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Commit ed182a33 authored by Lucas Dupin's avatar Lucas Dupin Committed by Android (Google) Code Review
Browse files

Merge "UX feedback for ripple" into sc-dev

parents 094d0adb 6ed8197f
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+5 −5
Original line number Diff line number Diff line
@@ -26,8 +26,8 @@ import android.graphics.CanvasProperty;
import android.graphics.Paint;
import android.graphics.RecordingCanvas;
import android.graphics.animation.RenderNodeAnimator;
import android.util.ArraySet;
import android.view.animation.AnimationUtils;
import android.view.animation.Interpolator;
import android.view.animation.LinearInterpolator;
import android.view.animation.PathInterpolator;

@@ -41,8 +41,8 @@ public final class RippleAnimationSession {
    private static final int ENTER_ANIM_DURATION = 450;
    private static final int EXIT_ANIM_DURATION = 300;
    private static final TimeInterpolator LINEAR_INTERPOLATOR = new LinearInterpolator();
    private static final TimeInterpolator PATH_INTERPOLATOR =
            new PathInterpolator(.2f, 0, 0, 1f);
    private static final Interpolator FAST_OUT_LINEAR_IN =
            new PathInterpolator(0.4f, 0f, 1f, 1f);
    private Consumer<RippleAnimationSession> mOnSessionEnd;
    private final AnimationProperties<Float, Paint> mProperties;
    private AnimationProperties<CanvasProperty<Float>, CanvasProperty<Paint>> mCanvasProperties;
@@ -59,7 +59,7 @@ public final class RippleAnimationSession {
        mSparkle.addUpdateListener(anim -> {
            final long now = AnimationUtils.currentAnimationTimeMillis();
            final long elapsed = now - mStartTime - ENTER_ANIM_DURATION;
            final float phase = (float) elapsed / 30000f;
            final float phase = (float) elapsed / 800;
            mProperties.getShader().setNoisePhase(phase);
            notifyUpdate();
        });
@@ -174,7 +174,7 @@ public final class RippleAnimationSession {
    private void startAnimation(Animator expand) {
        expand.setDuration(ENTER_ANIM_DURATION);
        expand.addListener(new AnimatorListener(this));
        expand.setInterpolator(LINEAR_INTERPOLATOR);
        expand.setInterpolator(FAST_OUT_LINEAR_IN);
        expand.start();
        if (!mSparkle.isRunning()) {
            mSparkle.start();
+1 −1
Original line number Diff line number Diff line
@@ -914,7 +914,7 @@ public class RippleDrawable extends LayerDrawable {
        shader.setColor(color);
        shader.setOrigin(w / 2, y / 2);
        shader.setTouch(x, y);
        shader.setResolution(w, h);
        shader.setResolution(w, h, mState.mDensity);
        shader.setNoisePhase(0);
        shader.setRadius(radius);
        shader.setProgress(.0f);
+16 −12
Original line number Diff line number Diff line
@@ -20,13 +20,15 @@ import android.annotation.ColorInt;
import android.graphics.Color;
import android.graphics.RuntimeShader;
import android.graphics.Shader;
import android.util.DisplayMetrics;

final class RippleShader extends RuntimeShader {
    private static final String SHADER_UNIFORMS =  "uniform vec2 in_origin;\n"
            + "uniform vec2 in_touch;\n"
            + "uniform float in_progress;\n"
            + "uniform float in_maxRadius;\n"
            + "uniform vec2 in_resolution;\n"
            + "uniform vec2 in_resolutionScale;\n"
            + "uniform vec2 in_noiseScale;\n"
            + "uniform float in_hasMask;\n"
            + "uniform float in_noisePhase;\n"
            + "uniform vec4 in_color;\n"
@@ -40,18 +42,15 @@ final class RippleShader extends RuntimeShader {
            + "}"
            + "const float PI = 3.1415926535897932384626;\n"
            + "\n"
            + "float threshold(float v, float l, float h) {\n"
            + "  return step(l, v) * (1.0 - step(h, v));\n"
            + "}\n"
            + "\n"
            + "float sparkles(vec2 uv, float t) {\n"
            + "  float n = triangleNoise(uv);\n"
            + "  float s = 0.0;\n"
            + "  for (float i = 0; i < 4; i += 1) {\n"
            + "    float l = i * 0.25;\n"
            + "    float h = l + 0.005;\n"
            + "    float o = abs(sin(0.1 * PI * (t + i)));\n"
            + "    s += threshold(n + o, l, h);\n"
            + "    float l = i * 0.01;\n"
            + "    float h = l + 0.1;\n"
            + "    float o = smoothstep(n - l, h, n);\n"
            + "    o *= abs(sin(PI * o * (t + 0.55 * i)));\n"
            + "    s += o;\n"
            + "  }\n"
            + "  return saturate(s);\n"
            + "}\n"
@@ -83,7 +82,9 @@ final class RippleShader extends RuntimeShader {
            + "    vec2 center = mix(in_touch, in_origin, fadeIn);\n"
            + "    float ring = getRingMask(p, center, in_maxRadius, fadeIn);\n"
            + "    float alpha = min(fadeIn, 1. - fadeOutNoise);\n"
            + "    float sparkle = sparkles(p, in_noisePhase) * ring * alpha;\n"
            + "    vec2 uv = p * in_resolutionScale;\n"
            + "    vec2 densityUv = uv - mod(uv, in_noiseScale);\n"
            + "    float sparkle = sparkles(densityUv, in_noisePhase) * ring * alpha;\n"
            + "    float fade = min(fadeIn, 1. - fadeOutRipple);\n"
            + "    vec4 circle = in_color * (softCircle(p, center, in_maxRadius "
            + "      * fadeIn, 0.2) * fade);\n"
@@ -135,7 +136,10 @@ final class RippleShader extends RuntimeShader {
                color.green(), color.blue(), color.alpha()});
    }

    public void setResolution(float w, float h) {
        setUniform("in_resolution", w, h);
    public void setResolution(float w, float h, int density) {
        float noiseScale = 0.8f;
        float densityScale = density * DisplayMetrics.DENSITY_DEFAULT_SCALE * 0.5f * noiseScale;
        setUniform("in_resolutionScale", new float[] {1f / w, 1f / h});
        setUniform("in_noiseScale", new float[] {densityScale / w, densityScale / h});
    }
}