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author Omar Miatello <omarmt@google.com> 2023-11-07 10:45:30 +0000
committer Android (Google) Code Review <android-gerrit@google.com> 2023-11-07 10:45:30 +0000
commita89414f889a74d627ba1e9fce1e54f09b614c5df (patch)
tree56be0832b68799bb629600ac341b9777cdc859a0
parenteb1ff8ae19bb68390f31ed1bbd2fe987d9db220e (diff)
parent4de220072c9f32f5a1ad60e0b63250cf7bfb37a4 (diff)
Merge "Refactor only: Move SceneGestureHandler in a separated file" into main
-rw-r--r--packages/SystemUI/compose/scene/src/com/android/compose/animation/scene/SceneGestureHandler.kt659
-rw-r--r--packages/SystemUI/compose/scene/src/com/android/compose/animation/scene/SwipeToScene.kt656
2 files changed, 659 insertions, 656 deletions
diff --git a/packages/SystemUI/compose/scene/src/com/android/compose/animation/scene/SceneGestureHandler.kt b/packages/SystemUI/compose/scene/src/com/android/compose/animation/scene/SceneGestureHandler.kt
new file mode 100644
index 000000000000..7563e27d8e5d
--- /dev/null
+++ b/packages/SystemUI/compose/scene/src/com/android/compose/animation/scene/SceneGestureHandler.kt
@@ -0,0 +1,659 @@
+package com.android.compose.animation.scene
+
+import android.util.Log
+import androidx.annotation.VisibleForTesting
+import androidx.compose.animation.core.Animatable
+import androidx.compose.animation.core.Spring
+import androidx.compose.animation.core.spring
+import androidx.compose.foundation.gestures.Orientation
+import androidx.compose.runtime.getValue
+import androidx.compose.runtime.mutableFloatStateOf
+import androidx.compose.runtime.mutableStateOf
+import androidx.compose.runtime.setValue
+import androidx.compose.ui.geometry.Offset
+import androidx.compose.ui.unit.Velocity
+import androidx.compose.ui.unit.dp
+import androidx.compose.ui.unit.round
+import com.android.compose.nestedscroll.PriorityNestedScrollConnection
+import kotlin.math.absoluteValue
+import kotlinx.coroutines.CoroutineScope
+import kotlinx.coroutines.Job
+import kotlinx.coroutines.launch
+
+@VisibleForTesting
+class SceneGestureHandler(
+ private val layoutImpl: SceneTransitionLayoutImpl,
+ internal val orientation: Orientation,
+ private val coroutineScope: CoroutineScope,
+) : GestureHandler {
+ override val draggable: DraggableHandler = SceneDraggableHandler(this)
+
+ override val nestedScroll: SceneNestedScrollHandler = SceneNestedScrollHandler(this)
+
+ private var transitionState
+ get() = layoutImpl.state.transitionState
+ set(value) {
+ layoutImpl.state.transitionState = value
+ }
+
+ /**
+ * The transition controlled by this gesture handler. It will be set as the [transitionState] in
+ * the [SceneTransitionLayoutImpl] whenever this handler is driving the current transition.
+ *
+ * Note: the initialScene here does not matter, it's only used for initializing the transition
+ * and will be replaced when a drag event starts.
+ */
+ private val swipeTransition = SwipeTransition(initialScene = currentScene)
+
+ internal val currentScene: Scene
+ get() = layoutImpl.scene(transitionState.currentScene)
+
+ @VisibleForTesting
+ val isDrivingTransition
+ get() = transitionState == swipeTransition
+
+ @VisibleForTesting
+ var isAnimatingOffset
+ get() = swipeTransition.isAnimatingOffset
+ private set(value) {
+ swipeTransition.isAnimatingOffset = value
+ }
+
+ internal val swipeTransitionToScene
+ get() = swipeTransition._toScene
+
+ /**
+ * The velocity threshold at which the intent of the user is to swipe up or down. It is the same
+ * as SwipeableV2Defaults.VelocityThreshold.
+ */
+ @VisibleForTesting val velocityThreshold = with(layoutImpl.density) { 125.dp.toPx() }
+
+ /**
+ * The positional threshold at which the intent of the user is to swipe to the next scene. It is
+ * the same as SwipeableV2Defaults.PositionalThreshold.
+ */
+ private val positionalThreshold = with(layoutImpl.density) { 56.dp.toPx() }
+
+ internal var gestureWithPriority: Any? = null
+
+ internal fun onDragStarted(pointersDown: Int, startedPosition: Offset?) {
+ if (isDrivingTransition) {
+ // This [transition] was already driving the animation: simply take over it.
+ // Stop animating and start from where the current offset.
+ swipeTransition.stopOffsetAnimation()
+ return
+ }
+
+ val transition = transitionState
+ if (transition is TransitionState.Transition) {
+ // TODO(b/290184746): Better handle interruptions here if state != idle.
+ Log.w(
+ TAG,
+ "start from TransitionState.Transition is not fully supported: from" +
+ " ${transition.fromScene} to ${transition.toScene} " +
+ "(progress ${transition.progress})"
+ )
+ }
+
+ val fromScene = currentScene
+
+ swipeTransition._currentScene = fromScene
+ swipeTransition._fromScene = fromScene
+
+ // We don't know where we are transitioning to yet given that the drag just started, so set
+ // it to fromScene, which will effectively be treated the same as Idle(fromScene).
+ swipeTransition._toScene = fromScene
+
+ swipeTransition.stopOffsetAnimation()
+ swipeTransition.dragOffset = 0f
+
+ // Use the layout size in the swipe orientation for swipe distance.
+ // TODO(b/290184746): Also handle custom distances for transitions. With smaller distances,
+ // we will also have to make sure that we correctly handle overscroll.
+ swipeTransition.absoluteDistance =
+ when (orientation) {
+ Orientation.Horizontal -> layoutImpl.size.width
+ Orientation.Vertical -> layoutImpl.size.height
+ }.toFloat()
+
+ val fromEdge =
+ startedPosition?.let { position ->
+ layoutImpl.edgeDetector.edge(
+ layoutImpl.size,
+ position.round(),
+ layoutImpl.density,
+ orientation,
+ )
+ }
+
+ swipeTransition.actionUpOrLeft =
+ Swipe(
+ direction =
+ when (orientation) {
+ Orientation.Horizontal -> SwipeDirection.Left
+ Orientation.Vertical -> SwipeDirection.Up
+ },
+ pointerCount = pointersDown,
+ fromEdge = fromEdge,
+ )
+
+ swipeTransition.actionDownOrRight =
+ Swipe(
+ direction =
+ when (orientation) {
+ Orientation.Horizontal -> SwipeDirection.Right
+ Orientation.Vertical -> SwipeDirection.Down
+ },
+ pointerCount = pointersDown,
+ fromEdge = fromEdge,
+ )
+
+ if (fromEdge == null) {
+ swipeTransition.actionUpOrLeftNoEdge = null
+ swipeTransition.actionDownOrRightNoEdge = null
+ } else {
+ swipeTransition.actionUpOrLeftNoEdge =
+ (swipeTransition.actionUpOrLeft as Swipe).copy(fromEdge = null)
+ swipeTransition.actionDownOrRightNoEdge =
+ (swipeTransition.actionDownOrRight as Swipe).copy(fromEdge = null)
+ }
+
+ if (swipeTransition.absoluteDistance > 0f) {
+ transitionState = swipeTransition
+ }
+ }
+
+ internal fun onDrag(delta: Float) {
+ if (delta == 0f) return
+
+ swipeTransition.dragOffset += delta
+
+ // First check transition.fromScene should be changed for the case where the user quickly
+ // swiped twice in a row to accelerate the transition and go from A => B then B => C really
+ // fast.
+ maybeHandleAcceleratedSwipe()
+
+ val offset = swipeTransition.dragOffset
+ val fromScene = swipeTransition._fromScene
+
+ // Compute the target scene depending on the current offset.
+ val target = fromScene.findTargetSceneAndDistance(offset)
+
+ if (swipeTransition._toScene.key != target.sceneKey) {
+ swipeTransition._toScene = layoutImpl.scenes.getValue(target.sceneKey)
+ }
+
+ if (swipeTransition._distance != target.distance) {
+ swipeTransition._distance = target.distance
+ }
+ }
+
+ /**
+ * Change fromScene in the case where the user quickly swiped multiple times in the same
+ * direction to accelerate the transition from A => B then B => C.
+ */
+ private fun maybeHandleAcceleratedSwipe() {
+ val toScene = swipeTransition._toScene
+ val fromScene = swipeTransition._fromScene
+
+ // If the swipe was not committed, don't do anything.
+ if (fromScene == toScene || swipeTransition._currentScene != toScene) {
+ return
+ }
+
+ // If the offset is past the distance then let's change fromScene so that the user can swipe
+ // to the next screen or go back to the previous one.
+ val offset = swipeTransition.dragOffset
+ val absoluteDistance = swipeTransition.absoluteDistance
+ if (offset <= -absoluteDistance && swipeTransition.upOrLeft(fromScene) == toScene.key) {
+ swipeTransition.dragOffset += absoluteDistance
+ swipeTransition._fromScene = toScene
+ } else if (
+ offset >= absoluteDistance && swipeTransition.downOrRight(fromScene) == toScene.key
+ ) {
+ swipeTransition.dragOffset -= absoluteDistance
+ swipeTransition._fromScene = toScene
+ }
+
+ // Important note: toScene and distance will be updated right after this function is called,
+ // using fromScene and dragOffset.
+ }
+
+ private class TargetScene(
+ val sceneKey: SceneKey,
+ val distance: Float,
+ )
+
+ private fun Scene.findTargetSceneAndDistance(directionOffset: Float): TargetScene {
+ val upOrLeft = swipeTransition.upOrLeft(this)
+ val downOrRight = swipeTransition.downOrRight(this)
+
+ // Compute the target scene depending on the current offset.
+ return when {
+ directionOffset < 0f && upOrLeft != null -> {
+ TargetScene(
+ sceneKey = upOrLeft,
+ distance = -swipeTransition.absoluteDistance,
+ )
+ }
+ directionOffset > 0f && downOrRight != null -> {
+ TargetScene(
+ sceneKey = downOrRight,
+ distance = swipeTransition.absoluteDistance,
+ )
+ }
+ else -> {
+ TargetScene(
+ sceneKey = key,
+ distance = 0f,
+ )
+ }
+ }
+ }
+
+ internal fun onDragStopped(velocity: Float, canChangeScene: Boolean) {
+ // The state was changed since the drag started; don't do anything.
+ if (!isDrivingTransition) {
+ return
+ }
+
+ fun animateTo(targetScene: Scene, targetOffset: Float) {
+ // If the effective current scene changed, it should be reflected right now in the
+ // current scene state, even before the settle animation is ongoing. That way all the
+ // swipeables and back handlers will be refreshed and the user can for instance quickly
+ // swipe vertically from A => B then horizontally from B => C, or swipe from A => B then
+ // immediately go back B => A.
+ if (targetScene != swipeTransition._currentScene) {
+ swipeTransition._currentScene = targetScene
+ layoutImpl.onChangeScene(targetScene.key)
+ }
+
+ animateOffset(
+ initialVelocity = velocity,
+ targetOffset = targetOffset,
+ targetScene = targetScene.key
+ )
+ }
+
+ val fromScene = swipeTransition._fromScene
+ if (canChangeScene) {
+ // If we are halfway between two scenes, we check what the target will be based on the
+ // velocity and offset of the transition, then we launch the animation.
+
+ val toScene = swipeTransition._toScene
+ if (fromScene == toScene) {
+ // We were not animating.
+ transitionState = TransitionState.Idle(fromScene.key)
+ return
+ }
+
+ // Compute the destination scene (and therefore offset) to settle in.
+ val offset = swipeTransition.dragOffset
+ val distance = swipeTransition.distance
+ if (
+ shouldCommitSwipe(
+ offset,
+ distance,
+ velocity,
+ wasCommitted = swipeTransition._currentScene == toScene,
+ )
+ ) {
+ // Animate to the next scene
+ animateTo(targetScene = toScene, targetOffset = distance)
+ } else {
+ // Animate to the initial scene
+ animateTo(targetScene = fromScene, targetOffset = 0f)
+ }
+ } else {
+ // We are doing an overscroll animation between scenes. In this case, we can also start
+ // from the idle position.
+
+ val startFromIdlePosition = swipeTransition.dragOffset == 0f
+
+ if (startFromIdlePosition) {
+ // If there is a next scene, we start the overscroll animation.
+ val target = fromScene.findTargetSceneAndDistance(velocity)
+ val isValidTarget = target.distance != 0f && target.sceneKey != fromScene.key
+ if (isValidTarget) {
+ swipeTransition._toScene = layoutImpl.scene(target.sceneKey)
+ swipeTransition._distance = target.distance
+
+ animateTo(targetScene = fromScene, targetOffset = 0f)
+ } else {
+ // We will not animate
+ transitionState = TransitionState.Idle(fromScene.key)
+ }
+ } else {
+ // We were between two scenes: animate to the initial scene.
+ animateTo(targetScene = fromScene, targetOffset = 0f)
+ }
+ }
+ }
+
+ /**
+ * Whether the swipe to the target scene should be committed or not. This is inspired by
+ * SwipeableV2.computeTarget().
+ */
+ private fun shouldCommitSwipe(
+ offset: Float,
+ distance: Float,
+ velocity: Float,
+ wasCommitted: Boolean,
+ ): Boolean {
+ fun isCloserToTarget(): Boolean {
+ return (offset - distance).absoluteValue < offset.absoluteValue
+ }
+
+ // Swiping up or left.
+ if (distance < 0f) {
+ return if (offset > 0f || velocity >= velocityThreshold) {
+ false
+ } else {
+ velocity <= -velocityThreshold ||
+ (offset <= -positionalThreshold && !wasCommitted) ||
+ isCloserToTarget()
+ }
+ }
+
+ // Swiping down or right.
+ return if (offset < 0f || velocity <= -velocityThreshold) {
+ false
+ } else {
+ velocity >= velocityThreshold ||
+ (offset >= positionalThreshold && !wasCommitted) ||
+ isCloserToTarget()
+ }
+ }
+
+ private fun animateOffset(
+ initialVelocity: Float,
+ targetOffset: Float,
+ targetScene: SceneKey,
+ ) {
+ swipeTransition.startOffsetAnimation {
+ coroutineScope.launch {
+ if (!isAnimatingOffset) {
+ swipeTransition.offsetAnimatable.snapTo(swipeTransition.dragOffset)
+ }
+ isAnimatingOffset = true
+
+ swipeTransition.offsetAnimatable.animateTo(
+ targetOffset,
+ // TODO(b/290184746): Make this spring spec configurable.
+ spring(
+ stiffness = Spring.StiffnessMediumLow,
+ visibilityThreshold = OffsetVisibilityThreshold
+ ),
+ initialVelocity = initialVelocity,
+ )
+
+ isAnimatingOffset = false
+
+ // Now that the animation is done, the state should be idle. Note that if the state
+ // was changed since this animation started, some external code changed it and we
+ // shouldn't do anything here. Note also that this job will be cancelled in the case
+ // where the user intercepts this swipe.
+ if (isDrivingTransition) {
+ transitionState = TransitionState.Idle(targetScene)
+ }
+ }
+ }
+ }
+
+ private class SwipeTransition(initialScene: Scene) : TransitionState.Transition {
+ var _currentScene by mutableStateOf(initialScene)
+ override val currentScene: SceneKey
+ get() = _currentScene.key
+
+ var _fromScene by mutableStateOf(initialScene)
+ override val fromScene: SceneKey
+ get() = _fromScene.key
+
+ var _toScene by mutableStateOf(initialScene)
+ override val toScene: SceneKey
+ get() = _toScene.key
+
+ override val progress: Float
+ get() {
+ val offset = if (isAnimatingOffset) offsetAnimatable.value else dragOffset
+ if (distance == 0f) {
+ // This can happen only if fromScene == toScene.
+ error(
+ "Transition.progress should be called only when Transition.fromScene != " +
+ "Transition.toScene"
+ )
+ }
+ return offset / distance
+ }
+
+ override val isInitiatedByUserInput = true
+
+ /** The current offset caused by the drag gesture. */
+ var dragOffset by mutableFloatStateOf(0f)
+
+ /**
+ * Whether the offset is animated (the user lifted their finger) or if it is driven by
+ * gesture.
+ */
+ var isAnimatingOffset by mutableStateOf(false)
+
+ // If we are not animating offset, it means the offset is being driven by the user's finger.
+ override val isUserInputOngoing: Boolean
+ get() = !isAnimatingOffset
+
+ /** The animatable used to animate the offset once the user lifted its finger. */
+ val offsetAnimatable = Animatable(0f, OffsetVisibilityThreshold)
+
+ /** Job to check that there is at most one offset animation in progress. */
+ private var offsetAnimationJob: Job? = null
+
+ /** Ends any previous [offsetAnimationJob] and runs the new [job]. */
+ fun startOffsetAnimation(job: () -> Job) {
+ stopOffsetAnimation()
+ offsetAnimationJob = job()
+ }
+
+ /** Stops any ongoing offset animation. */
+ fun stopOffsetAnimation() {
+ offsetAnimationJob?.cancel()
+
+ if (isAnimatingOffset) {
+ isAnimatingOffset = false
+ dragOffset = offsetAnimatable.value
+ }
+ }
+
+ /** The absolute distance between [fromScene] and [toScene]. */
+ var absoluteDistance = 0f
+
+ /**
+ * The signed distance between [fromScene] and [toScene]. It is negative if [fromScene] is
+ * above or to the left of [toScene].
+ */
+ var _distance by mutableFloatStateOf(0f)
+ val distance: Float
+ get() = _distance
+
+ /** The [UserAction]s associated to this swipe. */
+ var actionUpOrLeft: UserAction = Back
+ var actionDownOrRight: UserAction = Back
+ var actionUpOrLeftNoEdge: UserAction? = null
+ var actionDownOrRightNoEdge: UserAction? = null
+
+ fun upOrLeft(scene: Scene): SceneKey? {
+ return scene.userActions[actionUpOrLeft]
+ ?: actionUpOrLeftNoEdge?.let { scene.userActions[it] }
+ }
+
+ fun downOrRight(scene: Scene): SceneKey? {
+ return scene.userActions[actionDownOrRight]
+ ?: actionDownOrRightNoEdge?.let { scene.userActions[it] }
+ }
+ }
+
+ companion object {
+ private const val TAG = "SceneGestureHandler"
+ }
+}
+
+private class SceneDraggableHandler(
+ private val gestureHandler: SceneGestureHandler,
+) : DraggableHandler {
+ override fun onDragStarted(startedPosition: Offset, pointersDown: Int) {
+ gestureHandler.gestureWithPriority = this
+ gestureHandler.onDragStarted(pointersDown, startedPosition)
+ }
+
+ override fun onDelta(pixels: Float) {
+ if (gestureHandler.gestureWithPriority == this) {
+ gestureHandler.onDrag(delta = pixels)
+ }
+ }
+
+ override fun onDragStopped(velocity: Float) {
+ if (gestureHandler.gestureWithPriority == this) {
+ gestureHandler.gestureWithPriority = null
+ gestureHandler.onDragStopped(velocity = velocity, canChangeScene = true)
+ }
+ }
+}
+
+@VisibleForTesting
+class SceneNestedScrollHandler(
+ private val gestureHandler: SceneGestureHandler,
+) : NestedScrollHandler {
+ override val connection: PriorityNestedScrollConnection = nestedScrollConnection()
+
+ private fun Offset.toAmount() =
+ when (gestureHandler.orientation) {
+ Orientation.Horizontal -> x
+ Orientation.Vertical -> y
+ }
+
+ private fun Velocity.toAmount() =
+ when (gestureHandler.orientation) {
+ Orientation.Horizontal -> x
+ Orientation.Vertical -> y
+ }
+
+ private fun Float.toOffset() =
+ when (gestureHandler.orientation) {
+ Orientation.Horizontal -> Offset(x = this, y = 0f)
+ Orientation.Vertical -> Offset(x = 0f, y = this)
+ }
+
+ private fun nestedScrollConnection(): PriorityNestedScrollConnection {
+ // The next potential scene is calculated during the canStart
+ var nextScene: SceneKey? = null
+
+ // This is the scene on which we will have priority during the scroll gesture.
+ var priorityScene: SceneKey? = null
+
+ // If we performed a long gesture before entering priority mode, we would have to avoid
+ // moving on to the next scene.
+ var gestureStartedOnNestedChild = false
+
+ val actionUpOrLeft =
+ Swipe(
+ direction =
+ when (gestureHandler.orientation) {
+ Orientation.Horizontal -> SwipeDirection.Left
+ Orientation.Vertical -> SwipeDirection.Up
+ },
+ pointerCount = 1,
+ )
+
+ val actionDownOrRight =
+ Swipe(
+ direction =
+ when (gestureHandler.orientation) {
+ Orientation.Horizontal -> SwipeDirection.Right
+ Orientation.Vertical -> SwipeDirection.Down
+ },
+ pointerCount = 1,
+ )
+
+ fun findNextScene(amount: Float): SceneKey? {
+ val fromScene = gestureHandler.currentScene
+ return when {
+ amount < 0f -> fromScene.userActions[actionUpOrLeft]
+ amount > 0f -> fromScene.userActions[actionDownOrRight]
+ else -> null
+ }
+ }
+
+ return PriorityNestedScrollConnection(
+ canStartPreScroll = { offsetAvailable, offsetBeforeStart ->
+ gestureStartedOnNestedChild = offsetBeforeStart != Offset.Zero
+
+ val canInterceptPreScroll =
+ gestureHandler.isDrivingTransition &&
+ !gestureStartedOnNestedChild &&
+ offsetAvailable.toAmount() != 0f
+
+ if (!canInterceptPreScroll) return@PriorityNestedScrollConnection false
+
+ nextScene = gestureHandler.swipeTransitionToScene.key
+
+ true
+ },
+ canStartPostScroll = { offsetAvailable, offsetBeforeStart ->
+ val amount = offsetAvailable.toAmount()
+ if (amount == 0f) return@PriorityNestedScrollConnection false
+
+ gestureStartedOnNestedChild = offsetBeforeStart != Offset.Zero
+ nextScene = findNextScene(amount)
+ nextScene != null
+ },
+ canStartPostFling = { velocityAvailable ->
+ val amount = velocityAvailable.toAmount()
+ if (amount == 0f) return@PriorityNestedScrollConnection false
+
+ // We could start an overscroll animation
+ gestureStartedOnNestedChild = true
+ nextScene = findNextScene(amount)
+ nextScene != null
+ },
+ canContinueScroll = { priorityScene == gestureHandler.swipeTransitionToScene.key },
+ onStart = {
+ gestureHandler.gestureWithPriority = this
+ priorityScene = nextScene
+ gestureHandler.onDragStarted(pointersDown = 1, startedPosition = null)
+ },
+ onScroll = { offsetAvailable ->
+ if (gestureHandler.gestureWithPriority != this) {
+ return@PriorityNestedScrollConnection Offset.Zero
+ }
+
+ val amount = offsetAvailable.toAmount()
+
+ // TODO(b/297842071) We should handle the overscroll or slow drag if the gesture is
+ // initiated in a nested child.
+ gestureHandler.onDrag(amount)
+
+ amount.toOffset()
+ },
+ onStop = { velocityAvailable ->
+ if (gestureHandler.gestureWithPriority != this) {
+ return@PriorityNestedScrollConnection Velocity.Zero
+ }
+
+ priorityScene = null
+
+ gestureHandler.onDragStopped(
+ velocity = velocityAvailable.toAmount(),
+ canChangeScene = !gestureStartedOnNestedChild
+ )
+
+ // The onDragStopped animation consumes any remaining velocity.
+ velocityAvailable
+ },
+ )
+ }
+}
+
+/**
+ * The number of pixels below which there won't be a visible difference in the transition and from
+ * which the animation can stop.
+ */
+private const val OffsetVisibilityThreshold = 0.5f
diff --git a/packages/SystemUI/compose/scene/src/com/android/compose/animation/scene/SwipeToScene.kt b/packages/SystemUI/compose/scene/src/com/android/compose/animation/scene/SwipeToScene.kt
index 877ac095af4e..309213a341cc 100644
--- a/packages/SystemUI/compose/scene/src/com/android/compose/animation/scene/SwipeToScene.kt
+++ b/packages/SystemUI/compose/scene/src/com/android/compose/animation/scene/SwipeToScene.kt
@@ -16,31 +16,13 @@
package com.android.compose.animation.scene
-import android.util.Log
-import androidx.annotation.VisibleForTesting
-import androidx.compose.animation.core.Animatable
-import androidx.compose.animation.core.Spring
-import androidx.compose.animation.core.spring
import androidx.compose.foundation.gestures.Orientation
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
-import androidx.compose.runtime.getValue
-import androidx.compose.runtime.mutableFloatStateOf
-import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
-import androidx.compose.runtime.setValue
import androidx.compose.ui.Modifier
-import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.input.nestedscroll.nestedScroll
-import androidx.compose.ui.unit.Velocity
-import androidx.compose.ui.unit.dp
-import androidx.compose.ui.unit.round
-import com.android.compose.nestedscroll.PriorityNestedScrollConnection
-import kotlin.math.absoluteValue
-import kotlinx.coroutines.CoroutineScope
-import kotlinx.coroutines.Job
-import kotlinx.coroutines.launch
/**
* Configures the swipeable behavior of a [SceneTransitionLayout] depending on the current state.
@@ -101,641 +83,3 @@ private fun rememberSceneGestureHandler(
return gestureHandler
}
-
-@VisibleForTesting
-class SceneGestureHandler(
- private val layoutImpl: SceneTransitionLayoutImpl,
- internal val orientation: Orientation,
- private val coroutineScope: CoroutineScope,
-) : GestureHandler {
- override val draggable: DraggableHandler = SceneDraggableHandler(this)
-
- override val nestedScroll: SceneNestedScrollHandler = SceneNestedScrollHandler(this)
-
- private var transitionState
- get() = layoutImpl.state.transitionState
- set(value) {
- layoutImpl.state.transitionState = value
- }
-
- /**
- * The transition controlled by this gesture handler. It will be set as the [transitionState] in
- * the [SceneTransitionLayoutImpl] whenever this handler is driving the current transition.
- *
- * Note: the initialScene here does not matter, it's only used for initializing the transition
- * and will be replaced when a drag event starts.
- */
- private val swipeTransition = SwipeTransition(initialScene = currentScene)
-
- internal val currentScene: Scene
- get() = layoutImpl.scene(transitionState.currentScene)
-
- @VisibleForTesting
- val isDrivingTransition
- get() = transitionState == swipeTransition
-
- @VisibleForTesting
- var isAnimatingOffset
- get() = swipeTransition.isAnimatingOffset
- private set(value) {
- swipeTransition.isAnimatingOffset = value
- }
-
- internal val swipeTransitionToScene
- get() = swipeTransition._toScene
-
- /**
- * The velocity threshold at which the intent of the user is to swipe up or down. It is the same
- * as SwipeableV2Defaults.VelocityThreshold.
- */
- @VisibleForTesting val velocityThreshold = with(layoutImpl.density) { 125.dp.toPx() }
-
- /**
- * The positional threshold at which the intent of the user is to swipe to the next scene. It is
- * the same as SwipeableV2Defaults.PositionalThreshold.
- */
- private val positionalThreshold = with(layoutImpl.density) { 56.dp.toPx() }
-
- internal var gestureWithPriority: Any? = null
-
- internal fun onDragStarted(pointersDown: Int, startedPosition: Offset?) {
- if (isDrivingTransition) {
- // This [transition] was already driving the animation: simply take over it.
- // Stop animating and start from where the current offset.
- swipeTransition.stopOffsetAnimation()
- return
- }
-
- val transition = transitionState
- if (transition is TransitionState.Transition) {
- // TODO(b/290184746): Better handle interruptions here if state != idle.
- Log.w(
- TAG,
- "start from TransitionState.Transition is not fully supported: from" +
- " ${transition.fromScene} to ${transition.toScene} " +
- "(progress ${transition.progress})"
- )
- }
-
- val fromScene = currentScene
-
- swipeTransition._currentScene = fromScene
- swipeTransition._fromScene = fromScene
-
- // We don't know where we are transitioning to yet given that the drag just started, so set
- // it to fromScene, which will effectively be treated the same as Idle(fromScene).
- swipeTransition._toScene = fromScene
-
- swipeTransition.stopOffsetAnimation()
- swipeTransition.dragOffset = 0f
-
- // Use the layout size in the swipe orientation for swipe distance.
- // TODO(b/290184746): Also handle custom distances for transitions. With smaller distances,
- // we will also have to make sure that we correctly handle overscroll.
- swipeTransition.absoluteDistance =
- when (orientation) {
- Orientation.Horizontal -> layoutImpl.size.width
- Orientation.Vertical -> layoutImpl.size.height
- }.toFloat()
-
- val fromEdge =
- startedPosition?.let { position ->
- layoutImpl.edgeDetector.edge(
- layoutImpl.size,
- position.round(),
- layoutImpl.density,
- orientation,
- )
- }
-
- swipeTransition.actionUpOrLeft =
- Swipe(
- direction =
- when (orientation) {
- Orientation.Horizontal -> SwipeDirection.Left
- Orientation.Vertical -> SwipeDirection.Up
- },
- pointerCount = pointersDown,
- fromEdge = fromEdge,
- )
-
- swipeTransition.actionDownOrRight =
- Swipe(
- direction =
- when (orientation) {
- Orientation.Horizontal -> SwipeDirection.Right
- Orientation.Vertical -> SwipeDirection.Down
- },
- pointerCount = pointersDown,
- fromEdge = fromEdge,
- )
-
- if (fromEdge == null) {
- swipeTransition.actionUpOrLeftNoEdge = null
- swipeTransition.actionDownOrRightNoEdge = null
- } else {
- swipeTransition.actionUpOrLeftNoEdge =
- (swipeTransition.actionUpOrLeft as Swipe).copy(fromEdge = null)
- swipeTransition.actionDownOrRightNoEdge =
- (swipeTransition.actionDownOrRight as Swipe).copy(fromEdge = null)
- }
-
- if (swipeTransition.absoluteDistance > 0f) {
- transitionState = swipeTransition
- }
- }
-
- internal fun onDrag(delta: Float) {
- if (delta == 0f) return
-
- swipeTransition.dragOffset += delta
-
- // First check transition.fromScene should be changed for the case where the user quickly
- // swiped twice in a row to accelerate the transition and go from A => B then B => C really
- // fast.
- maybeHandleAcceleratedSwipe()
-
- val offset = swipeTransition.dragOffset
- val fromScene = swipeTransition._fromScene
-
- // Compute the target scene depending on the current offset.
- val target = fromScene.findTargetSceneAndDistance(offset)
-
- if (swipeTransition._toScene.key != target.sceneKey) {
- swipeTransition._toScene = layoutImpl.scenes.getValue(target.sceneKey)
- }
-
- if (swipeTransition._distance != target.distance) {
- swipeTransition._distance = target.distance
- }
- }
-
- /**
- * Change fromScene in the case where the user quickly swiped multiple times in the same
- * direction to accelerate the transition from A => B then B => C.
- */
- private fun maybeHandleAcceleratedSwipe() {
- val toScene = swipeTransition._toScene
- val fromScene = swipeTransition._fromScene
-
- // If the swipe was not committed, don't do anything.
- if (fromScene == toScene || swipeTransition._currentScene != toScene) {
- return
- }
-
- // If the offset is past the distance then let's change fromScene so that the user can swipe
- // to the next screen or go back to the previous one.
- val offset = swipeTransition.dragOffset
- val absoluteDistance = swipeTransition.absoluteDistance
- if (offset <= -absoluteDistance && swipeTransition.upOrLeft(fromScene) == toScene.key) {
- swipeTransition.dragOffset += absoluteDistance
- swipeTransition._fromScene = toScene
- } else if (
- offset >= absoluteDistance && swipeTransition.downOrRight(fromScene) == toScene.key
- ) {
- swipeTransition.dragOffset -= absoluteDistance
- swipeTransition._fromScene = toScene
- }
-
- // Important note: toScene and distance will be updated right after this function is called,
- // using fromScene and dragOffset.
- }
-
- private class TargetScene(
- val sceneKey: SceneKey,
- val distance: Float,
- )
-
- private fun Scene.findTargetSceneAndDistance(directionOffset: Float): TargetScene {
- val upOrLeft = swipeTransition.upOrLeft(this)
- val downOrRight = swipeTransition.downOrRight(this)
-
- // Compute the target scene depending on the current offset.
- return when {
- directionOffset < 0f && upOrLeft != null -> {
- TargetScene(
- sceneKey = upOrLeft,
- distance = -swipeTransition.absoluteDistance,
- )
- }
- directionOffset > 0f && downOrRight != null -> {
- TargetScene(
- sceneKey = downOrRight,
- distance = swipeTransition.absoluteDistance,
- )
- }
- else -> {
- TargetScene(
- sceneKey = key,
- distance = 0f,
- )
- }
- }
- }
-
- internal fun onDragStopped(velocity: Float, canChangeScene: Boolean) {
- // The state was changed since the drag started; don't do anything.
- if (!isDrivingTransition) {
- return
- }
-
- fun animateTo(targetScene: Scene, targetOffset: Float) {
- // If the effective current scene changed, it should be reflected right now in the
- // current scene state, even before the settle animation is ongoing. That way all the
- // swipeables and back handlers will be refreshed and the user can for instance quickly
- // swipe vertically from A => B then horizontally from B => C, or swipe from A => B then
- // immediately go back B => A.
- if (targetScene != swipeTransition._currentScene) {
- swipeTransition._currentScene = targetScene
- layoutImpl.onChangeScene(targetScene.key)
- }
-
- animateOffset(
- initialVelocity = velocity,
- targetOffset = targetOffset,
- targetScene = targetScene.key
- )
- }
-
- val fromScene = swipeTransition._fromScene
- if (canChangeScene) {
- // If we are halfway between two scenes, we check what the target will be based on the
- // velocity and offset of the transition, then we launch the animation.
-
- val toScene = swipeTransition._toScene
- if (fromScene == toScene) {
- // We were not animating.
- transitionState = TransitionState.Idle(fromScene.key)
- return
- }
-
- // Compute the destination scene (and therefore offset) to settle in.
- val offset = swipeTransition.dragOffset
- val distance = swipeTransition.distance
- if (
- shouldCommitSwipe(
- offset,
- distance,
- velocity,
- wasCommitted = swipeTransition._currentScene == toScene,
- )
- ) {
- // Animate to the next scene
- animateTo(targetScene = toScene, targetOffset = distance)
- } else {
- // Animate to the initial scene
- animateTo(targetScene = fromScene, targetOffset = 0f)
- }
- } else {
- // We are doing an overscroll animation between scenes. In this case, we can also start
- // from the idle position.
-
- val startFromIdlePosition = swipeTransition.dragOffset == 0f
-
- if (startFromIdlePosition) {
- // If there is a next scene, we start the overscroll animation.
- val target = fromScene.findTargetSceneAndDistance(velocity)
- val isValidTarget = target.distance != 0f && target.sceneKey != fromScene.key
- if (isValidTarget) {
- swipeTransition._toScene = layoutImpl.scene(target.sceneKey)
- swipeTransition._distance = target.distance
-
- animateTo(targetScene = fromScene, targetOffset = 0f)
- } else {
- // We will not animate
- transitionState = TransitionState.Idle(fromScene.key)
- }
- } else {
- // We were between two scenes: animate to the initial scene.
- animateTo(targetScene = fromScene, targetOffset = 0f)
- }
- }
- }
-
- /**
- * Whether the swipe to the target scene should be committed or not. This is inspired by
- * SwipeableV2.computeTarget().
- */
- private fun shouldCommitSwipe(
- offset: Float,
- distance: Float,
- velocity: Float,
- wasCommitted: Boolean,
- ): Boolean {
- fun isCloserToTarget(): Boolean {
- return (offset - distance).absoluteValue < offset.absoluteValue
- }
-
- // Swiping up or left.
- if (distance < 0f) {
- return if (offset > 0f || velocity >= velocityThreshold) {
- false
- } else {
- velocity <= -velocityThreshold ||
- (offset <= -positionalThreshold && !wasCommitted) ||
- isCloserToTarget()
- }
- }
-
- // Swiping down or right.
- return if (offset < 0f || velocity <= -velocityThreshold) {
- false
- } else {
- velocity >= velocityThreshold ||
- (offset >= positionalThreshold && !wasCommitted) ||
- isCloserToTarget()
- }
- }
-
- private fun animateOffset(
- initialVelocity: Float,
- targetOffset: Float,
- targetScene: SceneKey,
- ) {
- swipeTransition.startOffsetAnimation {
- coroutineScope.launch {
- if (!isAnimatingOffset) {
- swipeTransition.offsetAnimatable.snapTo(swipeTransition.dragOffset)
- }
- isAnimatingOffset = true
-
- swipeTransition.offsetAnimatable.animateTo(
- targetOffset,
- // TODO(b/290184746): Make this spring spec configurable.
- spring(
- stiffness = Spring.StiffnessMediumLow,
- visibilityThreshold = OffsetVisibilityThreshold
- ),
- initialVelocity = initialVelocity,
- )
-
- isAnimatingOffset = false
-
- // Now that the animation is done, the state should be idle. Note that if the state
- // was changed since this animation started, some external code changed it and we
- // shouldn't do anything here. Note also that this job will be cancelled in the case
- // where the user intercepts this swipe.
- if (isDrivingTransition) {
- transitionState = TransitionState.Idle(targetScene)
- }
- }
- }
- }
-
- private class SwipeTransition(initialScene: Scene) : TransitionState.Transition {
- var _currentScene by mutableStateOf(initialScene)
- override val currentScene: SceneKey
- get() = _currentScene.key
-
- var _fromScene by mutableStateOf(initialScene)
- override val fromScene: SceneKey
- get() = _fromScene.key
-
- var _toScene by mutableStateOf(initialScene)
- override val toScene: SceneKey
- get() = _toScene.key
-
- override val progress: Float
- get() {
- val offset = if (isAnimatingOffset) offsetAnimatable.value else dragOffset
- if (distance == 0f) {
- // This can happen only if fromScene == toScene.
- error(
- "Transition.progress should be called only when Transition.fromScene != " +
- "Transition.toScene"
- )
- }
- return offset / distance
- }
-
- override val isInitiatedByUserInput = true
-
- /** The current offset caused by the drag gesture. */
- var dragOffset by mutableFloatStateOf(0f)
-
- /**
- * Whether the offset is animated (the user lifted their finger) or if it is driven by
- * gesture.
- */
- var isAnimatingOffset by mutableStateOf(false)
-
- // If we are not animating offset, it means the offset is being driven by the user's finger.
- override val isUserInputOngoing: Boolean
- get() = !isAnimatingOffset
-
- /** The animatable used to animate the offset once the user lifted its finger. */
- val offsetAnimatable = Animatable(0f, OffsetVisibilityThreshold)
-
- /** Job to check that there is at most one offset animation in progress. */
- private var offsetAnimationJob: Job? = null
-
- /** Ends any previous [offsetAnimationJob] and runs the new [job]. */
- fun startOffsetAnimation(job: () -> Job) {
- stopOffsetAnimation()
- offsetAnimationJob = job()
- }
-
- /** Stops any ongoing offset animation. */
- fun stopOffsetAnimation() {
- offsetAnimationJob?.cancel()
-
- if (isAnimatingOffset) {
- isAnimatingOffset = false
- dragOffset = offsetAnimatable.value
- }
- }
-
- /** The absolute distance between [fromScene] and [toScene]. */
- var absoluteDistance = 0f
-
- /**
- * The signed distance between [fromScene] and [toScene]. It is negative if [fromScene] is
- * above or to the left of [toScene].
- */
- var _distance by mutableFloatStateOf(0f)
- val distance: Float
- get() = _distance
-
- /** The [UserAction]s associated to this swipe. */
- var actionUpOrLeft: UserAction = Back
- var actionDownOrRight: UserAction = Back
- var actionUpOrLeftNoEdge: UserAction? = null
- var actionDownOrRightNoEdge: UserAction? = null
-
- fun upOrLeft(scene: Scene): SceneKey? {
- return scene.userActions[actionUpOrLeft]
- ?: actionUpOrLeftNoEdge?.let { scene.userActions[it] }
- }
-
- fun downOrRight(scene: Scene): SceneKey? {
- return scene.userActions[actionDownOrRight]
- ?: actionDownOrRightNoEdge?.let { scene.userActions[it] }
- }
- }
-
- companion object {
- private const val TAG = "SceneGestureHandler"
- }
-}
-
-private class SceneDraggableHandler(
- private val gestureHandler: SceneGestureHandler,
-) : DraggableHandler {
- override fun onDragStarted(startedPosition: Offset, pointersDown: Int) {
- gestureHandler.gestureWithPriority = this
- gestureHandler.onDragStarted(pointersDown, startedPosition)
- }
-
- override fun onDelta(pixels: Float) {
- if (gestureHandler.gestureWithPriority == this) {
- gestureHandler.onDrag(delta = pixels)
- }
- }
-
- override fun onDragStopped(velocity: Float) {
- if (gestureHandler.gestureWithPriority == this) {
- gestureHandler.gestureWithPriority = null
- gestureHandler.onDragStopped(velocity = velocity, canChangeScene = true)
- }
- }
-}
-
-@VisibleForTesting
-class SceneNestedScrollHandler(
- private val gestureHandler: SceneGestureHandler,
-) : NestedScrollHandler {
- override val connection: PriorityNestedScrollConnection = nestedScrollConnection()
-
- private fun Offset.toAmount() =
- when (gestureHandler.orientation) {
- Orientation.Horizontal -> x
- Orientation.Vertical -> y
- }
-
- private fun Velocity.toAmount() =
- when (gestureHandler.orientation) {
- Orientation.Horizontal -> x
- Orientation.Vertical -> y
- }
-
- private fun Float.toOffset() =
- when (gestureHandler.orientation) {
- Orientation.Horizontal -> Offset(x = this, y = 0f)
- Orientation.Vertical -> Offset(x = 0f, y = this)
- }
-
- private fun nestedScrollConnection(): PriorityNestedScrollConnection {
- // The next potential scene is calculated during the canStart
- var nextScene: SceneKey? = null
-
- // This is the scene on which we will have priority during the scroll gesture.
- var priorityScene: SceneKey? = null
-
- // If we performed a long gesture before entering priority mode, we would have to avoid
- // moving on to the next scene.
- var gestureStartedOnNestedChild = false
-
- val actionUpOrLeft =
- Swipe(
- direction =
- when (gestureHandler.orientation) {
- Orientation.Horizontal -> SwipeDirection.Left
- Orientation.Vertical -> SwipeDirection.Up
- },
- pointerCount = 1,
- )
-
- val actionDownOrRight =
- Swipe(
- direction =
- when (gestureHandler.orientation) {
- Orientation.Horizontal -> SwipeDirection.Right
- Orientation.Vertical -> SwipeDirection.Down
- },
- pointerCount = 1,
- )
-
- fun findNextScene(amount: Float): SceneKey? {
- val fromScene = gestureHandler.currentScene
- return when {
- amount < 0f -> fromScene.userActions[actionUpOrLeft]
- amount > 0f -> fromScene.userActions[actionDownOrRight]
- else -> null
- }
- }
-
- return PriorityNestedScrollConnection(
- canStartPreScroll = { offsetAvailable, offsetBeforeStart ->
- gestureStartedOnNestedChild = offsetBeforeStart != Offset.Zero
-
- val canInterceptPreScroll =
- gestureHandler.isDrivingTransition &&
- !gestureStartedOnNestedChild &&
- offsetAvailable.toAmount() != 0f
-
- if (!canInterceptPreScroll) return@PriorityNestedScrollConnection false
-
- nextScene = gestureHandler.swipeTransitionToScene.key
-
- true
- },
- canStartPostScroll = { offsetAvailable, offsetBeforeStart ->
- val amount = offsetAvailable.toAmount()
- if (amount == 0f) return@PriorityNestedScrollConnection false
-
- gestureStartedOnNestedChild = offsetBeforeStart != Offset.Zero
- nextScene = findNextScene(amount)
- nextScene != null
- },
- canStartPostFling = { velocityAvailable ->
- val amount = velocityAvailable.toAmount()
- if (amount == 0f) return@PriorityNestedScrollConnection false
-
- // We could start an overscroll animation
- gestureStartedOnNestedChild = true
- nextScene = findNextScene(amount)
- nextScene != null
- },
- canContinueScroll = { priorityScene == gestureHandler.swipeTransitionToScene.key },
- onStart = {
- gestureHandler.gestureWithPriority = this
- priorityScene = nextScene
- gestureHandler.onDragStarted(pointersDown = 1, startedPosition = null)
- },
- onScroll = { offsetAvailable ->
- if (gestureHandler.gestureWithPriority != this) {
- return@PriorityNestedScrollConnection Offset.Zero
- }
-
- val amount = offsetAvailable.toAmount()
-
- // TODO(b/297842071) We should handle the overscroll or slow drag if the gesture is
- // initiated in a nested child.
- gestureHandler.onDrag(amount)
-
- amount.toOffset()
- },
- onStop = { velocityAvailable ->
- if (gestureHandler.gestureWithPriority != this) {
- return@PriorityNestedScrollConnection Velocity.Zero
- }
-
- priorityScene = null
-
- gestureHandler.onDragStopped(
- velocity = velocityAvailable.toAmount(),
- canChangeScene = !gestureStartedOnNestedChild
- )
-
- // The onDragStopped animation consumes any remaining velocity.
- velocityAvailable
- },
- )
- }
-}
-
-/**
- * The number of pixels below which there won't be a visible difference in the transition and from
- * which the animation can stop.
- */
-private const val OffsetVisibilityThreshold = 0.5f