| /* |
| * 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.bubbles.animation; |
| |
| import android.content.res.Resources; |
| import android.graphics.PointF; |
| import android.graphics.Rect; |
| import android.graphics.RectF; |
| import android.util.Log; |
| import android.view.View; |
| import android.view.WindowInsets; |
| |
| import androidx.annotation.NonNull; |
| import androidx.annotation.Nullable; |
| 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.R; |
| import com.android.systemui.util.FloatingContentCoordinator; |
| import com.android.systemui.util.animation.PhysicsAnimator; |
| import com.android.systemui.util.magnetictarget.MagnetizedObject; |
| |
| import com.google.android.collect.Sets; |
| |
| import java.io.FileDescriptor; |
| import java.io.PrintWriter; |
| import java.util.HashMap; |
| import java.util.Set; |
| |
| /** |
| * Animation controller for bubbles when they're in their stacked state. Stacked bubbles sit atop |
| * each other with a slight offset to the left or right (depending on which side of the screen they |
| * are on). Bubbles 'follow' each other when dragged, and can be flung to the left or right sides of |
| * the screen. |
| */ |
| public class StackAnimationController extends |
| PhysicsAnimationLayout.PhysicsAnimationController { |
| |
| private static final String TAG = "Bubbs.StackCtrl"; |
| |
| /** Scale factor to use initially for new bubbles being animated in. */ |
| private static final float ANIMATE_IN_STARTING_SCALE = 1.15f; |
| |
| /** Translation factor (multiplied by stack offset) to use for bubbles being animated in/out. */ |
| private static final int ANIMATE_TRANSLATION_FACTOR = 4; |
| |
| /** Values to use for animating bubbles in. */ |
| private static final float ANIMATE_IN_STIFFNESS = 1000f; |
| private static final int ANIMATE_IN_START_DELAY = 25; |
| |
| /** |
| * Values to use for the default {@link SpringForce} provided to the physics animation layout. |
| */ |
| public static final int DEFAULT_STIFFNESS = 12000; |
| public static final float IME_ANIMATION_STIFFNESS = SpringForce.STIFFNESS_LOW; |
| private static final int FLING_FOLLOW_STIFFNESS = 20000; |
| public static final float DEFAULT_BOUNCINESS = 0.9f; |
| |
| /** |
| * Friction applied to fling animations. Since the stack must land on one of the sides of the |
| * screen, we want less friction horizontally so that the stack has a better chance of making it |
| * to the side without needing a spring. |
| */ |
| private static final float FLING_FRICTION_X = 2.2f; |
| private static final float FLING_FRICTION_Y = 2.2f; |
| |
| /** |
| * Values to use for the stack spring animation used to spring the stack to its final position |
| * after a fling. |
| */ |
| private static final int SPRING_AFTER_FLING_STIFFNESS = 750; |
| private static final float SPRING_AFTER_FLING_DAMPING_RATIO = 0.85f; |
| |
| /** |
| * Minimum fling velocity required to trigger moving the stack from one side of the screen to |
| * the other. |
| */ |
| private static final float ESCAPE_VELOCITY = 750f; |
| |
| /** Velocity required to dismiss the stack without dragging it into the dismiss target. */ |
| private static final float FLING_TO_DISMISS_MIN_VELOCITY = 4000f; |
| |
| /** |
| * The canonical position of the stack. This is typically the position of the first bubble, but |
| * we need to keep track of it separately from the first bubble's translation in case there are |
| * no bubbles, or the first bubble was just added and being animated to its new position. |
| */ |
| private PointF mStackPosition = new PointF(-1, -1); |
| |
| /** |
| * MagnetizedObject instance for the stack, which is used by the touch handler for the magnetic |
| * dismiss target. |
| */ |
| private MagnetizedObject<StackAnimationController> mMagnetizedStack; |
| |
| /** |
| * The area that Bubbles will occupy after all animations end. This is used to move other |
| * floating content out of the way proactively. |
| */ |
| private Rect mAnimatingToBounds = new Rect(); |
| |
| /** Whether or not the stack's start position has been set. */ |
| private boolean mStackMovedToStartPosition = false; |
| |
| /** The most recent position in which the stack was resting on the edge of the screen. */ |
| @Nullable private PointF mRestingStackPosition; |
| |
| /** The height of the most recently visible IME. */ |
| private float mImeHeight = 0f; |
| |
| /** |
| * The Y position of the stack before the IME became visible, or {@link Float#MIN_VALUE} if the |
| * IME is not visible or the user moved the stack since the IME became visible. |
| */ |
| private float mPreImeY = Float.MIN_VALUE; |
| |
| /** |
| * Animations on the stack position itself, which would have been started in |
| * {@link #flingThenSpringFirstBubbleWithStackFollowing}. These animations dispatch to |
| * {@link #moveFirstBubbleWithStackFollowing} to move the entire stack (with 'following' effect) |
| * to a legal position on the side of the screen. |
| */ |
| private HashMap<DynamicAnimation.ViewProperty, DynamicAnimation> mStackPositionAnimations = |
| new HashMap<>(); |
| |
| /** |
| * Whether the current motion of the stack is due to a fling animation (vs. being dragged |
| * manually). |
| */ |
| private boolean mIsMovingFromFlinging = false; |
| |
| /** |
| * Whether the first bubble is springing towards the touch point, rather than using the default |
| * behavior of moving directly to the touch point with the rest of the stack following it. |
| * |
| * This happens when the user's finger exits the dismiss area while the stack is magnetized to |
| * the center. Since the touch point differs from the stack location, we need to animate the |
| * stack back to the touch point to avoid a jarring instant location change from the center of |
| * the target to the touch point just outside the target bounds. |
| * |
| * This is reset once the spring animations end, since that means the first bubble has |
| * successfully 'caught up' to the touch. |
| */ |
| private boolean mFirstBubbleSpringingToTouch = false; |
| |
| /** |
| * Whether to spring the stack to the next touch event coordinates. This is used to animate the |
| * stack (including the first bubble) out of the magnetic dismiss target to the touch location. |
| * Once it 'catches up' and the animation ends, we'll revert to moving the first bubble directly |
| * and only animating the following bubbles. |
| */ |
| private boolean mSpringToTouchOnNextMotionEvent = false; |
| |
| /** Horizontal offset of bubbles in the stack. */ |
| private float mStackOffset; |
| /** Diameter of the bubble icon. */ |
| private int mBubbleBitmapSize; |
| /** Width of the bubble (icon and padding). */ |
| private int mBubbleSize; |
| /** |
| * The amount of space to add between the bubbles and certain UI elements, such as the top of |
| * the screen or the IME. This does not apply to the left/right sides of the screen since the |
| * stack goes offscreen intentionally. |
| */ |
| private int mBubblePaddingTop; |
| /** How far offscreen the stack rests. */ |
| private int mBubbleOffscreen; |
| /** How far down the screen the stack starts, when there is no pre-existing location. */ |
| private int mStackStartingVerticalOffset; |
| /** Height of the status bar. */ |
| private float mStatusBarHeight; |
| |
| /** FloatingContentCoordinator instance for resolving floating content conflicts. */ |
| private FloatingContentCoordinator mFloatingContentCoordinator; |
| |
| /** |
| * FloatingContent instance that returns the stack's location on the screen, and moves it when |
| * requested. |
| */ |
| private final FloatingContentCoordinator.FloatingContent mStackFloatingContent = |
| new FloatingContentCoordinator.FloatingContent() { |
| |
| private final Rect mFloatingBoundsOnScreen = new Rect(); |
| |
| @Override |
| public void moveToBounds(@NonNull Rect bounds) { |
| springStack(bounds.left, bounds.top, SpringForce.STIFFNESS_LOW); |
| } |
| |
| @NonNull |
| @Override |
| public Rect getAllowedFloatingBoundsRegion() { |
| final Rect floatingBounds = getFloatingBoundsOnScreen(); |
| final Rect allowableStackArea = new Rect(); |
| getAllowableStackPositionRegion().roundOut(allowableStackArea); |
| allowableStackArea.right += floatingBounds.width(); |
| allowableStackArea.bottom += floatingBounds.height(); |
| return allowableStackArea; |
| } |
| |
| @NonNull |
| @Override |
| public Rect getFloatingBoundsOnScreen() { |
| if (!mAnimatingToBounds.isEmpty()) { |
| return mAnimatingToBounds; |
| } |
| |
| if (mLayout.getChildCount() > 0) { |
| // Calculate the bounds using stack position + bubble size so that we don't need to |
| // wait for the bubble views to lay out. |
| mFloatingBoundsOnScreen.set( |
| (int) mStackPosition.x, |
| (int) mStackPosition.y, |
| (int) mStackPosition.x + mBubbleSize, |
| (int) mStackPosition.y + mBubbleSize + mBubblePaddingTop); |
| } else { |
| mFloatingBoundsOnScreen.setEmpty(); |
| } |
| |
| return mFloatingBoundsOnScreen; |
| } |
| }; |
| |
| public StackAnimationController( |
| FloatingContentCoordinator floatingContentCoordinator) { |
| mFloatingContentCoordinator = floatingContentCoordinator; |
| } |
| |
| /** |
| * Instantly move the first bubble to the given point, and animate the rest of the stack behind |
| * it with the 'following' effect. |
| */ |
| public void moveFirstBubbleWithStackFollowing(float x, float y) { |
| // If we're moving the bubble around, we're not animating to any bounds. |
| mAnimatingToBounds.setEmpty(); |
| |
| // If we manually move the bubbles with the IME open, clear the return point since we don't |
| // want the stack to snap away from the new position. |
| mPreImeY = Float.MIN_VALUE; |
| |
| moveFirstBubbleWithStackFollowing(DynamicAnimation.TRANSLATION_X, x); |
| moveFirstBubbleWithStackFollowing(DynamicAnimation.TRANSLATION_Y, y); |
| |
| // This method is called when the stack is being dragged manually, so we're clearly no |
| // longer flinging. |
| mIsMovingFromFlinging = false; |
| } |
| |
| /** |
| * The position of the stack - typically the position of the first bubble; if no bubbles have |
| * been added yet, it will be where the first bubble will go when added. |
| */ |
| public PointF getStackPosition() { |
| return mStackPosition; |
| } |
| |
| /** Whether the stack is on the left side of the screen. */ |
| public boolean isStackOnLeftSide() { |
| if (mLayout == null || !isStackPositionSet()) { |
| return false; |
| } |
| |
| float stackCenter = mStackPosition.x + mBubbleBitmapSize / 2; |
| float screenCenter = mLayout.getWidth() / 2; |
| return stackCenter < screenCenter; |
| } |
| |
| /** |
| * Fling stack to given corner, within allowable screen bounds. |
| * Note that we need new SpringForce instances per animation despite identical configs because |
| * SpringAnimation uses SpringForce's internal (changing) velocity while the animation runs. |
| */ |
| public void springStack( |
| float destinationX, float destinationY, float stiffness) { |
| notifyFloatingCoordinatorStackAnimatingTo(destinationX, destinationY); |
| |
| springFirstBubbleWithStackFollowing(DynamicAnimation.TRANSLATION_X, |
| new SpringForce() |
| .setStiffness(stiffness) |
| .setDampingRatio(SPRING_AFTER_FLING_DAMPING_RATIO), |
| 0 /* startXVelocity */, |
| destinationX); |
| |
| springFirstBubbleWithStackFollowing(DynamicAnimation.TRANSLATION_Y, |
| new SpringForce() |
| .setStiffness(stiffness) |
| .setDampingRatio(SPRING_AFTER_FLING_DAMPING_RATIO), |
| 0 /* startYVelocity */, |
| destinationY); |
| } |
| |
| /** |
| * Springs the stack to the specified x/y coordinates, with the stiffness used for springs after |
| * flings. |
| */ |
| public void springStackAfterFling(float destinationX, float destinationY) { |
| springStack(destinationX, destinationY, SPRING_AFTER_FLING_STIFFNESS); |
| } |
| |
| /** |
| * Flings the stack starting with the given velocities, springing it to the nearest edge |
| * afterward. |
| * |
| * @return The X value that the stack will end up at after the fling/spring. |
| */ |
| public float flingStackThenSpringToEdge(float x, float velX, float velY) { |
| final boolean stackOnLeftSide = x - mBubbleBitmapSize / 2 < mLayout.getWidth() / 2; |
| |
| final boolean stackShouldFlingLeft = stackOnLeftSide |
| ? velX < ESCAPE_VELOCITY |
| : velX < -ESCAPE_VELOCITY; |
| |
| final RectF stackBounds = getAllowableStackPositionRegion(); |
| |
| // Target X translation (either the left or right side of the screen). |
| final float destinationRelativeX = stackShouldFlingLeft |
| ? stackBounds.left : stackBounds.right; |
| |
| // If all bubbles were removed during a drag event, just return the X we would have animated |
| // to if there were still bubbles. |
| if (mLayout == null || mLayout.getChildCount() == 0) { |
| return destinationRelativeX; |
| } |
| |
| // Minimum velocity required for the stack to make it to the targeted side of the screen, |
| // taking friction into account (4.2f is the number that friction scalars are multiplied by |
| // in DynamicAnimation.DragForce). This is an estimate - it could possibly be slightly off, |
| // but the SpringAnimation at the end will ensure that it reaches the destination X |
| // regardless. |
| final float minimumVelocityToReachEdge = |
| (destinationRelativeX - x) * (FLING_FRICTION_X * 4.2f); |
| |
| final float estimatedY = PhysicsAnimator.estimateFlingEndValue( |
| mStackPosition.y, velY, |
| new PhysicsAnimator.FlingConfig( |
| FLING_FRICTION_Y, stackBounds.top, stackBounds.bottom)); |
| |
| notifyFloatingCoordinatorStackAnimatingTo(destinationRelativeX, estimatedY); |
| |
| // Use the touch event's velocity if it's sufficient, otherwise use the minimum velocity so |
| // that it'll make it all the way to the side of the screen. |
| final float startXVelocity = stackShouldFlingLeft |
| ? Math.min(minimumVelocityToReachEdge, velX) |
| : Math.max(minimumVelocityToReachEdge, velX); |
| |
| flingThenSpringFirstBubbleWithStackFollowing( |
| DynamicAnimation.TRANSLATION_X, |
| startXVelocity, |
| FLING_FRICTION_X, |
| new SpringForce() |
| .setStiffness(SPRING_AFTER_FLING_STIFFNESS) |
| .setDampingRatio(SPRING_AFTER_FLING_DAMPING_RATIO), |
| destinationRelativeX); |
| |
| flingThenSpringFirstBubbleWithStackFollowing( |
| DynamicAnimation.TRANSLATION_Y, |
| velY, |
| FLING_FRICTION_Y, |
| new SpringForce() |
| .setStiffness(SPRING_AFTER_FLING_STIFFNESS) |
| .setDampingRatio(SPRING_AFTER_FLING_DAMPING_RATIO), |
| /* destination */ null); |
| |
| // If we're flinging now, there's no more touch event to catch up to. |
| mFirstBubbleSpringingToTouch = false; |
| mIsMovingFromFlinging = true; |
| return destinationRelativeX; |
| } |
| |
| /** |
| * Where the stack would be if it were snapped to the nearest horizontal edge (left or right). |
| */ |
| public PointF getStackPositionAlongNearestHorizontalEdge() { |
| final PointF stackPos = getStackPosition(); |
| final boolean onLeft = mLayout.isFirstChildXLeftOfCenter(stackPos.x); |
| final RectF bounds = getAllowableStackPositionRegion(); |
| |
| stackPos.x = onLeft ? bounds.left : bounds.right; |
| return stackPos; |
| } |
| |
| /** |
| * Moves the stack in response to rotation. We keep it in the most similar position by keeping |
| * it on the same side, and positioning it the same percentage of the way down the screen |
| * (taking status bar/nav bar into account by using the allowable region's height). |
| */ |
| public void moveStackToSimilarPositionAfterRotation(boolean wasOnLeft, float verticalPercent) { |
| final RectF allowablePos = getAllowableStackPositionRegion(); |
| final float allowableRegionHeight = allowablePos.bottom - allowablePos.top; |
| |
| final float x = wasOnLeft ? allowablePos.left : allowablePos.right; |
| final float y = (allowableRegionHeight * verticalPercent) + allowablePos.top; |
| |
| setStackPosition(new PointF(x, y)); |
| } |
| |
| /** Description of current animation controller state. */ |
| public void dump(FileDescriptor fd, PrintWriter pw, String[] args) { |
| pw.println("StackAnimationController state:"); |
| pw.print(" isActive: "); pw.println(isActiveController()); |
| pw.print(" restingStackPos: "); |
| pw.println(mRestingStackPosition != null ? mRestingStackPosition.toString() : "null"); |
| pw.print(" currentStackPos: "); pw.println(mStackPosition.toString()); |
| pw.print(" isMovingFromFlinging: "); pw.println(mIsMovingFromFlinging); |
| pw.print(" withinDismiss: "); pw.println(isStackStuckToTarget()); |
| pw.print(" firstBubbleSpringing: "); pw.println(mFirstBubbleSpringingToTouch); |
| } |
| |
| /** |
| * Flings the first bubble along the given property's axis, using the provided configuration |
| * values. When the animation ends - either by hitting the min/max, or by friction sufficiently |
| * reducing momentum - a SpringAnimation takes over to snap the bubble to the given final |
| * position. |
| */ |
| protected void flingThenSpringFirstBubbleWithStackFollowing( |
| DynamicAnimation.ViewProperty property, |
| float vel, |
| float friction, |
| SpringForce spring, |
| Float finalPosition) { |
| Log.d(TAG, String.format("Flinging %s.", |
| PhysicsAnimationLayout.getReadablePropertyName(property))); |
| |
| StackPositionProperty firstBubbleProperty = new StackPositionProperty(property); |
| final float currentValue = firstBubbleProperty.getValue(this); |
| final RectF bounds = getAllowableStackPositionRegion(); |
| final float min = |
| property.equals(DynamicAnimation.TRANSLATION_X) |
| ? bounds.left |
| : bounds.top; |
| final float max = |
| property.equals(DynamicAnimation.TRANSLATION_X) |
| ? bounds.right |
| : bounds.bottom; |
| |
| FlingAnimation flingAnimation = new FlingAnimation(this, firstBubbleProperty); |
| flingAnimation.setFriction(friction) |
| .setStartVelocity(vel) |
| |
| // If the bubble's property value starts beyond the desired min/max, use that value |
| // instead so that the animation won't immediately end. If, for example, the user |
| // drags the bubbles into the navigation bar, but then flings them upward, we want |
| // the fling to occur despite temporarily having a value outside of the min/max. If |
| // the bubbles are out of bounds and flung even farther out of bounds, the fling |
| // animation will halt immediately and the SpringAnimation will take over, springing |
| // it in reverse to the (legal) final position. |
| .setMinValue(Math.min(currentValue, min)) |
| .setMaxValue(Math.max(currentValue, max)) |
| |
| .addEndListener((animation, canceled, endValue, endVelocity) -> { |
| if (!canceled) { |
| mRestingStackPosition = new PointF(); |
| mRestingStackPosition.set(mStackPosition); |
| |
| springFirstBubbleWithStackFollowing(property, spring, endVelocity, |
| finalPosition != null |
| ? finalPosition |
| : Math.max(min, Math.min(max, endValue))); |
| } |
| }); |
| |
| cancelStackPositionAnimation(property); |
| mStackPositionAnimations.put(property, flingAnimation); |
| flingAnimation.start(); |
| } |
| |
| /** |
| * Cancel any stack position animations that were started by calling |
| * @link #flingThenSpringFirstBubbleWithStackFollowing}, and remove any corresponding end |
| * listeners. |
| */ |
| public void cancelStackPositionAnimations() { |
| cancelStackPositionAnimation(DynamicAnimation.TRANSLATION_X); |
| cancelStackPositionAnimation(DynamicAnimation.TRANSLATION_Y); |
| |
| removeEndActionForProperty(DynamicAnimation.TRANSLATION_X); |
| removeEndActionForProperty(DynamicAnimation.TRANSLATION_Y); |
| } |
| |
| /** Save the current IME height so that we know where the stack bounds should be. */ |
| public void setImeHeight(int imeHeight) { |
| mImeHeight = imeHeight; |
| } |
| |
| /** |
| * Animates the stack either away from the newly visible IME, or back to its original position |
| * due to the IME going away. |
| * |
| * @return The destination Y value of the stack due to the IME movement. |
| */ |
| public float animateForImeVisibility(boolean imeVisible) { |
| final float maxBubbleY = getAllowableStackPositionRegion().bottom; |
| float destinationY = Float.MIN_VALUE; |
| |
| if (imeVisible) { |
| // Stack is lower than it should be and overlaps the now-visible IME. |
| if (mStackPosition.y > maxBubbleY && mPreImeY == Float.MIN_VALUE) { |
| mPreImeY = mStackPosition.y; |
| destinationY = maxBubbleY; |
| } |
| } else { |
| if (mPreImeY > Float.MIN_VALUE) { |
| destinationY = mPreImeY; |
| mPreImeY = Float.MIN_VALUE; |
| } |
| } |
| |
| if (destinationY > Float.MIN_VALUE) { |
| springFirstBubbleWithStackFollowing( |
| DynamicAnimation.TRANSLATION_Y, |
| getSpringForce(DynamicAnimation.TRANSLATION_Y, /* view */ null) |
| .setStiffness(IME_ANIMATION_STIFFNESS), |
| /* startVel */ 0f, |
| destinationY); |
| |
| notifyFloatingCoordinatorStackAnimatingTo(mStackPosition.x, destinationY); |
| } |
| |
| return destinationY; |
| } |
| |
| /** |
| * Notifies the floating coordinator that we're moving, and sets {@link #mAnimatingToBounds} so |
| * we return these bounds from |
| * {@link FloatingContentCoordinator.FloatingContent#getFloatingBoundsOnScreen()}. |
| */ |
| private void notifyFloatingCoordinatorStackAnimatingTo(float x, float y) { |
| final Rect floatingBounds = mStackFloatingContent.getFloatingBoundsOnScreen(); |
| floatingBounds.offsetTo((int) x, (int) y); |
| mAnimatingToBounds = floatingBounds; |
| mFloatingContentCoordinator.onContentMoved(mStackFloatingContent); |
| } |
| |
| /** |
| * Returns the region that the stack position must stay within. This goes slightly off the left |
| * and right sides of the screen, below the status bar/cutout and above the navigation bar. |
| * While the stack position is not allowed to rest outside of these bounds, it can temporarily |
| * be animated or dragged beyond them. |
| */ |
| public RectF getAllowableStackPositionRegion() { |
| final WindowInsets insets = mLayout.getRootWindowInsets(); |
| final RectF allowableRegion = new RectF(); |
| if (insets != null) { |
| allowableRegion.left = |
| -mBubbleOffscreen |
| + Math.max( |
| insets.getSystemWindowInsetLeft(), |
| insets.getDisplayCutout() != null |
| ? insets.getDisplayCutout().getSafeInsetLeft() |
| : 0); |
| allowableRegion.right = |
| mLayout.getWidth() |
| - mBubbleSize |
| + mBubbleOffscreen |
| - Math.max( |
| insets.getSystemWindowInsetRight(), |
| insets.getDisplayCutout() != null |
| ? insets.getDisplayCutout().getSafeInsetRight() |
| : 0); |
| |
| allowableRegion.top = |
| mBubblePaddingTop |
| + Math.max( |
| mStatusBarHeight, |
| insets.getDisplayCutout() != null |
| ? insets.getDisplayCutout().getSafeInsetTop() |
| : 0); |
| allowableRegion.bottom = |
| mLayout.getHeight() |
| - mBubbleSize |
| - mBubblePaddingTop |
| - (mImeHeight > Float.MIN_VALUE ? mImeHeight + mBubblePaddingTop : 0f) |
| - Math.max( |
| insets.getStableInsetBottom(), |
| insets.getDisplayCutout() != null |
| ? insets.getDisplayCutout().getSafeInsetBottom() |
| : 0); |
| } |
| |
| return allowableRegion; |
| } |
| |
| /** Moves the stack in response to a touch event. */ |
| public void moveStackFromTouch(float x, float y) { |
| // Begin the spring-to-touch catch up animation if needed. |
| if (mSpringToTouchOnNextMotionEvent) { |
| springStack(x, y, DEFAULT_STIFFNESS); |
| mSpringToTouchOnNextMotionEvent = false; |
| mFirstBubbleSpringingToTouch = true; |
| } else if (mFirstBubbleSpringingToTouch) { |
| final SpringAnimation springToTouchX = |
| (SpringAnimation) mStackPositionAnimations.get( |
| DynamicAnimation.TRANSLATION_X); |
| final SpringAnimation springToTouchY = |
| (SpringAnimation) mStackPositionAnimations.get( |
| DynamicAnimation.TRANSLATION_Y); |
| |
| // If either animation is still running, we haven't caught up. Update the animations. |
| if (springToTouchX.isRunning() || springToTouchY.isRunning()) { |
| springToTouchX.animateToFinalPosition(x); |
| springToTouchY.animateToFinalPosition(y); |
| } else { |
| // If the animations have finished, the stack is now at the touch point. We can |
| // resume moving the bubble directly. |
| mFirstBubbleSpringingToTouch = false; |
| } |
| } |
| |
| if (!mFirstBubbleSpringingToTouch && !isStackStuckToTarget()) { |
| moveFirstBubbleWithStackFollowing(x, y); |
| } |
| } |
| |
| /** Notify the controller that the stack has been unstuck from the dismiss target. */ |
| public void onUnstuckFromTarget() { |
| mSpringToTouchOnNextMotionEvent = true; |
| } |
| |
| /** |
| * 'Implode' the stack by shrinking the bubbles via chained animations and fading them out. |
| */ |
| public void implodeStack(Runnable after) { |
| // Pop and fade the bubbles sequentially. |
| animationForChildAtIndex(0) |
| .scaleX(0.5f) |
| .scaleY(0.5f) |
| .alpha(0f) |
| .withDampingRatio(SpringForce.DAMPING_RATIO_NO_BOUNCY) |
| .withStiffness(SpringForce.STIFFNESS_HIGH) |
| .start(after); |
| } |
| |
| /** |
| * Springs the first bubble to the given final position, with the rest of the stack 'following'. |
| */ |
| protected void springFirstBubbleWithStackFollowing( |
| DynamicAnimation.ViewProperty property, SpringForce spring, |
| float vel, float finalPosition, @Nullable Runnable... after) { |
| |
| if (mLayout.getChildCount() == 0) { |
| return; |
| } |
| |
| Log.d(TAG, String.format("Springing %s to final position %f.", |
| PhysicsAnimationLayout.getReadablePropertyName(property), |
| finalPosition)); |
| |
| StackPositionProperty firstBubbleProperty = new StackPositionProperty(property); |
| SpringAnimation springAnimation = |
| new SpringAnimation(this, firstBubbleProperty) |
| .setSpring(spring) |
| .addEndListener((dynamicAnimation, b, v, v1) -> { |
| if (after != null) { |
| for (Runnable callback : after) { |
| callback.run(); |
| } |
| } |
| }) |
| .setStartVelocity(vel); |
| |
| cancelStackPositionAnimation(property); |
| mStackPositionAnimations.put(property, springAnimation); |
| springAnimation.animateToFinalPosition(finalPosition); |
| } |
| |
| @Override |
| Set<DynamicAnimation.ViewProperty> getAnimatedProperties() { |
| return Sets.newHashSet( |
| DynamicAnimation.TRANSLATION_X, // For positioning. |
| DynamicAnimation.TRANSLATION_Y, |
| DynamicAnimation.ALPHA, // For fading in new bubbles. |
| DynamicAnimation.SCALE_X, // For 'popping in' new bubbles. |
| DynamicAnimation.SCALE_Y); |
| } |
| |
| @Override |
| int getNextAnimationInChain(DynamicAnimation.ViewProperty property, int index) { |
| if (property.equals(DynamicAnimation.TRANSLATION_X) |
| || property.equals(DynamicAnimation.TRANSLATION_Y)) { |
| return index + 1; |
| } else if (isStackStuckToTarget()) { |
| return index + 1; // Chain all animations in dismiss (scale, alpha, etc. are used). |
| } else { |
| return NONE; |
| } |
| } |
| |
| |
| @Override |
| float getOffsetForChainedPropertyAnimation(DynamicAnimation.ViewProperty property) { |
| if (property.equals(DynamicAnimation.TRANSLATION_X)) { |
| // If we're in the dismiss target, have the bubbles pile on top of each other with no |
| // offset. |
| if (isStackStuckToTarget()) { |
| return 0f; |
| } else { |
| // Offset to the left if we're on the left, or the right otherwise. |
| return mLayout.isFirstChildXLeftOfCenter(mStackPosition.x) |
| ? -mStackOffset : mStackOffset; |
| } |
| } else { |
| return 0f; |
| } |
| } |
| |
| @Override |
| SpringForce getSpringForce(DynamicAnimation.ViewProperty property, View view) { |
| return new SpringForce() |
| .setDampingRatio(DEFAULT_BOUNCINESS) |
| .setStiffness(mIsMovingFromFlinging ? FLING_FOLLOW_STIFFNESS : DEFAULT_STIFFNESS); |
| } |
| |
| @Override |
| void onChildAdded(View child, int index) { |
| // Don't animate additions within the dismiss target. |
| if (isStackStuckToTarget()) { |
| return; |
| } |
| |
| if (mLayout.getChildCount() == 1) { |
| // If this is the first child added, position the stack in its starting position. |
| moveStackToStartPosition(); |
| } else if (isStackPositionSet() && mLayout.indexOfChild(child) == 0) { |
| // Otherwise, animate the bubble in if it's the newest bubble. If we're adding a bubble |
| // to the back of the stack, it'll be largely invisible so don't bother animating it in. |
| animateInBubble(child, index); |
| } |
| } |
| |
| @Override |
| void onChildRemoved(View child, int index, Runnable finishRemoval) { |
| // Animate the removing view in the opposite direction of the stack. |
| final float xOffset = getOffsetForChainedPropertyAnimation(DynamicAnimation.TRANSLATION_X); |
| animationForChild(child) |
| .alpha(0f, finishRemoval /* after */) |
| .scaleX(ANIMATE_IN_STARTING_SCALE) |
| .scaleY(ANIMATE_IN_STARTING_SCALE) |
| .translationX(mStackPosition.x - (-xOffset * ANIMATE_TRANSLATION_FACTOR)) |
| .start(); |
| |
| // If there are other bubbles, pull them into the correct position. |
| if (mLayout.getChildCount() > 0) { |
| animationForChildAtIndex(0).translationX(mStackPosition.x).start(); |
| } else { |
| // When all children are removed ensure stack position is sane |
| setStackPosition(mRestingStackPosition == null |
| ? getDefaultStartPosition() |
| : mRestingStackPosition); |
| |
| // Remove the stack from the coordinator since we don't have any bubbles and aren't |
| // visible. |
| mFloatingContentCoordinator.onContentRemoved(mStackFloatingContent); |
| } |
| } |
| |
| @Override |
| void onChildReordered(View child, int oldIndex, int newIndex) { |
| if (isStackPositionSet()) { |
| setStackPosition(mStackPosition); |
| } |
| } |
| |
| @Override |
| void onActiveControllerForLayout(PhysicsAnimationLayout layout) { |
| Resources res = layout.getResources(); |
| mStackOffset = res.getDimensionPixelSize(R.dimen.bubble_stack_offset); |
| mBubbleSize = res.getDimensionPixelSize(R.dimen.individual_bubble_size); |
| mBubbleBitmapSize = res.getDimensionPixelSize(R.dimen.bubble_bitmap_size); |
| mBubblePaddingTop = res.getDimensionPixelSize(R.dimen.bubble_padding_top); |
| mBubbleOffscreen = res.getDimensionPixelSize(R.dimen.bubble_stack_offscreen); |
| mStackStartingVerticalOffset = |
| res.getDimensionPixelSize(R.dimen.bubble_stack_starting_offset_y); |
| mStatusBarHeight = |
| res.getDimensionPixelSize(com.android.internal.R.dimen.status_bar_height); |
| } |
| |
| /** |
| * Update effective screen width based on current orientation. |
| * @param orientation Landscape or portrait. |
| */ |
| public void updateOrientation(int orientation) { |
| if (mLayout != null) { |
| Resources res = mLayout.getContext().getResources(); |
| mBubblePaddingTop = res.getDimensionPixelSize(R.dimen.bubble_padding_top); |
| mStatusBarHeight = res.getDimensionPixelSize( |
| com.android.internal.R.dimen.status_bar_height); |
| } |
| } |
| |
| private boolean isStackStuckToTarget() { |
| return mMagnetizedStack != null && mMagnetizedStack.getObjectStuckToTarget(); |
| } |
| |
| /** Moves the stack, without any animation, to the starting position. */ |
| private void moveStackToStartPosition() { |
| // Post to ensure that the layout's width and height have been calculated. |
| mLayout.setVisibility(View.INVISIBLE); |
| mLayout.post(() -> { |
| setStackPosition(mRestingStackPosition == null |
| ? getDefaultStartPosition() |
| : mRestingStackPosition); |
| mStackMovedToStartPosition = true; |
| mLayout.setVisibility(View.VISIBLE); |
| |
| // Animate in the top bubble now that we're visible. |
| if (mLayout.getChildCount() > 0) { |
| // Add the stack to the floating content coordinator now that we have a bubble and |
| // are visible. |
| mFloatingContentCoordinator.onContentAdded(mStackFloatingContent); |
| |
| animateInBubble(mLayout.getChildAt(0), 0 /* index */); |
| } |
| }); |
| } |
| |
| /** |
| * Moves the first bubble instantly to the given X or Y translation, and instructs subsequent |
| * bubbles to animate 'following' to the new location. |
| */ |
| private void moveFirstBubbleWithStackFollowing( |
| DynamicAnimation.ViewProperty property, float value) { |
| |
| // Update the canonical stack position. |
| if (property.equals(DynamicAnimation.TRANSLATION_X)) { |
| mStackPosition.x = value; |
| } else if (property.equals(DynamicAnimation.TRANSLATION_Y)) { |
| mStackPosition.y = value; |
| } |
| |
| if (mLayout.getChildCount() > 0) { |
| property.setValue(mLayout.getChildAt(0), value); |
| if (mLayout.getChildCount() > 1) { |
| animationForChildAtIndex(1) |
| .property(property, value + getOffsetForChainedPropertyAnimation(property)) |
| .start(); |
| } |
| } |
| } |
| |
| /** Moves the stack to a position instantly, with no animation. */ |
| public void setStackPosition(PointF pos) { |
| Log.d(TAG, String.format("Setting position to (%f, %f).", pos.x, pos.y)); |
| mStackPosition.set(pos.x, pos.y); |
| mRestingStackPosition = mStackPosition; |
| |
| // If we're not the active controller, we don't want to physically move the bubble views. |
| if (isActiveController()) { |
| // Cancel animations that could be moving the views. |
| mLayout.cancelAllAnimationsOfProperties( |
| DynamicAnimation.TRANSLATION_X, DynamicAnimation.TRANSLATION_Y); |
| cancelStackPositionAnimations(); |
| |
| // Since we're not using the chained animations, apply the offsets manually. |
| final float xOffset = getOffsetForChainedPropertyAnimation( |
| DynamicAnimation.TRANSLATION_X); |
| final float yOffset = getOffsetForChainedPropertyAnimation( |
| DynamicAnimation.TRANSLATION_Y); |
| for (int i = 0; i < mLayout.getChildCount(); i++) { |
| mLayout.getChildAt(i).setTranslationX(pos.x + (i * xOffset)); |
| mLayout.getChildAt(i).setTranslationY(pos.y + (i * yOffset)); |
| } |
| } |
| } |
| |
| /** Returns the default stack position, which is on the top left. */ |
| public PointF getDefaultStartPosition() { |
| return new PointF( |
| getAllowableStackPositionRegion().left, |
| getAllowableStackPositionRegion().top + mStackStartingVerticalOffset); |
| } |
| |
| private boolean isStackPositionSet() { |
| return mStackMovedToStartPosition; |
| } |
| |
| /** Animates in the given bubble. */ |
| private void animateInBubble(View child, int index) { |
| if (!isActiveController()) { |
| return; |
| } |
| |
| final float xOffset = |
| getOffsetForChainedPropertyAnimation(DynamicAnimation.TRANSLATION_X); |
| |
| // Position the new bubble in the correct position, scaled down completely. |
| child.setTranslationX(mStackPosition.x + xOffset * index); |
| child.setTranslationY(mStackPosition.y); |
| child.setScaleX(0f); |
| child.setScaleY(0f); |
| |
| // Push the subsequent views out of the way, if there are subsequent views. |
| if (index + 1 < mLayout.getChildCount()) { |
| animationForChildAtIndex(index + 1) |
| .translationX(mStackPosition.x + xOffset * (index + 1)) |
| .withStiffness(SpringForce.STIFFNESS_LOW) |
| .start(); |
| } |
| |
| // Scale in the new bubble, slightly delayed. |
| animationForChild(child) |
| .scaleX(1f) |
| .scaleY(1f) |
| .withStiffness(ANIMATE_IN_STIFFNESS) |
| .withStartDelay(mLayout.getChildCount() > 1 ? ANIMATE_IN_START_DELAY : 0) |
| .start(); |
| } |
| |
| /** |
| * Cancels any outstanding first bubble property animations that are running. This does not |
| * affect the SpringAnimations controlling the individual bubbles' 'following' effect - it only |
| * cancels animations started from {@link #springFirstBubbleWithStackFollowing} and |
| * {@link #flingThenSpringFirstBubbleWithStackFollowing}. |
| */ |
| private void cancelStackPositionAnimation(DynamicAnimation.ViewProperty property) { |
| if (mStackPositionAnimations.containsKey(property)) { |
| mStackPositionAnimations.get(property).cancel(); |
| } |
| } |
| |
| /** |
| * Returns the {@link MagnetizedObject} instance for the bubble stack, with the provided |
| * {@link MagnetizedObject.MagneticTarget} added as a target. |
| */ |
| public MagnetizedObject<StackAnimationController> getMagnetizedStack( |
| MagnetizedObject.MagneticTarget target) { |
| if (mMagnetizedStack == null) { |
| mMagnetizedStack = new MagnetizedObject<StackAnimationController>( |
| mLayout.getContext(), |
| this, |
| new StackPositionProperty(DynamicAnimation.TRANSLATION_X), |
| new StackPositionProperty(DynamicAnimation.TRANSLATION_Y) |
| ) { |
| @Override |
| public float getWidth(@NonNull StackAnimationController underlyingObject) { |
| return mBubbleSize; |
| } |
| |
| @Override |
| public float getHeight(@NonNull StackAnimationController underlyingObject) { |
| return mBubbleSize; |
| } |
| |
| @Override |
| public void getLocationOnScreen(@NonNull StackAnimationController underlyingObject, |
| @NonNull int[] loc) { |
| loc[0] = (int) mStackPosition.x; |
| loc[1] = (int) mStackPosition.y; |
| } |
| }; |
| mMagnetizedStack.addTarget(target); |
| mMagnetizedStack.setHapticsEnabled(true); |
| mMagnetizedStack.setFlingToTargetMinVelocity(FLING_TO_DISMISS_MIN_VELOCITY); |
| } |
| |
| return mMagnetizedStack; |
| } |
| |
| /** |
| * FloatProperty that uses {@link #moveFirstBubbleWithStackFollowing} to set the first bubble's |
| * translation and animate the rest of the stack with it. A DynamicAnimation can animate this |
| * property directly to move the first bubble and cause the stack to 'follow' to the new |
| * location. |
| * |
| * This could also be achieved by simply animating the first bubble view and adding an update |
| * listener to dispatch movement to the rest of the stack. However, this would require |
| * duplication of logic in that update handler - it's simpler to keep all logic contained in the |
| * {@link #moveFirstBubbleWithStackFollowing} method. |
| */ |
| private class StackPositionProperty |
| extends FloatPropertyCompat<StackAnimationController> { |
| private final DynamicAnimation.ViewProperty mProperty; |
| |
| private StackPositionProperty(DynamicAnimation.ViewProperty property) { |
| super(property.toString()); |
| mProperty = property; |
| } |
| |
| @Override |
| public float getValue(StackAnimationController controller) { |
| return mLayout.getChildCount() > 0 ? mProperty.getValue(mLayout.getChildAt(0)) : 0; |
| } |
| |
| @Override |
| public void setValue(StackAnimationController controller, float value) { |
| moveFirstBubbleWithStackFollowing(mProperty, value); |
| } |
| } |
| } |
| |