Files
lawnchair/src/com/android/launcher3/LauncherStateManager.java
Riddle Hsu 7a7468fd39 Invalidate snapshot of home if its UI is changed
Snapshot may be enabled for home task when turning off
screen. If home UI has changed after screen off, the
snapshot should not be used to avoid ugly visual effect.

Bug: 140811348
Test: Lock/unlock device while home is on top with 4 cases:
      1. All apps is shown.
      2. Overview is shown.
      3. Options menu is shown.
      4. Quick search bar is active.
      The expected result should be no starting window
      when unlocking because the snapshot is dropped.

Change-Id: I4bd9926b6f9332ac16b1b3a25ffdd44706015a33
(cherry picked from commit 0ae61c8d29)
2020-03-05 01:39:18 +00:00

678 lines
24 KiB
Java

/*
* Copyright (C) 2015 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.launcher3;
import static com.android.launcher3.LauncherState.NORMAL;
import static com.android.launcher3.anim.PropertySetter.NO_ANIM_PROPERTY_SETTER;
import android.animation.Animator;
import android.animation.AnimatorListenerAdapter;
import android.animation.AnimatorSet;
import android.os.Handler;
import android.os.Looper;
import androidx.annotation.IntDef;
import com.android.launcher3.anim.AnimationSuccessListener;
import com.android.launcher3.anim.AnimatorPlaybackController;
import com.android.launcher3.anim.AnimatorSetBuilder;
import com.android.launcher3.anim.PropertySetter;
import com.android.launcher3.anim.PropertySetter.AnimatedPropertySetter;
import com.android.launcher3.compat.AccessibilityManagerCompat;
import java.io.PrintWriter;
import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
import java.util.ArrayList;
/**
* TODO: figure out what kind of tests we can write for this
*
* Things to test when changing the following class.
* - Home from workspace
* - from center screen
* - from other screens
* - Home from all apps
* - from center screen
* - from other screens
* - Back from all apps
* - from center screen
* - from other screens
* - Launch app from workspace and quit
* - with back
* - with home
* - Launch app from all apps and quit
* - with back
* - with home
* - Go to a screen that's not the default, then all
* apps, and launch and app, and go back
* - with back
* -with home
* - On workspace, long press power and go back
* - with back
* - with home
* - On all apps, long press power and go back
* - with back
* - with home
* - On workspace, power off
* - On all apps, power off
* - Launch an app and turn off the screen while in that app
* - Go back with home key
* - Go back with back key TODO: make this not go to workspace
* - From all apps
* - From workspace
* - Enter and exit car mode (becase it causes an extra configuration changed)
* - From all apps
* - From the center workspace
* - From another workspace
*/
public class LauncherStateManager {
public static final String TAG = "StateManager";
// We separate the state animations into "atomic" and "non-atomic" components. The atomic
// components may be run atomically - that is, all at once, instead of user-controlled. However,
// atomic components are not restricted to this purpose; they can be user-controlled alongside
// non atomic components as well. Note that each gesture model has exactly one atomic component,
// ATOMIC_OVERVIEW_SCALE_COMPONENT *or* ATOMIC_OVERVIEW_PEEK_COMPONENT.
@IntDef(flag = true, value = {
NON_ATOMIC_COMPONENT,
ATOMIC_OVERVIEW_SCALE_COMPONENT,
ATOMIC_OVERVIEW_PEEK_COMPONENT,
})
@Retention(RetentionPolicy.SOURCE)
public @interface AnimationComponents {}
public static final int NON_ATOMIC_COMPONENT = 1 << 0;
public static final int ATOMIC_OVERVIEW_SCALE_COMPONENT = 1 << 1;
public static final int ATOMIC_OVERVIEW_PEEK_COMPONENT = 1 << 2;
public static final int ANIM_ALL = NON_ATOMIC_COMPONENT | ATOMIC_OVERVIEW_SCALE_COMPONENT
| ATOMIC_OVERVIEW_PEEK_COMPONENT;
private final AnimationConfig mConfig = new AnimationConfig();
private final Handler mUiHandler;
private final Launcher mLauncher;
private final ArrayList<StateListener> mListeners = new ArrayList<>();
// Animators which are run on properties also controlled by state animations.
private Animator[] mStateElementAnimators;
private StateHandler[] mStateHandlers;
private LauncherState mState = NORMAL;
private LauncherState mLastStableState = NORMAL;
private LauncherState mCurrentStableState = NORMAL;
private LauncherState mRestState;
public LauncherStateManager(Launcher l) {
mUiHandler = new Handler(Looper.getMainLooper());
mLauncher = l;
}
public LauncherState getState() {
return mState;
}
public LauncherState getCurrentStableState() {
return mCurrentStableState;
}
public void dump(String prefix, PrintWriter writer) {
writer.println(prefix + "LauncherState:");
writer.println(prefix + "\tmLastStableState:" + mLastStableState);
writer.println(prefix + "\tmCurrentStableState:" + mCurrentStableState);
writer.println(prefix + "\tmState:" + mState);
writer.println(prefix + "\tmRestState:" + mRestState);
writer.println(prefix + "\tisInTransition:" + (mConfig.mCurrentAnimation != null));
}
public StateHandler[] getStateHandlers() {
if (mStateHandlers == null) {
mStateHandlers = mLauncher.createStateHandlers();
}
return mStateHandlers;
}
public void addStateListener(StateListener listener) {
mListeners.add(listener);
}
public void removeStateListener(StateListener listener) {
mListeners.remove(listener);
}
/**
* Returns true if the state changes should be animated.
*/
public boolean shouldAnimateStateChange() {
return !mLauncher.isForceInvisible() && mLauncher.isStarted();
}
/**
* @return {@code true} if the state matches the current state and there is no active
* transition to different state.
*/
public boolean isInStableState(LauncherState state) {
return mState == state && mCurrentStableState == state
&& (mConfig.mTargetState == null || mConfig.mTargetState == state);
}
/**
* @see #goToState(LauncherState, boolean, Runnable)
*/
public void goToState(LauncherState state) {
goToState(state, shouldAnimateStateChange());
}
/**
* @see #goToState(LauncherState, boolean, Runnable)
*/
public void goToState(LauncherState state, boolean animated) {
goToState(state, animated, 0, null);
}
/**
* Changes the Launcher state to the provided state.
*
* @param animated false if the state should change immediately without any animation,
* true otherwise
* @paras onCompleteRunnable any action to perform at the end of the transition, of null.
*/
public void goToState(LauncherState state, boolean animated, Runnable onCompleteRunnable) {
goToState(state, animated, 0, onCompleteRunnable);
}
/**
* Changes the Launcher state to the provided state after the given delay.
*/
public void goToState(LauncherState state, long delay, Runnable onCompleteRunnable) {
goToState(state, true, delay, onCompleteRunnable);
}
/**
* Changes the Launcher state to the provided state after the given delay.
*/
public void goToState(LauncherState state, long delay) {
goToState(state, true, delay, null);
}
public void reapplyState() {
reapplyState(false);
}
public void reapplyState(boolean cancelCurrentAnimation) {
boolean wasInAnimation = mConfig.mCurrentAnimation != null;
if (cancelCurrentAnimation) {
cancelAllStateElementAnimation();
cancelAnimation();
}
if (mConfig.mCurrentAnimation == null) {
for (StateHandler handler : getStateHandlers()) {
handler.setState(mState);
}
if (wasInAnimation) {
onStateTransitionEnd(mState);
}
}
}
private void goToState(LauncherState state, boolean animated, long delay,
final Runnable onCompleteRunnable) {
animated &= Utilities.areAnimationsEnabled(mLauncher);
if (mLauncher.isInState(state)) {
if (mConfig.mCurrentAnimation == null) {
// Run any queued runnable
if (onCompleteRunnable != null) {
onCompleteRunnable.run();
}
return;
} else if (!mConfig.userControlled && animated && mConfig.mTargetState == state) {
// We are running the same animation as requested
if (onCompleteRunnable != null) {
mConfig.mCurrentAnimation.addListener(new AnimationSuccessListener() {
@Override
public void onAnimationSuccess(Animator animator) {
onCompleteRunnable.run();
}
});
}
return;
}
}
// Cancel the current animation. This will reset mState to mCurrentStableState, so store it.
LauncherState fromState = mState;
mConfig.reset();
if (!animated) {
cancelAllStateElementAnimation();
onStateTransitionStart(state);
for (StateHandler handler : getStateHandlers()) {
handler.setState(state);
}
onStateTransitionEnd(state);
// Run any queued runnable
if (onCompleteRunnable != null) {
onCompleteRunnable.run();
}
return;
}
if (delay > 0) {
// Create the animation after the delay as some properties can change between preparing
// the animation and running the animation.
int startChangeId = mConfig.mChangeId;
mUiHandler.postDelayed(() -> {
if (mConfig.mChangeId == startChangeId) {
goToStateAnimated(state, fromState, onCompleteRunnable);
}
}, delay);
} else {
goToStateAnimated(state, fromState, onCompleteRunnable);
}
}
private void goToStateAnimated(LauncherState state, LauncherState fromState,
Runnable onCompleteRunnable) {
// Since state NORMAL can be reached from multiple states, just assume that the
// transition plays in reverse and use the same duration as previous state.
mConfig.duration = state == NORMAL
? fromState.getTransitionDuration(mLauncher)
: state.getTransitionDuration(mLauncher);
AnimatorSetBuilder builder = new AnimatorSetBuilder();
prepareForAtomicAnimation(fromState, state, builder);
AnimatorSet animation = createAnimationToNewWorkspaceInternal(
state, builder, onCompleteRunnable);
mUiHandler.post(new StartAnimRunnable(animation));
}
/**
* Prepares for a non-user controlled animation from fromState to toState. Preparations include:
* - Setting interpolators for various animations included in the state transition.
* - Setting some start values (e.g. scale) for views that are hidden but about to be shown.
*/
public void prepareForAtomicAnimation(LauncherState fromState, LauncherState toState,
AnimatorSetBuilder builder) {
toState.prepareForAtomicAnimation(mLauncher, fromState, builder);
}
public AnimatorSet createAtomicAnimation(LauncherState fromState, LauncherState toState,
AnimatorSetBuilder builder, @AnimationComponents int atomicComponent, long duration) {
prepareForAtomicAnimation(fromState, toState, builder);
AnimationConfig config = new AnimationConfig();
config.animComponents = atomicComponent;
config.duration = duration;
for (StateHandler handler : mLauncher.getStateManager().getStateHandlers()) {
handler.setStateWithAnimation(toState, builder, config);
}
return builder.build();
}
/**
* Creates a {@link AnimatorPlaybackController} that can be used for a controlled
* state transition. The UI is force-set to fromState before creating the controller.
* @param fromState the initial state for the transition.
* @param state the final state for the transition.
* @param duration intended duration for normal playback. Use higher duration for better
* accuracy.
*/
public AnimatorPlaybackController createAnimationToNewWorkspace(
LauncherState fromState, LauncherState state, long duration) {
// Since we are creating a state animation to a different state, temporarily prevent state
// change as part of config reset.
LauncherState originalRestState = mRestState;
mRestState = state;
mConfig.reset();
mRestState = originalRestState;
for (StateHandler handler : getStateHandlers()) {
handler.setState(fromState);
}
return createAnimationToNewWorkspace(state, duration);
}
/**
* Creates a {@link AnimatorPlaybackController} that can be used for a controlled
* state transition.
* @param state the final state for the transition.
* @param duration intended duration for normal playback. Use higher duration for better
* accuracy.
*/
public AnimatorPlaybackController createAnimationToNewWorkspace(
LauncherState state, long duration) {
return createAnimationToNewWorkspace(state, duration, LauncherStateManager.ANIM_ALL);
}
public AnimatorPlaybackController createAnimationToNewWorkspace(
LauncherState state, long duration, @AnimationComponents int animComponents) {
return createAnimationToNewWorkspace(state, new AnimatorSetBuilder(), duration, null,
animComponents);
}
public AnimatorPlaybackController createAnimationToNewWorkspace(LauncherState state,
AnimatorSetBuilder builder, long duration, Runnable onCancelRunnable,
@AnimationComponents int animComponents) {
mConfig.reset();
mConfig.userControlled = true;
mConfig.animComponents = animComponents;
mConfig.duration = duration;
mConfig.playbackController = AnimatorPlaybackController.wrap(
createAnimationToNewWorkspaceInternal(state, builder, null), duration,
onCancelRunnable);
return mConfig.playbackController;
}
protected AnimatorSet createAnimationToNewWorkspaceInternal(final LauncherState state,
AnimatorSetBuilder builder, final Runnable onCompleteRunnable) {
for (StateHandler handler : getStateHandlers()) {
handler.setStateWithAnimation(state, builder, mConfig);
}
final AnimatorSet animation = builder.build();
animation.addListener(new AnimationSuccessListener() {
@Override
public void onAnimationStart(Animator animation) {
// Change the internal state only when the transition actually starts
onStateTransitionStart(state);
}
@Override
public void onAnimationSuccess(Animator animator) {
// Run any queued runnables
if (onCompleteRunnable != null) {
onCompleteRunnable.run();
}
onStateTransitionEnd(state);
}
});
mConfig.setAnimation(animation, state);
return mConfig.mCurrentAnimation;
}
private void onStateTransitionStart(LauncherState state) {
if (mState != state) {
mState.onStateDisabled(mLauncher);
}
mState = state;
mState.onStateEnabled(mLauncher);
mLauncher.onStateSetStart(mState);
if (state.disablePageClipping) {
// Only disable clipping if needed, otherwise leave it as previous value.
mLauncher.getWorkspace().setClipChildren(false);
}
for (int i = mListeners.size() - 1; i >= 0; i--) {
mListeners.get(i).onStateTransitionStart(state);
}
}
private void onStateTransitionEnd(LauncherState state) {
// Only change the stable states after the transitions have finished
if (state != mCurrentStableState) {
mLastStableState = state.getHistoryForState(mCurrentStableState);
mCurrentStableState = state;
}
state.onStateTransitionEnd(mLauncher);
mLauncher.onStateSetEnd(state);
if (state == NORMAL) {
setRestState(null);
}
for (int i = mListeners.size() - 1; i >= 0; i--) {
mListeners.get(i).onStateTransitionComplete(state);
}
AccessibilityManagerCompat.sendStateEventToTest(mLauncher, state.ordinal);
}
public LauncherState getLastState() {
return mLastStableState;
}
public void moveToRestState() {
if (mConfig.mCurrentAnimation != null && mConfig.userControlled) {
// The user is doing something. Lets not mess it up
return;
}
if (mState.disableRestore) {
goToState(getRestState());
// Reset history
mLastStableState = NORMAL;
}
}
public LauncherState getRestState() {
return mRestState == null ? NORMAL : mRestState;
}
public void setRestState(LauncherState restState) {
mRestState = restState;
}
/**
* Cancels the current animation.
*/
public void cancelAnimation() {
mConfig.reset();
}
public void setCurrentUserControlledAnimation(AnimatorPlaybackController controller) {
clearCurrentAnimation();
setCurrentAnimation(controller.getTarget());
mConfig.userControlled = true;
mConfig.playbackController = controller;
}
/**
* Sets the animation as the current state animation, i.e., canceled when
* starting another animation and may block some launcher interactions while running.
*
* @param childAnimations Set of animations with the new target is controlling.
*/
public void setCurrentAnimation(AnimatorSet anim, Animator... childAnimations) {
for (Animator childAnim : childAnimations) {
if (childAnim == null) {
continue;
}
if (mConfig.playbackController != null
&& mConfig.playbackController.getTarget() == childAnim) {
clearCurrentAnimation();
break;
} else if (mConfig.mCurrentAnimation == childAnim) {
clearCurrentAnimation();
break;
}
}
boolean reapplyNeeded = mConfig.mCurrentAnimation != null;
cancelAnimation();
if (reapplyNeeded) {
reapplyState();
// Dispatch on transition end, so that any transient property is cleared.
onStateTransitionEnd(mState);
}
mConfig.setAnimation(anim, null);
}
private void cancelAllStateElementAnimation() {
if (mStateElementAnimators == null) {
return;
}
for (Animator animator : mStateElementAnimators) {
if (animator != null) {
animator.cancel();
}
}
}
/**
* Cancels a currently running gesture animation
*/
public void cancelStateElementAnimation(int index) {
if (mStateElementAnimators == null) {
return;
}
if (mStateElementAnimators[index] != null) {
mStateElementAnimators[index].cancel();
}
}
public Animator createStateElementAnimation(int index, float... values) {
cancelStateElementAnimation(index);
LauncherAppTransitionManager latm = mLauncher.getAppTransitionManager();
if (mStateElementAnimators == null) {
mStateElementAnimators = new Animator[latm.getStateElementAnimationsCount()];
}
Animator anim = latm.createStateElementAnimation(index, values);
mStateElementAnimators[index] = anim;
anim.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animator animation) {
mStateElementAnimators[index] = null;
}
});
return anim;
}
private void clearCurrentAnimation() {
if (mConfig.mCurrentAnimation != null) {
mConfig.mCurrentAnimation.removeListener(mConfig);
mConfig.mCurrentAnimation = null;
}
mConfig.playbackController = null;
}
private class StartAnimRunnable implements Runnable {
private final AnimatorSet mAnim;
public StartAnimRunnable(AnimatorSet anim) {
mAnim = anim;
}
@Override
public void run() {
if (mConfig.mCurrentAnimation != mAnim) {
return;
}
mAnim.start();
}
}
public static class AnimationConfig extends AnimatorListenerAdapter {
public long duration;
public boolean userControlled;
public AnimatorPlaybackController playbackController;
public @AnimationComponents int animComponents = ANIM_ALL;
private PropertySetter mPropertySetter;
private AnimatorSet mCurrentAnimation;
private LauncherState mTargetState;
// Id to keep track of config changes, to tie an animation with the corresponding request
private int mChangeId = 0;
/**
* Cancels the current animation and resets config variables.
*/
public void reset() {
duration = 0;
userControlled = false;
animComponents = ANIM_ALL;
mPropertySetter = null;
mTargetState = null;
if (playbackController != null) {
playbackController.getAnimationPlayer().cancel();
playbackController.dispatchOnCancel();
} else if (mCurrentAnimation != null) {
mCurrentAnimation.setDuration(0);
mCurrentAnimation.cancel();
}
mCurrentAnimation = null;
playbackController = null;
mChangeId ++;
}
public PropertySetter getPropertySetter(AnimatorSetBuilder builder) {
if (mPropertySetter == null) {
mPropertySetter = duration == 0 ? NO_ANIM_PROPERTY_SETTER
: new AnimatedPropertySetter(duration, builder);
}
return mPropertySetter;
}
@Override
public void onAnimationEnd(Animator animation) {
if (playbackController != null && playbackController.getTarget() == animation) {
playbackController = null;
}
if (mCurrentAnimation == animation) {
mCurrentAnimation = null;
}
}
public void setAnimation(AnimatorSet animation, LauncherState targetState) {
mCurrentAnimation = animation;
mTargetState = targetState;
mCurrentAnimation.addListener(this);
}
public boolean playAtomicOverviewScaleComponent() {
return (animComponents & ATOMIC_OVERVIEW_SCALE_COMPONENT) != 0;
}
public boolean playAtomicOverviewPeekComponent() {
return (animComponents & ATOMIC_OVERVIEW_PEEK_COMPONENT) != 0;
}
public boolean playNonAtomicComponent() {
return (animComponents & NON_ATOMIC_COMPONENT) != 0;
}
}
public interface StateHandler {
/**
* Updates the UI to {@param state} without any animations
*/
void setState(LauncherState state);
/**
* Sets the UI to {@param state} by animating any changes.
*/
void setStateWithAnimation(LauncherState toState,
AnimatorSetBuilder builder, AnimationConfig config);
}
public interface StateListener {
void onStateTransitionStart(LauncherState toState);
void onStateTransitionComplete(LauncherState finalState);
}
}