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author Yein Jo <yeinj@google.com> 2023-01-26 18:57:06 +0000
committer Yein Jo <yeinj@google.com> 2023-01-26 19:52:27 +0000
commitabd002e7ba0ab6cc0efb5cd6d7e3cc61f32de580 (patch)
treeed4352b53cb1b259354f6f9db187335b29905a2f
parent214b946297c19ffcb4cbb947a56f9e0dfb1f2df1 (diff)
Split progress into raw and curved in RippleShader.
Note that the easing curve has updated to Standard easing. onDraw is also simplified by using the current size of the ripple. Please find recordings in the bug. Bug: 265326983 Test: Manual, adb commands Change-Id: I0ef357465d931e2f5cf46db0517879a05e3faf81
-rw-r--r--packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleAnimation.kt2
-rw-r--r--packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleShader.kt38
-rw-r--r--packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleView.kt24
-rw-r--r--packages/SystemUI/src/com/android/systemui/biometrics/AuthRippleView.kt10
-rw-r--r--packages/SystemUI/src/com/android/systemui/media/taptotransfer/receiver/ReceiverChipRippleView.kt6
5 files changed, 37 insertions, 43 deletions
diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleAnimation.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleAnimation.kt
index 0e3d41c40c97..7897934fa264 100644
--- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleAnimation.kt
+++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleAnimation.kt
@@ -48,7 +48,7 @@ class RippleAnimation(private val config: RippleAnimationConfig) {
animator.addUpdateListener { updateListener ->
val now = updateListener.currentPlayTime
val progress = updateListener.animatedValue as Float
- rippleShader.progress = progress
+ rippleShader.rawProgress = progress
rippleShader.distortionStrength = if (config.shouldDistort) 1 - progress else 0f
rippleShader.time = now.toFloat()
}
diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleShader.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleShader.kt
index 90585109643a..4322d53bcab9 100644
--- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleShader.kt
+++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleShader.kt
@@ -18,6 +18,7 @@ package com.android.systemui.surfaceeffects.ripple
import android.graphics.PointF
import android.graphics.RuntimeShader
import android.util.MathUtils
+import com.android.systemui.animation.Interpolators
import com.android.systemui.surfaceeffects.shaderutil.SdfShaderLibrary
import com.android.systemui.surfaceeffects.shaderutil.ShaderUtilLibrary
@@ -47,7 +48,6 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) :
"""
uniform vec2 in_center;
uniform vec2 in_size;
- uniform float in_progress;
uniform float in_cornerRadius;
uniform float in_thickness;
uniform float in_time;
@@ -162,21 +162,15 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) :
maxSize.y = height
}
- /** Progress of the ripple. Float value between [0, 1]. */
- var progress: Float = 0.0f
+ /**
+ * Linear progress of the ripple. Float value between [0, 1].
+ *
+ * <p>Note that the progress here is expected to be linear without any curve applied.
+ */
+ var rawProgress: Float = 0.0f
set(value) {
field = value
- setFloatUniform("in_progress", value)
- val curvedProg = 1 - (1 - value) * (1 - value) * (1 - value)
-
- currentWidth = maxSize.x * curvedProg
- currentHeight = maxSize.y * curvedProg
- setFloatUniform("in_size", /* width= */ currentWidth, /* height= */ currentHeight)
- setFloatUniform("in_thickness", maxSize.y * curvedProg * 0.5f)
- // radius should not exceed width and height values.
- setFloatUniform("in_cornerRadius", Math.min(maxSize.x, maxSize.y) * curvedProg)
-
- setFloatUniform("in_blur", MathUtils.lerp(1.25f, 0.5f, value))
+ progress = Interpolators.STANDARD.getInterpolation(value)
val fadeIn = subProgress(0f, 0.1f, value)
val fadeOutNoise = subProgress(0.4f, 1f, value)
@@ -191,6 +185,20 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) :
setFloatUniform("in_fadeRing", Math.min(fadeIn, 1 - fadeOutRipple))
}
+ /** Progress with Standard easing curve applied. */
+ private var progress: Float = 0.0f
+ set(value) {
+ currentWidth = maxSize.x * value
+ currentHeight = maxSize.y * value
+ setFloatUniform("in_size", currentWidth, currentHeight)
+
+ setFloatUniform("in_thickness", maxSize.y * value * 0.5f)
+ // radius should not exceed width and height values.
+ setFloatUniform("in_cornerRadius", Math.min(maxSize.x, maxSize.y) * value)
+
+ setFloatUniform("in_blur", MathUtils.lerp(1.25f, 0.5f, value))
+ }
+
/** Play time since the start of the effect. */
var time: Float = 0.0f
set(value) {
@@ -220,7 +228,7 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) :
var distortionStrength: Float = 0.0f
set(value) {
field = value
- setFloatUniform("in_distort_radial", 75 * progress * value)
+ setFloatUniform("in_distort_radial", 75 * rawProgress * value)
setFloatUniform("in_distort_xy", 75 * value)
}
diff --git a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleView.kt b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleView.kt
index b37c73417119..bc4796aff042 100644
--- a/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleView.kt
+++ b/packages/SystemUI/animation/src/com/android/systemui/surfaceeffects/ripple/RippleView.kt
@@ -77,7 +77,7 @@ open class RippleView(context: Context?, attrs: AttributeSet?) : View(context, a
rippleShader = RippleShader(rippleShape)
rippleShader.color = RippleAnimationConfig.RIPPLE_DEFAULT_COLOR
- rippleShader.progress = 0f
+ rippleShader.rawProgress = 0f
rippleShader.sparkleStrength = RippleAnimationConfig.RIPPLE_SPARKLE_STRENGTH
rippleShader.pixelDensity = resources.displayMetrics.density
@@ -93,7 +93,7 @@ open class RippleView(context: Context?, attrs: AttributeSet?) : View(context, a
animator.addUpdateListener { updateListener ->
val now = updateListener.currentPlayTime
val progress = updateListener.animatedValue as Float
- rippleShader.progress = progress
+ rippleShader.rawProgress = progress
rippleShader.distortionStrength = 1 - progress
rippleShader.time = now.toFloat()
invalidate()
@@ -142,25 +142,13 @@ open class RippleView(context: Context?, attrs: AttributeSet?) : View(context, a
}
// To reduce overdraw, we mask the effect to a circle or a rectangle that's bigger than the
// active effect area. Values here should be kept in sync with the animation implementation
- // in the ripple shader.
+ // in the ripple shader. (Twice bigger)
if (rippleShape == RippleShape.CIRCLE) {
- val maskRadius =
- (1 -
- (1 - rippleShader.progress) *
- (1 - rippleShader.progress) *
- (1 - rippleShader.progress)) * maxWidth
+ val maskRadius = rippleShader.currentWidth
canvas.drawCircle(centerX, centerY, maskRadius, ripplePaint)
} else {
- val maskWidth =
- (1 -
- (1 - rippleShader.progress) *
- (1 - rippleShader.progress) *
- (1 - rippleShader.progress)) * maxWidth * 2
- val maskHeight =
- (1 -
- (1 - rippleShader.progress) *
- (1 - rippleShader.progress) *
- (1 - rippleShader.progress)) * maxHeight * 2
+ val maskWidth = rippleShader.currentWidth * 2
+ val maskHeight = rippleShader.currentHeight * 2
canvas.drawRect(
/* left= */ centerX - maskWidth,
/* top= */ centerY - maskHeight,
diff --git a/packages/SystemUI/src/com/android/systemui/biometrics/AuthRippleView.kt b/packages/SystemUI/src/com/android/systemui/biometrics/AuthRippleView.kt
index 4b57d455a137..ff612af15760 100644
--- a/packages/SystemUI/src/com/android/systemui/biometrics/AuthRippleView.kt
+++ b/packages/SystemUI/src/com/android/systemui/biometrics/AuthRippleView.kt
@@ -86,7 +86,7 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
init {
rippleShader.color = 0xffffffff.toInt() // default color
- rippleShader.progress = 0f
+ rippleShader.rawProgress = 0f
rippleShader.sparkleStrength = RIPPLE_SPARKLE_STRENGTH
ripplePaint.shader = rippleShader
@@ -271,7 +271,7 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
duration = AuthRippleController.RIPPLE_ANIMATION_DURATION
addUpdateListener { animator ->
val now = animator.currentPlayTime
- rippleShader.progress = animator.animatedValue as Float
+ rippleShader.rawProgress = animator.animatedValue as Float
rippleShader.time = now.toFloat()
invalidate()
@@ -345,7 +345,7 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
override fun onDraw(canvas: Canvas?) {
// To reduce overdraw, we mask the effect to a circle whose radius is big enough to cover
// the active effect area. Values here should be kept in sync with the
- // animation implementation in the ripple shader.
+ // animation implementation in the ripple shader. (Twice bigger)
if (drawDwell) {
val maskRadius = (1 - (1 - dwellShader.progress) * (1 - dwellShader.progress) *
(1 - dwellShader.progress)) * dwellRadius * 2f
@@ -354,10 +354,8 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
}
if (drawRipple) {
- val mask = (1 - (1 - rippleShader.progress) * (1 - rippleShader.progress) *
- (1 - rippleShader.progress)) * radius * 2f
canvas?.drawCircle(origin.x.toFloat(), origin.y.toFloat(),
- mask, ripplePaint)
+ rippleShader.currentWidth, ripplePaint)
}
}
}
diff --git a/packages/SystemUI/src/com/android/systemui/media/taptotransfer/receiver/ReceiverChipRippleView.kt b/packages/SystemUI/src/com/android/systemui/media/taptotransfer/receiver/ReceiverChipRippleView.kt
index f8785fcf5de0..f1acae8e2685 100644
--- a/packages/SystemUI/src/com/android/systemui/media/taptotransfer/receiver/ReceiverChipRippleView.kt
+++ b/packages/SystemUI/src/com/android/systemui/media/taptotransfer/receiver/ReceiverChipRippleView.kt
@@ -79,9 +79,9 @@ class ReceiverChipRippleView(context: Context?, attrs: AttributeSet?) : RippleVi
animator.addUpdateListener { updateListener ->
val now = updateListener.currentPlayTime
val progress = updateListener.animatedValue as Float
- rippleShader.progress = startingPercentage + (progress * (1 - startingPercentage))
- rippleShader.distortionStrength = 1 - rippleShader.progress
- rippleShader.pixelDensity = 1 - rippleShader.progress
+ rippleShader.rawProgress = startingPercentage + (progress * (1 - startingPercentage))
+ rippleShader.distortionStrength = 1 - rippleShader.rawProgress
+ rippleShader.pixelDensity = 1 - rippleShader.rawProgress
rippleShader.time = now.toFloat()
invalidate()
}