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Commit 995ade53 authored by Beverly's avatar Beverly Committed by Beverly Tai
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Remove AuthRipple alpha animator

Make the color alpha a fixed value instead
of animating the alpha since the animated alpha
happens within the shader now (fadeIn/fadeOut params).

Test: unlock with UDFPS, see subtle auth ripple color
Fixes: 273534433

Change-Id: Icce289780172e1cd88675f3adcff3ba5f0eb32b2
parent a55730c9
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+0 −5
Original line number Diff line number Diff line
@@ -102,11 +102,6 @@ constructor(
        }
    }

    override fun onInit() {
        mView.setAlphaInDuration(sysuiContext.resources.getInteger(
                R.integer.auth_ripple_alpha_in_duration).toLong())
    }

    @VisibleForTesting
    public override fun onViewAttached() {
        authController.addCallback(authControllerCallback)
+7 −33
Original line number Diff line number Diff line
@@ -54,12 +54,11 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
    private var lockScreenColorVal = Color.WHITE
    private val fadeDuration = 83L
    private val retractDuration = 400L
    private var alphaInDuration: Long = 0
    private val dwellShader = DwellRippleShader()
    private val dwellPaint = Paint()
    private val rippleShader = RippleShader()
    private val ripplePaint = Paint()
    private var unlockedRippleAnimator: AnimatorSet? = null
    private var unlockedRippleAnimator: Animator? = null
    private var fadeDwellAnimator: Animator? = null
    private var retractDwellAnimator: Animator? = null
    private var dwellPulseOutAnimator: Animator? = null
@@ -85,12 +84,12 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
        }

    init {
        rippleShader.color = 0xffffffff.toInt() // default color
        rippleShader.rawProgress = 0f
        rippleShader.pixelDensity = resources.displayMetrics.density
        rippleShader.sparkleStrength = RIPPLE_SPARKLE_STRENGTH
        updateRippleFadeParams()
        ripplePaint.shader = rippleShader
        setLockScreenColor(0xffffffff.toInt()) // default color

        dwellShader.color = 0xffffffff.toInt() // default color
        dwellShader.progress = 0f
@@ -111,10 +110,6 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
        dwellRadius = sensorRadius * 1.5f
    }

    fun setAlphaInDuration(duration: Long) {
        alphaInDuration = duration
    }

    /**
     * Animate dwell ripple inwards back to radius 0
     */
@@ -253,7 +248,6 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at

                override fun onAnimationEnd(animation: Animator?) {
                    drawDwell = false
                    resetRippleAlpha()
                }
            })
            start()
@@ -277,22 +271,7 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
            }
        }

        val alphaInAnimator = ValueAnimator.ofInt(0, 62).apply {
            duration = alphaInDuration
            addUpdateListener { animator ->
                rippleShader.color = ColorUtils.setAlphaComponent(
                    rippleShader.color,
                    animator.animatedValue as Int
                )
                invalidate()
            }
        }

        unlockedRippleAnimator = AnimatorSet().apply {
            playTogether(
                rippleAnimator,
                alphaInAnimator
            )
        unlockedRippleAnimator = rippleAnimator.apply {
            addListener(object : AnimatorListenerAdapter() {
                override fun onAnimationStart(animation: Animator?) {
                    drawRipple = true
@@ -310,17 +289,12 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
        unlockedRippleAnimator?.start()
    }

    fun resetRippleAlpha() {
        rippleShader.color = ColorUtils.setAlphaComponent(
                rippleShader.color,
                255
        )
    }

    fun setLockScreenColor(color: Int) {
        lockScreenColorVal = color
        rippleShader.color = lockScreenColorVal
        resetRippleAlpha()
        rippleShader.color = ColorUtils.setAlphaComponent(
                lockScreenColorVal,
                62
        )
    }

    fun updateDwellRippleColor(isDozing: Boolean) {