnetizedObject and don't move the view unless it begins returning false again. |
| 588 | * |
| 589 | * The view will be moved via translationX/Y properties, and its |
| 590 | * width/height will be determined via getWidth()/getHeight(). If you are animating |
| 591 | * something other than a view, or want to position your view using properties other than |
| 592 | * translationX/Y, implement an instance of [MagnetizedObject]. |
| 593 | * |
| 594 | * Note that the magnetic library can't re-order your view automatically. If the view |
| 595 | * renders on top of the target views, it will obscure the target when it sticks to it. |
| 596 | * You'll want to bring the view to the front in [MagnetListener.onStuckToTarget]. |
| 597 | */ |
| 598 | @JvmStatic |
| 599 | fun <T : View> magnetizeView(view: T): MagnetizedObject<T> { |
| 600 | return object : MagnetizedObject<T>( |
| 601 | view.context, |
| 602 | view, |
| 603 | DynamicAnimation.TRANSLATION_X, |
| 604 | DynamicAnimation.TRANSLATION_Y) { |
| 605 | override fun getWidth(underlyingObject: T): Float { |
| 606 | return underlyingObject.width.toFloat() |
| 607 | } |
| 608 | |
| 609 | override fun getHeight(underlyingObject: T): Float { |
| 610 | return underlyingObject.height.toFloat() } |
| 611 | |
| 612 | override fun getLocationOnScreen(underlyingObject: T, loc: IntArray) { |
| 613 | underlyingObject.getLocationOnScreen(loc) |
| 614 | } |
| 615 | } |
| 616 | } |
| 617 | } |
| 618 | } |