Files
Lawnchair/src/com/android/launcher3/touch/AbstractStateChangeTouchController.java
T
Tony Wickham 2785a5996c Improve quick switch from home by tracking both x and y motion
- Add NoButtonQuickSwitchTouchController which uses
  BothAxesSwipeDetector to track horizontal and vertical motion.
- Initially, we only detect swipe left to right to quick switch
  (like before), but then we allow swipe up to either go to
  overview (if you hold) or back home (if you don't hold).
- xDisplacement transitions non-overview components out (e.g. shelf
  and workspace), and translates overview in.
- yDisplacement translates overview up and scales it down

Bug: 126596417
Change-Id: Id679ad84c08246e205c667a78ed5df00d7276258
Merged-In: Id679ad84c08246e205c667a78ed5df00d7276258
2019-11-14 12:31:01 -08:00

577 lines
24 KiB
Java

/*
* Copyright (C) 2018 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.touch;
import static com.android.launcher3.LauncherAnimUtils.MIN_PROGRESS_TO_ALL_APPS;
import static com.android.launcher3.LauncherState.ALL_APPS;
import static com.android.launcher3.LauncherState.NORMAL;
import static com.android.launcher3.LauncherState.OVERVIEW;
import static com.android.launcher3.LauncherStateManager.ANIM_ALL;
import static com.android.launcher3.LauncherStateManager.ATOMIC_OVERVIEW_SCALE_COMPONENT;
import static com.android.launcher3.LauncherStateManager.NON_ATOMIC_COMPONENT;
import static com.android.launcher3.anim.Interpolators.scrollInterpolatorForVelocity;
import static com.android.launcher3.config.FeatureFlags.QUICKSTEP_SPRINGS;
import static com.android.launcher3.util.DefaultDisplay.getSingleFrameMs;
import android.animation.Animator;
import android.animation.AnimatorListenerAdapter;
import android.animation.AnimatorSet;
import android.animation.ValueAnimator;
import android.os.SystemClock;
import android.view.HapticFeedbackConstants;
import android.view.MotionEvent;
import com.android.launcher3.Launcher;
import com.android.launcher3.LauncherAnimUtils;
import com.android.launcher3.LauncherState;
import com.android.launcher3.LauncherStateManager.AnimationComponents;
import com.android.launcher3.Utilities;
import com.android.launcher3.anim.AnimationSuccessListener;
import com.android.launcher3.anim.AnimatorPlaybackController;
import com.android.launcher3.anim.AnimatorSetBuilder;
import com.android.launcher3.userevent.nano.LauncherLogProto;
import com.android.launcher3.userevent.nano.LauncherLogProto.Action.Direction;
import com.android.launcher3.userevent.nano.LauncherLogProto.Action.Touch;
import com.android.launcher3.util.FlingBlockCheck;
import com.android.launcher3.util.PendingAnimation;
import com.android.launcher3.util.TouchController;
/**
* TouchController for handling state changes
*/
public abstract class AbstractStateChangeTouchController
implements TouchController, SingleAxisSwipeDetector.Listener {
// Progress after which the transition is assumed to be a success in case user does not fling
public static final float SUCCESS_TRANSITION_PROGRESS = 0.5f;
/**
* Play an atomic recents animation when the progress from NORMAL to OVERVIEW reaches this.
*/
public static final float ATOMIC_OVERVIEW_ANIM_THRESHOLD = 0.5f;
protected final long ATOMIC_DURATION = getAtomicDuration();
protected final Launcher mLauncher;
protected final SingleAxisSwipeDetector mDetector;
protected final SingleAxisSwipeDetector.Direction mSwipeDirection;
private boolean mNoIntercept;
private boolean mIsLogContainerSet;
protected int mStartContainerType;
protected LauncherState mStartState;
protected LauncherState mFromState;
protected LauncherState mToState;
protected AnimatorPlaybackController mCurrentAnimation;
protected PendingAnimation mPendingAnimation;
private float mStartProgress;
// Ratio of transition process [0, 1] to drag displacement (px)
private float mProgressMultiplier;
private float mDisplacementShift;
private boolean mCanBlockFling;
private FlingBlockCheck mFlingBlockCheck = new FlingBlockCheck();
protected AnimatorSet mAtomicAnim;
// True if we want to resume playing atomic components when mAtomicAnim completes.
private boolean mScheduleResumeAtomicComponent;
private AutoPlayAtomicAnimationInfo mAtomicAnimAutoPlayInfo;
private boolean mPassedOverviewAtomicThreshold;
// mAtomicAnim plays the atomic components of the state animations when we pass the threshold.
// However, if we reinit to transition to a new state (e.g. OVERVIEW -> ALL_APPS) before the
// atomic animation finishes, we only control the non-atomic components so that we don't
// interfere with the atomic animation. When the atomic animation ends, we start controlling
// the atomic components as well, using this controller.
private AnimatorPlaybackController mAtomicComponentsController;
private LauncherState mAtomicComponentsTargetState = NORMAL;
private float mAtomicComponentsStartProgress;
public AbstractStateChangeTouchController(Launcher l, SingleAxisSwipeDetector.Direction dir) {
mLauncher = l;
mDetector = new SingleAxisSwipeDetector(l, this, dir);
mSwipeDirection = dir;
}
protected long getAtomicDuration() {
return 200;
}
protected abstract boolean canInterceptTouch(MotionEvent ev);
@Override
public final boolean onControllerInterceptTouchEvent(MotionEvent ev) {
if (ev.getAction() == MotionEvent.ACTION_DOWN) {
mNoIntercept = !canInterceptTouch(ev);
if (mNoIntercept) {
return false;
}
// Now figure out which direction scroll events the controller will start
// calling the callbacks.
final int directionsToDetectScroll;
boolean ignoreSlopWhenSettling = false;
if (mCurrentAnimation != null) {
directionsToDetectScroll = SingleAxisSwipeDetector.DIRECTION_BOTH;
ignoreSlopWhenSettling = true;
} else {
directionsToDetectScroll = getSwipeDirection();
if (directionsToDetectScroll == 0) {
mNoIntercept = true;
return false;
}
}
mDetector.setDetectableScrollConditions(
directionsToDetectScroll, ignoreSlopWhenSettling);
}
if (mNoIntercept) {
return false;
}
onControllerTouchEvent(ev);
return mDetector.isDraggingOrSettling();
}
private int getSwipeDirection() {
LauncherState fromState = mLauncher.getStateManager().getState();
int swipeDirection = 0;
if (getTargetState(fromState, true /* isDragTowardPositive */) != fromState) {
swipeDirection |= SingleAxisSwipeDetector.DIRECTION_POSITIVE;
}
if (getTargetState(fromState, false /* isDragTowardPositive */) != fromState) {
swipeDirection |= SingleAxisSwipeDetector.DIRECTION_NEGATIVE;
}
return swipeDirection;
}
@Override
public final boolean onControllerTouchEvent(MotionEvent ev) {
return mDetector.onTouchEvent(ev);
}
protected float getShiftRange() {
return mLauncher.getAllAppsController().getShiftRange();
}
/**
* Returns the state to go to from fromState given the drag direction. If there is no state in
* that direction, returns fromState.
*/
protected abstract LauncherState getTargetState(LauncherState fromState,
boolean isDragTowardPositive);
protected abstract float initCurrentAnimation(@AnimationComponents int animComponents);
/**
* Returns the container that the touch started from when leaving NORMAL state.
*/
protected abstract int getLogContainerTypeForNormalState(MotionEvent ev);
private boolean reinitCurrentAnimation(boolean reachedToState, boolean isDragTowardPositive) {
LauncherState newFromState = mFromState == null ? mLauncher.getStateManager().getState()
: reachedToState ? mToState : mFromState;
LauncherState newToState = getTargetState(newFromState, isDragTowardPositive);
if (newFromState == mFromState && newToState == mToState || (newFromState == newToState)) {
return false;
}
mFromState = newFromState;
mToState = newToState;
mStartProgress = 0;
mPassedOverviewAtomicThreshold = false;
if (mCurrentAnimation != null) {
mCurrentAnimation.setOnCancelRunnable(null);
}
int animComponents = goingBetweenNormalAndOverview(mFromState, mToState)
? NON_ATOMIC_COMPONENT : ANIM_ALL;
mScheduleResumeAtomicComponent = false;
if (mAtomicAnim != null) {
animComponents = NON_ATOMIC_COMPONENT;
// Control the non-atomic components until the atomic animation finishes, then control
// the atomic components as well.
mScheduleResumeAtomicComponent = true;
}
if (goingBetweenNormalAndOverview(mFromState, mToState)
|| mAtomicComponentsTargetState != mToState) {
cancelAtomicComponentsController();
}
if (mAtomicComponentsController != null) {
animComponents &= ~ATOMIC_OVERVIEW_SCALE_COMPONENT;
}
mProgressMultiplier = initCurrentAnimation(animComponents);
mCurrentAnimation.dispatchOnStart();
return true;
}
protected boolean goingBetweenNormalAndOverview(LauncherState fromState,
LauncherState toState) {
return (fromState == NORMAL || fromState == OVERVIEW)
&& (toState == NORMAL || toState == OVERVIEW)
&& mPendingAnimation == null;
}
@Override
public void onDragStart(boolean start) {
mStartState = mLauncher.getStateManager().getState();
mIsLogContainerSet = false;
if (mCurrentAnimation == null) {
mFromState = mStartState;
mToState = null;
cancelAnimationControllers();
reinitCurrentAnimation(false, mDetector.wasInitialTouchPositive());
mDisplacementShift = 0;
} else {
mCurrentAnimation.pause();
mStartProgress = mCurrentAnimation.getProgressFraction();
mAtomicAnimAutoPlayInfo = null;
if (mAtomicComponentsController != null) {
mAtomicComponentsController.pause();
}
}
mCanBlockFling = mFromState == NORMAL;
mFlingBlockCheck.unblockFling();
}
@Override
public boolean onDrag(float displacement) {
float deltaProgress = mProgressMultiplier * (displacement - mDisplacementShift);
float progress = deltaProgress + mStartProgress;
updateProgress(progress);
boolean isDragTowardPositive = mSwipeDirection.isPositive(
displacement - mDisplacementShift);
if (progress <= 0) {
if (reinitCurrentAnimation(false, isDragTowardPositive)) {
mDisplacementShift = displacement;
if (mCanBlockFling) {
mFlingBlockCheck.blockFling();
}
}
} else if (progress >= 1) {
if (reinitCurrentAnimation(true, isDragTowardPositive)) {
mDisplacementShift = displacement;
if (mCanBlockFling) {
mFlingBlockCheck.blockFling();
}
}
} else {
mFlingBlockCheck.onEvent();
}
return true;
}
@Override
public boolean onDrag(float displacement, MotionEvent ev) {
if (!mIsLogContainerSet) {
if (mStartState == ALL_APPS) {
mStartContainerType = LauncherLogProto.ContainerType.ALLAPPS;
} else if (mStartState == NORMAL) {
mStartContainerType = getLogContainerTypeForNormalState(ev);
} else if (mStartState == OVERVIEW) {
mStartContainerType = LauncherLogProto.ContainerType.TASKSWITCHER;
}
mIsLogContainerSet = true;
}
return onDrag(displacement);
}
protected void updateProgress(float fraction) {
mCurrentAnimation.setPlayFraction(fraction);
if (mAtomicComponentsController != null) {
// Make sure we don't divide by 0, and have at least a small runway.
float start = Math.min(mAtomicComponentsStartProgress, 0.9f);
mAtomicComponentsController.setPlayFraction((fraction - start) / (1 - start));
}
maybeUpdateAtomicAnim(mFromState, mToState, fraction);
}
/**
* When going between normal and overview states, see if we passed the overview threshold and
* play the appropriate atomic animation if so.
*/
private void maybeUpdateAtomicAnim(LauncherState fromState, LauncherState toState,
float progress) {
if (!goingBetweenNormalAndOverview(fromState, toState)) {
return;
}
float threshold = toState == OVERVIEW ? ATOMIC_OVERVIEW_ANIM_THRESHOLD
: 1f - ATOMIC_OVERVIEW_ANIM_THRESHOLD;
boolean passedThreshold = progress >= threshold;
if (passedThreshold != mPassedOverviewAtomicThreshold) {
LauncherState atomicFromState = passedThreshold ? fromState: toState;
LauncherState atomicToState = passedThreshold ? toState : fromState;
mPassedOverviewAtomicThreshold = passedThreshold;
if (mAtomicAnim != null) {
mAtomicAnim.cancel();
}
mAtomicAnim = createAtomicAnimForState(atomicFromState, atomicToState, ATOMIC_DURATION);
mAtomicAnim.addListener(new AnimationSuccessListener() {
@Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
mAtomicAnim = null;
mScheduleResumeAtomicComponent = false;
}
@Override
public void onAnimationSuccess(Animator animator) {
if (!mScheduleResumeAtomicComponent) {
return;
}
cancelAtomicComponentsController();
if (mCurrentAnimation != null) {
mAtomicComponentsStartProgress = mCurrentAnimation.getProgressFraction();
long duration = (long) (getShiftRange() * 2);
mAtomicComponentsController = AnimatorPlaybackController.wrap(
createAtomicAnimForState(mFromState, mToState, duration), duration);
mAtomicComponentsController.dispatchOnStart();
mAtomicComponentsTargetState = mToState;
maybeAutoPlayAtomicComponentsAnim();
}
}
});
mAtomicAnim.start();
mLauncher.getDragLayer().performHapticFeedback(HapticFeedbackConstants.VIRTUAL_KEY);
}
}
private AnimatorSet createAtomicAnimForState(LauncherState fromState, LauncherState targetState,
long duration) {
AnimatorSetBuilder builder = getAnimatorSetBuilderForStates(fromState, targetState);
return mLauncher.getStateManager().createAtomicAnimation(fromState, targetState, builder,
ATOMIC_OVERVIEW_SCALE_COMPONENT, duration);
}
protected AnimatorSetBuilder getAnimatorSetBuilderForStates(LauncherState fromState,
LauncherState toState) {
return new AnimatorSetBuilder();
}
@Override
public void onDragEnd(float velocity) {
boolean fling = mDetector.isFling(velocity);
final int logAction = fling ? Touch.FLING : Touch.SWIPE;
boolean blockedFling = fling && mFlingBlockCheck.isBlocked();
if (blockedFling) {
fling = false;
}
final LauncherState targetState;
final float progress = mCurrentAnimation.getProgressFraction();
final float interpolatedProgress = mCurrentAnimation.getInterpolatedProgress();
if (fling) {
targetState =
Float.compare(Math.signum(velocity), Math.signum(mProgressMultiplier)) == 0
? mToState : mFromState;
// snap to top or bottom using the release velocity
} else {
float successProgress = mToState == ALL_APPS
? MIN_PROGRESS_TO_ALL_APPS : SUCCESS_TRANSITION_PROGRESS;
targetState = (interpolatedProgress > successProgress) ? mToState : mFromState;
}
final float endProgress;
final float startProgress;
final long duration;
// Increase the duration if we prevented the fling, as we are going against a high velocity.
final int durationMultiplier = blockedFling && targetState == mFromState
? LauncherAnimUtils.blockedFlingDurationFactor(velocity) : 1;
if (targetState == mToState) {
endProgress = 1;
if (progress >= 1) {
duration = 0;
startProgress = 1;
} else {
startProgress = Utilities.boundToRange(progress
+ velocity * getSingleFrameMs(mLauncher) * mProgressMultiplier, 0f, 1f);
duration = BaseSwipeDetector.calculateDuration(velocity,
endProgress - Math.max(progress, 0)) * durationMultiplier;
}
} else {
// Let the state manager know that the animation didn't go to the target state,
// but don't cancel ourselves (we already clean up when the animation completes).
mCurrentAnimation.dispatchOnCancelWithoutCancelRunnable();
endProgress = 0;
if (progress <= 0) {
duration = 0;
startProgress = 0;
} else {
startProgress = Utilities.boundToRange(progress
+ velocity * getSingleFrameMs(mLauncher) * mProgressMultiplier, 0f, 1f);
duration = BaseSwipeDetector.calculateDuration(velocity,
Math.min(progress, 1) - endProgress) * durationMultiplier;
}
}
mCurrentAnimation.setEndAction(() -> onSwipeInteractionCompleted(targetState, logAction));
ValueAnimator anim = mCurrentAnimation.getAnimationPlayer();
anim.setFloatValues(startProgress, endProgress);
maybeUpdateAtomicAnim(mFromState, targetState, targetState == mToState ? 1f : 0f);
updateSwipeCompleteAnimation(anim, Math.max(duration, getRemainingAtomicDuration()),
targetState, velocity, fling);
mCurrentAnimation.dispatchOnStartWithVelocity(endProgress, velocity);
if (fling && targetState == LauncherState.ALL_APPS && !QUICKSTEP_SPRINGS.get()) {
mLauncher.getAppsView().addSpringFromFlingUpdateListener(anim, velocity);
}
anim.start();
mAtomicAnimAutoPlayInfo = new AutoPlayAtomicAnimationInfo(endProgress, anim.getDuration());
maybeAutoPlayAtomicComponentsAnim();
}
/**
* Animates the atomic components from the current progress to the final progress.
*
* Note that this only applies when we are controlling the atomic components separately from
* the non-atomic components, which only happens if we reinit before the atomic animation
* finishes.
*/
private void maybeAutoPlayAtomicComponentsAnim() {
if (mAtomicComponentsController == null || mAtomicAnimAutoPlayInfo == null) {
return;
}
final AnimatorPlaybackController controller = mAtomicComponentsController;
ValueAnimator atomicAnim = controller.getAnimationPlayer();
atomicAnim.setFloatValues(controller.getProgressFraction(),
mAtomicAnimAutoPlayInfo.toProgress);
long duration = mAtomicAnimAutoPlayInfo.endTime - SystemClock.elapsedRealtime();
mAtomicAnimAutoPlayInfo = null;
if (duration <= 0) {
atomicAnim.start();
atomicAnim.end();
mAtomicComponentsController = null;
} else {
atomicAnim.setDuration(duration);
atomicAnim.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animator animation) {
if (mAtomicComponentsController == controller) {
mAtomicComponentsController = null;
}
}
});
atomicAnim.start();
}
}
private long getRemainingAtomicDuration() {
if (mAtomicAnim == null) {
return 0;
}
if (Utilities.ATLEAST_OREO) {
return mAtomicAnim.getTotalDuration() - mAtomicAnim.getCurrentPlayTime();
} else {
long remainingDuration = 0;
for (Animator anim : mAtomicAnim.getChildAnimations()) {
remainingDuration = Math.max(remainingDuration, anim.getDuration());
}
return remainingDuration;
}
}
protected void updateSwipeCompleteAnimation(ValueAnimator animator, long expectedDuration,
LauncherState targetState, float velocity, boolean isFling) {
animator.setDuration(expectedDuration)
.setInterpolator(scrollInterpolatorForVelocity(velocity));
}
protected int getDirectionForLog() {
return mToState.ordinal > mFromState.ordinal ? Direction.UP : Direction.DOWN;
}
protected void onSwipeInteractionCompleted(LauncherState targetState, int logAction) {
if (mAtomicComponentsController != null) {
mAtomicComponentsController.getAnimationPlayer().end();
mAtomicComponentsController = null;
}
cancelAnimationControllers();
boolean shouldGoToTargetState = true;
if (mPendingAnimation != null) {
boolean reachedTarget = mToState == targetState;
mPendingAnimation.finish(reachedTarget, logAction);
mPendingAnimation = null;
shouldGoToTargetState = !reachedTarget;
}
if (shouldGoToTargetState) {
goToTargetState(targetState, logAction);
}
}
protected void goToTargetState(LauncherState targetState, int logAction) {
if (targetState != mStartState) {
logReachedState(logAction, targetState);
}
mLauncher.getStateManager().goToState(targetState, false /* animated */);
mLauncher.getDragLayer().getScrim().animateToSysuiMultiplier(1, 0, 0);
}
private void logReachedState(int logAction, LauncherState targetState) {
// Transition complete. log the action
mLauncher.getUserEventDispatcher().logStateChangeAction(logAction,
getDirectionForLog(), mDetector.getDownX(), mDetector.getDownY(),
mStartContainerType,
mStartState.containerType,
targetState.containerType,
mLauncher.getWorkspace().getCurrentPage());
}
protected void clearState() {
cancelAnimationControllers();
if (mAtomicAnim != null) {
mAtomicAnim.cancel();
mAtomicAnim = null;
}
mScheduleResumeAtomicComponent = false;
}
private void cancelAnimationControllers() {
mCurrentAnimation = null;
cancelAtomicComponentsController();
mDetector.finishedScrolling();
mDetector.setDetectableScrollConditions(0, false);
}
private void cancelAtomicComponentsController() {
if (mAtomicComponentsController != null) {
mAtomicComponentsController.getAnimationPlayer().cancel();
mAtomicComponentsController = null;
}
mAtomicAnimAutoPlayInfo = null;
}
private static class AutoPlayAtomicAnimationInfo {
public final float toProgress;
public final long endTime;
AutoPlayAtomicAnimationInfo(float toProgress, long duration) {
this.toProgress = toProgress;
this.endTime = duration + SystemClock.elapsedRealtime();
}
}
}