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/*
* Copyright (C) 2023 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.android.app.animation;
import android.graphics.Path;
import android.view.animation.AccelerateDecelerateInterpolator;
import android.view.animation.AccelerateInterpolator;
import android.view.animation.BounceInterpolator;
import android.view.animation.DecelerateInterpolator;
import android.view.animation.Interpolator;
import android.view.animation.LinearInterpolator;
import android.view.animation.OvershootInterpolator;
import android.view.animation.PathInterpolator;
/**
* Utility class to receive interpolators from.
*
* Make sure that changes made to this class are also reflected in {@link InterpolatorsAndroidX}.
* Please consider using the androidx dependencies featuring better testability altogether.
*/
public class Interpolators {
/*
* ============================================================================================
* Emphasized interpolators.
* ============================================================================================
*/
/**
* The default emphasized interpolator. Used for hero / emphasized movement of content.
*/
public static final Interpolator EMPHASIZED = createEmphasizedInterpolator();
/**
* The accelerated emphasized interpolator. Used for hero / emphasized movement of content that
* is disappearing e.g. when moving off screen.
*/
public static final Interpolator EMPHASIZED_ACCELERATE = new PathInterpolator(
0.3f, 0f, 0.8f, 0.15f);
/**
* The decelerating emphasized interpolator. Used for hero / emphasized movement of content that
* is appearing e.g. when coming from off screen
*/
public static final Interpolator EMPHASIZED_DECELERATE = new PathInterpolator(
0.05f, 0.7f, 0.1f, 1f);
public static final Interpolator EXAGGERATED_EASE;
static {
Path exaggeratedEase = new Path();
exaggeratedEase.moveTo(0, 0);
exaggeratedEase.cubicTo(0.05f, 0f, 0.133333f, 0.08f, 0.166666f, 0.4f);
exaggeratedEase.cubicTo(0.225f, 0.94f, 0.5f, 1f, 1f, 1f);
EXAGGERATED_EASE = new PathInterpolator(exaggeratedEase);
}
public static final Interpolator INSTANT = t -> 1;
/**
* All values of t map to 0 until t == 1. This is primarily useful for setting view visibility,
* which should only happen at the very end of the animation (when it's already hidden).
*/
public static final Interpolator FINAL_FRAME = t -> t < 1 ? 0 : 1;
public static final Interpolator OVERSHOOT_0_75 = new OvershootInterpolator(0.75f);
public static final Interpolator OVERSHOOT_1_2 = new OvershootInterpolator(1.2f);
public static final Interpolator OVERSHOOT_1_7 = new OvershootInterpolator(1.7f);
/*
* ============================================================================================
* Standard interpolators.
* ============================================================================================
*/
/**
* The standard interpolator that should be used on every normal animation
*/
public static final Interpolator STANDARD = new PathInterpolator(
0.2f, 0f, 0f, 1f);
/**
* The standard accelerating interpolator that should be used on every regular movement of
* content that is disappearing e.g. when moving off screen.
*/
public static final Interpolator STANDARD_ACCELERATE = new PathInterpolator(
0.3f, 0f, 1f, 1f);
/**
* The standard decelerating interpolator that should be used on every regular movement of
* content that is appearing e.g. when coming from off screen.
*/
public static final Interpolator STANDARD_DECELERATE = new PathInterpolator(
0f, 0f, 0f, 1f);
/*
* ============================================================================================
* Legacy
* ============================================================================================
*/
/**
* The default legacy interpolator as defined in Material 1. Also known as FAST_OUT_SLOW_IN.
*/
public static final Interpolator LEGACY = new PathInterpolator(0.4f, 0f, 0.2f, 1f);
/**
* The default legacy accelerating interpolator as defined in Material 1.
* Also known as FAST_OUT_LINEAR_IN.
*/
public static final Interpolator LEGACY_ACCELERATE = new PathInterpolator(0.4f, 0f, 1f, 1f);
/**
* The default legacy decelerating interpolator as defined in Material 1.
* Also known as LINEAR_OUT_SLOW_IN.
*/
public static final Interpolator LEGACY_DECELERATE = new PathInterpolator(0f, 0f, 0.2f, 1f);
/**
* Linear interpolator. Often used if the interpolator is for different properties who need
* different interpolations.
*/
public static final Interpolator LINEAR = new LinearInterpolator();
/*
* ============================================================================================
* Custom interpolators
* ============================================================================================
*/
public static final Interpolator FAST_OUT_SLOW_IN = LEGACY;
public static final Interpolator FAST_OUT_LINEAR_IN = LEGACY_ACCELERATE;
public static final Interpolator LINEAR_OUT_SLOW_IN = LEGACY_DECELERATE;
/**
* Like {@link #FAST_OUT_SLOW_IN}, but used in case the animation is played in reverse (i.e. t
* goes from 1 to 0 instead of 0 to 1).
*/
public static final Interpolator FAST_OUT_SLOW_IN_REVERSE =
new PathInterpolator(0.8f, 0f, 0.6f, 1f);
public static final Interpolator SLOW_OUT_LINEAR_IN = new PathInterpolator(0.8f, 0f, 1f, 1f);
public static final Interpolator AGGRESSIVE_EASE = new PathInterpolator(0.2f, 0f, 0f, 1f);
public static final Interpolator AGGRESSIVE_EASE_IN_OUT = new PathInterpolator(0.6f,0, 0.4f, 1);
public static final Interpolator DECELERATED_EASE = new PathInterpolator(0, 0, .2f, 1f);
public static final Interpolator ACCELERATED_EASE = new PathInterpolator(0.4f, 0, 1f, 1f);
public static final Interpolator PREDICTIVE_BACK_DECELERATED_EASE =
new PathInterpolator(0, 0, 0, 1f);
public static final Interpolator ALPHA_IN = new PathInterpolator(0.4f, 0f, 1f, 1f);
public static final Interpolator ALPHA_OUT = new PathInterpolator(0f, 0f, 0.8f, 1f);
public static final Interpolator ACCELERATE = new AccelerateInterpolator();
public static final Interpolator ACCELERATE_0_5 = new AccelerateInterpolator(0.5f);
public static final Interpolator ACCELERATE_0_75 = new AccelerateInterpolator(0.75f);
public static final Interpolator ACCELERATE_1_5 = new AccelerateInterpolator(1.5f);
public static final Interpolator ACCELERATE_2 = new AccelerateInterpolator(2);
public static final Interpolator ACCELERATE_DECELERATE = new AccelerateDecelerateInterpolator();
public static final Interpolator DECELERATE = new DecelerateInterpolator();
public static final Interpolator DECELERATE_1_5 = new DecelerateInterpolator(1.5f);
public static final Interpolator DECELERATE_1_7 = new DecelerateInterpolator(1.7f);
public static final Interpolator DECELERATE_2 = new DecelerateInterpolator(2);
public static final Interpolator DECELERATE_QUINT = new DecelerateInterpolator(2.5f);
public static final Interpolator DECELERATE_3 = new DecelerateInterpolator(3f);
public static final Interpolator CUSTOM_40_40 = new PathInterpolator(0.4f, 0f, 0.6f, 1f);
public static final Interpolator ICON_OVERSHOT = new PathInterpolator(0.4f, 0f, 0.2f, 1.4f);
public static final Interpolator ICON_OVERSHOT_LESS = new PathInterpolator(0.4f, 0f, 0.2f,
1.1f);
public static final Interpolator PANEL_CLOSE_ACCELERATED = new PathInterpolator(0.3f, 0, 0.5f,
1);
public static final Interpolator BOUNCE = new BounceInterpolator();
/**
* For state transitions on the control panel that lives in GlobalActions.
*/
public static final Interpolator CONTROL_STATE = new PathInterpolator(0.4f, 0f, 0.2f,
1.0f);
/**
* Interpolator to be used when animating a move based on a click. Pair with enough duration.
*/
public static final Interpolator TOUCH_RESPONSE =
new PathInterpolator(0.3f, 0f, 0.1f, 1f);
/**
* Like {@link #TOUCH_RESPONSE}, but used in case the animation is played in reverse (i.e. t
* goes from 1 to 0 instead of 0 to 1).
*/
public static final Interpolator TOUCH_RESPONSE_REVERSE =
new PathInterpolator(0.9f, 0f, 0.7f, 1f);
public static final Interpolator TOUCH_RESPONSE_ACCEL_DEACCEL =
v -> ACCELERATE_DECELERATE.getInterpolation(TOUCH_RESPONSE.getInterpolation(v));
/**
* Inversion of ZOOM_OUT, compounded with an ease-out.
*/
public static final Interpolator ZOOM_IN = new Interpolator() {
@Override
public float getInterpolation(float v) {
return DECELERATE_3.getInterpolation(1 - ZOOM_OUT.getInterpolation(1 - v));
}
};
public static final Interpolator ZOOM_OUT = new Interpolator() {
private static final float FOCAL_LENGTH = 0.35f;
@Override
public float getInterpolation(float v) {
return zInterpolate(v);
}
/**
* This interpolator emulates the rate at which the perceived scale of an object changes
* as its distance from a camera increases. When this interpolator is applied to a scale
* animation on a view, it evokes the sense that the object is shrinking due to moving away
* from the camera.
*/
private float zInterpolate(float input) {
return (1.0f - FOCAL_LENGTH / (FOCAL_LENGTH + input)) /
(1.0f - FOCAL_LENGTH / (FOCAL_LENGTH + 1.0f));
}
};
public static final Interpolator SCROLL = new Interpolator() {
@Override
public float getInterpolation(float t) {
t -= 1.0f;
return t*t*t*t*t + 1;
}
};
public static final Interpolator SCROLL_CUBIC = new Interpolator() {
@Override
public float getInterpolation(float t) {
t -= 1.0f;
return t*t*t + 1;
}
};
private static final float FAST_FLING_PX_MS = 10;
/*
* ============================================================================================
* Functions / Utilities
* ============================================================================================
*/
public static Interpolator scrollInterpolatorForVelocity(float velocity) {
return Math.abs(velocity) > FAST_FLING_PX_MS ? SCROLL : SCROLL_CUBIC;
}
/**
* Create an OvershootInterpolator with tension directly related to the velocity (in px/ms).
* @param velocity The start velocity of the animation we want to overshoot.
*/
public static Interpolator overshootInterpolatorForVelocity(float velocity) {
return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f));
}
/**
* Calculate the amount of overshoot using an exponential falloff function with desired
* properties, where the overshoot smoothly transitions at the 1.0f boundary into the
* overshoot, retaining its acceleration.
*
* @param progress a progress value going from 0 to 1
* @param overshootAmount the amount > 0 of overshoot desired. A value of 0.1 means the max
* value of the overall progress will be at 1.1.
* @param overshootStart the point in (0,1] where the result should reach 1
* @return the interpolated overshoot
*/
public static float getOvershootInterpolation(float progress, float overshootAmount,
float overshootStart) {
if (overshootAmount == 0.0f || overshootStart == 0.0f) {
throw new IllegalArgumentException("Invalid values for overshoot");
}
float b = MathUtils.log((overshootAmount + 1) / (overshootAmount)) / overshootStart;
return MathUtils.max(0.0f,
(float) (1.0f - Math.exp(-b * progress)) * (overshootAmount + 1.0f));
}
/**
* Similar to {@link #getOvershootInterpolation(float, float, float)} but the overshoot
* starts immediately here, instead of first having a section of non-overshooting
*
* @param progress a progress value going from 0 to 1
*/
public static float getOvershootInterpolation(float progress) {
return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-4 * progress)));
}
// Create the default emphasized interpolator
private static PathInterpolator createEmphasizedInterpolator() {
Path path = new Path();
// Doing the same as fast_out_extra_slow_in
path.moveTo(0f, 0f);
path.cubicTo(0.05f, 0f, 0.133333f, 0.06f, 0.166666f, 0.4f);
path.cubicTo(0.208333f, 0.82f, 0.25f, 1f, 1f, 1f);
return new PathInterpolator(path);
}
/**
* Returns a function that runs the given interpolator such that the entire progress is set
* between the given bounds. That is, we set the interpolation to 0 until lowerBound and reach
* 1 by upperBound.
*/
public static Interpolator clampToProgress(Interpolator interpolator, float lowerBound,
float upperBound) {
if (upperBound < lowerBound) {
throw new IllegalArgumentException(
String.format("upperBound (%f) must be greater than lowerBound (%f)",
upperBound, lowerBound));
}
return t -> clampToProgress(interpolator, t, lowerBound, upperBound);
}
/**
* Returns the progress value's progress between the lower and upper bounds. That is, the
* progress will be 0f from 0f to lowerBound, and reach 1f by upperBound.
*
* Between lowerBound and upperBound, the progress value will be interpolated using the provided
* interpolator.
*/
public static float clampToProgress(
Interpolator interpolator, float progress, float lowerBound, float upperBound) {
if (upperBound < lowerBound) {
throw new IllegalArgumentException(
String.format("upperBound (%f) must be greater than lowerBound (%f)",
upperBound, lowerBound));
}
if (progress == lowerBound && progress == upperBound) {
return progress == 0f ? 0 : 1;
}
if (progress < lowerBound) {
return 0;
}
if (progress > upperBound) {
return 1;
}
return interpolator.getInterpolation((progress - lowerBound) / (upperBound - lowerBound));
}
/**
* Returns the progress value's progress between the lower and upper bounds. That is, the
* progress will be 0f from 0f to lowerBound, and reach 1f by upperBound.
*/
public static float clampToProgress(float progress, float lowerBound, float upperBound) {
return clampToProgress(Interpolators.LINEAR, progress, lowerBound, upperBound);
}
private static float mapRange(float value, float min, float max) {
return min + (value * (max - min));
}
/**
* Runs the given interpolator such that the interpolated value is mapped to the given range.
* This is useful, for example, if we only use this interpolator for part of the animation,
* such as to take over a user-controlled animation when they let go.
*/
public static Interpolator mapToProgress(Interpolator interpolator, float lowerBound,
float upperBound) {
return t -> mapRange(interpolator.getInterpolation(t), lowerBound, upperBound);
}
/**
* Returns the reverse of the provided interpolator, following the formula: g(x) = 1 - f(1 - x).
* In practice, this means that if f is an interpolator used to model a value animating between
* m and n, g is the interpolator to use to obtain the specular behavior when animating from n
* to m.
*/
public static Interpolator reverse(Interpolator interpolator) {
return t -> 1 - interpolator.getInterpolation(1 - t);
}
}