Android源码解析Scroller
Posted 呼啸
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大家知道,scroller可以进行滑动,但是他的使用流程和一般类的使用不太一样。为了更好的理解,我们需要学习下Scroller的源码。大家还记得怎么去使用Scroller吗?来回顾一下:
系统会在绘制View的时候,在draw()方法中,调用computeScroller方法。我们通过调用view.getParent的viewGroup的scrollTo方法。来获取当前滑动的值。但是这个当前滑动的指怎么去获取呢?我们创建一个scroller变量。然后通过调用scroller.startScroller方法。来使之产生。来回忆下代码:
private val mScroller = Scroller(context)
fun smoothScrollTo(destX:Int, destY:Int)
val scrollX = scrollX
val delta = destX - scrollX
mScroller.startScroll(scrollX,0,delta,2,2000)
invalidate()
override fun computeScroll()
super.computeScroll()
if (mScroller.computeScrollOffset())
(parent as View).scrollTo(mScroller.currX,mScroller.currY)
invalidate()
这是我们的自定义View里的方法,这里是smoothScrollerTo是提供给外部的方法。
我们先来看下Scroller(context)构造方法:
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;
if (interpolator == null)
mInterpolator = new ViscousFluidInterpolator();
else
mInterpolator = interpolator;
mPpi = context.getResources().getDisplayMetrics().density * 160.0f;
mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction());
mFlywheel = flywheel;
mPhysicalCoeff = computeDeceleration(0.84f); // look and feel tuning
最终我们都会调用第三个构造方法,后面两个参数,我们默认传递的一个是null,一个是false.
接下来我们看看scroller.startScroll方法。代码如下:
/**
* Start scrolling by providing a starting point, the distance to travel,
* and the duration of the scroll.
*
* @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;
大家可以看到,在这个方法中,并没有开始滑动的方法,而是保存了传进来的各种参数。所以startScroller这个方法只是用来做前期准备的。并不能使View进行滑动。回顾上面我们提供给外部的smoothScroll方法,关键是在调用startScroll之后,我们调用了invalidate方法,这个方法会导致view进行重绘。而View的重绘会调用View的draw方法,draw方法又会调用View的computeScroll方法。在scroller中如何获取当前位置的scrollx和scrollY呢?因为我们在调用scrollTo方法会调用scroller的computeScrollOffset方法。
public boolean computeScrollOffset()
if (mFinished)
return false;
int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
if (timePassed < mDuration)
switch (mMode)
case SCROLL_MODE:
final float x = mInterpolator.getInterpolation(timePassed * mDurationReciprocal);
mCurrX = mStartX + Math.round(x * mDeltaX);
mCurrY = mStartY + Math.round(x * mDeltaY);
break;
case FLING_MODE:
final float t = (float) timePassed / mDuration;
final int index = (int) (NB_SAMPLES * t);
float distanceCoef = 1.f;
float velocityCoef = 0.f;
if (index < NB_SAMPLES)
final float t_inf = (float) index / NB_SAMPLES;
final float t_sup = (float) (index + 1) / NB_SAMPLES;
final float d_inf = SPLINE_POSITION[index];
final float d_sup = SPLINE_POSITION[index + 1];
velocityCoef = (d_sup - d_inf) / (t_sup - t_inf);
distanceCoef = d_inf + (t - t_inf) * velocityCoef;
mCurrVelocity = velocityCoef * mDistance / mDuration * 1000.0f;
mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX));
// Pin to mMinX <= mCurrX <= mMaxX
mCurrX = Math.min(mCurrX, mMaxX);
mCurrX = Math.max(mCurrX, mMinX);
mCurrY = mStartY + Math.round(distanceCoef * (mFinalY - mStartY));
// Pin to mMinY <= mCurrY <= mMaxY
mCurrY = Math.min(mCurrY, mMaxY);
mCurrY = Math.max(mCurrY, mMinY);
if (mCurrX == mFinalX && mCurrY == mFinalY)
mFinished = true;
break;
else
mCurrX = mFinalX;
mCurrY = mFinalY;
mFinished = true;
return true;
我们来分析这个方法,首先计算动画持续的时间timePassed.如果动画持续的时间小于我们设置的滑动持续时间mDuration,则执行switch语句。因为在startScroll方法中的mMode值SCROLL_MODE,所以执行分支语句SCROLL_MODE,然后根据插值器来计算出在该时间段内移动的距离。赋值给mCurX和mCurrY,这样我们就能通过Scroller来获取当前的srollX和scrollY了。另外,computeScrollOffset的返回值如果为true,则表示滑动未结束。如果为false,则表示滑动结束。所以,如果滑动未结束,我们就得持续调用scrollTo方法和invalidate方法来进行View的滑动。
所以,我们总结一下Scoller的原理:
Scroller并不能直接实现View的滑动,它需要配合View的computeScroll方法。在computeScroll方法中不断让view进行重绘,每次重绘都会计算滑动持续的时间,根据这个持续时间就能算出这个View滑动 的位置。我们根据每次滑动的位置调用scrollTo方法进行滑动,这样不断地重复上次过程就行程了弹性滑动。
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