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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