cc3755da6e9c7b389fbf44dc6cf0a7faeb8012a7
Instead of using an OvershootInterpolator, we adjust the end progress to > 1 and add a second interpolator to settle back to 1. That way, even if the animation runs starting very late, e.g. 1.0, it still has room to overshoot. We use this same OvershootParams class to calculate an overshoot for a blocked long fling as well. Bug: 109709720 Change-Id: I43152237e4350f93e7c462c22e68d09d05c1dd57
Description
No description provided
Languages
Java
57.2%
Kotlin
42.4%
AIDL
0.3%