Loading packages/SystemUI/compose/features/src/com/android/systemui/scene/ui/composable/SceneTransitionLayoutDataSource.kt +5 −2 Original line number Diff line number Diff line Loading @@ -98,7 +98,10 @@ class SceneTransitionLayoutDataSource( state.currentTransition?.freezeAndAnimateToCurrentState() } override fun instantlyTransitionTo(scene: SceneKey, overlays: Set<OverlayKey>) { state.snapTo(scene = scene, overlays = overlays) override fun instantlyTransitionTo(scene: SceneKey?, overlays: Set<OverlayKey>?) { state.snapTo( scene = scene ?: state.transitionState.currentScene, overlays = overlays ?: state.transitionState.currentOverlays, ) } } packages/SystemUI/multivalentTests/src/com/android/systemui/keyguard/domain/interactor/FromDozingTransitionInteractorTest.kt +1 −2 Original line number Diff line number Diff line Loading @@ -165,8 +165,7 @@ class FromDozingTransitionInteractorTest(flags: FlagsParameterization?) : SysuiT // If dreaming is possible and communal is available, then we should transition to // GLANCEABLE_HUB when waking up due to power button press. verify(fakeCommunalSceneRepository) .instantlyTransitionTo(CommunalScenes.Communal, emptySet()) verify(fakeCommunalSceneRepository).instantlyTransitionTo(CommunalScenes.Communal, null) } @Test Loading packages/SystemUI/multivalentTests/src/com/android/systemui/keyguard/domain/interactor/KeyguardTransitionScenariosTest.kt +1 −2 Original line number Diff line number Diff line Loading @@ -83,7 +83,6 @@ import org.mockito.Mockito.clearInvocations import org.mockito.Mockito.reset import org.mockito.Mockito.verify import org.mockito.MockitoAnnotations import org.mockito.kotlin.any import org.mockito.kotlin.anyOrNull import org.mockito.kotlin.eq import platform.test.runner.parameterized.ParameterizedAndroidJunit4 Loading Loading @@ -1476,7 +1475,7 @@ class KeyguardTransitionScenariosTest(flags: FlagsParameterization?) : SysuiTest ) if (Flags.communalPowerTransitionFix()) { verify(communalSceneRepository) .instantlyTransitionTo(eq(CommunalScenes.Blank), any()) .instantlyTransitionTo(eq(CommunalScenes.Blank), anyOrNull()) } else { verify(communalSceneRepository).changeScene(eq(CommunalScenes.Blank), anyOrNull()) } Loading packages/SystemUI/src/com/android/systemui/communal/data/repository/CommunalSceneRepository.kt +1 −1 Original line number Diff line number Diff line Loading @@ -137,6 +137,6 @@ constructor( override fun freezeAndAnimateToCurrentState() = Unit override fun instantlyTransitionTo(scene: SceneKey, overlays: Set<OverlayKey>) = Unit override fun instantlyTransitionTo(scene: SceneKey?, overlays: Set<OverlayKey>?) = Unit } } packages/SystemUI/src/com/android/systemui/scene/shared/model/SceneDataSource.kt +4 −4 Original line number Diff line number Diff line Loading @@ -84,9 +84,9 @@ interface SceneDataSource { * * The change is instantaneous and not animated; it will be observable in the next frame and * there will be no transition animation. * * When either one of [scene] or [overlays] is `null`, their current value in the scene * transition layout state is used. */ fun instantlyTransitionTo( scene: SceneKey = currentScene.value, overlays: Set<OverlayKey> = currentOverlays.value, ) fun instantlyTransitionTo(scene: SceneKey? = null, overlays: Set<OverlayKey>? = null) } Loading
packages/SystemUI/compose/features/src/com/android/systemui/scene/ui/composable/SceneTransitionLayoutDataSource.kt +5 −2 Original line number Diff line number Diff line Loading @@ -98,7 +98,10 @@ class SceneTransitionLayoutDataSource( state.currentTransition?.freezeAndAnimateToCurrentState() } override fun instantlyTransitionTo(scene: SceneKey, overlays: Set<OverlayKey>) { state.snapTo(scene = scene, overlays = overlays) override fun instantlyTransitionTo(scene: SceneKey?, overlays: Set<OverlayKey>?) { state.snapTo( scene = scene ?: state.transitionState.currentScene, overlays = overlays ?: state.transitionState.currentOverlays, ) } }
packages/SystemUI/multivalentTests/src/com/android/systemui/keyguard/domain/interactor/FromDozingTransitionInteractorTest.kt +1 −2 Original line number Diff line number Diff line Loading @@ -165,8 +165,7 @@ class FromDozingTransitionInteractorTest(flags: FlagsParameterization?) : SysuiT // If dreaming is possible and communal is available, then we should transition to // GLANCEABLE_HUB when waking up due to power button press. verify(fakeCommunalSceneRepository) .instantlyTransitionTo(CommunalScenes.Communal, emptySet()) verify(fakeCommunalSceneRepository).instantlyTransitionTo(CommunalScenes.Communal, null) } @Test Loading
packages/SystemUI/multivalentTests/src/com/android/systemui/keyguard/domain/interactor/KeyguardTransitionScenariosTest.kt +1 −2 Original line number Diff line number Diff line Loading @@ -83,7 +83,6 @@ import org.mockito.Mockito.clearInvocations import org.mockito.Mockito.reset import org.mockito.Mockito.verify import org.mockito.MockitoAnnotations import org.mockito.kotlin.any import org.mockito.kotlin.anyOrNull import org.mockito.kotlin.eq import platform.test.runner.parameterized.ParameterizedAndroidJunit4 Loading Loading @@ -1476,7 +1475,7 @@ class KeyguardTransitionScenariosTest(flags: FlagsParameterization?) : SysuiTest ) if (Flags.communalPowerTransitionFix()) { verify(communalSceneRepository) .instantlyTransitionTo(eq(CommunalScenes.Blank), any()) .instantlyTransitionTo(eq(CommunalScenes.Blank), anyOrNull()) } else { verify(communalSceneRepository).changeScene(eq(CommunalScenes.Blank), anyOrNull()) } Loading
packages/SystemUI/src/com/android/systemui/communal/data/repository/CommunalSceneRepository.kt +1 −1 Original line number Diff line number Diff line Loading @@ -137,6 +137,6 @@ constructor( override fun freezeAndAnimateToCurrentState() = Unit override fun instantlyTransitionTo(scene: SceneKey, overlays: Set<OverlayKey>) = Unit override fun instantlyTransitionTo(scene: SceneKey?, overlays: Set<OverlayKey>?) = Unit } }
packages/SystemUI/src/com/android/systemui/scene/shared/model/SceneDataSource.kt +4 −4 Original line number Diff line number Diff line Loading @@ -84,9 +84,9 @@ interface SceneDataSource { * * The change is instantaneous and not animated; it will be observable in the next frame and * there will be no transition animation. * * When either one of [scene] or [overlays] is `null`, their current value in the scene * transition layout state is used. */ fun instantlyTransitionTo( scene: SceneKey = currentScene.value, overlays: Set<OverlayKey> = currentOverlays.value, ) fun instantlyTransitionTo(scene: SceneKey? = null, overlays: Set<OverlayKey>? = null) }