| /* |
| * Copyright (C) 2019 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.systemui.util.animation |
| |
| import android.os.Looper |
| import android.util.ArrayMap |
| import android.util.Log |
| import android.view.View |
| import androidx.dynamicanimation.animation.DynamicAnimation |
| import androidx.dynamicanimation.animation.FlingAnimation |
| import androidx.dynamicanimation.animation.FloatPropertyCompat |
| import androidx.dynamicanimation.animation.SpringAnimation |
| import androidx.dynamicanimation.animation.SpringForce |
| import com.android.systemui.util.animation.PhysicsAnimator.Companion.getInstance |
| import java.util.WeakHashMap |
| import kotlin.math.abs |
| import kotlin.math.max |
| import kotlin.math.min |
| |
| /** |
| * Extension function for all objects which will return a PhysicsAnimator instance for that object. |
| */ |
| val <T : View> T.physicsAnimator: PhysicsAnimator<T> get() { return getInstance(this) } |
| |
| private const val TAG = "PhysicsAnimator" |
| |
| private val UNSET = -Float.MAX_VALUE |
| |
| /** |
| * [FlingAnimation] multiplies the friction set via [FlingAnimation.setFriction] by 4.2f, which is |
| * where this number comes from. We use it in [PhysicsAnimator.flingThenSpring] to calculate the |
| * minimum velocity for a fling to reach a certain value, given the fling's friction. |
| */ |
| private const val FLING_FRICTION_SCALAR_MULTIPLIER = 4.2f |
| |
| typealias EndAction = () -> Unit |
| |
| /** A map of Property -> AnimationUpdate, which is provided to update listeners on each frame. */ |
| typealias UpdateMap<T> = |
| ArrayMap<FloatPropertyCompat<in T>, PhysicsAnimator.AnimationUpdate> |
| |
| /** |
| * Map of the animators associated with a given object. This ensures that only one animator |
| * per object exists. |
| */ |
| internal val animators = WeakHashMap<Any, PhysicsAnimator<*>>() |
| |
| /** |
| * Default spring configuration to use for animations where stiffness and/or damping ratio |
| * were not provided. |
| */ |
| private val defaultSpring = PhysicsAnimator.SpringConfig( |
| SpringForce.STIFFNESS_MEDIUM, |
| SpringForce.DAMPING_RATIO_MEDIUM_BOUNCY) |
| |
| /** Default fling configuration to use for animations where friction was not provided. */ |
| private val defaultFling = PhysicsAnimator.FlingConfig( |
| friction = 1f, min = -Float.MAX_VALUE, max = Float.MAX_VALUE) |
| |
| /** Whether to log helpful debug information about animations. */ |
| private var verboseLogging = false |
| |
| /** |
| * Animator that uses physics-based animations to animate properties on views and objects. Physics |
| * animations use real-world physical concepts, such as momentum and mass, to realistically simulate |
| * motion. PhysicsAnimator is heavily inspired by [android.view.ViewPropertyAnimator], and |
| * also uses the builder pattern to configure and start animations. |
| * |
| * The physics animations are backed by [DynamicAnimation]. |
| * |
| * @param T The type of the object being animated. |
| */ |
| class PhysicsAnimator<T> private constructor (val target: T) { |
| |
| /** Data class for representing animation frame updates. */ |
| data class AnimationUpdate(val value: Float, val velocity: Float) |
| |
| /** [DynamicAnimation] instances for the given properties. */ |
| private val springAnimations = ArrayMap<FloatPropertyCompat<in T>, SpringAnimation>() |
| private val flingAnimations = ArrayMap<FloatPropertyCompat<in T>, FlingAnimation>() |
| |
| /** |
| * Spring and fling configurations for the properties to be animated on the target. We'll |
| * configure and start the DynamicAnimations for these properties according to the provided |
| * configurations. |
| */ |
| private val springConfigs = ArrayMap<FloatPropertyCompat<in T>, SpringConfig>() |
| private val flingConfigs = ArrayMap<FloatPropertyCompat<in T>, FlingConfig>() |
| |
| /** |
| * Animation listeners for the animation. These will be notified when each property animation |
| * updates or ends. |
| */ |
| private val updateListeners = ArrayList<UpdateListener<T>>() |
| private val endListeners = ArrayList<EndListener<T>>() |
| |
| /** End actions to run when all animations have completed. */ |
| private val endActions = ArrayList<EndAction>() |
| |
| /** |
| * Internal listeners that respond to DynamicAnimations updating and ending, and dispatch to |
| * the listeners provided via [addUpdateListener] and [addEndListener]. This allows us to add |
| * just one permanent update and end listener to the DynamicAnimations. |
| */ |
| internal var internalListeners = ArrayList<InternalListener>() |
| |
| /** |
| * Action to run when [start] is called. This can be changed by |
| * [PhysicsAnimatorTestUtils.prepareForTest] to enable animators to run under test and provide |
| * helpful test utilities. |
| */ |
| internal var startAction: () -> Unit = ::startInternal |
| |
| /** |
| * Springs a property to the given value, using the provided configuration settings. |
| * |
| * Springs are used when you know the exact value to which you want to animate. They can be |
| * configured with a start velocity (typically used when the spring is initiated by a touch |
| * event), but this velocity will be realistically attenuated as forces are applied to move the |
| * property towards the end value. |
| * |
| * If you find yourself repeating the same stiffness and damping ratios many times, consider |
| * storing a single [SpringConfig] instance and passing that in instead of individual values. |
| * |
| * @param property The property to spring to the given value. The property must be an instance |
| * of FloatPropertyCompat<? super T>. For example, if this is a |
| * PhysicsAnimator<FrameLayout>, you can use a FloatPropertyCompat<FrameLayout>, as |
| * well as a FloatPropertyCompat<ViewGroup>, and so on. |
| * @param toPosition The value to spring the given property to. |
| * @param startVelocity The initial velocity to use for the animation. |
| * @param stiffness The stiffness to use for the spring. Higher stiffness values result in |
| * faster animations, while lower stiffness means a slower animation. Reasonable values for |
| * low, medium, and high stiffness can be found as constants in [SpringForce]. |
| * @param dampingRatio The damping ratio (bounciness) to use for the spring. Higher values |
| * result in a less 'springy' animation, while lower values allow the animation to bounce |
| * back and forth for a longer time after reaching the final position. Reasonable values for |
| * low, medium, and high damping can be found in [SpringForce]. |
| */ |
| fun spring( |
| property: FloatPropertyCompat<in T>, |
| toPosition: Float, |
| startVelocity: Float = 0f, |
| stiffness: Float = defaultSpring.stiffness, |
| dampingRatio: Float = defaultSpring.dampingRatio |
| ): PhysicsAnimator<T> { |
| if (verboseLogging) { |
| Log.d(TAG, "Springing ${getReadablePropertyName(property)} to $toPosition.") |
| } |
| |
| springConfigs[property] = |
| SpringConfig(stiffness, dampingRatio, startVelocity, toPosition) |
| return this |
| } |
| |
| /** |
| * Springs a property to a given value using the provided start velocity and configuration |
| * options. |
| * |
| * @see spring |
| */ |
| fun spring( |
| property: FloatPropertyCompat<in T>, |
| toPosition: Float, |
| startVelocity: Float, |
| config: SpringConfig = defaultSpring |
| ): PhysicsAnimator<T> { |
| return spring( |
| property, toPosition, startVelocity, config.stiffness, config.dampingRatio) |
| } |
| |
| /** |
| * Springs a property to a given value using the provided configuration options, and a start |
| * velocity of 0f. |
| * |
| * @see spring |
| */ |
| fun spring( |
| property: FloatPropertyCompat<in T>, |
| toPosition: Float, |
| config: SpringConfig = defaultSpring |
| ): PhysicsAnimator<T> { |
| return spring(property, toPosition, 0f, config) |
| } |
| |
| /** |
| * Flings a property using the given start velocity, using a [FlingAnimation] configured using |
| * the provided configuration settings. |
| * |
| * Flings are used when you have a start velocity, and want the property value to realistically |
| * decrease as friction is applied until the velocity reaches zero. Flings do not have a |
| * deterministic end value. If you are attempting to animate to a specific end value, use |
| * [spring]. |
| * |
| * If you find yourself repeating the same friction/min/max values, consider storing a single |
| * [FlingConfig] and passing that in instead. |
| * |
| * @param property The property to fling using the given start velocity. |
| * @param startVelocity The start velocity (in pixels per second) with which to start the fling. |
| * @param friction Friction value applied to slow down the animation over time. Higher values |
| * will more quickly slow the animation. Typical friction values range from 1f to 10f. |
| * @param min The minimum value allowed for the animation. If this value is reached, the |
| * animation will end abruptly. |
| * @param max The maximum value allowed for the animation. If this value is reached, the |
| * animation will end abruptly. |
| */ |
| fun fling( |
| property: FloatPropertyCompat<in T>, |
| startVelocity: Float, |
| friction: Float = defaultFling.friction, |
| min: Float = defaultFling.min, |
| max: Float = defaultFling.max |
| ): PhysicsAnimator<T> { |
| if (verboseLogging) { |
| Log.d(TAG, "Flinging ${getReadablePropertyName(property)} " + |
| "with velocity $startVelocity.") |
| } |
| |
| flingConfigs[property] = FlingConfig(friction, min, max, startVelocity) |
| return this |
| } |
| |
| /** |
| * Flings a property using the given start velocity, using a [FlingAnimation] configured using |
| * the provided configuration settings. |
| * |
| * @see fling |
| */ |
| fun fling( |
| property: FloatPropertyCompat<in T>, |
| startVelocity: Float, |
| config: FlingConfig = defaultFling |
| ): PhysicsAnimator<T> { |
| return fling(property, startVelocity, config.friction, config.min, config.max) |
| } |
| |
| /** |
| * Flings a property using the given start velocity. If the fling animation reaches the min/max |
| * bounds (from the [flingConfig]) with velocity remaining, it'll overshoot it and spring back. |
| * |
| * If the object is already out of the fling bounds, it will immediately spring back within |
| * bounds. |
| * |
| * This is useful for animating objects that are bounded by constraints such as screen edges, |
| * since otherwise the fling animation would end abruptly upon reaching the min/max bounds. |
| * |
| * @param property The property to animate. |
| * @param startVelocity The velocity, in pixels/second, with which to start the fling. If the |
| * object is already outside the fling bounds, this velocity will be used as the start velocity |
| * of the spring that will spring it back within bounds. |
| * @param flingMustReachMinOrMax If true, the fling animation is guaranteed to reach either its |
| * minimum bound (if [startVelocity] is negative) or maximum bound (if it's positive). The |
| * animator will use startVelocity if it's sufficient, or add more velocity if necessary. This |
| * is useful when fling's deceleration-based physics are preferable to the acceleration-based |
| * forces used by springs - typically, when you're allowing the user to move an object somewhere |
| * on the screen, but it needs to be along an edge. |
| * @param flingConfig The configuration to use for the fling portion of the animation. |
| * @param springConfig The configuration to use for the spring portion of the animation. |
| */ |
| @JvmOverloads |
| fun flingThenSpring( |
| property: FloatPropertyCompat<in T>, |
| startVelocity: Float, |
| flingConfig: FlingConfig, |
| springConfig: SpringConfig, |
| flingMustReachMinOrMax: Boolean = false |
| ): PhysicsAnimator<T> { |
| val flingConfigCopy = flingConfig.copy() |
| val springConfigCopy = springConfig.copy() |
| val toAtLeast = if (startVelocity < 0) flingConfig.min else flingConfig.max |
| |
| // If the fling needs to reach min/max, calculate the velocity required to do so and use |
| // that if the provided start velocity is not sufficient. |
| if (flingMustReachMinOrMax && |
| toAtLeast != -Float.MAX_VALUE && toAtLeast != Float.MAX_VALUE) { |
| val distanceToDestination = toAtLeast - property.getValue(target) |
| |
| // The minimum velocity required for the fling to end up at the given destination, |
| // taking the provided fling friction value. |
| val velocityToReachDestination = distanceToDestination * |
| (flingConfig.friction * FLING_FRICTION_SCALAR_MULTIPLIER) |
| |
| // If there's distance to cover, and the provided velocity is moving in the correct |
| // direction, ensure that the velocity is high enough to reach the destination. |
| // Otherwise, just use startVelocity - this means that the fling is at or out of bounds. |
| // The fling will immediately end and a spring will bring the object back into bounds |
| // with this startVelocity. |
| flingConfigCopy.startVelocity = when { |
| distanceToDestination > 0f && startVelocity >= 0f -> |
| max(velocityToReachDestination, startVelocity) |
| distanceToDestination < 0f && startVelocity <= 0f -> |
| min(velocityToReachDestination, startVelocity) |
| else -> startVelocity |
| } |
| |
| springConfigCopy.finalPosition = toAtLeast |
| } else { |
| flingConfigCopy.startVelocity = startVelocity |
| } |
| |
| flingConfigs[property] = flingConfigCopy |
| springConfigs[property] = springConfigCopy |
| return this |
| } |
| |
| /** |
| * Adds a listener that will be called whenever any property on the animated object is updated. |
| * This will be called on every animation frame, with the current value of the animated object |
| * and the new property values. |
| */ |
| fun addUpdateListener(listener: UpdateListener<T>): PhysicsAnimator<T> { |
| updateListeners.add(listener) |
| return this |
| } |
| |
| /** |
| * Adds a listener that will be called when a property stops animating. This is useful if |
| * you care about a specific property ending, or want to use the end value/end velocity from a |
| * particular property's animation. If you just want to run an action when all property |
| * animations have ended, use [withEndActions]. |
| */ |
| fun addEndListener(listener: EndListener<T>): PhysicsAnimator<T> { |
| endListeners.add(listener) |
| return this |
| } |
| |
| /** |
| * Adds end actions that will be run sequentially when animations for every property involved in |
| * this specific animation have ended (unless they were explicitly canceled). For example, if |
| * you call: |
| * |
| * animator |
| * .spring(TRANSLATION_X, ...) |
| * .spring(TRANSLATION_Y, ...) |
| * .withEndAction(action) |
| * .start() |
| * |
| * 'action' will be run when both TRANSLATION_X and TRANSLATION_Y end. |
| * |
| * Other properties may still be animating, if those animations were not started in the same |
| * call. For example: |
| * |
| * animator |
| * .spring(ALPHA, ...) |
| * .start() |
| * |
| * animator |
| * .spring(TRANSLATION_X, ...) |
| * .spring(TRANSLATION_Y, ...) |
| * .withEndAction(action) |
| * .start() |
| * |
| * 'action' will still be run as soon as TRANSLATION_X and TRANSLATION_Y end, even if ALPHA is |
| * still animating. |
| * |
| * If you want to run actions as soon as a subset of property animations have ended, you want |
| * access to the animation's end value/velocity, or you want to run these actions even if the |
| * animation is explicitly canceled, use [addEndListener]. End listeners have an allEnded param, |
| * which indicates that all relevant animations have ended. |
| */ |
| fun withEndActions(vararg endActions: EndAction?): PhysicsAnimator<T> { |
| this.endActions.addAll(endActions.filterNotNull()) |
| return this |
| } |
| |
| /** |
| * Helper overload so that callers from Java can use Runnables or method references as end |
| * actions without having to explicitly return Unit. |
| */ |
| fun withEndActions(vararg endActions: Runnable?): PhysicsAnimator<T> { |
| this.endActions.addAll(endActions.filterNotNull().map { it::run }) |
| return this |
| } |
| |
| /** Starts the animations! */ |
| fun start() { |
| startAction() |
| } |
| |
| /** |
| * Starts the animations for real! This is typically called immediately by [start] unless this |
| * animator is under test. |
| */ |
| internal fun startInternal() { |
| if (!Looper.getMainLooper().isCurrentThread) { |
| Log.e(TAG, "Animations can only be started on the main thread. If you are seeing " + |
| "this message in a test, call PhysicsAnimatorTestUtils#prepareForTest in " + |
| "your test setup.") |
| } |
| |
| // Functions that will actually start the animations. These are run after we build and add |
| // the InternalListener, since some animations might update/end immediately and we don't |
| // want to miss those updates. |
| val animationStartActions = ArrayList<() -> Unit>() |
| |
| for (animatedProperty in getAnimatedProperties()) { |
| val flingConfig = flingConfigs[animatedProperty] |
| val springConfig = springConfigs[animatedProperty] |
| |
| // The property's current value on the object. |
| val currentValue = animatedProperty.getValue(target) |
| |
| // Start by checking for a fling configuration. If one is present, we're either flinging |
| // or flinging-then-springing. Either way, we'll want to start the fling first. |
| if (flingConfig != null) { |
| animationStartActions.add { |
| // When the animation is starting, adjust the min/max bounds to include the |
| // current value of the property, if necessary. This is required to allow a |
| // fling to bring an out-of-bounds object back into bounds. For example, if an |
| // object was dragged halfway off the left side of the screen, but then flung to |
| // the right, we don't want the animation to end instantly just because the |
| // object started out of bounds. If the fling is in the direction that would |
| // take it farther out of bounds, it will end instantly as expected. |
| flingConfig.apply { |
| min = min(currentValue, this.min) |
| max = max(currentValue, this.max) |
| } |
| |
| // Apply the configuration and start the animation. Since flings can't be |
| // redirected while in motion, cancel it first. |
| getFlingAnimation(animatedProperty) |
| .also { it.cancel() } |
| .also { flingConfig.applyToAnimation(it) } |
| .start() |
| } |
| } |
| |
| // Check for a spring configuration. If one is present, we're either springing, or |
| // flinging-then-springing. |
| if (springConfig != null) { |
| |
| // If there is no corresponding fling config, we're only springing. |
| if (flingConfig == null) { |
| // Apply the configuration and start the animation. |
| val springAnim = getSpringAnimation(animatedProperty) |
| springConfig.applyToAnimation(springAnim) |
| animationStartActions.add(springAnim::start) |
| } else { |
| // If there's a corresponding fling config, we're flinging-then-springing. Save |
| // the fling's original bounds so we can spring to them when the fling ends. |
| val flingMin = flingConfig.min |
| val flingMax = flingConfig.max |
| |
| // Add an end listener that will start the spring when the fling ends. |
| endListeners.add(0, object : EndListener<T> { |
| override fun onAnimationEnd( |
| target: T, |
| property: FloatPropertyCompat<in T>, |
| wasFling: Boolean, |
| canceled: Boolean, |
| finalValue: Float, |
| finalVelocity: Float, |
| allRelevantPropertyAnimsEnded: Boolean |
| ) { |
| // If this isn't the relevant property, it wasn't a fling, or the fling |
| // was explicitly cancelled, don't spring. |
| if (property != animatedProperty || !wasFling || canceled) { |
| return |
| } |
| |
| val endedWithVelocity = abs(finalVelocity) > 0 |
| |
| // If the object was out of bounds when the fling animation started, it |
| // will immediately end. In that case, we'll spring it back in bounds. |
| val endedOutOfBounds = finalValue !in flingMin..flingMax |
| |
| // If the fling ended either out of bounds or with remaining velocity, |
| // it's time to spring. |
| if (endedWithVelocity || endedOutOfBounds) { |
| springConfig.startVelocity = finalVelocity |
| |
| // If the spring's final position isn't set, this is a |
| // flingThenSpring where flingMustReachMinOrMax was false. We'll |
| // need to set the spring's final position here. |
| if (springConfig.finalPosition == UNSET) { |
| if (endedWithVelocity) { |
| // If the fling ended with negative velocity, that means it |
| // hit the min bound, so spring to that bound (and vice |
| // versa). |
| springConfig.finalPosition = |
| if (finalVelocity < 0) flingMin else flingMax |
| } else if (endedOutOfBounds) { |
| // If the fling ended out of bounds, spring it to the |
| // nearest bound. |
| springConfig.finalPosition = |
| if (finalValue < flingMin) flingMin else flingMax |
| } |
| } |
| |
| // Apply the configuration and start the spring animation. |
| getSpringAnimation(animatedProperty) |
| .also { springConfig.applyToAnimation(it) } |
| .start() |
| } |
| } |
| }) |
| } |
| } |
| } |
| |
| // Add an internal listener that will dispatch animation events to the provided listeners. |
| internalListeners.add(InternalListener( |
| getAnimatedProperties(), |
| ArrayList(updateListeners), |
| ArrayList(endListeners), |
| ArrayList(endActions))) |
| |
| // Actually start the DynamicAnimations. This is delayed until after the InternalListener is |
| // constructed and added so that we don't miss the end listener firing for any animations |
| // that immediately end. |
| animationStartActions.forEach { it.invoke() } |
| |
| clearAnimator() |
| } |
| |
| /** Clear the animator's builder variables. */ |
| private fun clearAnimator() { |
| springConfigs.clear() |
| flingConfigs.clear() |
| |
| updateListeners.clear() |
| endListeners.clear() |
| endActions.clear() |
| } |
| |
| /** Retrieves a spring animation for the given property, building one if needed. */ |
| private fun getSpringAnimation(property: FloatPropertyCompat<in T>): SpringAnimation { |
| return springAnimations.getOrPut( |
| property, |
| { configureDynamicAnimation(SpringAnimation(target, property), property) |
| as SpringAnimation }) |
| } |
| |
| /** Retrieves a fling animation for the given property, building one if needed. */ |
| private fun getFlingAnimation(property: FloatPropertyCompat<in T>): FlingAnimation { |
| return flingAnimations.getOrPut( |
| property, |
| { configureDynamicAnimation(FlingAnimation(target, property), property) |
| as FlingAnimation }) |
| } |
| |
| /** |
| * Adds update and end listeners to the DynamicAnimation which will dispatch to the internal |
| * listeners. |
| */ |
| private fun configureDynamicAnimation( |
| anim: DynamicAnimation<*>, |
| property: FloatPropertyCompat<in T> |
| ): DynamicAnimation<*> { |
| anim.addUpdateListener { _, value, velocity -> |
| for (i in 0 until internalListeners.size) { |
| internalListeners[i].onInternalAnimationUpdate(property, value, velocity) |
| } |
| } |
| anim.addEndListener { _, canceled, value, velocity -> |
| internalListeners.removeAll { |
| it.onInternalAnimationEnd( |
| property, canceled, value, velocity, anim is FlingAnimation) |
| } |
| } |
| return anim |
| } |
| |
| /** |
| * Internal listener class that receives updates from DynamicAnimation listeners, and dispatches |
| * them to the appropriate update/end listeners. This class is also aware of which properties |
| * were being animated when the end listeners were passed in, so that we can provide the |
| * appropriate value for allEnded to [EndListener.onAnimationEnd]. |
| */ |
| internal inner class InternalListener constructor( |
| private var properties: Set<FloatPropertyCompat<in T>>, |
| private var updateListeners: List<UpdateListener<T>>, |
| private var endListeners: List<EndListener<T>>, |
| private var endActions: List<EndAction> |
| ) { |
| |
| /** The number of properties whose animations haven't ended. */ |
| private var numPropertiesAnimating = properties.size |
| |
| /** |
| * Update values that haven't yet been dispatched because not all property animations have |
| * updated yet. |
| */ |
| private val undispatchedUpdates = |
| ArrayMap<FloatPropertyCompat<in T>, AnimationUpdate>() |
| |
| /** Called when a DynamicAnimation updates. */ |
| internal fun onInternalAnimationUpdate( |
| property: FloatPropertyCompat<in T>, |
| value: Float, |
| velocity: Float |
| ) { |
| |
| // If this property animation isn't relevant to this listener, ignore it. |
| if (!properties.contains(property)) { |
| return |
| } |
| |
| undispatchedUpdates[property] = AnimationUpdate(value, velocity) |
| maybeDispatchUpdates() |
| } |
| |
| /** |
| * Called when a DynamicAnimation ends. |
| * |
| * @return True if this listener should be removed from the list of internal listeners, so |
| * it no longer receives updates from DynamicAnimations. |
| */ |
| internal fun onInternalAnimationEnd( |
| property: FloatPropertyCompat<in T>, |
| canceled: Boolean, |
| finalValue: Float, |
| finalVelocity: Float, |
| isFling: Boolean |
| ): Boolean { |
| |
| // If this property animation isn't relevant to this listener, ignore it. |
| if (!properties.contains(property)) { |
| return false |
| } |
| |
| // Dispatch updates if we have one for each property. |
| numPropertiesAnimating-- |
| maybeDispatchUpdates() |
| |
| // If we didn't have an update for each property, dispatch the update for the ending |
| // property. This guarantees that an update isn't sent for this property *after* we call |
| // onAnimationEnd for that property. |
| if (undispatchedUpdates.contains(property)) { |
| updateListeners.forEach { updateListener -> |
| updateListener.onAnimationUpdateForProperty( |
| target, |
| UpdateMap<T>().also { it[property] = undispatchedUpdates[property] }) |
| } |
| |
| undispatchedUpdates.remove(property) |
| } |
| |
| val allEnded = !arePropertiesAnimating(properties) |
| endListeners.forEach { |
| it.onAnimationEnd( |
| target, property, isFling, canceled, finalValue, finalVelocity, |
| allEnded) |
| |
| // Check that the end listener didn't restart this property's animation. |
| if (isPropertyAnimating(property)) { |
| return false |
| } |
| } |
| |
| // If all of the animations that this listener cares about have ended, run the end |
| // actions unless the animation was canceled. |
| if (allEnded && !canceled) { |
| endActions.forEach { it() } |
| } |
| |
| return allEnded |
| } |
| |
| /** |
| * Dispatch undispatched values if we've received an update from each of the animating |
| * properties. |
| */ |
| private fun maybeDispatchUpdates() { |
| if (undispatchedUpdates.size >= numPropertiesAnimating && |
| undispatchedUpdates.size > 0) { |
| updateListeners.forEach { |
| it.onAnimationUpdateForProperty(target, ArrayMap(undispatchedUpdates)) |
| } |
| |
| undispatchedUpdates.clear() |
| } |
| } |
| } |
| |
| /** Return true if any animations are running on the object. */ |
| fun isRunning(): Boolean { |
| return arePropertiesAnimating(springAnimations.keys.union(flingAnimations.keys)) |
| } |
| |
| /** Returns whether the given property is animating. */ |
| fun isPropertyAnimating(property: FloatPropertyCompat<in T>): Boolean { |
| return springAnimations[property]?.isRunning ?: false || |
| flingAnimations[property]?.isRunning ?: false |
| } |
| |
| /** Returns whether any of the given properties are animating. */ |
| fun arePropertiesAnimating(properties: Set<FloatPropertyCompat<in T>>): Boolean { |
| return properties.any { isPropertyAnimating(it) } |
| } |
| |
| /** Return the set of properties that will begin animating upon calling [start]. */ |
| internal fun getAnimatedProperties(): Set<FloatPropertyCompat<in T>> { |
| return springConfigs.keys.union(flingConfigs.keys) |
| } |
| |
| /** Cancels all in progress animations on all properties. */ |
| fun cancel() { |
| for (dynamicAnim in flingAnimations.values.union(springAnimations.values)) { |
| dynamicAnim.cancel() |
| } |
| } |
| |
| /** |
| * Container object for spring animation configuration settings. This allows you to store |
| * default stiffness and damping ratio values in a single configuration object, which you can |
| * pass to [spring]. |
| */ |
| data class SpringConfig internal constructor( |
| internal var stiffness: Float, |
| internal var dampingRatio: Float, |
| internal var startVelocity: Float = 0f, |
| internal var finalPosition: Float = UNSET |
| ) { |
| |
| constructor() : |
| this(defaultSpring.stiffness, defaultSpring.dampingRatio) |
| |
| constructor(stiffness: Float, dampingRatio: Float) : |
| this(stiffness = stiffness, dampingRatio = dampingRatio, startVelocity = 0f) |
| |
| /** Apply these configuration settings to the given SpringAnimation. */ |
| internal fun applyToAnimation(anim: SpringAnimation) { |
| val springForce = anim.spring ?: SpringForce() |
| anim.spring = springForce.apply { |
| stiffness = this@SpringConfig.stiffness |
| dampingRatio = this@SpringConfig.dampingRatio |
| finalPosition = this@SpringConfig.finalPosition |
| } |
| |
| if (startVelocity != 0f) anim.setStartVelocity(startVelocity) |
| } |
| } |
| |
| /** |
| * Container object for fling animation configuration settings. This allows you to store default |
| * friction values (as well as optional min/max values) in a single configuration object, which |
| * you can pass to [fling] and related methods. |
| */ |
| data class FlingConfig internal constructor( |
| internal var friction: Float, |
| internal var min: Float, |
| internal var max: Float, |
| internal var startVelocity: Float |
| ) { |
| |
| constructor() : this(defaultFling.friction) |
| |
| constructor(friction: Float) : |
| this(friction, defaultFling.min, defaultFling.max) |
| |
| constructor(friction: Float, min: Float, max: Float) : |
| this(friction, min, max, startVelocity = 0f) |
| |
| /** Apply these configuration settings to the given FlingAnimation. */ |
| internal fun applyToAnimation(anim: FlingAnimation) { |
| anim.apply { |
| friction = this@FlingConfig.friction |
| setMinValue(min) |
| setMaxValue(max) |
| setStartVelocity(startVelocity) |
| } |
| } |
| } |
| |
| /** |
| * Listener for receiving values from in progress animations. Used with |
| * [PhysicsAnimator.addUpdateListener]. |
| * |
| * @param <T> The type of the object being animated. |
| </T> */ |
| interface UpdateListener<T> { |
| |
| /** |
| * Called on each animation frame with the target object, and a map of FloatPropertyCompat |
| * -> AnimationUpdate, containing the latest value and velocity for that property. When |
| * multiple properties are animating together, the map will typically contain one entry for |
| * each property. However, you should never assume that this is the case - when a property |
| * animation ends earlier than the others, you'll receive an UpdateMap containing only that |
| * property's final update. Subsequently, you'll only receive updates for the properties |
| * that are still animating. |
| * |
| * Always check that the map contains an update for the property you're interested in before |
| * accessing it. |
| * |
| * @param target The animated object itself. |
| * @param values Map of property to AnimationUpdate, which contains that property |
| * animation's latest value and velocity. You should never assume that a particular property |
| * is present in this map. |
| */ |
| fun onAnimationUpdateForProperty( |
| target: T, |
| values: UpdateMap<T> |
| ) |
| } |
| |
| /** |
| * Listener for receiving callbacks when animations end. |
| * |
| * @param <T> The type of the object being animated. |
| </T> */ |
| interface EndListener<T> { |
| |
| /** |
| * Called with the final animation values as each property animation ends. This can be used |
| * to respond to specific property animations concluding (such as hiding a view when ALPHA |
| * ends, even if the corresponding TRANSLATION animations have not ended). |
| * |
| * If you just want to run an action when all of the property animations have ended, you can |
| * use [PhysicsAnimator.withEndActions]. |
| * |
| * @param target The animated object itself. |
| * @param property The property whose animation has just ended. |
| * @param wasFling Whether this property ended after a fling animation (as opposed to a |
| * spring animation). If this property was animated via [flingThenSpring], this will be true |
| * if the fling animation did not reach the min/max bounds, decelerating to a stop |
| * naturally. It will be false if it hit the bounds and was sprung back. |
| * @param canceled Whether the animation was explicitly canceled before it naturally ended. |
| * @param finalValue The final value of the animated property. |
| * @param finalVelocity The final velocity (in pixels per second) of the ended animation. |
| * This is typically zero, unless this was a fling animation which ended abruptly due to |
| * reaching its configured min/max values. |
| * @param allRelevantPropertyAnimsEnded Whether all properties relevant to this end listener |
| * have ended. Relevant properties are those which were animated alongside the |
| * [addEndListener] call where this animator was passed in. For example: |
| * |
| * animator |
| * .spring(TRANSLATION_X, 100f) |
| * .spring(TRANSLATION_Y, 200f) |
| * .withEndListener(firstEndListener) |
| * .start() |
| * |
| * firstEndListener will be called first for TRANSLATION_X, with allEnded = false, |
| * because TRANSLATION_Y is still running. When TRANSLATION_Y ends, it'll be called with |
| * allEnded = true. |
| * |
| * If a subsequent call to start() is made with other properties, those properties are not |
| * considered relevant and allEnded will still equal true when only TRANSLATION_X and |
| * TRANSLATION_Y end. For example, if immediately after the prior example, while |
| * TRANSLATION_X and TRANSLATION_Y are still animating, we called: |
| * |
| * animator. |
| * .spring(SCALE_X, 2f, stiffness = 10f) // That will take awhile... |
| * .withEndListener(secondEndListener) |
| * .start() |
| * |
| * firstEndListener will still be called with allEnded = true when TRANSLATION_X/Y end, even |
| * though SCALE_X is still animating. Similarly, secondEndListener will be called with |
| * allEnded = true as soon as SCALE_X ends, even if the translation animations are still |
| * running. |
| */ |
| fun onAnimationEnd( |
| target: T, |
| property: FloatPropertyCompat<in T>, |
| wasFling: Boolean, |
| canceled: Boolean, |
| finalValue: Float, |
| finalVelocity: Float, |
| allRelevantPropertyAnimsEnded: Boolean |
| ) |
| } |
| |
| companion object { |
| |
| /** |
| * Constructor to use to for new physics animator instances in [getInstance]. This is |
| * typically the default constructor, but [PhysicsAnimatorTestUtils] can change it so that |
| * all code using the physics animator is given testable instances instead. |
| */ |
| internal var instanceConstructor: (Any) -> PhysicsAnimator<*> = ::PhysicsAnimator |
| |
| @JvmStatic |
| @Suppress("UNCHECKED_CAST") |
| fun <T : Any> getInstance(target: T): PhysicsAnimator<T> { |
| if (!animators.containsKey(target)) { |
| animators[target] = instanceConstructor(target) |
| } |
| |
| return animators[target] as PhysicsAnimator<T> |
| } |
| |
| /** |
| * Set whether all physics animators should log a lot of information about animations. |
| * Useful for debugging! |
| */ |
| @JvmStatic |
| fun setVerboseLogging(debug: Boolean) { |
| verboseLogging = debug |
| } |
| |
| /** |
| * Estimates the end value of a fling that starts at the given value using the provided |
| * start velocity and fling configuration. |
| * |
| * This is only an estimate. Fling animations use a timing-based physics simulation that is |
| * non-deterministic, so this exact value may not be reached. |
| */ |
| @JvmStatic |
| fun estimateFlingEndValue( |
| startValue: Float, |
| startVelocity: Float, |
| flingConfig: FlingConfig |
| ): Float { |
| val distance = startVelocity / (flingConfig.friction * FLING_FRICTION_SCALAR_MULTIPLIER) |
| return Math.min(flingConfig.max, Math.max(flingConfig.min, startValue + distance)) |
| } |
| |
| @JvmStatic |
| fun getReadablePropertyName(property: FloatPropertyCompat<*>): String { |
| return when (property) { |
| DynamicAnimation.TRANSLATION_X -> "translationX" |
| DynamicAnimation.TRANSLATION_Y -> "translationY" |
| DynamicAnimation.TRANSLATION_Z -> "translationZ" |
| DynamicAnimation.SCALE_X -> "scaleX" |
| DynamicAnimation.SCALE_Y -> "scaleY" |
| DynamicAnimation.ROTATION -> "rotation" |
| DynamicAnimation.ROTATION_X -> "rotationX" |
| DynamicAnimation.ROTATION_Y -> "rotationY" |
| DynamicAnimation.SCROLL_X -> "scrollX" |
| DynamicAnimation.SCROLL_Y -> "scrollY" |
| DynamicAnimation.ALPHA -> "alpha" |
| else -> "Custom FloatPropertyCompat instance" |
| } |
| } |
| } |
| } |