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/*
* 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 android.view;
import android.util.Config;
import android.util.Log;
import android.util.Poolable;
import android.util.Pool;
import android.util.Pools;
import android.util.PoolableManager;
/**
* Helper for tracking the velocity of touch events, for implementing
* flinging and other such gestures. Use {@link #obtain} to retrieve a
* new instance of the class when you are going to begin tracking, put
* the motion events you receive into it with {@link #addMovement(MotionEvent)},
* and when you want to determine the velocity call
* {@link #computeCurrentVelocity(int)} and then {@link #getXVelocity()}
* and {@link #getXVelocity()}.
*/
public final class VelocityTracker implements Poolable<VelocityTracker> {
static final String TAG = "VelocityTracker";
static final boolean DEBUG = false;
static final boolean localLOGV = DEBUG || Config.LOGV;
static final int NUM_PAST = 10;
static final int MAX_AGE_MILLISECONDS = 200;
static final VelocityTracker[] mPool = new VelocityTracker[1];
private static final Pool<VelocityTracker> sPool = Pools.synchronizedPool(
Pools.finitePool(new PoolableManager<VelocityTracker>() {
public VelocityTracker newInstance() {
return new VelocityTracker();
}
public void onAcquired(VelocityTracker element) {
element.clear();
}
public void onReleased(VelocityTracker element) {
}
}, 2));
private static final int INITIAL_POINTERS = 5;
private static final class PointerData {
public int id;
public float xVelocity;
public float yVelocity;
public final float[] pastX = new float[NUM_PAST];
public final float[] pastY = new float[NUM_PAST];
public final long[] pastTime = new long[NUM_PAST]; // uses Long.MIN_VALUE as a sentinel
}
private PointerData[] mPointers = new PointerData[INITIAL_POINTERS];
private int mNumPointers;
private int mLastTouchIndex;
private VelocityTracker mNext;
/**
* Retrieve a new VelocityTracker object to watch the velocity of a
* motion. Be sure to call {@link #recycle} when done. You should
* generally only maintain an active object while tracking a movement,
* so that the VelocityTracker can be re-used elsewhere.
*
* @return Returns a new VelocityTracker.
*/
static public VelocityTracker obtain() {
return sPool.acquire();
}
/**
* Return a VelocityTracker object back to be re-used by others. You must
* not touch the object after calling this function.
*/
public void recycle() {
sPool.release(this);
}
/**
* @hide
*/
public void setNextPoolable(VelocityTracker element) {
mNext = element;
}
/**
* @hide
*/
public VelocityTracker getNextPoolable() {
return mNext;
}
private VelocityTracker() {
clear();
}
/**
* Reset the velocity tracker back to its initial state.
*/
public void clear() {
mNumPointers = 0;
mLastTouchIndex = 0;
}
/**
* Add a user's movement to the tracker. You should call this for the
* initial {@link MotionEvent#ACTION_DOWN}, the following
* {@link MotionEvent#ACTION_MOVE} events that you receive, and the
* final {@link MotionEvent#ACTION_UP}. You can, however, call this
* for whichever events you desire.
*
* @param ev The MotionEvent you received and would like to track.
*/
public void addMovement(MotionEvent ev) {
final int historySize = ev.getHistorySize();
final int pointerCount = ev.getPointerCount();
final int lastTouchIndex = mLastTouchIndex;
final int nextTouchIndex = (lastTouchIndex + 1) % NUM_PAST;
final int finalTouchIndex = (nextTouchIndex + historySize) % NUM_PAST;
if (pointerCount < mNumPointers) {
final PointerData[] pointers = mPointers;
int i = mNumPointers;
while (--i >= 0) {
final PointerData pointerData = pointers[i];
if (ev.findPointerIndex(pointerData.id) == -1) {
// Pointer went up.
// Shuffle pointers down to fill the hole. Place the old pointer data at
// the end so we can recycle it if more pointers are added later.
mNumPointers -= 1;
final int remaining = mNumPointers - i;
if (remaining != 0) {
System.arraycopy(pointers, i + 1, pointers, i, remaining);
pointers[mNumPointers] = pointerData;
}
}
}
}
for (int i = 0; i < pointerCount; i++){
final int pointerId = ev.getPointerId(i);
PointerData pointerData = getPointerData(pointerId);
if (pointerData == null) {
// Pointer went down.
// Add a new entry. Write a sentinel at the end of the pastTime trace so we
// will be able to tell where the trace started.
final PointerData[] oldPointers = mPointers;
final int newPointerIndex = mNumPointers;
if (newPointerIndex < oldPointers.length) {
pointerData = oldPointers[newPointerIndex];
if (pointerData == null) {
pointerData = new PointerData();
oldPointers[newPointerIndex] = pointerData;
}
} else {
final PointerData[] newPointers = new PointerData[newPointerIndex * 2];
System.arraycopy(oldPointers, 0, newPointers, 0, newPointerIndex);
mPointers = newPointers;
pointerData = new PointerData();
newPointers[newPointerIndex] = pointerData;
}
pointerData.id = pointerId;
pointerData.pastTime[lastTouchIndex] = Long.MIN_VALUE;
mNumPointers += 1;
}
final float[] pastX = pointerData.pastX;
final float[] pastY = pointerData.pastY;
final long[] pastTime = pointerData.pastTime;
for (int j = 0; j < historySize; j++) {
final int touchIndex = (nextTouchIndex + j) % NUM_PAST;
pastX[touchIndex] = ev.getHistoricalX(i, j);
pastY[touchIndex] = ev.getHistoricalY(i, j);
pastTime[touchIndex] = ev.getHistoricalEventTime(j);
}
pastX[finalTouchIndex] = ev.getX(i);
pastY[finalTouchIndex] = ev.getY(i);
pastTime[finalTouchIndex] = ev.getEventTime();
}
mLastTouchIndex = finalTouchIndex;
}
/**
* Equivalent to invoking {@link #computeCurrentVelocity(int, float)} with a maximum
* velocity of Float.MAX_VALUE.
*
* @see #computeCurrentVelocity(int, float)
*/
public void computeCurrentVelocity(int units) {
computeCurrentVelocity(units, Float.MAX_VALUE);
}
/**
* Compute the current velocity based on the points that have been
* collected. Only call this when you actually want to retrieve velocity
* information, as it is relatively expensive. You can then retrieve
* the velocity with {@link #getXVelocity()} and
* {@link #getYVelocity()}.
*
* @param units The units you would like the velocity in. A value of 1
* provides pixels per millisecond, 1000 provides pixels per second, etc.
* @param maxVelocity The maximum velocity that can be computed by this method.
* This value must be declared in the same unit as the units parameter. This value
* must be positive.
*/
public void computeCurrentVelocity(int units, float maxVelocity) {
final int numPointers = mNumPointers;
final PointerData[] pointers = mPointers;
final int lastTouchIndex = mLastTouchIndex;
for (int p = 0; p < numPointers; p++) {
final PointerData pointerData = pointers[p];
final long[] pastTime = pointerData.pastTime;
// Search backwards in time for oldest acceptable time.
// Stop at the beginning of the trace as indicated by the sentinel time Long.MIN_VALUE.
int oldestTouchIndex = lastTouchIndex;
int numTouches = 1;
final long minTime = pastTime[lastTouchIndex] - MAX_AGE_MILLISECONDS;
while (numTouches < NUM_PAST) {
final int nextOldestTouchIndex = (oldestTouchIndex + NUM_PAST - 1) % NUM_PAST;
final long nextOldestTime = pastTime[nextOldestTouchIndex];
if (nextOldestTime < minTime) { // also handles end of trace sentinel
break;
}
oldestTouchIndex = nextOldestTouchIndex;
numTouches += 1;
}
// If we have a lot of samples, skip the last received sample since it is
// probably pretty noisy compared to the sum of all of the traces already acquired.
if (numTouches > 3) {
numTouches -= 1;
}
// Kind-of stupid.
final float[] pastX = pointerData.pastX;
final float[] pastY = pointerData.pastY;
final float oldestX = pastX[oldestTouchIndex];
final float oldestY = pastY[oldestTouchIndex];
final long oldestTime = pastTime[oldestTouchIndex];
float accumX = 0;
float accumY = 0;
for (int i = 1; i < numTouches; i++) {
final int touchIndex = (oldestTouchIndex + i) % NUM_PAST;
final int duration = (int)(pastTime[touchIndex] - oldestTime);
if (duration == 0) continue;
float delta = pastX[touchIndex] - oldestX;
float velocity = (delta / duration) * units; // pixels/frame.
accumX = (accumX == 0) ? velocity : (accumX + velocity) * .5f;
delta = pastY[touchIndex] - oldestY;
velocity = (delta / duration) * units; // pixels/frame.
accumY = (accumY == 0) ? velocity : (accumY + velocity) * .5f;
}
if (accumX < -maxVelocity) {
accumX = - maxVelocity;
} else if (accumX > maxVelocity) {
accumX = maxVelocity;
}
if (accumY < -maxVelocity) {
accumY = - maxVelocity;
} else if (accumY > maxVelocity) {
accumY = maxVelocity;
}
pointerData.xVelocity = accumX;
pointerData.yVelocity = accumY;
if (localLOGV) {
Log.v(TAG, "[" + p + "] Pointer " + pointerData.id
+ ": Y velocity=" + accumX +" X velocity=" + accumY + " N=" + numTouches);
}
}
}
/**
* Retrieve the last computed X velocity. You must first call
* {@link #computeCurrentVelocity(int)} before calling this function.
*
* @return The previously computed X velocity.
*/
public float getXVelocity() {
PointerData pointerData = getPointerData(0);
return pointerData != null ? pointerData.xVelocity : 0;
}
/**
* Retrieve the last computed Y velocity. You must first call
* {@link #computeCurrentVelocity(int)} before calling this function.
*
* @return The previously computed Y velocity.
*/
public float getYVelocity() {
PointerData pointerData = getPointerData(0);
return pointerData != null ? pointerData.yVelocity : 0;
}
/**
* Retrieve the last computed X velocity. You must first call
* {@link #computeCurrentVelocity(int)} before calling this function.
*
* @param id Which pointer's velocity to return.
* @return The previously computed X velocity.
*/
public float getXVelocity(int id) {
PointerData pointerData = getPointerData(id);
return pointerData != null ? pointerData.xVelocity : 0;
}
/**
* Retrieve the last computed Y velocity. You must first call
* {@link #computeCurrentVelocity(int)} before calling this function.
*
* @param id Which pointer's velocity to return.
* @return The previously computed Y velocity.
*/
public float getYVelocity(int id) {
PointerData pointerData = getPointerData(id);
return pointerData != null ? pointerData.yVelocity : 0;
}
private final PointerData getPointerData(int id) {
final PointerData[] pointers = mPointers;
final int numPointers = mNumPointers;
for (int p = 0; p < numPointers; p++) {
PointerData pointerData = pointers[p];
if (pointerData.id == id) {
return pointerData;
}
}
return null;
}
}
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