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- import 'dart:math' as math;
- import 'package:flutter/gestures.dart';
- import 'package:flutter/material.dart';
- ///base on BouncingScrollPhysics
- ///
- class ChatScrollPhysics extends ScrollPhysics {
- /// Creates scroll physics that bounce back from the edge.
- const ChatScrollPhysics({required ScrollPhysics parent}) : super(parent: parent);
- // @override
- // ChatScrollPhysics applyTo(ScrollPhysics ancestor) {
- // return ChatScrollPhysics(parent: buildParent(ancestor));
- // }
- /// The multiple applied to overscroll to make it appear that scrolling past
- /// the edge of the scrollable contents is harder than scrolling the list.
- /// This is done by reducing the ratio of the scroll effect output vs the
- /// scroll gesture input.
- ///
- /// This factor starts at 0.52 and progressively becomes harder to overscroll
- /// as more of the area past the edge is dragged in (represented by an increasing
- /// `overscrollFraction` which starts at 0 when there is no overscroll).
- double frictionFactor(double overscrollFraction) =>
- 0.32 * math.pow(1 - overscrollFraction, 2);
- @override
- double applyPhysicsToUserOffset(ScrollMetrics position, double offset) {
- assert(offset != 0.0);
- assert(position.minScrollExtent <= position.maxScrollExtent);
- if (!position.outOfRange) return offset;
- final double overscrollPastStart =
- math.max(position.minScrollExtent - position.pixels, 0.0);
- final double overscrollPastEnd =
- math.max(position.pixels - position.maxScrollExtent, 0.0);
- final double overscrollPast =
- math.max(overscrollPastStart, overscrollPastEnd);
- final bool easing = (overscrollPastStart > 0.0 && offset < 0.0) ||
- (overscrollPastEnd > 0.0 && offset > 0.0);
- final double friction = easing
- // Apply less resistance when easing the overscroll vs tensioning.
- ? frictionFactor(
- (overscrollPast - offset.abs()) / position.viewportDimension)
- : frictionFactor(overscrollPast / position.viewportDimension);
- final double direction = offset.sign;
- return direction * _applyFriction(overscrollPast, offset.abs(), friction);
- }
- static double _applyFriction(
- double extentOutside, double absDelta, double gamma) {
- assert(absDelta > 0);
- double total = 0.0;
- if (extentOutside > 0) {
- final double deltaToLimit = extentOutside / gamma;
- if (absDelta < deltaToLimit) return absDelta * gamma;
- total += extentOutside;
- absDelta -= deltaToLimit;
- }
- return total + absDelta;
- }
- @override
- double applyBoundaryConditions(ScrollMetrics position, double value) {
- if (value < position.pixels && position.pixels <= position.minScrollExtent) // underscroll
- return value - position.pixels;
- if (value < position.minScrollExtent && position.minScrollExtent < position.pixels) // hit top edge
- return value - position.minScrollExtent;
- return 0.0;
- }
- @override
- Simulation? createBallisticSimulation(
- ScrollMetrics position, double velocity) {
- final Tolerance tolerance = this.tolerance;
- if (velocity.abs() >= tolerance.velocity || position.outOfRange) {
- return BouncingScrollSimulation(
- spring: spring,
- position: position.pixels,
- velocity: velocity * 0.91,
- // TODO(abarth): We should move this constant closer to the drag end.
- leadingExtent: position.minScrollExtent,
- trailingExtent: position.maxScrollExtent,
- tolerance: tolerance,
- );
- }
- return null;
- }
- // The ballistic simulation here decelerates more slowly than the one for
- // ClampingScrollPhysics so we require a more deliberate input gesture
- // to trigger a fling.
- @override
- double get minFlingVelocity => kMinFlingVelocity * 2.0;
- // Methodology:
- // 1- Use https://github.com/flutter/scroll_overlay to test with Flutter and
- // platform scroll views superimposed.
- // 2- Record incoming speed and make rapid flings in the test app.
- // 3- If the scrollables stopped overlapping at any moment, adjust the desired
- // output value of this function at that input speed.
- // 4- Feed new input/output set into a power curve fitter. Change function
- // and repeat from 2.
- // 5- Repeat from 2 with medium and slow flings.
- /// Momentum build-up function that mimics iOS's scroll speed increase with repeated flings.
- ///
- /// The velocity of the last fling is not an important factor. Existing speed
- /// and (related) time since last fling are factors for the velocity transfer
- /// calculations.
- @override
- double carriedMomentum(double existingVelocity) {
- return existingVelocity.sign *
- math.min(0.000816 * math.pow(existingVelocity.abs(), 1.967).toDouble(),
- 40000.0);
- }
- // Eyeballed from observation to counter the effect of an unintended scroll
- // from the natural motion of lifting the finger after a scroll.
- @override
- double get dragStartDistanceMotionThreshold => 3.5;
- }
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