Remove Overview atomic animation support

- Remove PLAY_ATOMIC_OVERVIEW_SCALE and PLAY_ATOMIC_OVERVIEW_PEEK
- Remove complicated parallel atomic animation support from
  AbstractStateChangeTouchController and subclasses
- Remove some code related to going between Overview <-> AllApps

Test: Swipe between states in all 3 navigation modes
Bug: 175137718
Change-Id: Ice314d46946c3a983cdc6ccf1a67effb5da9156e
This commit is contained in:
Tony Wickham
2021-03-23 17:22:28 -07:00
parent c5d168da82
commit 6cd95cd2d8
17 changed files with 62 additions and 450 deletions
@@ -27,32 +27,22 @@ import java.lang.annotation.RetentionPolicy;
*/
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,
PLAY_ANIMATION,
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;
// TODO: make this the default; invert this to be SKIP_ALL_ANIMATIONS
public static final int PLAY_ANIMATION = 1 << 0;
public static final int SKIP_OVERVIEW = 1 << 1;
public static final int SKIP_DEPTH_CONTROLLER = 1 << 2;
public long duration;
public boolean userControlled;
public @AnimationFlags int animFlags = ANIM_ALL_COMPONENTS;
public @AnimationFlags int animFlags = PLAY_ANIMATION;
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 = {
@@ -126,38 +116,10 @@ public class StateAnimationConfig {
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;
}
}