Merge "Adds PhysicsAnimator and accompanying test utilities!"
diff --git a/packages/SystemUI/src/com/android/systemui/util/animation/PhysicsAnimator.kt b/packages/SystemUI/src/com/android/systemui/util/animation/PhysicsAnimator.kt
new file mode 100644
index 0000000..62ae7b9
--- /dev/null
+++ b/packages/SystemUI/src/com/android/systemui/util/animation/PhysicsAnimator.kt
@@ -0,0 +1,717 @@
+/*
+ * 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
+
+/**
+ * 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"
+
+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)
+ }
+
+ /**
+ * 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 whenever a property's animation ends. 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)
+ 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.")
+ }
+
+ // Add an internal listener that will dispatch animation events to the provided listeners.
+ internalListeners.add(InternalListener(
+ getAnimatedProperties(),
+ ArrayList(updateListeners),
+ ArrayList(endListeners),
+ ArrayList(endActions)))
+
+ for ((property, config) in flingConfigs) {
+ val currentValue = property.getValue(target)
+
+ // If the fling is already out of bounds, don't start it.
+ if (currentValue <= config.min || currentValue >= config.max) {
+ continue
+ }
+
+ val flingAnim = getFlingAnimation(property)
+ config.applyToAnimation(flingAnim)
+ flingAnim.start()
+ }
+
+ for ((property, config) in springConfigs) {
+ val springAnim = getSpringAnimation(property)
+ config.applyToAnimation(springAnim)
+ springAnim.start()
+ }
+
+ 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) } }
+ 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
+ ): 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, canceled, finalValue, finalVelocity, allEnded) }
+
+ // 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
+ }
+
+ /** 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 startVel: Float = 0f,
+ internal var finalPosition: Float = -Float.MAX_VALUE
+ ) {
+
+ constructor() :
+ this(defaultSpring.stiffness, defaultSpring.dampingRatio)
+
+ constructor(stiffness: Float, dampingRatio: Float) :
+ this(stiffness = stiffness, dampingRatio = dampingRatio, startVel = 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 (startVel != 0f) anim.setStartVelocity(startVel)
+ }
+ }
+
+ /**
+ * 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 startVel: 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, startVel = 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(startVel)
+ }
+ }
+ }
+
+ /**
+ * 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 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>,
+ 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
+ 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
+ }
+
+ @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"
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/packages/SystemUI/src/com/android/systemui/util/animation/PhysicsAnimatorTestUtils.kt b/packages/SystemUI/src/com/android/systemui/util/animation/PhysicsAnimatorTestUtils.kt
new file mode 100644
index 0000000..a1f74eb
--- /dev/null
+++ b/packages/SystemUI/src/com/android/systemui/util/animation/PhysicsAnimatorTestUtils.kt
@@ -0,0 +1,457 @@
+/*
+ * 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.Handler
+import android.os.Looper
+import android.util.ArrayMap
+import androidx.dynamicanimation.animation.FloatPropertyCompat
+import java.util.ArrayDeque
+import java.util.concurrent.CountDownLatch
+import java.util.concurrent.TimeUnit
+
+typealias UpdateMatcher = (PhysicsAnimator.AnimationUpdate) -> Boolean
+typealias UpdateFramesPerProperty<T> =
+ ArrayMap<FloatPropertyCompat<in T>, ArrayList<PhysicsAnimator.AnimationUpdate>>
+
+/**
+ * Utilities for testing code that uses [PhysicsAnimator].
+ *
+ * Start by calling [prepareForTest] at the beginning of each test - this will modify the behavior
+ * of all PhysicsAnimator instances so that they post animations to the main thread (so they don't
+ * crash). It'll also enable the use of the other static helper methods in this class, which you can
+ * use to do things like block the test until animations complete (so you can test end states), or
+ * verify keyframes.
+ */
+object PhysicsAnimatorTestUtils {
+ var timeoutMs: Long = 2000
+ private var startBlocksUntilAnimationsEnd = false
+ private val animationThreadHandler = Handler(Looper.getMainLooper())
+ private val allAnimatedObjects = HashSet<Any>()
+ private val animatorTestHelpers = HashMap<PhysicsAnimator<*>, AnimatorTestHelper<*>>()
+
+ /**
+ * Modifies the behavior of all [PhysicsAnimator] instances so that they post animations to the
+ * main thread, and report all of their
+ */
+ @JvmStatic
+ fun prepareForTest() {
+ val defaultConstructor = PhysicsAnimator.instanceConstructor
+ PhysicsAnimator.instanceConstructor = fun(target: Any): PhysicsAnimator<*> {
+ val animator = defaultConstructor(target)
+ allAnimatedObjects.add(target)
+ animatorTestHelpers[animator] = AnimatorTestHelper(animator)
+ return animator
+ }
+
+ timeoutMs = 2000
+ startBlocksUntilAnimationsEnd = false
+ allAnimatedObjects.clear()
+ }
+
+ @JvmStatic
+ fun tearDown() {
+ val latch = CountDownLatch(1)
+ animationThreadHandler.post {
+ animatorTestHelpers.keys.forEach { it.cancel() }
+ latch.countDown()
+ }
+
+ latch.await()
+
+ animatorTestHelpers.clear()
+ animators.clear()
+ allAnimatedObjects.clear()
+ }
+
+ /**
+ * Sets the maximum time (in milliseconds) to block the test thread while waiting for animations
+ * before throwing an exception.
+ */
+ @JvmStatic
+ fun setBlockTimeout(timeoutMs: Long) {
+ this.timeoutMs = timeoutMs
+ }
+
+ /**
+ * Sets whether all animations should block the test thread until they end. This is typically
+ * the desired behavior, since you can invoke code that runs an animation and then assert things
+ * about its end state.
+ */
+ @JvmStatic
+ fun setAllAnimationsBlock(block: Boolean) {
+ startBlocksUntilAnimationsEnd = block
+ }
+
+ /**
+ * Blocks the calling thread until animations of the given property on the target object end.
+ */
+ @JvmStatic
+ @Throws(InterruptedException::class)
+ fun <T : Any> blockUntilAnimationsEnd(
+ animator: PhysicsAnimator<T>,
+ vararg properties: FloatPropertyCompat<in T>
+ ) {
+ val animatingProperties = HashSet<FloatPropertyCompat<in T>>()
+ for (property in properties) {
+ if (animator.isPropertyAnimating(property)) {
+ animatingProperties.add(property)
+ }
+ }
+
+ if (animatingProperties.size > 0) {
+ val latch = CountDownLatch(animatingProperties.size)
+ getAnimationTestHelper(animator).addTestEndListener(
+ object : PhysicsAnimator.EndListener<T> {
+ override fun onAnimationEnd(
+ target: T,
+ property: FloatPropertyCompat<in T>,
+ canceled: Boolean,
+ finalValue: Float,
+ finalVelocity: Float,
+ allRelevantPropertyAnimsEnded: Boolean
+ ) {
+ if (animatingProperties.contains(property)) {
+ latch.countDown()
+ }
+ }
+ })
+
+ latch.await(timeoutMs, TimeUnit.MILLISECONDS)
+ }
+ }
+
+ /**
+ * Blocks the calling thread until all animations of the given property (on all target objects)
+ * have ended. Useful when you don't have access to the objects being animated, but still need
+ * to wait for them to end so that other testable side effects occur (such as update/end
+ * listeners).
+ */
+ @JvmStatic
+ @Throws(InterruptedException::class)
+ fun <T : Any> blockUntilAnimationsEnd(
+ properties: FloatPropertyCompat<in T>
+ ) {
+ for (target in allAnimatedObjects) {
+ try {
+ blockUntilAnimationsEnd(
+ PhysicsAnimator.getInstance(target) as PhysicsAnimator<T>, properties)
+ } catch (e: ClassCastException) {
+ // Keep checking the other objects for ones whose types match the provided
+ // properties.
+ }
+ }
+ }
+
+ /**
+ * Blocks the calling thread until the first animation frame in which predicate returns true. If
+ * the given object isn't animating, returns without blocking.
+ */
+ @JvmStatic
+ @Throws(InterruptedException::class)
+ fun <T : Any> blockUntilFirstAnimationFrameWhereTrue(
+ animator: PhysicsAnimator<T>,
+ predicate: (T) -> Boolean
+ ) {
+ if (animator.isRunning()) {
+ val latch = CountDownLatch(1)
+ getAnimationTestHelper(animator).addTestUpdateListener(object : PhysicsAnimator
+ .UpdateListener<T> {
+ override fun onAnimationUpdateForProperty(
+ target: T,
+ values: UpdateMap<T>
+ ) {
+ if (predicate(target)) {
+ latch.countDown()
+ }
+ }
+ })
+
+ latch.await(timeoutMs, TimeUnit.MILLISECONDS)
+ }
+ }
+
+ /**
+ * Verifies that the animator reported animation frame values to update listeners that satisfy
+ * the given matchers, in order. Not all frames need to satisfy a matcher - we'll run through
+ * all animation frames, and check them against the current predicate. If it returns false, we
+ * continue through the frames until it returns true, and then move on to the next matcher.
+ * Verification fails if we run out of frames while unsatisfied matchers remain.
+ *
+ * If verification is successful, all frames to this point are considered 'verified' and will be
+ * cleared. Subsequent calls to this method will start verification at the next animation frame.
+ *
+ * Example: Verify that an animation surpassed x = 50f before going negative.
+ * verifyAnimationUpdateFrames(
+ * animator, TRANSLATION_X,
+ * { u -> u.value > 50f },
+ * { u -> u.value < 0f })
+ *
+ * Example: verify that an animation went backwards at some point while still being on-screen.
+ * verifyAnimationUpdateFrames(
+ * animator, TRANSLATION_X,
+ * { u -> u.velocity < 0f && u.value >= 0f })
+ *
+ * This method is intended to help you test longer, more complicated animations where it's
+ * critical that certain values were reached. Using this method to test short animations can
+ * fail due to the animation having fewer frames than provided matchers. For example, an
+ * animation from x = 1f to x = 5f might only have two frames, at x = 3f and x = 5f. The
+ * following would then fail despite it seeming logically sound:
+ *
+ * verifyAnimationUpdateFrames(
+ * animator, TRANSLATION_X,
+ * { u -> u.value > 1f },
+ * { u -> u.value > 2f },
+ * { u -> u.value > 3f })
+ *
+ * Tests might also fail if your matchers are too granular, such as this example test after an
+ * animation from x = 0f to x = 100f. It's unlikely there was a frame specifically between 2f
+ * and 3f.
+ *
+ * verifyAnimationUpdateFrames(
+ * animator, TRANSLATION_X,
+ * { u -> u.value > 2f && u.value < 3f },
+ * { u -> u.value >= 50f })
+ *
+ * Failures will print a helpful log of all animation frames so you can see what caused the test
+ * to fail.
+ */
+ fun <T : Any> verifyAnimationUpdateFrames(
+ animator: PhysicsAnimator<T>,
+ property: FloatPropertyCompat<in T>,
+ firstUpdateMatcher: UpdateMatcher,
+ vararg additionalUpdateMatchers: UpdateMatcher
+ ) {
+ val updateFrames: UpdateFramesPerProperty<T> = getAnimationUpdateFrames(animator)
+ val matchers = ArrayDeque<UpdateMatcher>(
+ additionalUpdateMatchers.toList())
+ val frameTraceMessage = StringBuilder()
+
+ var curMatcher = firstUpdateMatcher
+
+ // Loop through the updates from the testable animator.
+ for (update in updateFrames[property]
+ ?: error("No frames for given target object and property.")) {
+
+ // Check whether this frame satisfies the current matcher.
+ if (curMatcher(update)) {
+
+ // If that was the last unsatisfied matcher, we're good here. 'Verify' all remaining
+ // frames and return without failing.
+ if (matchers.size == 0) {
+ getAnimationUpdateFrames(animator).remove(property)
+ return
+ }
+
+ frameTraceMessage.append("$update\t(satisfied matcher)\n")
+ curMatcher = matchers.pop() // Get the next matcher and keep going.
+ } else {
+ frameTraceMessage.append("${update}\n")
+ }
+ }
+
+ val readablePropertyName = PhysicsAnimator.getReadablePropertyName(property)
+ getAnimationUpdateFrames(animator).remove(property)
+
+ throw RuntimeException(
+ "Failed to verify animation frames for property $readablePropertyName: " +
+ "Provided ${additionalUpdateMatchers.size + 1} matchers, " +
+ "however ${matchers.size + 1} remained unsatisfied.\n\n" +
+ "All frames:\n$frameTraceMessage")
+ }
+
+ /**
+ * Overload of [verifyAnimationUpdateFrames] that builds matchers for you, from given float
+ * values. For example, to verify that an animations passed from 0f to 50f to 100f back to 50f:
+ *
+ * verifyAnimationUpdateFrames(animator, TRANSLATION_X, 0f, 50f, 100f, 50f)
+ *
+ * This verifies that update frames were received with values of >= 0f, >= 50f, >= 100f, and
+ * <= 50f.
+ *
+ * The same caveats apply: short animations might not have enough frames to satisfy all of the
+ * matchers, and overly specific calls (such as 0f, 1f, 2f, 3f, etc. for an animation from
+ * x = 0f to x = 100f) might fail as the animation only had frames at 0f, 25f, 50f, 75f, and
+ * 100f. As with [verifyAnimationUpdateFrames], failures will print a helpful log of all frames
+ * so you can see what caused the test to fail.
+ */
+ fun <T : Any> verifyAnimationUpdateFrames(
+ animator: PhysicsAnimator<T>,
+ property: FloatPropertyCompat<in T>,
+ startValue: Float,
+ firstTargetValue: Float,
+ vararg additionalTargetValues: Float
+ ) {
+ val matchers = ArrayList<UpdateMatcher>()
+
+ val values = ArrayList<Float>().also {
+ it.add(firstTargetValue)
+ it.addAll(additionalTargetValues.toList())
+ }
+
+ var prevVal = startValue
+ for (value in values) {
+ if (value > prevVal) {
+ matchers.add { update -> update.value >= value }
+ } else {
+ matchers.add { update -> update.value <= value }
+ }
+
+ prevVal = value
+ }
+
+ verifyAnimationUpdateFrames(
+ animator, property, matchers[0], *matchers.drop(0).toTypedArray())
+ }
+
+ /**
+ * Returns all of the values that have ever been reported to update listeners, per property.
+ */
+ fun <T : Any> getAnimationUpdateFrames(animator: PhysicsAnimator<T>):
+ UpdateFramesPerProperty<T> {
+ return animatorTestHelpers[animator]?.getUpdates() as UpdateFramesPerProperty<T>
+ }
+
+ /**
+ * Clears animation frame updates from the given animator so they aren't used the next time its
+ * passed to [verifyAnimationUpdateFrames].
+ */
+ fun <T : Any> clearAnimationUpdateFrames(animator: PhysicsAnimator<T>) {
+ animatorTestHelpers[animator]?.clearUpdates()
+ }
+
+ private fun <T> getAnimationTestHelper(animator: PhysicsAnimator<T>): AnimatorTestHelper<T> {
+ return animatorTestHelpers[animator] as AnimatorTestHelper<T>
+ }
+
+ /**
+ * Helper class for testing an animator. This replaces the animator's start action with
+ * [startForTest] and adds test listeners to enable other test utility behaviors. We build one
+ * these for each Animator and keep them around so we can access the updates.
+ */
+ class AnimatorTestHelper<T> (private val animator: PhysicsAnimator<T>) {
+
+ /** All updates received for each property animation. */
+ private val allUpdates =
+ ArrayMap<FloatPropertyCompat<in T>, ArrayList<PhysicsAnimator.AnimationUpdate>>()
+
+ private val testEndListeners = ArrayList<PhysicsAnimator.EndListener<T>>()
+ private val testUpdateListeners = ArrayList<PhysicsAnimator.UpdateListener<T>>()
+
+ init {
+ animator.startAction = ::startForTest
+ }
+
+ internal fun addTestEndListener(listener: PhysicsAnimator.EndListener<T>) {
+ testEndListeners.add(listener)
+ }
+
+ internal fun addTestUpdateListener(listener: PhysicsAnimator.UpdateListener<T>) {
+ testUpdateListeners.add(listener)
+ }
+
+ internal fun getUpdates(): UpdateFramesPerProperty<T> {
+ return allUpdates
+ }
+
+ internal fun clearUpdates() {
+ allUpdates.clear()
+ }
+
+ private fun startForTest() {
+ // The testable animator needs to block the main thread until super.start() has been
+ // called, since callers expect .start() to be synchronous but we're posting it to a
+ // handler here. We may also continue blocking until all animations end, if
+ // startBlocksUntilAnimationsEnd = true.
+ val unblockLatch = CountDownLatch(if (startBlocksUntilAnimationsEnd) 2 else 1)
+
+ animationThreadHandler.post {
+ val animatedProperties = animator.getAnimatedProperties()
+
+ // Add an update listener that dispatches to any test update listeners added by
+ // tests.
+ animator.addUpdateListener(object : PhysicsAnimator.UpdateListener<T> {
+ override fun onAnimationUpdateForProperty(
+ target: T,
+ values: ArrayMap<FloatPropertyCompat<in T>, PhysicsAnimator.AnimationUpdate>
+ ) {
+ for (listener in testUpdateListeners) {
+ listener.onAnimationUpdateForProperty(target, values)
+ }
+ }
+ })
+
+ // Add an end listener that dispatches to any test end listeners added by tests, and
+ // unblocks the main thread if required.
+ animator.addEndListener(object : PhysicsAnimator.EndListener<T> {
+ override fun onAnimationEnd(
+ target: T,
+ property: FloatPropertyCompat<in T>,
+ canceled: Boolean,
+ finalValue: Float,
+ finalVelocity: Float,
+ allRelevantPropertyAnimsEnded: Boolean
+ ) {
+ for (listener in testEndListeners) {
+ listener.onAnimationEnd(
+ target, property, canceled, finalValue, finalVelocity,
+ allRelevantPropertyAnimsEnded)
+ }
+
+ if (allRelevantPropertyAnimsEnded) {
+ testEndListeners.clear()
+ testUpdateListeners.clear()
+
+ if (startBlocksUntilAnimationsEnd) {
+ unblockLatch.countDown()
+ }
+ }
+ }
+ })
+
+ val updateListeners = ArrayList<PhysicsAnimator.UpdateListener<T>>().also {
+ it.add(object : PhysicsAnimator.UpdateListener<T> {
+ override fun onAnimationUpdateForProperty(
+ target: T,
+ values: ArrayMap<FloatPropertyCompat<in T>,
+ PhysicsAnimator.AnimationUpdate>
+ ) {
+ values.forEach { (property, value) ->
+ allUpdates.getOrPut(property, { ArrayList() }).add(value)
+ }
+ }
+ })
+ }
+
+ /**
+ * Add an internal listener at the head of the list that captures update values
+ * directly from DynamicAnimation. We use this to build a list of all updates so we
+ * can verify that InternalListener dispatches to the real listeners properly.
+ */
+ animator.internalListeners.add(0, animator.InternalListener(
+ animatedProperties,
+ updateListeners,
+ ArrayList(),
+ ArrayList()))
+
+ animator.startInternal()
+ unblockLatch.countDown()
+ }
+
+ unblockLatch.await(timeoutMs, TimeUnit.MILLISECONDS)
+ }
+ }
+}
diff --git a/packages/SystemUI/tests/src/com/android/systemui/util/animation/PhysicsAnimatorTest.kt b/packages/SystemUI/tests/src/com/android/systemui/util/animation/PhysicsAnimatorTest.kt
new file mode 100644
index 0000000..a39fbc4
--- /dev/null
+++ b/packages/SystemUI/tests/src/com/android/systemui/util/animation/PhysicsAnimatorTest.kt
@@ -0,0 +1,436 @@
+package com.android.systemui.util.animation
+
+import android.testing.AndroidTestingRunner
+import android.testing.TestableLooper
+import android.util.ArrayMap
+import android.view.View
+import android.view.ViewGroup
+import android.widget.FrameLayout
+import androidx.dynamicanimation.animation.DynamicAnimation
+import androidx.dynamicanimation.animation.FloatPropertyCompat
+import androidx.dynamicanimation.animation.SpringForce
+import androidx.test.filters.SmallTest
+import com.android.systemui.SysuiTestCase
+import com.android.systemui.util.animation.PhysicsAnimator.EndListener
+import com.android.systemui.util.animation.PhysicsAnimator.UpdateListener
+import com.android.systemui.util.animation.PhysicsAnimatorTestUtils.clearAnimationUpdateFrames
+import com.android.systemui.util.animation.PhysicsAnimatorTestUtils.getAnimationUpdateFrames
+import com.android.systemui.util.animation.PhysicsAnimatorTestUtils.verifyAnimationUpdateFrames
+import org.junit.After
+import org.junit.Assert
+import org.junit.Assert.assertEquals
+import org.junit.Assert.assertNotEquals
+import org.junit.Assert.assertTrue
+import org.junit.Before
+import org.junit.Test
+import org.junit.runner.RunWith
+import org.mockito.ArgumentMatchers.anyFloat
+import org.mockito.Mockito
+import org.mockito.Mockito.mock
+import org.mockito.Mockito.times
+import org.mockito.Mockito.verify
+import org.mockito.Mockito.verifyNoMoreInteractions
+import org.mockito.MockitoAnnotations
+
+@TestableLooper.RunWithLooper
+@RunWith(AndroidTestingRunner::class)
+@SmallTest
+class PhysicsAnimatorTest : SysuiTestCase() {
+ private lateinit var viewGroup: ViewGroup
+ private lateinit var testView: View
+ private lateinit var testView2: View
+
+ private lateinit var animator: PhysicsAnimator<View>
+
+ private val springConfig = PhysicsAnimator.SpringConfig(
+ SpringForce.STIFFNESS_LOW, SpringForce.DAMPING_RATIO_NO_BOUNCY)
+ private val flingConfig = PhysicsAnimator.FlingConfig(2f)
+
+ private lateinit var mockUpdateListener: UpdateListener<View>
+ private lateinit var mockEndListener: EndListener<View>
+ private lateinit var mockEndAction: Runnable
+
+ private fun <T> eq(value: T): T = Mockito.eq(value) ?: value
+
+ @Before
+ fun setup() {
+ MockitoAnnotations.initMocks(this)
+
+ mockUpdateListener = mock(UpdateListener::class.java) as UpdateListener<View>
+ mockEndListener = mock(EndListener::class.java) as EndListener<View>
+ mockEndAction = mock(Runnable::class.java)
+
+ viewGroup = FrameLayout(context)
+ testView = View(context)
+ testView2 = View(context)
+ viewGroup.addView(testView)
+ viewGroup.addView(testView2)
+
+ PhysicsAnimatorTestUtils.prepareForTest()
+
+ // Most of our tests involve checking the end state of animations, so we want calls that
+ // start animations to block the test thread until the animations have ended.
+ PhysicsAnimatorTestUtils.setAllAnimationsBlock(true)
+
+ animator = PhysicsAnimator.getInstance(testView)
+ }
+
+ @After
+ fun tearDown() {
+ PhysicsAnimatorTestUtils.tearDown()
+ }
+
+ @Test
+ fun testOneAnimatorPerView() {
+ assertEquals(animator, PhysicsAnimator.getInstance(testView))
+ assertEquals(PhysicsAnimator.getInstance(testView), PhysicsAnimator.getInstance(testView))
+ assertNotEquals(animator, PhysicsAnimator.getInstance(testView2))
+ }
+
+ @Test
+ fun testSpringOneProperty() {
+ animator
+ .spring(DynamicAnimation.TRANSLATION_X, 50f, springConfig)
+ .start()
+
+ assertEquals(testView.translationX, 50f, 1f)
+ }
+
+ @Test
+ fun testSpringMultipleProperties() {
+ animator
+ .spring(DynamicAnimation.TRANSLATION_X, 10f, springConfig)
+ .spring(DynamicAnimation.TRANSLATION_Y, 50f, springConfig)
+ .spring(DynamicAnimation.SCALE_Y, 1.1f, springConfig)
+ .start()
+
+ assertEquals(10f, testView.translationX, 1f)
+ assertEquals(50f, testView.translationY, 1f)
+ assertEquals(1.1f, testView.scaleY, 0.01f)
+ }
+
+ @Test
+ fun testFling() {
+ val startTime = System.currentTimeMillis()
+
+ animator
+ .fling(DynamicAnimation.TRANSLATION_X, 1000f /* startVelocity */, flingConfig)
+ .fling(DynamicAnimation.TRANSLATION_Y, 500f, flingConfig)
+ .start()
+
+ val elapsedTimeSeconds = (System.currentTimeMillis() - startTime) / 1000f
+
+ // If the fling worked, the view should be somewhere between its starting position and the
+ // and the theoretical no-friction maximum of startVelocity (in pixels per second)
+ // multiplied by elapsedTimeSeconds. We can't calculate an exact expected location for a
+ // fling, so this is close enough.
+ assertTrue(testView.translationX > 0f)
+ assertTrue(testView.translationX < 1000f * elapsedTimeSeconds)
+ assertTrue(testView.translationY > 0f)
+ assertTrue(testView.translationY < 500f * elapsedTimeSeconds)
+ }
+
+ @Test
+ @Throws(InterruptedException::class)
+ fun testEndListenersAndActions() {
+ PhysicsAnimatorTestUtils.setAllAnimationsBlock(false)
+ animator
+ .spring(DynamicAnimation.TRANSLATION_X, 10f, springConfig)
+ .spring(DynamicAnimation.TRANSLATION_Y, 500f, springConfig)
+ .addEndListener(mockEndListener)
+ .withEndActions(mockEndAction::run)
+ .start()
+
+ PhysicsAnimatorTestUtils.blockUntilAnimationsEnd(animator, DynamicAnimation.TRANSLATION_X)
+
+ // Once TRANSLATION_X is done, the view should be at x = 10...
+ assertEquals(10f, testView.translationX, 1f)
+
+ // / ...TRANSLATION_Y should still be running...
+ assertTrue(animator.isPropertyAnimating(DynamicAnimation.TRANSLATION_Y))
+
+ // ...and our end listener should have been called with x = 10, velocity = 0, and allEnded =
+ // false since TRANSLATION_Y is still running.
+ verify(mockEndListener).onAnimationEnd(
+ testView,
+ DynamicAnimation.TRANSLATION_X,
+ canceled = false,
+ finalValue = 10f,
+ finalVelocity = 0f,
+ allRelevantPropertyAnimsEnded = false)
+ verifyNoMoreInteractions(mockEndListener)
+
+ // The end action should not have been run yet.
+ verify(mockEndAction, times(0)).run()
+
+ // Block until TRANSLATION_Y finishes.
+ PhysicsAnimatorTestUtils.blockUntilAnimationsEnd(animator, DynamicAnimation.TRANSLATION_Y)
+
+ // The view should have been moved.
+ assertEquals(10f, testView.translationX, 1f)
+ assertEquals(500f, testView.translationY, 1f)
+
+ // The end listener should have been called, this time with TRANSLATION_Y, y = 50, and
+ // allEnded = true.
+ verify(mockEndListener).onAnimationEnd(
+ testView,
+ DynamicAnimation.TRANSLATION_Y,
+ canceled = false,
+ finalValue = 500f,
+ finalVelocity = 0f,
+ allRelevantPropertyAnimsEnded = true)
+ verifyNoMoreInteractions(mockEndListener)
+
+ // Now that all properties are done animating, the end action should have been called.
+ verify(mockEndAction, times(1)).run()
+ }
+
+ @Test
+ fun testUpdateListeners() {
+ animator
+ .spring(DynamicAnimation.TRANSLATION_X, 100f, springConfig)
+ .spring(DynamicAnimation.TRANSLATION_Y, 50f, springConfig)
+ .addUpdateListener(object : UpdateListener<View> {
+ override fun onAnimationUpdateForProperty(
+ target: View,
+ values: UpdateMap<View>
+ ) {
+ mockUpdateListener.onAnimationUpdateForProperty(target, values)
+ }
+ })
+ .start()
+
+ verifyUpdateListenerCalls(animator, mockUpdateListener)
+ }
+
+ @Test
+ fun testListenersNotCalledOnSubsequentAnimations() {
+ animator
+ .spring(DynamicAnimation.TRANSLATION_X, 10f, springConfig)
+ .addUpdateListener(mockUpdateListener)
+ .addEndListener(mockEndListener)
+ .withEndActions(mockEndAction::run)
+ .start()
+
+ verifyUpdateListenerCalls(animator, mockUpdateListener)
+ verify(mockEndListener, times(1)).onAnimationEnd(
+ eq(testView), eq(DynamicAnimation.TRANSLATION_X), eq(false), anyFloat(), anyFloat(),
+ eq(true))
+ verify(mockEndAction, times(1)).run()
+
+ animator
+ .spring(DynamicAnimation.TRANSLATION_X, 0f, springConfig)
+ .start()
+
+ // We didn't pass any of the listeners/actions to the subsequent animation, so they should
+ // never have been called.
+ verifyNoMoreInteractions(mockUpdateListener)
+ verifyNoMoreInteractions(mockEndListener)
+ verifyNoMoreInteractions(mockEndAction)
+ }
+
+ @Test
+ @Throws(InterruptedException::class)
+ fun testAnimationsUpdatedWhileInMotion() {
+ PhysicsAnimatorTestUtils.setAllAnimationsBlock(false)
+
+ // Spring towards x = 100f.
+ animator
+ .spring(
+ DynamicAnimation.TRANSLATION_X,
+ 100f,
+ springConfig)
+ .start()
+
+ // Block until it reaches x = 50f.
+ PhysicsAnimatorTestUtils.blockUntilFirstAnimationFrameWhereTrue(
+ animator) { view -> view.translationX > 50f }
+
+ // Translation X value at the time of reversing the animation to spring to x = 0f.
+ val reversalTranslationX = testView.translationX
+
+ // Spring back towards 0f.
+ animator
+ .spring(
+ DynamicAnimation.TRANSLATION_X,
+ 0f,
+ // Lower the stiffness to ensure the update listener receives at least one
+ // update frame where the view has continued to move to the right.
+ springConfig.apply { stiffness = SpringForce.STIFFNESS_LOW })
+ .start()
+
+ // Wait for TRANSLATION_X.
+ PhysicsAnimatorTestUtils.blockUntilAnimationsEnd(animator, DynamicAnimation.TRANSLATION_X)
+
+ // Verify that the animation continued past the X value at the time of reversal, before
+ // springing back. This ensures the change in direction was not abrupt.
+ verifyAnimationUpdateFrames(
+ animator, DynamicAnimation.TRANSLATION_X,
+ { u -> u.value > reversalTranslationX },
+ { u -> u.value < reversalTranslationX })
+
+ // Verify that the view is where it should be.
+ assertEquals(0f, testView.translationX, 1f)
+ }
+
+ @Test
+ @Throws(InterruptedException::class)
+ fun testAnimationsUpdatedWhileInMotion_originalListenersStillCalled() {
+ PhysicsAnimatorTestUtils.setAllAnimationsBlock(false)
+
+ // Spring TRANSLATION_X to 100f, with an update and end listener provided.
+ animator
+ .spring(DynamicAnimation.TRANSLATION_X, 100f, springConfig)
+ .addUpdateListener(mockUpdateListener)
+ .addEndListener(mockEndListener)
+ .start()
+
+ // Wait until the animation is halfway there.
+ PhysicsAnimatorTestUtils.blockUntilFirstAnimationFrameWhereTrue(
+ animator) { view -> view.translationX > 50f }
+
+ // The end listener shouldn't have been called since the animation hasn't ended.
+ verifyNoMoreInteractions(mockEndListener)
+
+ // Make sure we called the update listener with appropriate values.
+ verifyAnimationUpdateFrames(animator, DynamicAnimation.TRANSLATION_X,
+ { u -> u.value > 0f },
+ { u -> u.value >= 50f })
+
+ // Mock a second end listener.
+ val secondEndListener = mock(EndListener::class.java) as EndListener<View>
+ val secondUpdateListener = mock(UpdateListener::class.java) as UpdateListener<View>
+
+ // Start a new animation that springs both TRANSLATION_X and TRANSLATION_Y, and provide it
+ // the second end listener. This new end listener should be called for the end of
+ // TRANSLATION_X and TRANSLATION_Y, with allEnded = true when both have ended.
+ animator
+ .spring(DynamicAnimation.TRANSLATION_X, 200f, springConfig)
+ .spring(DynamicAnimation.TRANSLATION_Y, 4000f, springConfig)
+ .addUpdateListener(secondUpdateListener)
+ .addEndListener(secondEndListener)
+ .start()
+
+ // Wait for TRANSLATION_X to end.
+ PhysicsAnimatorTestUtils.blockUntilAnimationsEnd(animator, DynamicAnimation.TRANSLATION_X)
+
+ // The update listener provided to the initial animation call (the one that only animated
+ // TRANSLATION_X) should have been called with values on the way to x = 200f. This is
+ // because the second animation call updated the original TRANSLATION_X animation.
+ verifyAnimationUpdateFrames(
+ animator, DynamicAnimation.TRANSLATION_X,
+ { u -> u.value > 100f }, { u -> u.value >= 200f })
+
+ // The original end listener should also have been called, with allEnded = true since it was
+ // provided to an animator that animated only TRANSLATION_X.
+ verify(mockEndListener, times(1))
+ .onAnimationEnd(testView, DynamicAnimation.TRANSLATION_X, false, 200f, 0f, true)
+ verifyNoMoreInteractions(mockEndListener)
+
+ // The second end listener should have been called, but with allEnded = false since it was
+ // provided to an animator that animated both TRANSLATION_X and TRANSLATION_Y.
+ verify(secondEndListener, times(1))
+ .onAnimationEnd(testView, DynamicAnimation.TRANSLATION_X, false, 200f, 0f, false)
+ verifyNoMoreInteractions(secondEndListener)
+
+ PhysicsAnimatorTestUtils.blockUntilAnimationsEnd(animator, DynamicAnimation.TRANSLATION_Y)
+
+ // The original end listener shouldn't receive any callbacks because it was not provided to
+ // an animator that animated TRANSLATION_Y.
+ verifyNoMoreInteractions(mockEndListener)
+
+ verify(secondEndListener, times(1))
+ .onAnimationEnd(testView, DynamicAnimation.TRANSLATION_Y, false, 4000f, 0f, true)
+ verifyNoMoreInteractions(secondEndListener)
+ }
+
+ @Test
+ fun testFlingRespectsMinMax() {
+ animator
+ .fling(DynamicAnimation.TRANSLATION_X,
+ startVelocity = 1000f,
+ friction = 1.1f,
+ max = 10f)
+ .addEndListener(mockEndListener)
+ .start()
+
+ // Ensure that the view stopped at x = 10f, and the end listener was called once with that
+ // value.
+ assertEquals(10f, testView.translationX, 1f)
+ verify(mockEndListener, times(1))
+ .onAnimationEnd(
+ eq(testView), eq(DynamicAnimation.TRANSLATION_X), eq(false), eq(10f),
+ anyFloat(), eq(true))
+
+ animator
+ .fling(
+ DynamicAnimation.TRANSLATION_X,
+ startVelocity = -1000f,
+ friction = 1.1f,
+ min = -5f)
+ .addEndListener(mockEndListener)
+ .start()
+
+ // Ensure that the view stopped at x = -5f, and the end listener was called once with that
+ // value.
+ assertEquals(-5f, testView.translationX, 1f)
+ verify(mockEndListener, times(1))
+ .onAnimationEnd(
+ eq(testView), eq(DynamicAnimation.TRANSLATION_X), eq(false), eq(-5f),
+ anyFloat(), eq(true))
+ }
+
+ @Test
+ fun testExtensionProperty() {
+ testView
+ .physicsAnimator
+ .spring(DynamicAnimation.TRANSLATION_X, 200f)
+ .start()
+
+ assertEquals(200f, testView.translationX, 1f)
+ }
+
+ /**
+ * Verifies that the calls to the mock update listener match the animation update frames
+ * reported by the test internal listener, in order.
+ */
+ private fun <T : Any> verifyUpdateListenerCalls(
+ animator: PhysicsAnimator<T>,
+ mockUpdateListener: UpdateListener<T>
+ ) {
+ val updates = getAnimationUpdateFrames(animator)
+
+ for (invocation in Mockito.mockingDetails(mockUpdateListener).invocations) {
+
+ // Grab the update map of Property -> AnimationUpdate that was passed to the mock update
+ // listener.
+ val updateMap = invocation.arguments[1]
+ as ArrayMap<FloatPropertyCompat<in T>, PhysicsAnimator.AnimationUpdate>
+
+ //
+ for ((property, update) in updateMap) {
+ val updatesForProperty = updates[property]!!
+
+ // This update should be the next one in the list for this property.
+ if (update != updatesForProperty[0]) {
+ Assert.fail("The update listener was called with an unexpected value: $update.")
+ }
+
+ updatesForProperty.remove(update)
+ }
+
+ // Mark this invocation verified.
+ verify(mockUpdateListener).onAnimationUpdateForProperty(animator.target, updateMap)
+ }
+
+ verifyNoMoreInteractions(mockUpdateListener)
+
+ // Since we were removing values as matching invocations were found, there should no longer
+ // be any values remaining. If there are, it means the update listener wasn't notified when
+ // it should have been.
+ assertEquals(0,
+ updates.values.fold(0, { count, propertyUpdates -> count + propertyUpdates.size }))
+
+ clearAnimationUpdateFrames(animator)
+ }
+}
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