private int determineTargetPage(float pageOffset, int velocity, int deltaX) { int targetPage = mCurItem; if (Math.abs(deltaX) > mFlingDistance && Math.abs(velocity) > mMinimumVelocity) { if (velocity > 0 && deltaX > 0) { targetPage -= 1; } else if (velocity < 0 && deltaX < 0) { targetPage += 1; } } else { targetPage = (int) Math.round(mCurItem + pageOffset); } return targetPage; }
/** * Like {@link View#scrollBy}, but scroll smoothly instead of immediately. * * @param x the number of pixels to scroll by on the X axis * @param y the number of pixels to scroll by on the Y axis * @param velocity the velocity associated with a fling, if applicable. (0 otherwise) */ void smoothScrollTo(int x, int y, int velocity) { if (getChildCount() == 0) { // Nothing to do. setScrollingCacheEnabled(false); return; } int sx = getScrollX(); int sy = getScrollY(); int dx = x - sx; int dy = y - sy; if (dx == 0 && dy == 0) { completeScroll(); if (isMenuOpen()) { if (mOpenedListener != null) mOpenedListener.onOpened(); } else { if (mClosedListener != null) mClosedListener.onClosed(); } return; } setScrollingCacheEnabled(true); mScrolling = true; final int width = getBehindWidth(); final int halfWidth = width / 2; final float distanceRatio = Math.min(1f, 1.0f * Math.abs(dx) / width); final float distance = halfWidth + halfWidth * distanceInfluenceForSnapDuration(distanceRatio); int duration = 0; velocity = Math.abs(velocity); if (velocity > 0) { duration = 4 * Math.round(1000 * Math.abs(distance / velocity)); } else { final float pageDelta = (float) Math.abs(dx) / width; duration = (int) ((pageDelta + 1) * 100); duration = MAX_SETTLE_DURATION; } duration = Math.min(duration, MAX_SETTLE_DURATION); mScroller.startScroll(sx, sy, dx, dy, duration); invalidate(); }