c9ad2dd6c7
- We remove the fling completely - We set damping to 1 for x/y springs so there is no bounciness, and updated the stiffness and bounds to tighten up the path to the final location. - During the animation, we translate all launcher content down - When the x/y springs, and rect animator all finish, we use a spring to bounce the launcher content back up - Added AppCloseConfig so that the entire animation can be defined in one location, with getter methods so that all the involved parties of the animation can access the current value. - The animations are all defined linearly, and then interpolated over using a 3 point curve. Building behind feature flag as we tune the values. Bug: 173107751 Test: manual, visual Change-Id: I83ad0fa2c4234cf30004240d43e191354595adc8
174 lines
6.9 KiB
Java
174 lines
6.9 KiB
Java
/*
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* Copyright (C) 2017 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.launcher3.anim;
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import android.graphics.Path;
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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.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.OvershootInterpolator;
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import android.view.animation.PathInterpolator;
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import com.android.launcher3.Utilities;
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/**
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* Common interpolators used in Launcher
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*/
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public class Interpolators {
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public static final Interpolator LINEAR = new LinearInterpolator();
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public static final Interpolator ACCEL = new AccelerateInterpolator();
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public static final Interpolator ACCEL_0_75 = new AccelerateInterpolator(0.75f);
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public static final Interpolator ACCEL_1_5 = new AccelerateInterpolator(1.5f);
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public static final Interpolator ACCEL_2 = new AccelerateInterpolator(2);
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public static final Interpolator DEACCEL = new DecelerateInterpolator();
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public static final Interpolator DEACCEL_1_5 = new DecelerateInterpolator(1.5f);
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public static final Interpolator DEACCEL_1_7 = new DecelerateInterpolator(1.7f);
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public static final Interpolator DEACCEL_2 = new DecelerateInterpolator(2);
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public static final Interpolator DEACCEL_2_5 = new DecelerateInterpolator(2.5f);
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public static final Interpolator DEACCEL_3 = new DecelerateInterpolator(3f);
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public static final Interpolator ACCEL_DEACCEL = new AccelerateDecelerateInterpolator();
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public static final Interpolator FAST_OUT_SLOW_IN = new PathInterpolator(0.4f, 0f, 0.2f, 1f);
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public static final Interpolator AGGRESSIVE_EASE = new PathInterpolator(0.2f, 0f, 0f, 1f);
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public static final Interpolator AGGRESSIVE_EASE_IN_OUT = new PathInterpolator(0.6f,0, 0.4f, 1);
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public static final Interpolator EXAGGERATED_EASE;
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public static final Interpolator INSTANT = t -> 1;
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/**
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* All values of t map to 0 until t == 1. This is primarily useful for setting view visibility,
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* which should only happen at the very end of the animation (when it's already hidden).
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*/
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public static final Interpolator FINAL_FRAME = t -> t < 1 ? 0 : 1;
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static {
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Path exaggeratedEase = new Path();
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exaggeratedEase.moveTo(0, 0);
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exaggeratedEase.cubicTo(0.05f, 0f, 0.133333f, 0.08f, 0.166666f, 0.4f);
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exaggeratedEase.cubicTo(0.225f, 0.94f, 0.5f, 1f, 1f, 1f);
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EXAGGERATED_EASE = new PathInterpolator(exaggeratedEase);
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}
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public static final Interpolator OVERSHOOT_1_2 = new OvershootInterpolator(1.2f);
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public static final Interpolator OVERSHOOT_1_7 = new OvershootInterpolator(1.7f);
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public static final Interpolator TOUCH_RESPONSE_INTERPOLATOR =
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new PathInterpolator(0.3f, 0f, 0.1f, 1f);
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public static final Interpolator TOUCH_RESPONSE_INTERPOLATOR_ACCEL_DEACCEL =
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v -> ACCEL_DEACCEL.getInterpolation(TOUCH_RESPONSE_INTERPOLATOR.getInterpolation(v));
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/**
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* Inversion of ZOOM_OUT, compounded with an ease-out.
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*/
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public static final Interpolator ZOOM_IN = new Interpolator() {
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@Override
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public float getInterpolation(float v) {
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return DEACCEL_3.getInterpolation(1 - ZOOM_OUT.getInterpolation(1 - v));
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}
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};
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public static final Interpolator ZOOM_OUT = new Interpolator() {
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private static final float FOCAL_LENGTH = 0.35f;
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@Override
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public float getInterpolation(float v) {
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return zInterpolate(v);
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}
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/**
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* This interpolator emulates the rate at which the perceived scale of an object changes
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* as its distance from a camera increases. When this interpolator is applied to a scale
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* animation on a view, it evokes the sense that the object is shrinking due to moving away
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* from the camera.
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*/
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private float zInterpolate(float input) {
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return (1.0f - FOCAL_LENGTH / (FOCAL_LENGTH + input)) /
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(1.0f - FOCAL_LENGTH / (FOCAL_LENGTH + 1.0f));
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}
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};
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public static final Interpolator SCROLL = new Interpolator() {
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@Override
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public float getInterpolation(float t) {
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t -= 1.0f;
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return t*t*t*t*t + 1;
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}
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};
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public static final Interpolator SCROLL_CUBIC = new Interpolator() {
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@Override
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public float getInterpolation(float t) {
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t -= 1.0f;
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return t*t*t + 1;
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}
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};
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private static final float FAST_FLING_PX_MS = 10;
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public static Interpolator scrollInterpolatorForVelocity(float velocity) {
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return Math.abs(velocity) > FAST_FLING_PX_MS ? SCROLL : SCROLL_CUBIC;
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}
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/**
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* Create an OvershootInterpolator with tension directly related to the velocity (in px/ms).
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* @param velocity The start velocity of the animation we want to overshoot.
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*/
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public static Interpolator overshootInterpolatorForVelocity(float velocity) {
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return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f));
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}
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/**
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* Runs the given interpolator such that the entire progress is set between the given bounds.
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* That is, we set the interpolation to 0 until lowerBound and reach 1 by upperBound.
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*/
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public static Interpolator clampToProgress(Interpolator interpolator, float lowerBound,
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float upperBound) {
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if (upperBound <= lowerBound) {
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throw new IllegalArgumentException(String.format(
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"lowerBound (%f) must be less than upperBound (%f)", lowerBound, upperBound));
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}
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return t -> {
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if (t < lowerBound) {
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return 0;
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}
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if (t > upperBound) {
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return 1;
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}
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return interpolator.getInterpolation((t - lowerBound) / (upperBound - lowerBound));
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};
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}
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/**
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* Runs the given interpolator such that the interpolated value is mapped to the given range.
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* This is useful, for example, if we only use this interpolator for part of the animation,
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* such as to take over a user-controlled animation when they let go.
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*/
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public static Interpolator mapToProgress(Interpolator interpolator, float lowerBound,
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float upperBound) {
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return t -> Utilities.mapRange(interpolator.getInterpolation(t), lowerBound, upperBound);
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}
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}
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