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/*
* Copyright (C) 2020 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.launcher3.states;
import android.view.animation.Interpolator;
import androidx.annotation.IntDef;
import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
/**
* Utility class for building animator set
*/
public class StateAnimationConfig {
// We separate the state animations into "atomic" and "non-atomic" components. The atomic
// components may be run atomically - that is, all at once, instead of user-controlled. However,
// atomic components are not restricted to this purpose; they can be user-controlled alongside
// non atomic components as well. Note that each gesture model has exactly one atomic component,
// PLAY_ATOMIC_OVERVIEW_SCALE *or* PLAY_ATOMIC_OVERVIEW_PEEK.
@IntDef(flag = true, value = {
PLAY_NON_ATOMIC,
PLAY_ATOMIC_OVERVIEW_SCALE,
PLAY_ATOMIC_OVERVIEW_PEEK,
SKIP_OVERVIEW,
SKIP_DEPTH_CONTROLLER
})
@Retention(RetentionPolicy.SOURCE)
public @interface AnimationFlags {}
public static final int PLAY_NON_ATOMIC = 1 << 0;
public static final int PLAY_ATOMIC_OVERVIEW_SCALE = 1 << 1;
public static final int PLAY_ATOMIC_OVERVIEW_PEEK = 1 << 2;
public static final int SKIP_OVERVIEW = 1 << 3;
public static final int SKIP_DEPTH_CONTROLLER = 1 << 4;
public long duration;
public boolean userControlled;
public @AnimationFlags int animFlags = ANIM_ALL_COMPONENTS;
public static final int ANIM_ALL_COMPONENTS = PLAY_NON_ATOMIC | PLAY_ATOMIC_OVERVIEW_SCALE
| PLAY_ATOMIC_OVERVIEW_PEEK;
// Various types of animation state transition
@IntDef(value = {
ANIM_VERTICAL_PROGRESS,
ANIM_WORKSPACE_SCALE,
ANIM_WORKSPACE_TRANSLATE,
ANIM_WORKSPACE_FADE,
ANIM_HOTSEAT_SCALE,
ANIM_HOTSEAT_TRANSLATE,
ANIM_OVERVIEW_SCALE,
ANIM_OVERVIEW_TRANSLATE_X,
ANIM_OVERVIEW_TRANSLATE_Y,
ANIM_OVERVIEW_FADE,
ANIM_ALL_APPS_FADE,
ANIM_OVERVIEW_SCRIM_FADE,
ANIM_ALL_APPS_HEADER_FADE,
ANIM_OVERVIEW_MODAL,
ANIM_DEPTH,
ANIM_OVERVIEW_ACTIONS_FADE,
})
@Retention(RetentionPolicy.SOURCE)
public @interface AnimType {}
public static final int ANIM_VERTICAL_PROGRESS = 0;
public static final int ANIM_WORKSPACE_SCALE = 1;
public static final int ANIM_WORKSPACE_TRANSLATE = 2;
public static final int ANIM_WORKSPACE_FADE = 3;
public static final int ANIM_HOTSEAT_SCALE = 4;
public static final int ANIM_HOTSEAT_TRANSLATE = 5;
public static final int ANIM_OVERVIEW_SCALE = 6;
public static final int ANIM_OVERVIEW_TRANSLATE_X = 7;
public static final int ANIM_OVERVIEW_TRANSLATE_Y = 8;
public static final int ANIM_OVERVIEW_FADE = 9;
public static final int ANIM_ALL_APPS_FADE = 10;
public static final int ANIM_OVERVIEW_SCRIM_FADE = 11;
public static final int ANIM_ALL_APPS_HEADER_FADE = 12; // e.g. predictions
public static final int ANIM_OVERVIEW_MODAL = 13;
public static final int ANIM_DEPTH = 14;
public static final int ANIM_OVERVIEW_ACTIONS_FADE = 15;
private static final int ANIM_TYPES_COUNT = 16;
protected final Interpolator[] mInterpolators = new Interpolator[ANIM_TYPES_COUNT];
public StateAnimationConfig() { }
/**
* Copies the config to target
*/
public void copyTo(StateAnimationConfig target) {
target.duration = duration;
target.animFlags = animFlags;
target.userControlled = userControlled;
for (int i = 0; i < ANIM_TYPES_COUNT; i++) {
target.mInterpolators[i] = mInterpolators[i];
}
}
/**
* Returns the interpolator set for animId or fallback if nothing is set
*
* @see #setInterpolator(int, Interpolator)
*/
public Interpolator getInterpolator(@AnimType int animId, Interpolator fallback) {
return mInterpolators[animId] == null ? fallback : mInterpolators[animId];
}
/**
* Sets an interpolator for a given animation type
*/
public void setInterpolator(@AnimType int animId, Interpolator interpolator) {
mInterpolators[animId] = interpolator;
}
/**
* @return Whether Overview is scaling as part of this animation. If this is the only
* component (i.e. NON_ATOMIC_COMPONENT isn't included), then this scaling is happening
* atomically, rather than being part of a normal state animation. StateHandlers can use
* this to designate part of their animation that should scale with Overview.
*/
public boolean playAtomicOverviewScaleComponent() {
return hasAnimationFlag(StateAnimationConfig.PLAY_ATOMIC_OVERVIEW_SCALE);
}
/**
* @return Whether this animation will play atomically at the same time as a different,
* user-controlled state transition. StateHandlers, which contribute to both animations, can
* use this to avoid animating the same properties in both animations, since they'd conflict
* with one another.
*/
public boolean onlyPlayAtomicComponent() {
return getAnimComponents() == StateAnimationConfig.PLAY_ATOMIC_OVERVIEW_SCALE
|| getAnimComponents() == StateAnimationConfig.PLAY_ATOMIC_OVERVIEW_PEEK;
}
/**
* Returns true if the config and any of the provided component flags
*/
public boolean hasAnimationFlag(@AnimationFlags int a) {
return (animFlags & a) != 0;
}
/**
* @return Only the flags that determine which animation components to play.
*/
public @AnimationFlags int getAnimComponents() {
return animFlags & StateAnimationConfig.ANIM_ALL_COMPONENTS;
}
}