I believe there are two ways can achieve this goal, I've tried by ViewPager's fakeDrag()
but which doesn't work perfect, luckly, another way does, by simulate touch motion event and use ObjectAnimator
to specify the animation duration then make control the scroll speed become true.
public class ViewPagerActivity extends FragmentActivity
implements View.OnClickListener, Animator.AnimatorListener {
private ViewPager mViewPager;
private View btnTriggerNext;
private View btnTriggerPrev;
@Override
protected void onCreate(...) {
super...;
setContentView(R.layout.layout_xml);
mViewPager = findViewById(...);
btnTriggerNext = findViewById(R.id.btnTriggerNext);
btnTriggerNext.setOnClickListener(this);
btnTriggerPrev = findViewById(R.id.btnTriggerPrev);
btnTriggerPrev.setOnClickListener(this);
}
private boolean mIsInAnimation;
private long mMotionBeginTime;
private float mLastMotionX;
@Override
public void onClick(View v) {
if (mIsInAnimation) return;
ObjectAnimator anim;
if (v == btnTriggerPrev) {
if (!hasPrevPage()) return;
anim = ObjectAnimator.ofFloat(this, "motionX", 0, mViewPager.getWidth());
}
else if (v == btnTriggerNext) {
if (!hasNextPage()) return;
anim = ObjectAnimator.ofFloat(this, "motionX", 0, -mViewPager.getWidth());
}
else return;
anim.setInterpolator(new LinearInterpolator());
anim.addListener(this);
anim.setDuration(300);
anim.start();
}
public void setMotionX(float motionX) {
if (!mIsInAnimation) return;
mLastMotionX = motionX;
final long time = SystemClock.uptimeMillis();
simulate(MotionEvent.ACTION_MOVE, mMotionBeginTime, time);
}
@Override
public void onAnimationEnd(Animator animation) {
mIsInAnimation = false;
final long time = SystemClock.uptimeMillis();
simulate(MotionEvent.ACTION_UP, mMotionBeginTime, time);
}
@Override
public void onAnimationStart(Animator animation) {
mLastMotionX = 0;
mIsInAnimation = true;
final long time = SystemClock.uptimeMillis();
simulate(MotionEvent.ACTION_DOWN, time, time);
mMotionBeginTime = time;
}
// method from http://stackoverflow.com/a/11599282/1294681
private void simulate(int action, long startTime, long endTime) {
// specify the property for the two touch points
MotionEvent.PointerProperties[] properties = new MotionEvent.PointerProperties[1];
MotionEvent.PointerProperties pp = new MotionEvent.PointerProperties();
pp.id = 0;
pp.toolType = MotionEvent.TOOL_TYPE_FINGER;
properties[0] = pp;
// specify the coordinations of the two touch points
// NOTE: you MUST set the pressure and size value, or it doesn't work
MotionEvent.PointerCoords[] pointerCoords = new MotionEvent.PointerCoords[1];
MotionEvent.PointerCoords pc = new MotionEvent.PointerCoords();
pc.x = mLastMotionX;
pc.pressure = 1;
pc.size = 1;
pointerCoords[0] = pc;
final MotionEvent ev = MotionEvent.obtain(
startTime, endTime, action, 1, properties,
pointerCoords, 0, 0, 1, 1, 0, 0, 0, 0);
mViewPager.dispatchTouchEvent(ev);
}
private boolean hasPrevPage() {
return mViewPager.getCurrentItem() > 0;
}
private boolean hasNextPage() {
return mViewPager.getCurrentItem() + 1 < mViewPager.getAdapter().getCount();
}
@Override
public void onAnimationCancel(Animator animation) {
}
@Override
public void onAnimationRepeat(Animator animation) {
}
}
cause it was simulating touch event, so please use a proper duration(less than 600ms will be nice) to do scrolling, when scroll in progress, put down finger would stop it and cause some bugs.