diff SilverlightGlimpse/SilverFlow.Controls/Controllers/InertiaController.cs @ 63:536498832a79

Latest version before changing bindings to Listbox
author Steven Hollidge <stevenhollidge@hotmail.com>
date Sun, 22 Apr 2012 13:33:42 +0100
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/SilverlightGlimpse/SilverFlow.Controls/Controllers/InertiaController.cs	Sun Apr 22 13:33:42 2012 +0100
@@ -0,0 +1,165 @@
+using System;
+using System.Collections.Generic;
+using System.Windows;
+using System.Windows.Media.Animation;
+using SilverFlow.Controls.Extensions;
+using SilverFlow.Geometry;
+
+namespace SilverFlow.Controls.Controllers
+{
+    /// <summary>
+    /// Calculates inertial motion of a dragged element.
+    /// </summary>
+    public class InertiaController
+    {
+        private const double SCREEN_DPI = 96;
+        private const double INCH = 0.0254;
+        private const double GRAVITATIONAL_ACCELERATION = 9.81;
+        private const double COEFFICIENT_OF_SLIDING_FRICTION = 0.015;
+        private const double MIN_DELTA = 0.001;
+        private const double DELAY_BEFORE_MOUSE_UP_IN_MILLISECONDS = 100;
+        private const int MAX_LAST_POINTS_TO_COUNT = 4;
+
+        private double pixelsPerMeter = SCREEN_DPI / INCH;
+
+        private Queue<Trail> mouseTrails = new Queue<Trail>();
+
+        /// <summary>
+        /// An element starts its motion.
+        /// </summary>
+        /// <param name="point">The starting point of the motion.</param>
+        public void StartMotion(Point point)
+        {
+            mouseTrails.Clear();
+            mouseTrails.Enqueue(new Trail(point, DateTime.Now));
+        }
+
+        /// <summary>
+        /// Saves the last position of the moved element.
+        /// </summary>
+        /// <param name="point">Current position.</param>
+        public void MoveToPoint(Point point)
+        {
+            while (mouseTrails.Count >= MAX_LAST_POINTS_TO_COUNT)
+            {
+                // Remove all points except the last ones
+                mouseTrails.Dequeue();
+            }
+
+            mouseTrails.Enqueue(new Trail(point, DateTime.Now));
+        }
+
+        /// <summary>
+        /// Gets inertial motion parameters: distance and duration.
+        /// </summary>
+        /// <param name="hostBounds">The host bounds.</param>
+        /// <param name="windowBounds">The window bounds.</param>
+        /// <returns>
+        /// The inertial motion parameters: distance and duration.
+        /// </returns>
+        public InertialMotion GetInertialMotionParameters(Rect hostBounds, Rect windowBounds)
+        {
+            if (mouseTrails.Count < 2) return null;
+
+            var mouseTrailsArray = mouseTrails.ToArray();
+
+            Point startPosition = mouseTrailsArray[0].Position;
+            DateTime startTime = mouseTrailsArray[0].Timestamp;
+            Point endPosition = mouseTrailsArray[mouseTrails.Count - 1].Position;
+            DateTime endTime = mouseTrailsArray[mouseTrails.Count - 1].Timestamp;
+
+            double timeBetweenNowAndLastMove = (DateTime.Now - endTime).TotalMilliseconds;
+            Vector2 vector = new Vector2(startPosition, endPosition);
+
+            if (timeBetweenNowAndLastMove < DELAY_BEFORE_MOUSE_UP_IN_MILLISECONDS && !vector.IsZero)
+            {
+                double time = (endTime - startTime).TotalSeconds;
+                time = (time == 0) ? 0.001 : time;
+
+                double distance = vector.Length / pixelsPerMeter;
+
+                double intialVelocity = distance / time;
+
+                double expectedDistance = ((intialVelocity * intialVelocity) / (2 * COEFFICIENT_OF_SLIDING_FRICTION * GRAVITATIONAL_ACCELERATION));
+                double expectedTime = (2 * expectedDistance) / intialVelocity;
+
+                double shiftX = Math.Round(vector.LengthX * expectedDistance / distance);
+                double shiftY = Math.Round(vector.LengthY * expectedDistance / distance);
+
+                // New Inertial Motion Vector
+                Vector2 imVector = new Vector2(endPosition, shiftX, shiftY).Round();
+                double expectedLength = imVector.Length;
+
+                Rect bounds = hostBounds.Add(-windowBounds.Width, -windowBounds.Height);
+
+                if (bounds.Contains(endPosition))
+                {
+                    imVector = EnsureEndPointInBounds(imVector, bounds).Round();
+                }
+                else if (hostBounds.Contains(endPosition))
+                {
+                    imVector = EnsureEndPointInBounds(imVector, hostBounds).Round();
+                }
+
+                // Reduce expected time if the Inertial Motion Vector was truncated by the bounds
+                double realTime = (expectedLength == 0) ? 0 : (expectedTime * imVector.Length / expectedLength);
+
+                var motion = new InertialMotion()
+                {
+                    Seconds = realTime,
+                    EndPosition = imVector.End,
+                    EasingFunction = new CubicEase()
+                    {
+                        EasingMode = EasingMode.EaseOut
+                    }
+                };
+
+                return motion;
+            }
+
+            return null;
+        }
+
+        /// <summary>
+        /// Ensures the end point is in bounds.
+        /// </summary>
+        /// <param name="vector">The vector to check its ending point.</param>
+        /// <param name="bounds">The bounds.</param>
+        /// <returns>A vector with the ending point within specified bounds.</returns>
+        private Vector2 EnsureEndPointInBounds(Vector2 vector, Rect bounds)
+        {
+            if (!vector.IsZero && !bounds.Contains(vector.End))
+            {
+                if (vector.IsVertical)
+                {
+                    vector.End = vector.End.EnsureInVerticalBounds(bounds);
+                }
+                else if (vector.IsHorizontal)
+                {
+                    vector.End = vector.End.EnsureInHorizontalBounds(bounds);
+                }
+                else
+                {
+                    double k = (vector.LengthY) / (vector.LengthX);
+                    Point point = vector.End;
+
+                    if (vector.End.X < bounds.Left || vector.End.X > bounds.Right)
+                    {
+                        point = point.EnsureInHorizontalBounds(bounds);
+                        point.Y = (k * (point.X - vector.Start.X)) + vector.Start.Y;
+                    }
+
+                    if (point.Y < bounds.Top || point.Y > bounds.Bottom)
+                    {
+                        point = point.EnsureInVerticalBounds(bounds);
+                        point.X = ((point.Y - vector.Start.Y) / k) + vector.Start.X;
+                    }
+
+                    vector.End = point.EnsureInBounds(bounds);
+                }
+            }
+
+            return vector;
+        }
+    }
+}