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/*
* Copyright (C) 2019 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.systemui.bubbles.animation;
import android.content.res.Resources;
import android.graphics.Point;
import android.graphics.PointF;
import android.view.View;
import android.view.WindowInsets;
import androidx.annotation.Nullable;
import androidx.dynamicanimation.animation.DynamicAnimation;
import androidx.dynamicanimation.animation.SpringForce;
import com.android.systemui.R;
import com.google.android.collect.Sets;
import java.util.Set;
/**
* Animation controller for bubbles when they're in their expanded state, or animating to/from the
* expanded state. This controls the expansion animation as well as bubbles 'dragging out' to be
* dismissed.
*/
public class ExpandedAnimationController
extends PhysicsAnimationLayout.PhysicsAnimationController {
/**
* How much to translate the bubbles when they're animating in/out. This value is multiplied by
* the bubble size.
*/
private static final int ANIMATE_TRANSLATION_FACTOR = 4;
/** How much to scale down bubbles when they're animating in/out. */
private static final float ANIMATE_SCALE_PERCENT = 0.5f;
/** The stack position to collapse back to in {@link #collapseBackToStack}. */
private PointF mCollapseToPoint;
/** Horizontal offset between bubbles, which we need to know to re-stack them. */
private float mStackOffsetPx;
/** Spacing between bubbles in the expanded state. */
private float mBubblePaddingPx;
/** Size of each bubble. */
private float mBubbleSizePx;
/** Height of the status bar. */
private float mStatusBarHeight;
/** Size of display. */
private Point mDisplaySize;
/** Size of dismiss target at bottom of screen. */
private float mPipDismissHeight;
/** Whether the dragged-out bubble is in the dismiss target. */
private boolean mIndividualBubbleWithinDismissTarget = false;
private boolean mAnimatingExpand = false;
private boolean mAnimatingCollapse = false;
private Runnable mAfterExpand;
private Runnable mAfterCollapse;
private PointF mCollapsePoint;
/**
* Whether the dragged out bubble is springing towards the touch point, rather than using the
* default behavior of moving directly to the touch point.
*
* This happens when the user's finger exits the dismiss area while the bubble is magnetized to
* the center. Since the touch point differs from the bubble location, we need to animate the
* bubble back to the touch point to avoid a jarring instant location change from the center of
* the target to the touch point just outside the target bounds.
*/
private boolean mSpringingBubbleToTouch = false;
private int mExpandedViewPadding;
public ExpandedAnimationController(Point displaySize, int expandedViewPadding) {
mDisplaySize = displaySize;
mExpandedViewPadding = expandedViewPadding;
}
/**
* Whether the individual bubble has been dragged out of the row of bubbles far enough to cause
* the rest of the bubbles to animate to fill the gap.
*/
private boolean mBubbleDraggedOutEnough = false;
/** The bubble currently being dragged out of the row (to potentially be dismissed). */
private View mBubbleDraggingOut;
/**
* Animates expanding the bubbles into a row along the top of the screen.
*/
public void expandFromStack(Runnable after) {
mAnimatingCollapse = false;
mAnimatingExpand = true;
mAfterExpand = after;
startOrUpdateExpandAnimation();
}
/** Animate collapsing the bubbles back to their stacked position. */
public void collapseBackToStack(PointF collapsePoint, Runnable after) {
mAnimatingExpand = false;
mAnimatingCollapse = true;
mAfterCollapse = after;
mCollapsePoint = collapsePoint;
startOrUpdateCollapseAnimation();
}
private void startOrUpdateExpandAnimation() {
animationsForChildrenFromIndex(
0, /* startIndex */
(index, animation) -> animation.position(getBubbleLeft(index), getExpandedY()))
.startAll(() -> {
mAnimatingExpand = false;
if (mAfterExpand != null) {
mAfterExpand.run();
}
mAfterExpand = null;
});
}
private void startOrUpdateCollapseAnimation() {
// Stack to the left if we're going to the left, or right if not.
final float sideMultiplier = mLayout.isFirstChildXLeftOfCenter(mCollapsePoint.x) ? -1 : 1;
animationsForChildrenFromIndex(
0, /* startIndex */
(index, animation) -> {
animation.position(
mCollapsePoint.x + (sideMultiplier * index * mStackOffsetPx),
mCollapsePoint.y);
})
.startAll(() -> {
mAnimatingCollapse = false;
if (mAfterCollapse != null) {
mAfterCollapse.run();
}
mAfterCollapse = null;
});
}
/** Prepares the given bubble to be dragged out. */
public void prepareForBubbleDrag(View bubble) {
mLayout.cancelAnimationsOnView(bubble);
mBubbleDraggingOut = bubble;
mBubbleDraggingOut.setTranslationZ(Short.MAX_VALUE);
}
/**
* Drags an individual bubble to the given coordinates. Bubbles to the right will animate to
* take its place once it's dragged out of the row of bubbles, and animate out of the way if the
* bubble is dragged back into the row.
*/
public void dragBubbleOut(View bubbleView, float x, float y) {
if (mSpringingBubbleToTouch) {
if (mLayout.arePropertiesAnimatingOnView(
bubbleView, DynamicAnimation.TRANSLATION_X, DynamicAnimation.TRANSLATION_Y)) {
animationForChild(mBubbleDraggingOut)
.translationX(x)
.translationY(y)
.withStiffness(SpringForce.STIFFNESS_HIGH)
.start();
} else {
mSpringingBubbleToTouch = false;
}
}
if (!mSpringingBubbleToTouch && !mIndividualBubbleWithinDismissTarget) {
bubbleView.setTranslationX(x);
bubbleView.setTranslationY(y);
}
final boolean draggedOutEnough =
y > getExpandedY() + mBubbleSizePx || y < getExpandedY() - mBubbleSizePx;
if (draggedOutEnough != mBubbleDraggedOutEnough) {
updateBubblePositions();
mBubbleDraggedOutEnough = draggedOutEnough;
}
}
/** Plays a dismiss animation on the dragged out bubble. */
public void dismissDraggedOutBubble(View bubble, Runnable after) {
mIndividualBubbleWithinDismissTarget = false;
animationForChild(bubble)
.withStiffness(SpringForce.STIFFNESS_HIGH)
.scaleX(1.1f)
.scaleY(1.1f)
.alpha(0f, after)
.start();
updateBubblePositions();
}
@Nullable public View getDraggedOutBubble() {
return mBubbleDraggingOut;
}
/** Magnets the given bubble to the dismiss target. */
public void magnetBubbleToDismiss(
View bubbleView, float velX, float velY, float destY, Runnable after) {
mIndividualBubbleWithinDismissTarget = true;
mSpringingBubbleToTouch = false;
animationForChild(bubbleView)
.withStiffness(SpringForce.STIFFNESS_MEDIUM)
.withDampingRatio(SpringForce.DAMPING_RATIO_LOW_BOUNCY)
.withPositionStartVelocities(velX, velY)
.translationX(mLayout.getWidth() / 2f - mBubbleSizePx / 2f)
.translationY(destY, after)
.start();
}
/**
* Springs the dragged-out bubble towards the given coordinates and sets flags to have touch
* events update the spring's final position until it's settled.
*/
public void demagnetizeBubbleTo(float x, float y, float velX, float velY) {
mIndividualBubbleWithinDismissTarget = false;
mSpringingBubbleToTouch = true;
animationForChild(mBubbleDraggingOut)
.translationX(x)
.translationY(y)
.withPositionStartVelocities(velX, velY)
.withStiffness(SpringForce.STIFFNESS_HIGH)
.start();
}
/**
* Snaps a bubble back to its position within the bubble row, and animates the rest of the
* bubbles to accommodate it if it was previously dragged out past the threshold.
*/
public void snapBubbleBack(View bubbleView, float velX, float velY) {
final int index = mLayout.indexOfChild(bubbleView);
animationForChildAtIndex(index)
.position(getBubbleLeft(index), getExpandedY())
.withPositionStartVelocities(velX, velY)
.start(() -> bubbleView.setTranslationZ(0f) /* after */);
updateBubblePositions();
}
/** Resets bubble drag out gesture flags. */
public void onGestureFinished() {
mBubbleDraggedOutEnough = false;
mBubbleDraggingOut = null;
}
/**
* Animates the bubbles to {@link #getExpandedY()} position. Used in response to IME showing.
*/
public void updateYPosition(Runnable after) {
if (mLayout == null) return;
animationsForChildrenFromIndex(
0, (i, anim) -> anim.translationY(getExpandedY())).startAll(after);
}
/**
* Animates the bubbles, starting at the given index, to the left or right by the given number
* of bubble widths. Passing zero for numBubbleWidths will animate the bubbles to their normal
* positions.
*/
private void animateStackByBubbleWidthsStartingFrom(int numBubbleWidths, int startIndex) {
animationsForChildrenFromIndex(
startIndex,
(index, animation) ->
animation.translationX(getXForChildAtIndex(index + numBubbleWidths)))
.startAll();
}
/** The Y value of the row of expanded bubbles. */
public float getExpandedY() {
if (mLayout == null || mLayout.getRootWindowInsets() == null) {
return 0;
}
final WindowInsets insets = mLayout.getRootWindowInsets();
return mBubblePaddingPx + Math.max(
mStatusBarHeight,
insets.getDisplayCutout() != null
? insets.getDisplayCutout().getSafeInsetTop()
: 0);
}
@Override
void onActiveControllerForLayout(PhysicsAnimationLayout layout) {
final Resources res = layout.getResources();
mStackOffsetPx = res.getDimensionPixelSize(R.dimen.bubble_stack_offset);
mBubblePaddingPx = res.getDimensionPixelSize(R.dimen.bubble_padding);
mBubbleSizePx = res.getDimensionPixelSize(R.dimen.individual_bubble_size);
mStatusBarHeight =
res.getDimensionPixelSize(com.android.internal.R.dimen.status_bar_height);
mPipDismissHeight = res.getDimensionPixelSize(R.dimen.pip_dismiss_gradient_height);
// Ensure that all child views are at 1x scale, and visible, in case they were animating
// in.
mLayout.setVisibility(View.VISIBLE);
animationsForChildrenFromIndex(0 /* startIndex */, (index, animation) ->
animation.scaleX(1f).scaleY(1f).alpha(1f)).startAll();
}
@Override
Set<DynamicAnimation.ViewProperty> getAnimatedProperties() {
return Sets.newHashSet(
DynamicAnimation.TRANSLATION_X,
DynamicAnimation.TRANSLATION_Y,
DynamicAnimation.SCALE_X,
DynamicAnimation.SCALE_Y,
DynamicAnimation.ALPHA);
}
@Override
int getNextAnimationInChain(DynamicAnimation.ViewProperty property, int index) {
return NONE;
}
@Override
float getOffsetForChainedPropertyAnimation(DynamicAnimation.ViewProperty property) {
return 0;
}
@Override
SpringForce getSpringForce(DynamicAnimation.ViewProperty property, View view) {
return new SpringForce()
.setDampingRatio(SpringForce.DAMPING_RATIO_LOW_BOUNCY)
.setStiffness(SpringForce.STIFFNESS_LOW);
}
@Override
void onChildAdded(View child, int index) {
// If a bubble is added while the expand/collapse animations are playing, update the
// animation to include the new bubble.
if (mAnimatingExpand) {
startOrUpdateExpandAnimation();
} else if (mAnimatingCollapse) {
startOrUpdateCollapseAnimation();
} else {
child.setTranslationX(getXForChildAtIndex(index));
animationForChild(child)
.translationY(
getExpandedY() - mBubbleSizePx * ANIMATE_TRANSLATION_FACTOR, /* from */
getExpandedY() /* to */)
.start();
updateBubblePositions();
}
}
@Override
void onChildRemoved(View child, int index, Runnable finishRemoval) {
final PhysicsAnimationLayout.PhysicsPropertyAnimator animator = animationForChild(child);
// If we're removing the dragged-out bubble, that means it got dismissed.
if (child.equals(mBubbleDraggingOut)) {
mBubbleDraggingOut = null;
finishRemoval.run();
} else {
animator.alpha(0f, finishRemoval /* endAction */)
.withStiffness(SpringForce.STIFFNESS_HIGH)
.withDampingRatio(SpringForce.DAMPING_RATIO_NO_BOUNCY)
.scaleX(1.1f)
.scaleY(1.1f)
.start();
}
// Animate all the other bubbles to their new positions sans this bubble.
updateBubblePositions();
}
@Override
void onChildReordered(View child, int oldIndex, int newIndex) {
updateBubblePositions();
}
private void updateBubblePositions() {
if (mAnimatingExpand || mAnimatingCollapse) {
return;
}
for (int i = 0; i < mLayout.getChildCount(); i++) {
final View bubble = mLayout.getChildAt(i);
// Don't animate the dragging out bubble, or it'll jump around while being dragged. It
// will be snapped to the correct X value after the drag (if it's not dismissed).
if (bubble.equals(mBubbleDraggingOut)) {
return;
}
animationForChild(bubble)
.translationX(getBubbleLeft(i))
.start();
}
}
/** Returns the appropriate X translation value for a bubble at the given index. */
private float getXForChildAtIndex(int index) {
return mBubblePaddingPx + (mBubbleSizePx + mBubblePaddingPx) * index;
}
/**
* @param index Bubble index in row.
* @return Bubble left x from left edge of screen.
*/
public float getBubbleLeft(int index) {
float bubbleLeftFromRowLeft = index * (mBubbleSizePx + mBubblePaddingPx);
return getRowLeft() + bubbleLeftFromRowLeft;
}
private float getRowLeft() {
if (mLayout == null) {
return 0;
}
int bubbleCount = mLayout.getChildCount();
// Width calculations.
double bubble = bubbleCount * mBubbleSizePx;
float gap = (bubbleCount - 1) * mBubblePaddingPx;
float row = gap + (float) bubble;
float halfRow = row / 2f;
float centerScreen = mDisplaySize.x / 2;
float rowLeftFromScreenLeft = centerScreen - halfRow;
return rowLeftFromScreenLeft;
}
}