213 lines
9.0 KiB
Java
213 lines
9.0 KiB
Java
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.systemui.animation;
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import android.graphics.Path;
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import android.util.MathUtils;
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import android.view.animation.AccelerateDecelerateInterpolator;
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import android.view.animation.AccelerateInterpolator;
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import android.view.animation.BounceInterpolator;
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import android.view.animation.DecelerateInterpolator;
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import android.view.animation.Interpolator;
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import android.view.animation.LinearInterpolator;
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import android.view.animation.PathInterpolator;
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/**
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* Utility class to receive interpolators from.
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*
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* Make sure that changes made to this class are also reflected in {@link InterpolatorsAndroidX}.
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* Please consider using the androidx dependencies featuring better testability altogether.
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*/
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public class Interpolators {
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/*
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* ============================================================================================
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* Emphasized interpolators.
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* ============================================================================================
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*/
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/**
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* The default emphasized interpolator. Used for hero / emphasized movement of content.
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*/
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public static final Interpolator EMPHASIZED = createEmphasizedInterpolator();
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/**
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* The accelerated emphasized interpolator. Used for hero / emphasized movement of content that
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* is disappearing e.g. when moving off screen.
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*/
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public static final Interpolator EMPHASIZED_ACCELERATE = new PathInterpolator(
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0.3f, 0f, 0.8f, 0.15f);
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/**
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* The decelerating emphasized interpolator. Used for hero / emphasized movement of content that
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* is appearing e.g. when coming from off screen
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*/
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public static final Interpolator EMPHASIZED_DECELERATE = new PathInterpolator(
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0.05f, 0.7f, 0.1f, 1f);
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/*
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* ============================================================================================
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* Standard interpolators.
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* ============================================================================================
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*/
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/**
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* The standard interpolator that should be used on every normal animation
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*/
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public static final Interpolator STANDARD = new PathInterpolator(
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0.2f, 0f, 0f, 1f);
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/**
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* The standard accelerating interpolator that should be used on every regular movement of
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* content that is disappearing e.g. when moving off screen.
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*/
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public static final Interpolator STANDARD_ACCELERATE = new PathInterpolator(
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0.3f, 0f, 1f, 1f);
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/**
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* The standard decelerating interpolator that should be used on every regular movement of
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* content that is appearing e.g. when coming from off screen.
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*/
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public static final Interpolator STANDARD_DECELERATE = new PathInterpolator(
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0f, 0f, 0f, 1f);
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/*
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* ============================================================================================
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* Legacy
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* ============================================================================================
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*/
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/**
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* The default legacy interpolator as defined in Material 1. Also known as FAST_OUT_SLOW_IN.
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*/
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public static final Interpolator LEGACY = new PathInterpolator(0.4f, 0f, 0.2f, 1f);
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/**
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* The default legacy accelerating interpolator as defined in Material 1.
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* Also known as FAST_OUT_LINEAR_IN.
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*/
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public static final Interpolator LEGACY_ACCELERATE = new PathInterpolator(0.4f, 0f, 1f, 1f);
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/**
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* The default legacy decelerating interpolator as defined in Material 1.
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* Also known as LINEAR_OUT_SLOW_IN.
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*/
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public static final Interpolator LEGACY_DECELERATE = new PathInterpolator(0f, 0f, 0.2f, 1f);
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/**
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* Linear interpolator. Often used if the interpolator is for different properties who need
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* different interpolations.
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*/
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public static final Interpolator LINEAR = new LinearInterpolator();
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/*
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* ============================================================================================
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* Custom interpolators
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* ============================================================================================
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*/
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public static final Interpolator FAST_OUT_SLOW_IN = LEGACY;
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public static final Interpolator FAST_OUT_LINEAR_IN = LEGACY_ACCELERATE;
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public static final Interpolator LINEAR_OUT_SLOW_IN = LEGACY_DECELERATE;
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/**
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* Like {@link #FAST_OUT_SLOW_IN}, but used in case the animation is played in reverse (i.e. t
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* goes from 1 to 0 instead of 0 to 1).
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*/
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public static final Interpolator FAST_OUT_SLOW_IN_REVERSE =
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new PathInterpolator(0.8f, 0f, 0.6f, 1f);
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public static final Interpolator SLOW_OUT_LINEAR_IN = new PathInterpolator(0.8f, 0f, 1f, 1f);
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public static final Interpolator ALPHA_IN = new PathInterpolator(0.4f, 0f, 1f, 1f);
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public static final Interpolator ALPHA_OUT = new PathInterpolator(0f, 0f, 0.8f, 1f);
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public static final Interpolator ACCELERATE = new AccelerateInterpolator();
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public static final Interpolator ACCELERATE_DECELERATE = new AccelerateDecelerateInterpolator();
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public static final Interpolator DECELERATE_QUINT = new DecelerateInterpolator(2.5f);
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public static final Interpolator CUSTOM_40_40 = new PathInterpolator(0.4f, 0f, 0.6f, 1f);
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public static final Interpolator ICON_OVERSHOT = new PathInterpolator(0.4f, 0f, 0.2f, 1.4f);
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public static final Interpolator ICON_OVERSHOT_LESS = new PathInterpolator(0.4f, 0f, 0.2f,
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1.1f);
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public static final Interpolator PANEL_CLOSE_ACCELERATED = new PathInterpolator(0.3f, 0, 0.5f,
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1);
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public static final Interpolator BOUNCE = new BounceInterpolator();
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/**
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* For state transitions on the control panel that lives in GlobalActions.
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*/
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public static final Interpolator CONTROL_STATE = new PathInterpolator(0.4f, 0f, 0.2f,
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1.0f);
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/**
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* Interpolator to be used when animating a move based on a click. Pair with enough duration.
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*/
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public static final Interpolator TOUCH_RESPONSE =
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new PathInterpolator(0.3f, 0f, 0.1f, 1f);
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/**
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* Like {@link #TOUCH_RESPONSE}, but used in case the animation is played in reverse (i.e. t
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* goes from 1 to 0 instead of 0 to 1).
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*/
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public static final Interpolator TOUCH_RESPONSE_REVERSE =
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new PathInterpolator(0.9f, 0f, 0.7f, 1f);
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/*
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* ============================================================================================
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* Functions / Utilities
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* ============================================================================================
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*/
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/**
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* Calculate the amount of overshoot using an exponential falloff function with desired
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* properties, where the overshoot smoothly transitions at the 1.0f boundary into the
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* overshoot, retaining its acceleration.
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*
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* @param progress a progress value going from 0 to 1
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* @param overshootAmount the amount > 0 of overshoot desired. A value of 0.1 means the max
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* value of the overall progress will be at 1.1.
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* @param overshootStart the point in (0,1] where the result should reach 1
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* @return the interpolated overshoot
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*/
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public static float getOvershootInterpolation(float progress, float overshootAmount,
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float overshootStart) {
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if (overshootAmount == 0.0f || overshootStart == 0.0f) {
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throw new IllegalArgumentException("Invalid values for overshoot");
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}
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float b = MathUtils.log((overshootAmount + 1) / (overshootAmount)) / overshootStart;
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return MathUtils.max(0.0f,
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(float) (1.0f - Math.exp(-b * progress)) * (overshootAmount + 1.0f));
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}
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/**
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* Similar to {@link #getOvershootInterpolation(float, float, float)} but the overshoot
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* starts immediately here, instead of first having a section of non-overshooting
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*
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* @param progress a progress value going from 0 to 1
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*/
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public static float getOvershootInterpolation(float progress) {
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return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-4 * progress)));
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}
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// Create the default emphasized interpolator
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private static PathInterpolator createEmphasizedInterpolator() {
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Path path = new Path();
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// Doing the same as fast_out_extra_slow_in
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path.moveTo(0f, 0f);
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path.cubicTo(0.05f, 0f, 0.133333f, 0.06f, 0.166666f, 0.4f);
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path.cubicTo(0.208333f, 0.82f, 0.25f, 1f, 1f, 1f);
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return new PathInterpolator(path);
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}
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}
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