f3ac703256
Using PendingAnimation for animation builder. This will allow us to easily add SpringAnimation to stateAnimation Change-Id: I8d88489a5da6fc85747ef9be7c13858b441cd28a
156 lines
5.9 KiB
Java
156 lines
5.9 KiB
Java
/*
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* Copyright (C) 2020 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.states;
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import android.view.animation.Interpolator;
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import androidx.annotation.IntDef;
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import java.lang.annotation.Retention;
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import java.lang.annotation.RetentionPolicy;
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/**
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* Utility class for building animator set
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*/
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public class StateAnimationConfig {
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// We separate the state animations into "atomic" and "non-atomic" components. The atomic
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// components may be run atomically - that is, all at once, instead of user-controlled. However,
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// atomic components are not restricted to this purpose; they can be user-controlled alongside
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// non atomic components as well. Note that each gesture model has exactly one atomic component,
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// PLAY_ATOMIC_OVERVIEW_SCALE *or* PLAY_ATOMIC_OVERVIEW_PEEK.
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@IntDef(flag = true, value = {
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PLAY_NON_ATOMIC,
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PLAY_ATOMIC_OVERVIEW_SCALE,
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PLAY_ATOMIC_OVERVIEW_PEEK,
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SKIP_OVERVIEW,
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})
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@Retention(RetentionPolicy.SOURCE)
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public @interface AnimationFlags {}
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public static final int PLAY_NON_ATOMIC = 1 << 0;
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public static final int PLAY_ATOMIC_OVERVIEW_SCALE = 1 << 1;
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public static final int PLAY_ATOMIC_OVERVIEW_PEEK = 1 << 2;
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public static final int SKIP_OVERVIEW = 1 << 3;
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public long duration;
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public boolean userControlled;
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public @AnimationFlags int animFlags = ANIM_ALL_COMPONENTS;
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public static final int ANIM_ALL_COMPONENTS = PLAY_NON_ATOMIC | PLAY_ATOMIC_OVERVIEW_SCALE
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| PLAY_ATOMIC_OVERVIEW_PEEK;
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// Various types of animation state transition
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@IntDef(value = {
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ANIM_VERTICAL_PROGRESS,
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ANIM_WORKSPACE_SCALE,
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ANIM_WORKSPACE_TRANSLATE,
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ANIM_WORKSPACE_FADE,
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ANIM_HOTSEAT_SCALE,
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ANIM_HOTSEAT_TRANSLATE,
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ANIM_OVERVIEW_SCALE,
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ANIM_OVERVIEW_TRANSLATE_X,
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ANIM_OVERVIEW_TRANSLATE_Y,
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ANIM_OVERVIEW_FADE,
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ANIM_ALL_APPS_FADE,
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ANIM_OVERVIEW_SCRIM_FADE,
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ANIM_ALL_APPS_HEADER_FADE,
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})
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@Retention(RetentionPolicy.SOURCE)
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public @interface AnimType {}
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public static final int ANIM_VERTICAL_PROGRESS = 0;
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public static final int ANIM_WORKSPACE_SCALE = 1;
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public static final int ANIM_WORKSPACE_TRANSLATE = 2;
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public static final int ANIM_WORKSPACE_FADE = 3;
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public static final int ANIM_HOTSEAT_SCALE = 4;
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public static final int ANIM_HOTSEAT_TRANSLATE = 5;
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public static final int ANIM_OVERVIEW_SCALE = 6;
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public static final int ANIM_OVERVIEW_TRANSLATE_X = 7;
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public static final int ANIM_OVERVIEW_TRANSLATE_Y = 8;
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public static final int ANIM_OVERVIEW_FADE = 9;
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public static final int ANIM_ALL_APPS_FADE = 10;
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public static final int ANIM_OVERVIEW_SCRIM_FADE = 11;
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public static final int ANIM_ALL_APPS_HEADER_FADE = 12; // e.g. predictions
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private static final int ANIM_TYPES_COUNT = 13;
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private final Interpolator[] mInterpolators = new Interpolator[ANIM_TYPES_COUNT];
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public StateAnimationConfig() { }
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/**
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* Copies the config to target
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*/
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public void copyTo(StateAnimationConfig target) {
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target.duration = duration;
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target.animFlags = animFlags;
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target.userControlled = userControlled;
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for (int i = 0; i < ANIM_TYPES_COUNT; i++) {
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target.mInterpolators[i] = mInterpolators[i];
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}
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}
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/**
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* Returns the interpolator set for animId or fallback if nothing is set
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*
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* @see #setInterpolator(int, Interpolator)
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*/
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public Interpolator getInterpolator(@AnimType int animId, Interpolator fallback) {
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return mInterpolators[animId] == null ? fallback : mInterpolators[animId];
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}
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/**
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* Sets an interpolator for a given animation type
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*/
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public void setInterpolator(@AnimType int animId, Interpolator interpolator) {
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mInterpolators[animId] = interpolator;
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}
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/**
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* @return Whether Overview is scaling as part of this animation. If this is the only
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* component (i.e. NON_ATOMIC_COMPONENT isn't included), then this scaling is happening
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* atomically, rather than being part of a normal state animation. StateHandlers can use
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* this to designate part of their animation that should scale with Overview.
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*/
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public boolean playAtomicOverviewScaleComponent() {
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return hasAnimationFlag(StateAnimationConfig.PLAY_ATOMIC_OVERVIEW_SCALE);
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}
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/**
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* @return Whether this animation will play atomically at the same time as a different,
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* user-controlled state transition. StateHandlers, which contribute to both animations, can
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* use this to avoid animating the same properties in both animations, since they'd conflict
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* with one another.
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*/
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public boolean onlyPlayAtomicComponent() {
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return getAnimComponents() == StateAnimationConfig.PLAY_ATOMIC_OVERVIEW_SCALE
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|| getAnimComponents() == StateAnimationConfig.PLAY_ATOMIC_OVERVIEW_PEEK;
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}
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/**
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* Returns true if the config and any of the provided component flags
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*/
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public boolean hasAnimationFlag(@AnimationFlags int a) {
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return (animFlags & a) != 0;
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}
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/**
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* @return Only the flags that determine which animation components to play.
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*/
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public @AnimationFlags int getAnimComponents() {
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return animFlags & StateAnimationConfig.ANIM_ALL_COMPONENTS;
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}
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}
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