Loading packages/SystemUI/animation/Android.bp +0 −1 Original line number Diff line number Diff line Loading @@ -43,7 +43,6 @@ android_library { "androidx.core_core-ktx", "androidx.annotation_annotation", "SystemUIShaderLib", "animationlib", ], manifest: "AndroidManifest.xml", Loading packages/SystemUI/animation/src/com/android/systemui/animation/ActivityLaunchAnimator.kt +1 −1 Original line number Diff line number Diff line Loading @@ -39,9 +39,9 @@ import android.view.animation.Interpolator import android.view.animation.PathInterpolator import androidx.annotation.BinderThread import androidx.annotation.UiThread import com.android.app.animation.Interpolators import com.android.internal.annotations.VisibleForTesting import com.android.internal.policy.ScreenDecorationsUtils import java.lang.IllegalArgumentException import kotlin.math.roundToInt private const val TAG = "ActivityLaunchAnimator" Loading packages/SystemUI/animation/src/com/android/systemui/animation/DialogLaunchAnimator.kt +1 −1 Original line number Diff line number Diff line Loading @@ -33,10 +33,10 @@ import android.view.WindowInsets import android.view.WindowManager import android.view.WindowManager.LayoutParams.LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS import android.widget.FrameLayout import com.android.app.animation.Interpolators import com.android.internal.jank.InteractionJankMonitor import com.android.internal.jank.InteractionJankMonitor.CujType import com.android.systemui.util.registerAnimationOnBackInvoked import java.lang.IllegalArgumentException import kotlin.math.roundToInt private const val TAG = "DialogLaunchAnimator" Loading packages/SystemUI/animation/src/com/android/systemui/animation/Interpolators.java 0 → 100644 +212 −0 Original line number Diff line number Diff line /* * Copyright (C) 2016 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.animation; import android.graphics.Path; import android.util.MathUtils; import android.view.animation.AccelerateDecelerateInterpolator; import android.view.animation.AccelerateInterpolator; import android.view.animation.BounceInterpolator; import android.view.animation.DecelerateInterpolator; import android.view.animation.Interpolator; import android.view.animation.LinearInterpolator; import android.view.animation.PathInterpolator; /** * Utility class to receive interpolators from. * * Make sure that changes made to this class are also reflected in {@link InterpolatorsAndroidX}. * Please consider using the androidx dependencies featuring better testability altogether. */ public class Interpolators { /* * ============================================================================================ * Emphasized interpolators. * ============================================================================================ */ /** * The default emphasized interpolator. Used for hero / emphasized movement of content. */ public static final Interpolator EMPHASIZED = createEmphasizedInterpolator(); /** * The accelerated emphasized interpolator. Used for hero / emphasized movement of content that * is disappearing e.g. when moving off screen. */ public static final Interpolator EMPHASIZED_ACCELERATE = new PathInterpolator( 0.3f, 0f, 0.8f, 0.15f); /** * The decelerating emphasized interpolator. Used for hero / emphasized movement of content that * is appearing e.g. when coming from off screen */ public static final Interpolator EMPHASIZED_DECELERATE = new PathInterpolator( 0.05f, 0.7f, 0.1f, 1f); /* * ============================================================================================ * Standard interpolators. * ============================================================================================ */ /** * The standard interpolator that should be used on every normal animation */ public static final Interpolator STANDARD = new PathInterpolator( 0.2f, 0f, 0f, 1f); /** * The standard accelerating interpolator that should be used on every regular movement of * content that is disappearing e.g. when moving off screen. */ public static final Interpolator STANDARD_ACCELERATE = new PathInterpolator( 0.3f, 0f, 1f, 1f); /** * The standard decelerating interpolator that should be used on every regular movement of * content that is appearing e.g. when coming from off screen. */ public static final Interpolator STANDARD_DECELERATE = new PathInterpolator( 0f, 0f, 0f, 1f); /* * ============================================================================================ * Legacy * ============================================================================================ */ /** * The default legacy interpolator as defined in Material 1. Also known as FAST_OUT_SLOW_IN. */ public static final Interpolator LEGACY = new PathInterpolator(0.4f, 0f, 0.2f, 1f); /** * The default legacy accelerating interpolator as defined in Material 1. * Also known as FAST_OUT_LINEAR_IN. */ public static final Interpolator LEGACY_ACCELERATE = new PathInterpolator(0.4f, 0f, 1f, 1f); /** * The default legacy decelerating interpolator as defined in Material 1. * Also known as LINEAR_OUT_SLOW_IN. */ public static final Interpolator LEGACY_DECELERATE = new PathInterpolator(0f, 0f, 0.2f, 1f); /** * Linear interpolator. Often used if the interpolator is for different properties who need * different interpolations. */ public static final Interpolator LINEAR = new LinearInterpolator(); /* * ============================================================================================ * Custom interpolators * ============================================================================================ */ public static final Interpolator FAST_OUT_SLOW_IN = LEGACY; public static final Interpolator FAST_OUT_LINEAR_IN = LEGACY_ACCELERATE; public static final Interpolator LINEAR_OUT_SLOW_IN = LEGACY_DECELERATE; /** * Like {@link #FAST_OUT_SLOW_IN}, but used in case the animation is played in reverse (i.e. t * goes from 1 to 0 instead of 0 to 1). */ public static final Interpolator FAST_OUT_SLOW_IN_REVERSE = new PathInterpolator(0.8f, 0f, 0.6f, 1f); public static final Interpolator SLOW_OUT_LINEAR_IN = new PathInterpolator(0.8f, 0f, 1f, 1f); public static final Interpolator ALPHA_IN = new PathInterpolator(0.4f, 0f, 1f, 1f); public static final Interpolator ALPHA_OUT = new PathInterpolator(0f, 0f, 0.8f, 1f); public static final Interpolator ACCELERATE = new AccelerateInterpolator(); public static final Interpolator ACCELERATE_DECELERATE = new AccelerateDecelerateInterpolator(); public static final Interpolator DECELERATE_QUINT = new DecelerateInterpolator(2.5f); public static final Interpolator CUSTOM_40_40 = new PathInterpolator(0.4f, 0f, 0.6f, 1f); public static final Interpolator ICON_OVERSHOT = new PathInterpolator(0.4f, 0f, 0.2f, 1.4f); public static final Interpolator ICON_OVERSHOT_LESS = new PathInterpolator(0.4f, 0f, 0.2f, 1.1f); public static final Interpolator PANEL_CLOSE_ACCELERATED = new PathInterpolator(0.3f, 0, 0.5f, 1); public static final Interpolator BOUNCE = new BounceInterpolator(); /** * For state transitions on the control panel that lives in GlobalActions. */ public static final Interpolator CONTROL_STATE = new PathInterpolator(0.4f, 0f, 0.2f, 1.0f); /** * Interpolator to be used when animating a move based on a click. Pair with enough duration. */ public static final Interpolator TOUCH_RESPONSE = new PathInterpolator(0.3f, 0f, 0.1f, 1f); /** * Like {@link #TOUCH_RESPONSE}, but used in case the animation is played in reverse (i.e. t * goes from 1 to 0 instead of 0 to 1). */ public static final Interpolator TOUCH_RESPONSE_REVERSE = new PathInterpolator(0.9f, 0f, 0.7f, 1f); /* * ============================================================================================ * Functions / Utilities * ============================================================================================ */ /** * Calculate the amount of overshoot using an exponential falloff function with desired * properties, where the overshoot smoothly transitions at the 1.0f boundary into the * overshoot, retaining its acceleration. * * @param progress a progress value going from 0 to 1 * @param overshootAmount the amount > 0 of overshoot desired. A value of 0.1 means the max * value of the overall progress will be at 1.1. * @param overshootStart the point in (0,1] where the result should reach 1 * @return the interpolated overshoot */ public static float getOvershootInterpolation(float progress, float overshootAmount, float overshootStart) { if (overshootAmount == 0.0f || overshootStart == 0.0f) { throw new IllegalArgumentException("Invalid values for overshoot"); } float b = MathUtils.log((overshootAmount + 1) / (overshootAmount)) / overshootStart; return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-b * progress)) * (overshootAmount + 1.0f)); } /** * Similar to {@link #getOvershootInterpolation(float, float, float)} but the overshoot * starts immediately here, instead of first having a section of non-overshooting * * @param progress a progress value going from 0 to 1 */ public static float getOvershootInterpolation(float progress) { return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-4 * progress))); } // Create the default emphasized interpolator private static PathInterpolator createEmphasizedInterpolator() { Path path = new Path(); // Doing the same as fast_out_extra_slow_in path.moveTo(0f, 0f); path.cubicTo(0.05f, 0f, 0.133333f, 0.06f, 0.166666f, 0.4f); path.cubicTo(0.208333f, 0.82f, 0.25f, 1f, 1f, 1f); return new PathInterpolator(path); } } packages/SystemUI/animation/src/com/android/systemui/animation/InterpolatorsAndroidX.java 0 → 100644 +219 −0 Original line number Diff line number Diff line /* * Copyright (C) 2022 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.animation; import android.graphics.Path; import android.util.MathUtils; import androidx.core.animation.AccelerateDecelerateInterpolator; import androidx.core.animation.AccelerateInterpolator; import androidx.core.animation.BounceInterpolator; import androidx.core.animation.DecelerateInterpolator; import androidx.core.animation.Interpolator; import androidx.core.animation.LinearInterpolator; import androidx.core.animation.PathInterpolator; /** * Utility class to receive interpolators from. (androidx compatible version) * * This is the androidx compatible version of {@link Interpolators}. Make sure that changes made to * this class are also reflected in {@link Interpolators}. * * Using the androidx versions of {@link androidx.core.animation.ValueAnimator} or * {@link androidx.core.animation.ObjectAnimator} improves animation testability. This file provides * the androidx compatible versions of the interpolators defined in {@link Interpolators}. * AnimatorTestRule can be used in Tests to manipulate the animation under test (e.g. artificially * advancing the time). */ public class InterpolatorsAndroidX { /* * ============================================================================================ * Emphasized interpolators. * ============================================================================================ */ /** * The default emphasized interpolator. Used for hero / emphasized movement of content. */ public static final Interpolator EMPHASIZED = createEmphasizedInterpolator(); /** * The accelerated emphasized interpolator. Used for hero / emphasized movement of content that * is disappearing e.g. when moving off screen. */ public static final Interpolator EMPHASIZED_ACCELERATE = new PathInterpolator( 0.3f, 0f, 0.8f, 0.15f); /** * The decelerating emphasized interpolator. Used for hero / emphasized movement of content that * is appearing e.g. when coming from off screen */ public static final Interpolator EMPHASIZED_DECELERATE = new PathInterpolator( 0.05f, 0.7f, 0.1f, 1f); /* * ============================================================================================ * Standard interpolators. * ============================================================================================ */ /** * The standard interpolator that should be used on every normal animation */ public static final Interpolator STANDARD = new PathInterpolator( 0.2f, 0f, 0f, 1f); /** * The standard accelerating interpolator that should be used on every regular movement of * content that is disappearing e.g. when moving off screen. */ public static final Interpolator STANDARD_ACCELERATE = new PathInterpolator( 0.3f, 0f, 1f, 1f); /** * The standard decelerating interpolator that should be used on every regular movement of * content that is appearing e.g. when coming from off screen. */ public static final Interpolator STANDARD_DECELERATE = new PathInterpolator( 0f, 0f, 0f, 1f); /* * ============================================================================================ * Legacy * ============================================================================================ */ /** * The default legacy interpolator as defined in Material 1. Also known as FAST_OUT_SLOW_IN. */ public static final Interpolator LEGACY = new PathInterpolator(0.4f, 0f, 0.2f, 1f); /** * The default legacy accelerating interpolator as defined in Material 1. * Also known as FAST_OUT_LINEAR_IN. */ public static final Interpolator LEGACY_ACCELERATE = new PathInterpolator(0.4f, 0f, 1f, 1f); /** * The default legacy decelerating interpolator as defined in Material 1. * Also known as LINEAR_OUT_SLOW_IN. */ public static final Interpolator LEGACY_DECELERATE = new PathInterpolator(0f, 0f, 0.2f, 1f); /** * Linear interpolator. Often used if the interpolator is for different properties who need * different interpolations. */ public static final Interpolator LINEAR = new LinearInterpolator(); /* * ============================================================================================ * Custom interpolators * ============================================================================================ */ public static final Interpolator FAST_OUT_SLOW_IN = LEGACY; public static final Interpolator FAST_OUT_LINEAR_IN = LEGACY_ACCELERATE; public static final Interpolator LINEAR_OUT_SLOW_IN = LEGACY_DECELERATE; /** * Like {@link #FAST_OUT_SLOW_IN}, but used in case the animation is played in reverse (i.e. t * goes from 1 to 0 instead of 0 to 1). */ public static final Interpolator FAST_OUT_SLOW_IN_REVERSE = new PathInterpolator(0.8f, 0f, 0.6f, 1f); public static final Interpolator SLOW_OUT_LINEAR_IN = new PathInterpolator(0.8f, 0f, 1f, 1f); public static final Interpolator ALPHA_IN = new PathInterpolator(0.4f, 0f, 1f, 1f); public static final Interpolator ALPHA_OUT = new PathInterpolator(0f, 0f, 0.8f, 1f); public static final Interpolator ACCELERATE = new AccelerateInterpolator(); public static final Interpolator ACCELERATE_DECELERATE = new AccelerateDecelerateInterpolator(); public static final Interpolator DECELERATE_QUINT = new DecelerateInterpolator(2.5f); public static final Interpolator CUSTOM_40_40 = new PathInterpolator(0.4f, 0f, 0.6f, 1f); public static final Interpolator ICON_OVERSHOT = new PathInterpolator(0.4f, 0f, 0.2f, 1.4f); public static final Interpolator ICON_OVERSHOT_LESS = new PathInterpolator(0.4f, 0f, 0.2f, 1.1f); public static final Interpolator PANEL_CLOSE_ACCELERATED = new PathInterpolator(0.3f, 0, 0.5f, 1); public static final Interpolator BOUNCE = new BounceInterpolator(); /** * For state transitions on the control panel that lives in GlobalActions. */ public static final Interpolator CONTROL_STATE = new PathInterpolator(0.4f, 0f, 0.2f, 1.0f); /** * Interpolator to be used when animating a move based on a click. Pair with enough duration. */ public static final Interpolator TOUCH_RESPONSE = new PathInterpolator(0.3f, 0f, 0.1f, 1f); /** * Like {@link #TOUCH_RESPONSE}, but used in case the animation is played in reverse (i.e. t * goes from 1 to 0 instead of 0 to 1). */ public static final Interpolator TOUCH_RESPONSE_REVERSE = new PathInterpolator(0.9f, 0f, 0.7f, 1f); /* * ============================================================================================ * Functions / Utilities * ============================================================================================ */ /** * Calculate the amount of overshoot using an exponential falloff function with desired * properties, where the overshoot smoothly transitions at the 1.0f boundary into the * overshoot, retaining its acceleration. * * @param progress a progress value going from 0 to 1 * @param overshootAmount the amount > 0 of overshoot desired. A value of 0.1 means the max * value of the overall progress will be at 1.1. * @param overshootStart the point in (0,1] where the result should reach 1 * @return the interpolated overshoot */ public static float getOvershootInterpolation(float progress, float overshootAmount, float overshootStart) { if (overshootAmount == 0.0f || overshootStart == 0.0f) { throw new IllegalArgumentException("Invalid values for overshoot"); } float b = MathUtils.log((overshootAmount + 1) / (overshootAmount)) / overshootStart; return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-b * progress)) * (overshootAmount + 1.0f)); } /** * Similar to {@link #getOvershootInterpolation(float, float, float)} but the overshoot * starts immediately here, instead of first having a section of non-overshooting * * @param progress a progress value going from 0 to 1 */ public static float getOvershootInterpolation(float progress) { return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-4 * progress))); } // Create the default emphasized interpolator private static PathInterpolator createEmphasizedInterpolator() { Path path = new Path(); // Doing the same as fast_out_extra_slow_in path.moveTo(0f, 0f); path.cubicTo(0.05f, 0f, 0.133333f, 0.06f, 0.166666f, 0.4f); path.cubicTo(0.208333f, 0.82f, 0.25f, 1f, 1f, 1f); return new PathInterpolator(path); } } Loading
packages/SystemUI/animation/Android.bp +0 −1 Original line number Diff line number Diff line Loading @@ -43,7 +43,6 @@ android_library { "androidx.core_core-ktx", "androidx.annotation_annotation", "SystemUIShaderLib", "animationlib", ], manifest: "AndroidManifest.xml", Loading
packages/SystemUI/animation/src/com/android/systemui/animation/ActivityLaunchAnimator.kt +1 −1 Original line number Diff line number Diff line Loading @@ -39,9 +39,9 @@ import android.view.animation.Interpolator import android.view.animation.PathInterpolator import androidx.annotation.BinderThread import androidx.annotation.UiThread import com.android.app.animation.Interpolators import com.android.internal.annotations.VisibleForTesting import com.android.internal.policy.ScreenDecorationsUtils import java.lang.IllegalArgumentException import kotlin.math.roundToInt private const val TAG = "ActivityLaunchAnimator" Loading
packages/SystemUI/animation/src/com/android/systemui/animation/DialogLaunchAnimator.kt +1 −1 Original line number Diff line number Diff line Loading @@ -33,10 +33,10 @@ import android.view.WindowInsets import android.view.WindowManager import android.view.WindowManager.LayoutParams.LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS import android.widget.FrameLayout import com.android.app.animation.Interpolators import com.android.internal.jank.InteractionJankMonitor import com.android.internal.jank.InteractionJankMonitor.CujType import com.android.systemui.util.registerAnimationOnBackInvoked import java.lang.IllegalArgumentException import kotlin.math.roundToInt private const val TAG = "DialogLaunchAnimator" Loading
packages/SystemUI/animation/src/com/android/systemui/animation/Interpolators.java 0 → 100644 +212 −0 Original line number Diff line number Diff line /* * Copyright (C) 2016 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.animation; import android.graphics.Path; import android.util.MathUtils; import android.view.animation.AccelerateDecelerateInterpolator; import android.view.animation.AccelerateInterpolator; import android.view.animation.BounceInterpolator; import android.view.animation.DecelerateInterpolator; import android.view.animation.Interpolator; import android.view.animation.LinearInterpolator; import android.view.animation.PathInterpolator; /** * Utility class to receive interpolators from. * * Make sure that changes made to this class are also reflected in {@link InterpolatorsAndroidX}. * Please consider using the androidx dependencies featuring better testability altogether. */ public class Interpolators { /* * ============================================================================================ * Emphasized interpolators. * ============================================================================================ */ /** * The default emphasized interpolator. Used for hero / emphasized movement of content. */ public static final Interpolator EMPHASIZED = createEmphasizedInterpolator(); /** * The accelerated emphasized interpolator. Used for hero / emphasized movement of content that * is disappearing e.g. when moving off screen. */ public static final Interpolator EMPHASIZED_ACCELERATE = new PathInterpolator( 0.3f, 0f, 0.8f, 0.15f); /** * The decelerating emphasized interpolator. Used for hero / emphasized movement of content that * is appearing e.g. when coming from off screen */ public static final Interpolator EMPHASIZED_DECELERATE = new PathInterpolator( 0.05f, 0.7f, 0.1f, 1f); /* * ============================================================================================ * Standard interpolators. * ============================================================================================ */ /** * The standard interpolator that should be used on every normal animation */ public static final Interpolator STANDARD = new PathInterpolator( 0.2f, 0f, 0f, 1f); /** * The standard accelerating interpolator that should be used on every regular movement of * content that is disappearing e.g. when moving off screen. */ public static final Interpolator STANDARD_ACCELERATE = new PathInterpolator( 0.3f, 0f, 1f, 1f); /** * The standard decelerating interpolator that should be used on every regular movement of * content that is appearing e.g. when coming from off screen. */ public static final Interpolator STANDARD_DECELERATE = new PathInterpolator( 0f, 0f, 0f, 1f); /* * ============================================================================================ * Legacy * ============================================================================================ */ /** * The default legacy interpolator as defined in Material 1. Also known as FAST_OUT_SLOW_IN. */ public static final Interpolator LEGACY = new PathInterpolator(0.4f, 0f, 0.2f, 1f); /** * The default legacy accelerating interpolator as defined in Material 1. * Also known as FAST_OUT_LINEAR_IN. */ public static final Interpolator LEGACY_ACCELERATE = new PathInterpolator(0.4f, 0f, 1f, 1f); /** * The default legacy decelerating interpolator as defined in Material 1. * Also known as LINEAR_OUT_SLOW_IN. */ public static final Interpolator LEGACY_DECELERATE = new PathInterpolator(0f, 0f, 0.2f, 1f); /** * Linear interpolator. Often used if the interpolator is for different properties who need * different interpolations. */ public static final Interpolator LINEAR = new LinearInterpolator(); /* * ============================================================================================ * Custom interpolators * ============================================================================================ */ public static final Interpolator FAST_OUT_SLOW_IN = LEGACY; public static final Interpolator FAST_OUT_LINEAR_IN = LEGACY_ACCELERATE; public static final Interpolator LINEAR_OUT_SLOW_IN = LEGACY_DECELERATE; /** * Like {@link #FAST_OUT_SLOW_IN}, but used in case the animation is played in reverse (i.e. t * goes from 1 to 0 instead of 0 to 1). */ public static final Interpolator FAST_OUT_SLOW_IN_REVERSE = new PathInterpolator(0.8f, 0f, 0.6f, 1f); public static final Interpolator SLOW_OUT_LINEAR_IN = new PathInterpolator(0.8f, 0f, 1f, 1f); public static final Interpolator ALPHA_IN = new PathInterpolator(0.4f, 0f, 1f, 1f); public static final Interpolator ALPHA_OUT = new PathInterpolator(0f, 0f, 0.8f, 1f); public static final Interpolator ACCELERATE = new AccelerateInterpolator(); public static final Interpolator ACCELERATE_DECELERATE = new AccelerateDecelerateInterpolator(); public static final Interpolator DECELERATE_QUINT = new DecelerateInterpolator(2.5f); public static final Interpolator CUSTOM_40_40 = new PathInterpolator(0.4f, 0f, 0.6f, 1f); public static final Interpolator ICON_OVERSHOT = new PathInterpolator(0.4f, 0f, 0.2f, 1.4f); public static final Interpolator ICON_OVERSHOT_LESS = new PathInterpolator(0.4f, 0f, 0.2f, 1.1f); public static final Interpolator PANEL_CLOSE_ACCELERATED = new PathInterpolator(0.3f, 0, 0.5f, 1); public static final Interpolator BOUNCE = new BounceInterpolator(); /** * For state transitions on the control panel that lives in GlobalActions. */ public static final Interpolator CONTROL_STATE = new PathInterpolator(0.4f, 0f, 0.2f, 1.0f); /** * Interpolator to be used when animating a move based on a click. Pair with enough duration. */ public static final Interpolator TOUCH_RESPONSE = new PathInterpolator(0.3f, 0f, 0.1f, 1f); /** * Like {@link #TOUCH_RESPONSE}, but used in case the animation is played in reverse (i.e. t * goes from 1 to 0 instead of 0 to 1). */ public static final Interpolator TOUCH_RESPONSE_REVERSE = new PathInterpolator(0.9f, 0f, 0.7f, 1f); /* * ============================================================================================ * Functions / Utilities * ============================================================================================ */ /** * Calculate the amount of overshoot using an exponential falloff function with desired * properties, where the overshoot smoothly transitions at the 1.0f boundary into the * overshoot, retaining its acceleration. * * @param progress a progress value going from 0 to 1 * @param overshootAmount the amount > 0 of overshoot desired. A value of 0.1 means the max * value of the overall progress will be at 1.1. * @param overshootStart the point in (0,1] where the result should reach 1 * @return the interpolated overshoot */ public static float getOvershootInterpolation(float progress, float overshootAmount, float overshootStart) { if (overshootAmount == 0.0f || overshootStart == 0.0f) { throw new IllegalArgumentException("Invalid values for overshoot"); } float b = MathUtils.log((overshootAmount + 1) / (overshootAmount)) / overshootStart; return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-b * progress)) * (overshootAmount + 1.0f)); } /** * Similar to {@link #getOvershootInterpolation(float, float, float)} but the overshoot * starts immediately here, instead of first having a section of non-overshooting * * @param progress a progress value going from 0 to 1 */ public static float getOvershootInterpolation(float progress) { return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-4 * progress))); } // Create the default emphasized interpolator private static PathInterpolator createEmphasizedInterpolator() { Path path = new Path(); // Doing the same as fast_out_extra_slow_in path.moveTo(0f, 0f); path.cubicTo(0.05f, 0f, 0.133333f, 0.06f, 0.166666f, 0.4f); path.cubicTo(0.208333f, 0.82f, 0.25f, 1f, 1f, 1f); return new PathInterpolator(path); } }
packages/SystemUI/animation/src/com/android/systemui/animation/InterpolatorsAndroidX.java 0 → 100644 +219 −0 Original line number Diff line number Diff line /* * Copyright (C) 2022 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.animation; import android.graphics.Path; import android.util.MathUtils; import androidx.core.animation.AccelerateDecelerateInterpolator; import androidx.core.animation.AccelerateInterpolator; import androidx.core.animation.BounceInterpolator; import androidx.core.animation.DecelerateInterpolator; import androidx.core.animation.Interpolator; import androidx.core.animation.LinearInterpolator; import androidx.core.animation.PathInterpolator; /** * Utility class to receive interpolators from. (androidx compatible version) * * This is the androidx compatible version of {@link Interpolators}. Make sure that changes made to * this class are also reflected in {@link Interpolators}. * * Using the androidx versions of {@link androidx.core.animation.ValueAnimator} or * {@link androidx.core.animation.ObjectAnimator} improves animation testability. This file provides * the androidx compatible versions of the interpolators defined in {@link Interpolators}. * AnimatorTestRule can be used in Tests to manipulate the animation under test (e.g. artificially * advancing the time). */ public class InterpolatorsAndroidX { /* * ============================================================================================ * Emphasized interpolators. * ============================================================================================ */ /** * The default emphasized interpolator. Used for hero / emphasized movement of content. */ public static final Interpolator EMPHASIZED = createEmphasizedInterpolator(); /** * The accelerated emphasized interpolator. Used for hero / emphasized movement of content that * is disappearing e.g. when moving off screen. */ public static final Interpolator EMPHASIZED_ACCELERATE = new PathInterpolator( 0.3f, 0f, 0.8f, 0.15f); /** * The decelerating emphasized interpolator. Used for hero / emphasized movement of content that * is appearing e.g. when coming from off screen */ public static final Interpolator EMPHASIZED_DECELERATE = new PathInterpolator( 0.05f, 0.7f, 0.1f, 1f); /* * ============================================================================================ * Standard interpolators. * ============================================================================================ */ /** * The standard interpolator that should be used on every normal animation */ public static final Interpolator STANDARD = new PathInterpolator( 0.2f, 0f, 0f, 1f); /** * The standard accelerating interpolator that should be used on every regular movement of * content that is disappearing e.g. when moving off screen. */ public static final Interpolator STANDARD_ACCELERATE = new PathInterpolator( 0.3f, 0f, 1f, 1f); /** * The standard decelerating interpolator that should be used on every regular movement of * content that is appearing e.g. when coming from off screen. */ public static final Interpolator STANDARD_DECELERATE = new PathInterpolator( 0f, 0f, 0f, 1f); /* * ============================================================================================ * Legacy * ============================================================================================ */ /** * The default legacy interpolator as defined in Material 1. Also known as FAST_OUT_SLOW_IN. */ public static final Interpolator LEGACY = new PathInterpolator(0.4f, 0f, 0.2f, 1f); /** * The default legacy accelerating interpolator as defined in Material 1. * Also known as FAST_OUT_LINEAR_IN. */ public static final Interpolator LEGACY_ACCELERATE = new PathInterpolator(0.4f, 0f, 1f, 1f); /** * The default legacy decelerating interpolator as defined in Material 1. * Also known as LINEAR_OUT_SLOW_IN. */ public static final Interpolator LEGACY_DECELERATE = new PathInterpolator(0f, 0f, 0.2f, 1f); /** * Linear interpolator. Often used if the interpolator is for different properties who need * different interpolations. */ public static final Interpolator LINEAR = new LinearInterpolator(); /* * ============================================================================================ * Custom interpolators * ============================================================================================ */ public static final Interpolator FAST_OUT_SLOW_IN = LEGACY; public static final Interpolator FAST_OUT_LINEAR_IN = LEGACY_ACCELERATE; public static final Interpolator LINEAR_OUT_SLOW_IN = LEGACY_DECELERATE; /** * Like {@link #FAST_OUT_SLOW_IN}, but used in case the animation is played in reverse (i.e. t * goes from 1 to 0 instead of 0 to 1). */ public static final Interpolator FAST_OUT_SLOW_IN_REVERSE = new PathInterpolator(0.8f, 0f, 0.6f, 1f); public static final Interpolator SLOW_OUT_LINEAR_IN = new PathInterpolator(0.8f, 0f, 1f, 1f); public static final Interpolator ALPHA_IN = new PathInterpolator(0.4f, 0f, 1f, 1f); public static final Interpolator ALPHA_OUT = new PathInterpolator(0f, 0f, 0.8f, 1f); public static final Interpolator ACCELERATE = new AccelerateInterpolator(); public static final Interpolator ACCELERATE_DECELERATE = new AccelerateDecelerateInterpolator(); public static final Interpolator DECELERATE_QUINT = new DecelerateInterpolator(2.5f); public static final Interpolator CUSTOM_40_40 = new PathInterpolator(0.4f, 0f, 0.6f, 1f); public static final Interpolator ICON_OVERSHOT = new PathInterpolator(0.4f, 0f, 0.2f, 1.4f); public static final Interpolator ICON_OVERSHOT_LESS = new PathInterpolator(0.4f, 0f, 0.2f, 1.1f); public static final Interpolator PANEL_CLOSE_ACCELERATED = new PathInterpolator(0.3f, 0, 0.5f, 1); public static final Interpolator BOUNCE = new BounceInterpolator(); /** * For state transitions on the control panel that lives in GlobalActions. */ public static final Interpolator CONTROL_STATE = new PathInterpolator(0.4f, 0f, 0.2f, 1.0f); /** * Interpolator to be used when animating a move based on a click. Pair with enough duration. */ public static final Interpolator TOUCH_RESPONSE = new PathInterpolator(0.3f, 0f, 0.1f, 1f); /** * Like {@link #TOUCH_RESPONSE}, but used in case the animation is played in reverse (i.e. t * goes from 1 to 0 instead of 0 to 1). */ public static final Interpolator TOUCH_RESPONSE_REVERSE = new PathInterpolator(0.9f, 0f, 0.7f, 1f); /* * ============================================================================================ * Functions / Utilities * ============================================================================================ */ /** * Calculate the amount of overshoot using an exponential falloff function with desired * properties, where the overshoot smoothly transitions at the 1.0f boundary into the * overshoot, retaining its acceleration. * * @param progress a progress value going from 0 to 1 * @param overshootAmount the amount > 0 of overshoot desired. A value of 0.1 means the max * value of the overall progress will be at 1.1. * @param overshootStart the point in (0,1] where the result should reach 1 * @return the interpolated overshoot */ public static float getOvershootInterpolation(float progress, float overshootAmount, float overshootStart) { if (overshootAmount == 0.0f || overshootStart == 0.0f) { throw new IllegalArgumentException("Invalid values for overshoot"); } float b = MathUtils.log((overshootAmount + 1) / (overshootAmount)) / overshootStart; return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-b * progress)) * (overshootAmount + 1.0f)); } /** * Similar to {@link #getOvershootInterpolation(float, float, float)} but the overshoot * starts immediately here, instead of first having a section of non-overshooting * * @param progress a progress value going from 0 to 1 */ public static float getOvershootInterpolation(float progress) { return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-4 * progress))); } // Create the default emphasized interpolator private static PathInterpolator createEmphasizedInterpolator() { Path path = new Path(); // Doing the same as fast_out_extra_slow_in path.moveTo(0f, 0f); path.cubicTo(0.05f, 0f, 0.133333f, 0.06f, 0.166666f, 0.4f); path.cubicTo(0.208333f, 0.82f, 0.25f, 1f, 1f, 1f); return new PathInterpolator(path); } }