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/*
* 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.statemanager;
import static android.animation.ValueAnimator.areAnimatorsEnabled;
import static com.android.launcher3.anim.AnimatorPlaybackController.callListenerCommandRecursively;
import static com.android.launcher3.states.StateAnimationConfig.HANDLE_STATE_APPLY;
import static com.android.launcher3.states.StateAnimationConfig.SKIP_ALL_ANIMATIONS;
import android.animation.Animator;
import android.animation.Animator.AnimatorListener;
import android.animation.AnimatorListenerAdapter;
import android.animation.AnimatorSet;
import android.os.Handler;
import android.os.Looper;
import android.util.Log;
import androidx.annotation.FloatRange;
import com.android.launcher3.anim.AnimationSuccessListener;
import com.android.launcher3.anim.AnimatorPlaybackController;
import com.android.launcher3.anim.PendingAnimation;
import com.android.launcher3.states.StateAnimationConfig;
import com.android.launcher3.states.StateAnimationConfig.AnimationFlags;
import com.android.launcher3.states.StateAnimationConfig.AnimationPropertyFlags;
import com.android.launcher3.testing.shared.TestProtocol;
import java.io.PrintWriter;
import java.util.ArrayList;
/**
* Class to manage transitions between different states for a StatefulActivity based on different
* states
*/
public class StateManager<STATE_TYPE extends BaseState<STATE_TYPE>> {
public static final String TAG = "StateManager";
private final AnimationState mConfig = new AnimationState();
private final Handler mUiHandler;
private final StatefulActivity<STATE_TYPE> mActivity;
private final ArrayList<StateListener<STATE_TYPE>> mListeners = new ArrayList<>();
private final STATE_TYPE mBaseState;
// Animators which are run on properties also controlled by state animations.
private final AtomicAnimationFactory mAtomicAnimationFactory;
private StateHandler<STATE_TYPE>[] mStateHandlers;
private STATE_TYPE mState;
private STATE_TYPE mLastStableState;
private STATE_TYPE mCurrentStableState;
private STATE_TYPE mRestState;
public StateManager(StatefulActivity<STATE_TYPE> l, STATE_TYPE baseState) {
mUiHandler = new Handler(Looper.getMainLooper());
mActivity = l;
mBaseState = baseState;
mState = mLastStableState = mCurrentStableState = baseState;
mAtomicAnimationFactory = l.createAtomicAnimationFactory();
}
public STATE_TYPE getState() {
return mState;
}
public STATE_TYPE getTargetState() {
return (STATE_TYPE) mConfig.targetState;
}
public STATE_TYPE getCurrentStableState() {
return mCurrentStableState;
}
@Override
public String toString() {
return " StateManager(mLastStableState:" + mLastStableState
+ ", mCurrentStableState:" + mCurrentStableState
+ ", mState:" + mState
+ ", mRestState:" + mRestState
+ ", isInTransition:" + isInTransition() + ")";
}
public void dump(String prefix, PrintWriter writer) {
writer.println(prefix + "StateManager:");
writer.println(prefix + "\tmLastStableState:" + mLastStableState);
writer.println(prefix + "\tmCurrentStableState:" + mCurrentStableState);
writer.println(prefix + "\tmState:" + mState);
writer.println(prefix + "\tmRestState:" + mRestState);
writer.println(prefix + "\tisInTransition:" + isInTransition());
}
public StateHandler[] getStateHandlers() {
if (mStateHandlers == null) {
ArrayList<StateHandler> handlers = new ArrayList<>();
mActivity.collectStateHandlers(handlers);
mStateHandlers = handlers.toArray(new StateHandler[handlers.size()]);
}
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 !mActivity.isForceInvisible() && mActivity.isStarted();
}
/**
* @return {@code true} if the state matches the current state and there is no active
* transition to different state.
*/
public boolean isInStableState(STATE_TYPE state) {
return mState == state && mCurrentStableState == state
&& (mConfig.targetState == null || mConfig.targetState == state);
}
/**
* @return {@code true} If there is an active transition.
*/
public boolean isInTransition() {
return mConfig.currentAnimation != null;
}
/**
* @see #goToState(STATE_TYPE, boolean, AnimatorListener)
*/
public void goToState(STATE_TYPE state) {
goToState(state, shouldAnimateStateChange());
}
/**
* @see #goToState(STATE_TYPE, boolean, AnimatorListener)
*/
public void goToState(STATE_TYPE 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(STATE_TYPE state, boolean animated, AnimatorListener listener) {
goToState(state, animated, 0, listener);
}
/**
* Changes the Launcher state to the provided state after the given delay.
*/
public void goToState(STATE_TYPE state, long delay, AnimatorListener listener) {
goToState(state, true, delay, listener);
}
/**
* Changes the Launcher state to the provided state after the given delay.
*/
public void goToState(STATE_TYPE state, long delay) {
goToState(state, true, delay, null);
}
public void reapplyState() {
reapplyState(false);
}
public void reapplyState(boolean cancelCurrentAnimation) {
boolean wasInAnimation = mConfig.currentAnimation != null;
if (cancelCurrentAnimation && (mConfig.animProps & HANDLE_STATE_APPLY) == 0) {
// Animation canceling can trigger a cleanup routine, causing problems when we are in a
// launcher state that relies on member variable data. So if we are in one of those
// states, accelerate the current animation to its end point rather than canceling it
// outright.
if (mState.shouldPreserveDataStateOnReapply() && mConfig.currentAnimation != null) {
mConfig.currentAnimation.end();
}
mAtomicAnimationFactory.cancelAllStateElementAnimation();
cancelAnimation();
}
if (mConfig.currentAnimation == null) {
for (StateHandler handler : getStateHandlers()) {
handler.setState(mState);
}
if (wasInAnimation) {
onStateTransitionEnd(mState);
}
}
}
/** Handles backProgress in predictive back gesture by passing it to state handlers. */
public void onBackProgressed(
STATE_TYPE toState, @FloatRange(from = 0.0, to = 1.0) float backProgress) {
for (StateHandler handler : getStateHandlers()) {
handler.onBackProgressed(toState, backProgress);
}
}
/** Handles back cancelled event in predictive back gesture by passing it to state handlers. */
public void onBackCancelled(STATE_TYPE toState) {
for (StateHandler handler : getStateHandlers()) {
handler.onBackCancelled(toState);
}
}
private void goToState(
STATE_TYPE state, boolean animated, long delay, AnimatorListener listener) {
Log.d(TestProtocol.OVERVIEW_OVER_HOME, "go to state " + state);
animated &= areAnimatorsEnabled();
if (mActivity.isInState(state)) {
if (mConfig.currentAnimation == null) {
// Run any queued runnable
if (listener != null) {
listener.onAnimationEnd(null);
}
return;
} else if ((!mConfig.isUserControlled() && animated && mConfig.targetState == state)
|| mState.shouldPreserveDataStateOnReapply()) {
// We are running the same animation as requested, and/or target state should not be
// reset -- allow the current animation to complete instead of canceling it.
if (listener != null) {
mConfig.currentAnimation.addListener(listener);
}
return;
}
}
// Cancel the current animation. This will reset mState to mCurrentStableState, so store it.
STATE_TYPE fromState = mState;
cancelAnimation();
if (!animated) {
mAtomicAnimationFactory.cancelAllStateElementAnimation();
onStateTransitionStart(state);
for (StateHandler handler : getStateHandlers()) {
handler.setState(state);
}
onStateTransitionEnd(state);
// Run any queued runnable
if (listener != null) {
listener.onAnimationEnd(null);
}
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.changeId;
mUiHandler.postDelayed(() -> {
if (mConfig.changeId == startChangeId) {
goToStateAnimated(state, fromState, listener);
}
}, delay);
} else {
goToStateAnimated(state, fromState, listener);
}
}
private void goToStateAnimated(STATE_TYPE state, STATE_TYPE fromState,
AnimatorListener listener) {
// Since state mBaseState 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 == mBaseState
? fromState.getTransitionDuration(mActivity, false /* isToState */)
: state.getTransitionDuration(mActivity, true /* isToState */);
prepareForAtomicAnimation(fromState, state, mConfig);
AnimatorSet animation = createAnimationToNewWorkspaceInternal(state).buildAnim();
if (listener != null) {
animation.addListener(listener);
}
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(STATE_TYPE fromState, STATE_TYPE toState,
StateAnimationConfig config) {
mAtomicAnimationFactory.prepareForAtomicAnimation(fromState, toState, config);
}
/**
* Creates an animation representing atomic transitions between the provided states
*/
public AnimatorSet createAtomicAnimation(
STATE_TYPE fromState, STATE_TYPE toState, StateAnimationConfig config) {
PendingAnimation builder = new PendingAnimation(config.duration);
prepareForAtomicAnimation(fromState, toState, config);
for (StateHandler handler : mActivity.getStateManager().getStateHandlers()) {
handler.setStateWithAnimation(toState, config, builder);
}
return builder.buildAnim();
}
/**
* 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 state playback. Use higher duration for better
* accuracy.
*/
public AnimatorPlaybackController createAnimationToNewWorkspace(
STATE_TYPE state, long duration) {
return createAnimationToNewWorkspace(state, duration, 0 /* animFlags */);
}
public AnimatorPlaybackController createAnimationToNewWorkspace(
STATE_TYPE state, long duration, @AnimationFlags int animFlags) {
StateAnimationConfig config = new StateAnimationConfig();
config.duration = duration;
config.animFlags = animFlags;
return createAnimationToNewWorkspace(state, config);
}
public AnimatorPlaybackController createAnimationToNewWorkspace(STATE_TYPE state,
StateAnimationConfig config) {
config.animProps |= StateAnimationConfig.USER_CONTROLLED;
cancelAnimation();
config.copyTo(mConfig);
mConfig.playbackController = createAnimationToNewWorkspaceInternal(state)
.createPlaybackController();
return mConfig.playbackController;
}
private PendingAnimation createAnimationToNewWorkspaceInternal(final STATE_TYPE state) {
PendingAnimation builder = new PendingAnimation(mConfig.duration);
if (!mConfig.hasAnimationFlag(SKIP_ALL_ANIMATIONS)) {
for (StateHandler handler : getStateHandlers()) {
handler.setStateWithAnimation(state, mConfig, builder);
}
}
builder.addListener(createStateAnimationListener(state));
mConfig.setAnimation(builder.buildAnim(), state);
return builder;
}
private AnimatorListener createStateAnimationListener(STATE_TYPE state) {
return 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) {
onStateTransitionEnd(state);
}
};
}
private void onStateTransitionStart(STATE_TYPE state) {
mState = state;
mActivity.onStateSetStart(mState);
Log.d(TestProtocol.OVERVIEW_OVER_HOME, "Notifying listeners for state transition start"
+ " to state: " + state.toString());
for (int i = mListeners.size() - 1; i >= 0; i--) {
mListeners.get(i).onStateTransitionStart(state);
}
}
private void onStateTransitionEnd(STATE_TYPE state) {
// Only change the stable states after the transitions have finished
if (state != mCurrentStableState) {
mLastStableState = state.getHistoryForState(mCurrentStableState);
mCurrentStableState = state;
}
mActivity.onStateSetEnd(state);
if (state == mBaseState) {
setRestState(null);
}
Log.d(TestProtocol.OVERVIEW_OVER_HOME, "Notifying " + mListeners.size() + " listeners "
+ "for end transition for state: " + state.toString());
for (int i = mListeners.size() - 1; i >= 0; i--) {
mListeners.get(i).onStateTransitionComplete(state);
}
}
public STATE_TYPE getLastState() {
return mLastStableState;
}
public void moveToRestState() {
moveToRestState(shouldAnimateStateChange());
}
public void moveToRestState(boolean isAnimated) {
if (mConfig.currentAnimation != null && mConfig.isUserControlled()) {
// The user is doing something. Lets not mess it up
return;
}
if (mState.shouldDisableRestore()) {
goToState(getRestState(), isAnimated);
// Reset history
mLastStableState = mBaseState;
}
}
public STATE_TYPE getRestState() {
return mRestState == null ? mBaseState : mRestState;
}
public void setRestState(STATE_TYPE restState) {
mRestState = restState;
}
/**
* Cancels the current animation.
*/
public void cancelAnimation() {
Log.d(TestProtocol.OVERVIEW_OVER_HOME, "current animation cancelled");
mConfig.reset();
// It could happen that a new animation is set as a result of an endListener on the
// existing animation.
while (mConfig.currentAnimation != null || mConfig.playbackController != null) {
mConfig.reset();
}
}
/**
* Sets the provided controller as the current user controlled state animation
*/
public void setCurrentUserControlledAnimation(AnimatorPlaybackController controller) {
setCurrentAnimation(controller, StateAnimationConfig.USER_CONTROLLED);
}
public void setCurrentAnimation(AnimatorPlaybackController controller,
@AnimationPropertyFlags int animationProps) {
clearCurrentAnimation();
setCurrentAnimation(controller.getTarget());
mConfig.animProps = animationProps;
mConfig.playbackController = controller;
}
/**
* @see #setCurrentAnimation(AnimatorSet, Animator...). Using this method tells the StateManager
* that this is a custom animation to the given state, and thus the StateManager will add an
* animation listener to call {@link #onStateTransitionStart} and {@link #onStateTransitionEnd}.
* @param anim The custom animation to the given state.
* @param toState The state we are animating towards.
*/
public void setCurrentAnimation(AnimatorSet anim, STATE_TYPE toState) {
Log.d(TestProtocol.OVERVIEW_OVER_HOME, "setting animation to " + toState.toString());
cancelAnimation();
setCurrentAnimation(anim);
anim.addListener(createStateAnimationListener(toState));
}
/**
* 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.currentAnimation == childAnim) {
clearCurrentAnimation();
break;
}
}
boolean reapplyNeeded = mConfig.currentAnimation != null;
cancelAnimation();
if (reapplyNeeded) {
reapplyState();
// Dispatch on transition end, so that any transient property is cleared.
onStateTransitionEnd(mState);
}
mConfig.setAnimation(anim, null);
}
/**
* Cancels a currently running gesture animation
*/
public void cancelStateElementAnimation(int index) {
if (mAtomicAnimationFactory.mStateElementAnimators[index] != null) {
mAtomicAnimationFactory.mStateElementAnimators[index].cancel();
}
}
public Animator createStateElementAnimation(int index, float... values) {
cancelStateElementAnimation(index);
Animator anim = mAtomicAnimationFactory.createStateElementAnimation(index, values);
mAtomicAnimationFactory.mStateElementAnimators[index] = anim;
anim.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animator animation) {
mAtomicAnimationFactory.mStateElementAnimators[index] = null;
}
});
return anim;
}
private void clearCurrentAnimation() {
if (mConfig.currentAnimation != null) {
mConfig.currentAnimation.removeListener(mConfig);
mConfig.currentAnimation = 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.currentAnimation != mAnim) {
return;
}
mAnim.start();
}
}
private static class AnimationState<STATE_TYPE> extends StateAnimationConfig
implements AnimatorListener {
private static final StateAnimationConfig DEFAULT = new StateAnimationConfig();
public AnimatorPlaybackController playbackController;
public AnimatorSet currentAnimation;
public STATE_TYPE targetState;
// Id to keep track of config changes, to tie an animation with the corresponding request
public int changeId = 0;
/**
* Cancels the current animation and resets config variables.
*/
public void reset() {
AnimatorSet anim = currentAnimation;
AnimatorPlaybackController pc = playbackController;
DEFAULT.copyTo(this);
targetState = null;
currentAnimation = null;
playbackController = null;
changeId++;
if (pc != null) {
pc.getAnimationPlayer().cancel();
pc.dispatchOnCancel().dispatchOnEnd();
} else if (anim != null) {
anim.setDuration(0);
if (!anim.isStarted()) {
// If the animation is not started the listeners do not get notified,
// notify manually.
callListenerCommandRecursively(anim, AnimatorListener::onAnimationCancel);
callListenerCommandRecursively(anim, AnimatorListener::onAnimationEnd);
}
anim.cancel();
}
}
@Override
public void onAnimationEnd(Animator animation) {
if (playbackController != null && playbackController.getTarget() == animation) {
playbackController = null;
}
if (currentAnimation == animation) {
currentAnimation = null;
}
}
public void setAnimation(AnimatorSet animation, STATE_TYPE targetState) {
currentAnimation = animation;
this.targetState = targetState;
currentAnimation.addListener(this);
}
@Override
public void onAnimationStart(Animator animator) { }
@Override
public void onAnimationCancel(Animator animator) { }
@Override
public void onAnimationRepeat(Animator animator) { }
}
public interface StateHandler<STATE_TYPE> {
/**
* Updates the UI to {@param state} without any animations
*/
void setState(STATE_TYPE state);
/**
* Sets the UI to {@param state} by animating any changes.
*/
void setStateWithAnimation(
STATE_TYPE toState, StateAnimationConfig config, PendingAnimation animation);
/** Handles backProgress in predictive back gesture for target state. */
default void onBackProgressed(
STATE_TYPE toState, @FloatRange(from = 0.0, to = 1.0) float backProgress) {};
/** Handles back cancelled event in predictive back gesture for target state. */
default void onBackCancelled(STATE_TYPE toState) {};
}
public interface StateListener<STATE_TYPE> {
default void onStateTransitionStart(STATE_TYPE toState) { }
default void onStateTransitionComplete(STATE_TYPE finalState) { }
}
/**
* Factory class to configure and create atomic animations.
*/
public static class AtomicAnimationFactory<STATE_TYPE> {
protected static final int NEXT_INDEX = 0;
private final Animator[] mStateElementAnimators;
/**
*
* @param sharedElementAnimCount number of animations which run on state properties
*/
public AtomicAnimationFactory(int sharedElementAnimCount) {
mStateElementAnimators = new Animator[sharedElementAnimCount];
}
void cancelAllStateElementAnimation() {
for (Animator animator : mStateElementAnimators) {
if (animator != null) {
animator.cancel();
}
}
}
/**
* Creates animations for elements which can be also be part of state transitions. The
* actual definition of the animation is up to the app to define.
*
*/
public Animator createStateElementAnimation(int index, float... values) {
throw new RuntimeException("Unknown gesture animation " + index);
}
/**
* Prepares for a non-user controlled animation from fromState to this state. 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(
STATE_TYPE fromState, STATE_TYPE toState, StateAnimationConfig config) { }
}
}