The Scene Framework

Known internally as "Flexiglass", this framework defines a graph where each node is a "scene" and each edge between the scenes is a transition. The scenes are the main components of System UI, on phones these are: the lockscreen, bouncer, shade, and quick settings panels/views/screens). Each scene is a standalone experience.

The main goal of the framework is to increase code health by applying Separation of concerns over several dimensions:

  1. Each scene is a standalone piece of UI; their code doesn't need to concern itself with either transition animations or anything in other scenes. This frees the developer to be able to focus only on the content of the UI for that scene.
  2. Transition definitions (which scene leads to which other scene following which user action) are pulled out and separated from the content of the UI.
  3. Transition animations (the effects that happen alongside the gradual change from one scene to another) are also pulled out and separated from the content of the UI.

In addition to the above, some of the secondary goals are:

  1. Make customization easier: by separating scenes to standalone pieces, it becomes possible for variant owners and OEMs to exclude or replace certain scenes or to add brand-new scenes.
  2. Enable modularization: by separating scenes to standalone pieces, it becomes possible to break down System UI into smaller codebases, each one of which could be built on its own. Note: this isn't part of the scene framework itself but is something that can be done more easily once the scene framework is in place.

Terminology

  • Scene a collection of UI elements in a layout that, together, make up a "screen" or "page" that is as large as the container. Scenes can be navigated between / transition to/from. To learn more, please see this section.
  • Element (or "UI element") a single unit of UI within a scene. One scene can arrange multiple elements within a layout structure.
  • Transition the gradual switching from one scene to another scene. There are two kinds: user-driven and automatic scene transitions.
  • Transition animation the set of UI effects that occurs while/during a transition. These can apply to the entire scene or to specific elements in the scene. To learn more, please see this section.
  • Scene container (or just "container") the root piece of UI (typically a @Composable function) that sets up all the scenes, their transitions, etc. To learn more, please see this section.
  • Container configuration (or just "configuration") the collection of scenes and some added information about the desired behaviour of a container. To learn more, please see this section.

Enabling the framework

As of the end of 2023, the scene framework is under development; as such, it is disabled by default. For those who are interested in a preview, please follow the instructions below to turn it on.

NOTE: in case these instructions become stale and don't actually enable the framework, please make sure SceneContainerFlag.isEnabled in the SceneContainerFlags.kt file evalutes to true.

  1. Set SCENE_CONTAINER_ENABLED to true in the Flags.kt file

  2. Set the migrate_keyguard_status_bar_view classic flag to true by running: console $ adb shell statusbar cmd migrate_keyguard_status_bar_view true

  3. Set a collection of aconfig flags to true by running the following commands:

    $ adb shell device_config put systemui com.android.systemui.scene_container true
    $ adb shell device_config put systemui com.android.systemui.keyguard_bottom_area_refactor true
    $ adb shell device_config put systemui com.android.systemui.keyguard_shade_migration_nssl true
    $ adb shell device_config put systemui com.android.systemui.media_in_scene_container true
    
  4. Restart System UI by issuing the following command:

    $ adb shell am crash com.android.systemui
    
  5. Verify that the scene framework was turned on. There are two ways to do this:

    (a) look for the sash/ribbon UI at the bottom-right corner of the display: ribbon

    NOTE: this will be removed proper to the actual release of the framework.

    (b) Turn on logging and look for the logging statements in logcat:


    # Turn on logging from the framework: $ adb shell cmd statusbar echo -b SceneFramework:verbose

Checking if the framework is enabled

Look for the log statements from the framework:

$ adb logcat -v time SceneFramework:* *:S

Disabling the framework

To disable the framework, simply turn off the main aconfig flag:

$ adb shell device_config put systemui com.android.systemui.scene_container false

Defining a scene

By default, the framework ships with fully functional scenes as enumarated here. Should a variant owner or OEM want to replace or add a new scene, they could do so by defining their own scene. This section describes how to do that.

Each scene is defined as an implementation of the ComposableScene interface, which has three parts: 1. The key property returns the SceneKey that uniquely identifies that scene 2. The destinationScenes Flow returns the (potentially ever-changing) set of navigation edges to other scenes, based on user-actions, which is how the navigation graph is defined (see the Scene navigation section for more) 3. The Content function which uses Jetpack Compose to declare of the UI itself. This is the UI "at rest", e.g. once there is no transition between any two scenes. The Scene Framework has other ways to define how the content of your UI changes with and throughout a transition to learn more please see the Scene transition animations section

For example:

@SysUISingleton class YourScene @Inject constructor( /* your dependencies here */ ) : ComposableScene {
    override val key = SceneKey.YourScene

    override val destinationScenes: StateFlow<Map<UserAction, SceneModel>> =
        MutableStateFlow<Map<UserAction, SceneModel>>(
            mapOf(
                // This is where scene navigation is defined, more on that below.
            )
        ).asStateFlow()

    @Composable
    override fun SceneScope.Content(
        modifier: Modifier,
    ) {
        // This is where the UI is defined using Jetpack Compose.
    }
}

Injecting scenes

Scenes are injected into the Dagger dependency graph from the SceneModule.

Scene navigation

As seen above, each scene is responsible for providing an observable Flow of a Map that connects UserAction (for example: swipe down, swipe up, back button/gesture, etc.) keys to SceneModel destinations. This is how the scene navigation graph is defined.

NOTE: this controls only user-input based navigation. To learn about the other type of scene navigation, please see the Automatic scene transitions section.

Because this is a Flow, scene implemetations should feel free to emit new values over time. For example, the Lockscreen scene ties the "swipe up" user action to go to the Bouncer scene if the device is still locked or to go to the Gone scene if the device is unlocked, allowing the user to dismiss the lockscreen UI when not locked.

Scene transition animations

The Scene Framework separates transition animations from content UI declaration by placing the definition of the former in a different location. This way, there's no longer a need to contaminate the content UI declaration with animation logic, a practice that becomes unscalable over time.

Under the hood, the Scene Framework uses SceneTransitionLayout, a @Composable function designed with scene graph and transitions in mind. In fact, the Scene Framework is merely a shallow wrapper around SceneTransitionLayout.

The SceneTransitionLayout API requires the transitions to be passed-in separately from the scenes themselves. In System UI, the transitions can be found in SceneContainerTransitions. As you can see, each possible scene-to-scene transition has its own builder, here's one example:

fun TransitionBuilder.lockscreenToShadeTransition() {
    spec = tween(durationMillis = 500)

    punchHole(Shade.Elements.QuickSettings, bounds = Shade.Elements.Scrim, Shade.Shapes.Scrim)
    translate(Shade.Elements.Scrim, Edge.Top, startsOutsideLayoutBounds = false)
    fractionRange(end = 0.5f) {
        fade(Shade.Elements.ScrimBackground)
        translate(
            QuickSettings.Elements.CollapsedGrid,
            Edge.Top,
            startsOutsideLayoutBounds = false,
        )
    }
    fractionRange(start = 0.5f) { fade(Notifications.Elements.Notifications) }
}

Going through the example code:

  • The spec is the animation that should be invoked, in the example above, we use a tween animation with a duration of 500 milliseconds
  • Then there's a series of function calls: punchHole applies a clip mask to the Scrim element in the destination scene (in this case it's the Shade scene) which has the position and size determined by the bounds parameter and the shape passed into the shape parameter. This lets the Lockscreen scene render "through" the Shade scene
  • The translate call shifts the Scrim element to/from the Top edge of the scene container
  • The first fractionRange wrapper tells the system to apply its contained functions only during the first half of the transition. Inside of it, we see a fade of the ScrimBackground element and a translate o the CollpasedGrid element to/from the Top edge
  • The second fractionRange only starts at the second half of the transition (e.g. when the previous one ends) and applies a fade on the Notifications element

You can find the actual documentation for this API here.

Tagging elements

As demonstrated above, elements within a scene can be addressed from transition defintions. In order to "tag" an element with a specific ElementKey, the element modifier must be used on the composable that declared that element's UI:

Text(
    text = "Some text",
    modifier = Modifier.element(MyElements.SomeText),
)

In addition to the ability to refer to a tagged element in transition definitions, if the same ElementKey is used for one element in the current scene and another element in the destination scene, the element is considered to be a shared element. As such, the framework automatically translates and scales the bounds of the shared element from its current bounds in the source scene to its final bounds in the destination scene.

Scene container

To set up a scene framework instance, a scene container must be declared. This is the root of an entire scene graph that puts together the scenes, their transitions, and the configuration. The container is then added to a parent @Composable or View so it can be displayed.

The default scene container in System UI is defined in the SceneContainer.kt file.

Scene container configuration

The SceneContainer function is passed a few parameters including a view-model and a set of scenes. The exact details of what gets passed in depends on the SceneContainerConfig object which is injected into the Dagger dependency graph here.

Automatic scene transitions

The scene framework supports the ability for scenes to change automatically based on device state or events other than direct user input. For example: when the device is locked, there's an automatic scene transition to the Lockscreen scene.

This logic is contained within the SceneContainerStartable class.

Side-effects

Similarly to the above, the SceneContainerStartable also handles side-effects by updating other parts of the System UI codebase whenever internal scene framework state changes. As an example: the visibility of the View that contains our scene container is updated every time there's a transition to or from the Gone scene.

Observing scene transition state

There are a couple of ways to observe the transition state:

  1. [Easiest] using the SceneScope of the scene container, simply use the animateSharedXAsState API, the full list is here.
  2. [Harder] if outside the SceneScope of the scene container, observe SceneInteractor.transitionState.

Dependency Injection

The entire framework is provided into the Dagger dependency graph from the top-level Dagger module at SceneContainerFrameworkModule this puts together the scenes from SceneModule, the configuration from SceneContainerConfigModule, and the startable from SceneContainerStartableModule.

Integration Notes

Relationship to Jetpack Compose

The scene framework depends on Jetpack Compose; therefore, compiling System UI with Jetpack Compose is required. However, because Jetpack Compose and Android Views interoperate, the UI in each scene doesn't necessarily need to be a pure hierarchy of @Composable functions; instead, it's acceptable to use an AndroidView somewhere in the hierarchy of composable functions to include a View or ViewGroup subtree.

Interoperability with Views

The scene framework comes with built-in functionality to animate the entire scene and/or elements within the scene in-tandem with the actual scene transition progress.

For example, as the user drags their finger down rom the top of the lockscreen, the shade scene becomes visible and gradually expands, the amount of expansion tracks the movement of the finger.

That feature of the framework uses a custom element(ElementKey) Jetpack Compose Modifier to refer to elements within a scene. The transition builders then use the same ElementKey objects to refer to those elements and describe how they animate in-tandem with scene transitions. Because this is a Jetpack Compose Modifier, it means that, in order for an element in a scene to be animated automatically by the framework, that element must be nested within a pure @Composable hierarchy. The element itself is allowed to be a classic Android View (nested within a Jetpack Compose AndroidView) but all ancestors must be @Composable functions.

Notifications

As of January 2024, the integration of notifications and heads-up notifications (HUNs) into the scene framework follows an unusual pattern. We chose this pattern due to migration risk and performance concerns but will eventually replace it with the more common element placement pattern that all other elements are following.

The special pattern for notifications is that, instead of the notification list (NotificationStackScrollLayout or "NSSL", which also displays HUNs) being placed in the element hierarchy within the scenes that display notifications, the NSSL (which continues to be an Android View) "floats" above the scene container, rendering on top of everything. This is very similar to how NSSL is integrated with the legacy shade, prior to the scene framework.

In order to render the NSSL as if it's part of the organic hierarchy of elements within its scenes, we control the NSSL's self-imposed effective bounds (e.g. position offsets, clip path, size) from @Composable elements within the normal scene hierarchy. These special "placeholder" elements can be found here.