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https://github.com/LawnchairLauncher/lawnchair.git
synced 2026-02-27 23:36:47 +00:00
Merge changes from topic "am-cf9638ae-d2ec-4b5a-94ac-d1ce047249a4" into ub-launcher3-master
* changes:
[automerger] Swipe up overshoot always plays am: cc3755da6e
Swipe up overshoot always plays
This commit is contained in:
@@ -20,17 +20,22 @@ import static com.android.launcher3.LauncherState.ALL_APPS;
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import static com.android.launcher3.LauncherState.OVERVIEW;
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import static com.android.launcher3.anim.Interpolators.DEACCEL;
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import static com.android.quickstep.WindowTransformSwipeHandler.MAX_SWIPE_DURATION;
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import static com.android.quickstep.WindowTransformSwipeHandler.MIN_OVERSHOOT_DURATION;
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import android.animation.ValueAnimator;
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import android.view.animation.Interpolator;
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import com.android.launcher3.Launcher;
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import com.android.launcher3.LauncherAnimUtils;
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import com.android.launcher3.LauncherStateManager;
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import com.android.launcher3.R;
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import com.android.launcher3.Utilities;
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import com.android.launcher3.allapps.AllAppsTransitionController;
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import com.android.launcher3.allapps.DiscoveryBounce;
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import com.android.launcher3.anim.AnimatorPlaybackController;
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import com.android.launcher3.anim.AnimatorSetBuilder;
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import com.android.launcher3.anim.Interpolators;
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import com.android.launcher3.anim.Interpolators.OvershootParams;
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import com.android.launcher3.uioverrides.PortraitStatesTouchController;
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import com.android.launcher3.userevent.nano.LauncherLogProto.Action.Direction;
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import com.android.launcher3.userevent.nano.LauncherLogProto.Action.Touch;
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@@ -89,7 +94,9 @@ public class LongSwipeHelper {
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}
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public void end(float velocity, boolean isFling, Runnable callback) {
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float velocityPxPerMs = velocity / 1000;
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long duration = MAX_SWIPE_DURATION;
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Interpolator interpolator = DEACCEL;
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final float currentFraction = mAnimator.getProgressFraction();
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final boolean toAllApps;
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@@ -107,6 +114,17 @@ public class LongSwipeHelper {
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long expectedDuration = Math.abs(Math.round((endProgress - currentFraction)
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* MAX_SWIPE_DURATION * SWIPE_DURATION_MULTIPLIER));
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duration = Math.min(MAX_SWIPE_DURATION, expectedDuration);
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if (blockedFling && !toAllApps) {
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Interpolators.OvershootParams overshoot = new OvershootParams(currentFraction,
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currentFraction, endProgress, velocityPxPerMs, (int) mMaxSwipeDistance);
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duration = (overshoot.duration + duration)
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* LauncherAnimUtils.blockedFlingDurationFactor(0);
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duration = Utilities.boundToRange(duration, MIN_OVERSHOOT_DURATION,
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MAX_SWIPE_DURATION);
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interpolator = overshoot.interpolator;
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endProgress = overshoot.end;
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}
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} else {
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toAllApps = velocity < 0;
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endProgress = toAllApps ? 1 : 0;
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@@ -119,18 +137,16 @@ public class LongSwipeHelper {
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// we want the page's snap velocity to approximately match the velocity at
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// which the user flings, so we scale the duration by a value near to the
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// derivative of the scroll interpolator at zero, ie. 2.
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long baseDuration = Math.round(1000 * Math.abs(distanceToTravel / velocity));
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long baseDuration = Math.round(Math.abs(distanceToTravel / velocityPxPerMs));
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duration = Math.min(MAX_SWIPE_DURATION, 2 * baseDuration);
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}
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}
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if (blockedFling && !toAllApps) {
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duration *= LauncherAnimUtils.blockedFlingDurationFactor(0);
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}
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final boolean finalIsFling = isFling;
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mAnimator.setEndAction(() -> onSwipeAnimationComplete(toAllApps, finalIsFling, callback));
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ValueAnimator animator = mAnimator.getAnimationPlayer();
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animator.setDuration(duration).setInterpolator(DEACCEL);
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animator.setDuration(duration).setInterpolator(interpolator);
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animator.setFloatValues(currentFraction, endProgress);
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animator.start();
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}
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@@ -21,6 +21,7 @@ import static com.android.launcher3.Utilities.SINGLE_FRAME_MS;
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import static com.android.launcher3.Utilities.postAsyncCallback;
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import static com.android.launcher3.anim.Interpolators.DEACCEL;
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import static com.android.launcher3.anim.Interpolators.LINEAR;
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import static com.android.launcher3.anim.Interpolators.OVERSHOOT_1_2;
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import static com.android.quickstep.QuickScrubController.QUICK_SCRUB_FROM_APP_START_DURATION;
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import static com.android.quickstep.TouchConsumer.INTERACTION_NORMAL;
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import static com.android.quickstep.TouchConsumer.INTERACTION_QUICK_SCRUB;
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@@ -163,6 +164,7 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> {
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public static final long MAX_SWIPE_DURATION = 350;
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public static final long MIN_SWIPE_DURATION = 80;
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public static final long MIN_OVERSHOOT_DURATION = 120;
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public static final float MIN_PROGRESS_FOR_OVERVIEW = 0.5f;
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private static final float SWIPE_DURATION_MULTIPLIER =
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@@ -498,7 +500,8 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> {
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setStateOnUiThread(STATE_QUICK_SCRUB_START | STATE_GESTURE_COMPLETED);
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// Start the window animation without waiting for launcher.
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animateToProgress(mCurrentShift.value, 1f, QUICK_SCRUB_FROM_APP_START_DURATION, LINEAR);
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animateToProgress(mCurrentShift.value, 1f, QUICK_SCRUB_FROM_APP_START_DURATION, LINEAR,
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true /* goingToHome */);
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}
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private void shiftAnimationDestinationForQuickscrub() {
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@@ -699,36 +702,46 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> {
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private void handleNormalGestureEnd(float endVelocity, boolean isFling) {
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float velocityPxPerMs = endVelocity / 1000;
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long duration = MAX_SWIPE_DURATION;
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final float endShift;
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float currentShift = mCurrentShift.value;
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final boolean goingToHome;
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float endShift;
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final float startShift;
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final Interpolator interpolator;
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Interpolator interpolator = DEACCEL;
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if (!isFling) {
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endShift = mCurrentShift.value >= MIN_PROGRESS_FOR_OVERVIEW && mGestureStarted ? 1 : 0;
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long expectedDuration = Math.abs(Math.round((endShift - mCurrentShift.value)
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goingToHome = currentShift >= MIN_PROGRESS_FOR_OVERVIEW && mGestureStarted;
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endShift = goingToHome ? 1 : 0;
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long expectedDuration = Math.abs(Math.round((endShift - currentShift)
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* MAX_SWIPE_DURATION * SWIPE_DURATION_MULTIPLIER));
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duration = Math.min(MAX_SWIPE_DURATION, expectedDuration);
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startShift = mCurrentShift.value;
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interpolator = DEACCEL;
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startShift = currentShift;
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interpolator = goingToHome ? OVERSHOOT_1_2 : DEACCEL;
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} else {
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endShift = endVelocity < 0 ? 1 : 0;
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interpolator = endVelocity < 0
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? Interpolators.overshootInterpolatorForVelocity(velocityPxPerMs, 2f)
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: DEACCEL;
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goingToHome = endVelocity < 0;
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endShift = goingToHome ? 1 : 0;
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startShift = Utilities.boundToRange(currentShift - velocityPxPerMs
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* SINGLE_FRAME_MS / mTransitionDragLength, 0, 1);
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float minFlingVelocity = mContext.getResources()
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.getDimension(R.dimen.quickstep_fling_min_velocity);
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if (Math.abs(endVelocity) > minFlingVelocity && mTransitionDragLength > 0) {
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float distanceToTravel = (endShift - mCurrentShift.value) * mTransitionDragLength;
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if (goingToHome) {
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Interpolators.OvershootParams overshoot = new Interpolators.OvershootParams(
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startShift, endShift, endShift, velocityPxPerMs, mTransitionDragLength);
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endShift = overshoot.end;
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interpolator = overshoot.interpolator;
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duration = Utilities.boundToRange(overshoot.duration, MIN_OVERSHOOT_DURATION,
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MAX_SWIPE_DURATION);
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} else {
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float distanceToTravel = (endShift - currentShift) * mTransitionDragLength;
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// we want the page's snap velocity to approximately match the velocity at
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// which the user flings, so we scale the duration by a value near to the
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// derivative of the scroll interpolator at zero, ie. 2.
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long baseDuration = Math.round(Math.abs(distanceToTravel / velocityPxPerMs));
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duration = Math.min(MAX_SWIPE_DURATION, 2 * baseDuration);
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// we want the page's snap velocity to approximately match the velocity at
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// which the user flings, so we scale the duration by a value near to the
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// derivative of the scroll interpolator at zero, ie. 2.
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long baseDuration = Math.round(Math.abs(distanceToTravel / velocityPxPerMs));
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duration = Math.min(MAX_SWIPE_DURATION, 2 * baseDuration);
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}
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}
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startShift = Utilities.boundToRange(mCurrentShift.value - velocityPxPerMs
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* SINGLE_FRAME_MS / (mTransitionDragLength), 0, 1);
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}
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animateToProgress(startShift, endShift, duration, interpolator);
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animateToProgress(startShift, endShift, duration, interpolator, goingToHome);
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}
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private void doLogGesture(boolean toLauncher) {
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@@ -754,14 +767,14 @@ public class WindowTransformSwipeHandler<T extends BaseDraggingActivity> {
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/** Animates to the given progress, where 0 is the current app and 1 is overview. */
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private void animateToProgress(float start, float end, long duration,
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Interpolator interpolator) {
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Interpolator interpolator, boolean goingToHome) {
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mRecentsAnimationWrapper.runOnInit(() -> animateToProgressInternal(start, end, duration,
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interpolator));
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interpolator, goingToHome));
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}
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private void animateToProgressInternal(float start, float end, long duration,
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Interpolator interpolator) {
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mIsGoingToHome = Float.compare(end, 1) == 0;
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Interpolator interpolator, boolean goingToHome) {
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mIsGoingToHome = goingToHome;
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ObjectAnimator anim = mCurrentShift.animateToValue(start, end).setDuration(duration);
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anim.setInterpolator(interpolator);
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anim.addListener(new AnimationSuccessListener() {
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@@ -16,7 +16,10 @@
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package com.android.launcher3.anim;
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import static com.android.launcher3.Utilities.SINGLE_FRAME_MS;
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import android.graphics.Path;
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import android.view.animation.AccelerateDecelerateInterpolator;
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import android.view.animation.AccelerateInterpolator;
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import android.view.animation.DecelerateInterpolator;
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import android.view.animation.Interpolator;
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@@ -45,6 +48,8 @@ public class Interpolators {
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public static final Interpolator DEACCEL_2_5 = new DecelerateInterpolator(2.5f);
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public static final Interpolator DEACCEL_3 = new DecelerateInterpolator(3f);
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public static final Interpolator ACCEL_DEACCEL = new AccelerateDecelerateInterpolator();
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public static final Interpolator FAST_OUT_SLOW_IN = new PathInterpolator(0.4f, 0f, 0.2f, 1f);
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public static final Interpolator AGGRESSIVE_EASE = new PathInterpolator(0.2f, 0f, 0f, 1f);
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@@ -118,17 +123,12 @@ public class Interpolators {
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return Math.abs(velocity) > FAST_FLING_PX_MS ? SCROLL : SCROLL_CUBIC;
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}
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public static Interpolator overshootInterpolatorForVelocity(float velocity) {
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return overshootInterpolatorForVelocity(velocity, 1f);
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}
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/**
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* Create an OvershootInterpolator with tension directly related to the velocity (in px/ms).
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* @param velocity The start velocity of the animation we want to overshoot.
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* @param dampFactor An optional factor to reduce the amount of tension (how far we overshoot).
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*/
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public static Interpolator overshootInterpolatorForVelocity(float velocity, float dampFactor) {
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return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f) / dampFactor);
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public static Interpolator overshootInterpolatorForVelocity(float velocity) {
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return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f));
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}
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/**
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@@ -160,4 +160,72 @@ public class Interpolators {
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float upperBound) {
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return t -> Utilities.mapRange(interpolator.getInterpolation(t), lowerBound, upperBound);
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}
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/**
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* Computes parameters necessary for an overshoot effect.
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*/
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public static class OvershootParams {
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public Interpolator interpolator;
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public float start;
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public float end;
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public long duration;
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/**
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* Given the input params, sets OvershootParams variables to be used by the caller.
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* @param startProgress The progress from 0 to 1 that the overshoot starts from.
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* @param overshootPastProgress The progress from 0 to 1 where we overshoot past (should
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* either be equal to startProgress or endProgress, depending on if we want to
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* overshoot immediately or only once we reach the end).
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* @param endProgress The final progress from 0 to 1 that we will settle to.
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* @param velocityPxPerMs The initial velocity that causes this overshoot.
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* @param totalDistancePx The distance against which progress is calculated.
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*/
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public OvershootParams(float startProgress, float overshootPastProgress,
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float endProgress, float velocityPxPerMs, int totalDistancePx) {
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velocityPxPerMs = Math.abs(velocityPxPerMs);
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start = startProgress;
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int startPx = (int) (start * totalDistancePx);
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// Overshoot by about half a frame.
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float overshootBy = velocityPxPerMs * SINGLE_FRAME_MS / totalDistancePx / 2;
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overshootBy = Utilities.boundToRange(overshootBy, 0.02f, 0.15f);
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end = overshootPastProgress + overshootBy;
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int endPx = (int) (end * totalDistancePx);
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int overshootDistance = endPx - startPx;
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// Calculate deceleration necessary to reach overshoot distance.
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// Formula: velocityFinal^2 = velocityInitial^2 + 2 * acceleration * distance
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// 0 = v^2 + 2ad (velocityFinal == 0)
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// a = v^2 / -2d
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float decelerationPxPerMs = velocityPxPerMs * velocityPxPerMs / (2 * overshootDistance);
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// Calculate time necessary to reach peak of overshoot.
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// Formula: acceleration = velocity / time
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// time = velocity / acceleration
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duration = (long) (velocityPxPerMs / decelerationPxPerMs);
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// Now that we're at the top of the overshoot, need to settle back to endProgress.
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float settleDistance = end - endProgress;
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int settleDistancePx = (int) (settleDistance * totalDistancePx);
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// Calculate time necessary for the settle.
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// Formula: distance = velocityInitial * time + 1/2 * acceleration * time^2
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// d = 1/2at^2 (velocityInitial = 0, since we just stopped at the top)
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// t = sqrt(2d/a)
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// Above formula assumes constant acceleration. Since we use ACCEL_DEACCEL, we actually
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// have acceleration to halfway then deceleration the rest. So the formula becomes:
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// t = sqrt(d/a) * 2 (half the distance for accel, half for deaccel)
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long settleDuration = (long) Math.sqrt(settleDistancePx / decelerationPxPerMs) * 2;
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// How much of the animation to devote to playing the overshoot (the rest is for settle).
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float overshootFraction = (float) duration / (duration + settleDuration);
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duration += settleDuration;
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// Finally, create the interpolator, composed of two interpolators: an overshoot, which
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// reaches end > 1, and then a settle to endProgress.
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Interpolator overshoot = Interpolators.clampToProgress(DEACCEL, 0, overshootFraction);
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// The settle starts at 1, where 1 is the top of the overshoot, and maps to a fraction
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// such that final progress is endProgress. For example, if we overshot to 1.1 but want
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// to end at 1, we need to map to 1/1.1.
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Interpolator settle = Interpolators.clampToProgress(Interpolators.mapToProgress(
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ACCEL_DEACCEL, 1, (endProgress - start) / (end - start)), overshootFraction, 1);
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interpolator = t -> t <= overshootFraction
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? overshoot.getInterpolation(t)
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: settle.getInterpolation(t);
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}
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}
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}
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Block a user