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/*
* Copyright 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 androidx.wear.compose.material3
import androidx.compose.foundation.Indication
import androidx.compose.foundation.IndicationNodeFactory
import androidx.compose.foundation.interaction.Interaction
import androidx.compose.foundation.interaction.InteractionSource
import androidx.compose.foundation.interaction.PressInteraction
import androidx.compose.material.ripple.RippleAlpha
import androidx.compose.material.ripple.createRippleModifierNode
import androidx.compose.runtime.Composable
import androidx.compose.runtime.Immutable
import androidx.compose.runtime.ProvidableCompositionLocal
import androidx.compose.runtime.Stable
import androidx.compose.runtime.staticCompositionLocalOf
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.ColorProducer
import androidx.compose.ui.graphics.isSpecified
import androidx.compose.ui.node.CompositionLocalConsumerModifierNode
import androidx.compose.ui.node.DelegatableNode
import androidx.compose.ui.node.DelegatingNode
import androidx.compose.ui.node.currentValueOf
import androidx.compose.ui.unit.Dp
/**
* Creates a Ripple using the provided values and values inferred from the theme.
*
* A Ripple is a Material implementation of [Indication] that expresses different [Interaction]s
* by drawing ripple animations and state layers.
*
* A Ripple responds to [PressInteraction.Press] by starting a new ripple animation, and
* responds to other [Interaction]s by showing a fixed state layer with varying alpha values
* depending on the [Interaction].
*
* [MaterialTheme] provides Ripples using [androidx.compose.foundation.LocalIndication], so a Ripple
* will be used as the default [Indication] inside components such as
* [androidx.compose.foundation.clickable] and [androidx.compose.foundation.indication], in
* addition to Material provided components that use a Ripple as well.
*
* You can also explicitly create a Ripple and provide it to custom components in order to change
* the parameters from the default, such as to create an unbounded ripple with a fixed size.
*
* To create a Ripple with a manually defined color that can change over time, see the other
* [ripple] overload with a [ColorProducer] parameter. This will avoid unnecessary recompositions
* when changing the color, and preserve existing ripple state when the color changes.
*
* @param bounded If true, ripples are clipped by the bounds of the target layout. Unbounded
* ripples always animate from the target layout center, bounded ripples animate from the touch
* position.
* @param radius the radius for the ripple. If [Dp.Unspecified] is provided then the size will be
* calculated based on the target layout size.
* @param color the color of the ripple. This color is usually the same color used by the text or
* iconography in the component. This color will then have alpha applied to calculate the final
* color used to draw the ripple. If [Color.Unspecified] is provided the color used will be
* [LocalContentColor] instead.
*/
@Stable
fun ripple(
bounded: Boolean = true,
radius: Dp = Dp.Unspecified,
color: Color = Color.Unspecified
): IndicationNodeFactory {
return if (radius == Dp.Unspecified && color == Color.Unspecified) {
if (bounded) return DefaultBoundedRipple else DefaultUnboundedRipple
} else {
RippleNodeFactory(bounded, radius, color)
}
}
/**
* Creates a Ripple using the provided values and values inferred from the theme.
*
* A Ripple is a Material implementation of [Indication] that expresses different [Interaction]s
* by drawing ripple animations and state layers.
*
* A Ripple responds to [PressInteraction.Press] by starting a new ripple animation, and
* responds to other [Interaction]s by showing a fixed state layer with varying alpha values
* depending on the [Interaction].
*
* [MaterialTheme] provides Ripples using [androidx.compose.foundation.LocalIndication], so a Ripple
* will be used as the default [Indication] inside components such as
* [androidx.compose.foundation.clickable] and [androidx.compose.foundation.indication], in
* addition to Material provided components that use a Ripple as well.
*
* You can also explicitly create a Ripple and provide it to custom components in order to change
* the parameters from the default, such as to create an unbounded ripple with a fixed size.
*
* To create a Ripple with a static color, see the [ripple] overload with a [Color] parameter. This
* overload is optimized for Ripples that have dynamic colors that change over time, to reduce
* unnecessary recompositions.
*
* @param color the color of the ripple. This color is usually the same color used by the text or
* iconography in the component. This color will then have alpha applied to calculate the final
* color used to draw the ripple. If you are creating this [ColorProducer] outside of composition
* (where it will be automatically remembered), make sure that its instance is stable
* (such as by remembering the object that holds it), or remember the returned [ripple] object to
* make sure that ripple nodes are not being created each recomposition.
* @param bounded If true, ripples are clipped by the bounds of the target layout. Unbounded
* ripples always animate from the target layout center, bounded ripples animate from the touch
* position.
* @param radius the radius for the ripple. If [Dp.Unspecified] is provided then the size will be
* calculated based on the target layout size.
*/
@Stable
fun ripple(
color: ColorProducer,
bounded: Boolean = true,
radius: Dp = Dp.Unspecified
): IndicationNodeFactory {
return RippleNodeFactory(bounded, radius, color)
}
/**
* Temporary CompositionLocal to allow configuring whether the old ripple implementation that uses
* the deprecated [androidx.compose.material.ripple.RippleTheme] API should be used in Material
* components and LocalIndication, instead of the new [ripple] API. This flag defaults to false,
* and will be removed after one stable release: it should only be used to temporarily unblock
* upgrading.
*
* Provide this CompositionLocal before you provide [MaterialTheme] to make sure it is correctly
* provided through LocalIndication.
*/
// TODO: b/304985887 - remove after one stable release
@Suppress("OPT_IN_MARKER_ON_WRONG_TARGET")
@get:ExperimentalWearMaterial3Api
@ExperimentalWearMaterial3Api
val LocalUseFallbackRippleImplementation: ProvidableCompositionLocal<Boolean> =
staticCompositionLocalOf { false }
// TODO: b/304985887 - remove after one stable release
@Suppress("DEPRECATION_ERROR")
@OptIn(ExperimentalWearMaterial3Api::class)
@Composable
internal fun rippleOrFallbackImplementation(
bounded: Boolean = true,
radius: Dp = Dp.Unspecified,
color: Color = Color.Unspecified
): Indication {
return if (LocalUseFallbackRippleImplementation.current) {
androidx.compose.material.ripple.rememberRipple(bounded, radius, color)
} else {
ripple(bounded, radius, color)
}
}
// TODO: b/304985887 - remove after one stable release
@Suppress("DEPRECATION_ERROR")
@Immutable
internal object CompatRippleTheme : androidx.compose.material.ripple.RippleTheme {
@Deprecated("Super method is deprecated")
@Composable
override fun defaultColor() = LocalContentColor.current
@Deprecated("Super method is deprecated")
@Composable
override fun rippleAlpha() = RippleAlpha
}
@Stable
private class RippleNodeFactory private constructor(
private val bounded: Boolean,
private val radius: Dp,
private val colorProducer: ColorProducer?,
private val color: Color
) : IndicationNodeFactory {
constructor(
bounded: Boolean,
radius: Dp,
colorProducer: ColorProducer
) : this(bounded, radius, colorProducer, Color.Unspecified)
constructor(
bounded: Boolean,
radius: Dp,
color: Color
) : this(bounded, radius, null, color)
override fun create(interactionSource: InteractionSource): DelegatableNode {
val colorProducer = colorProducer ?: ColorProducer { color }
return DelegatingThemeAwareRippleNode(interactionSource, bounded, radius, colorProducer)
}
override fun equals(other: Any?): Boolean {
if (this === other) return true
if (other !is RippleNodeFactory) return false
if (bounded != other.bounded) return false
if (radius != other.radius) return false
if (colorProducer != other.colorProducer) return false
return color == other.color
}
override fun hashCode(): Int {
var result = bounded.hashCode()
result = 31 * result + radius.hashCode()
result = 31 * result + colorProducer.hashCode()
result = 31 * result + color.hashCode()
return result
}
}
private class DelegatingThemeAwareRippleNode(
private val interactionSource: InteractionSource,
private val bounded: Boolean,
private val radius: Dp,
private val color: ColorProducer,
) : DelegatingNode(), CompositionLocalConsumerModifierNode {
override fun onAttach() {
val calculateColor = ColorProducer {
val userDefinedColor = color()
if (userDefinedColor.isSpecified) {
userDefinedColor
} else {
currentValueOf(LocalContentColor)
}
}
delegate(createRippleModifierNode(
interactionSource,
bounded,
radius,
calculateColor,
CalculateRippleAlpha
))
}
}
private val RippleAlpha: RippleAlpha = RippleAlpha(
pressedAlpha = 0.12f,
focusedAlpha = 0.12f,
draggedAlpha = 0.16f,
hoveredAlpha = 0.08f
)
private val CalculateRippleAlpha = { RippleAlpha }
private val DefaultBoundedRipple = RippleNodeFactory(
bounded = true,
radius = Dp.Unspecified,
color = Color.Unspecified
)
private val DefaultUnboundedRipple = RippleNodeFactory(
bounded = false,
radius = Dp.Unspecified,
color = Color.Unspecified
)