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1 /*
2  * Copyright (C) 2016 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package com.android.systemui.animation;
18 
19 import android.util.MathUtils;
20 import android.view.animation.AccelerateDecelerateInterpolator;
21 import android.view.animation.AccelerateInterpolator;
22 import android.view.animation.BounceInterpolator;
23 import android.view.animation.DecelerateInterpolator;
24 import android.view.animation.Interpolator;
25 import android.view.animation.LinearInterpolator;
26 import android.view.animation.PathInterpolator;
27 
28 /**
29  * Utility class to receive interpolators from
30  */
31 public class Interpolators {
32     public static final Interpolator FAST_OUT_SLOW_IN = new PathInterpolator(0.4f, 0f, 0.2f, 1f);
33 
34     /**
35      * Like {@link #FAST_OUT_SLOW_IN}, but used in case the animation is played in reverse (i.e. t
36      * goes from 1 to 0 instead of 0 to 1).
37      */
38     public static final Interpolator FAST_OUT_SLOW_IN_REVERSE =
39             new PathInterpolator(0.8f, 0f, 0.6f, 1f);
40     public static final Interpolator FAST_OUT_LINEAR_IN = new PathInterpolator(0.4f, 0f, 1f, 1f);
41     public static final Interpolator LINEAR_OUT_SLOW_IN = new PathInterpolator(0f, 0f, 0.2f, 1f);
42     public static final Interpolator SLOW_OUT_LINEAR_IN = new PathInterpolator(0.8f, 0f, 1f, 1f);
43     public static final Interpolator ALPHA_IN = new PathInterpolator(0.4f, 0f, 1f, 1f);
44     public static final Interpolator ALPHA_OUT = new PathInterpolator(0f, 0f, 0.8f, 1f);
45     public static final Interpolator LINEAR = new LinearInterpolator();
46     public static final Interpolator ACCELERATE = new AccelerateInterpolator();
47     public static final Interpolator ACCELERATE_DECELERATE = new AccelerateDecelerateInterpolator();
48     public static final Interpolator DECELERATE_QUINT = new DecelerateInterpolator(2.5f);
49     public static final Interpolator CUSTOM_40_40 = new PathInterpolator(0.4f, 0f, 0.6f, 1f);
50     public static final Interpolator ICON_OVERSHOT = new PathInterpolator(0.4f, 0f, 0.2f, 1.4f);
51     public static final Interpolator ICON_OVERSHOT_LESS = new PathInterpolator(0.4f, 0f, 0.2f,
52             1.1f);
53     public static final Interpolator PANEL_CLOSE_ACCELERATED = new PathInterpolator(0.3f, 0, 0.5f,
54             1);
55     public static final Interpolator BOUNCE = new BounceInterpolator();
56     /**
57      * For state transitions on the control panel that lives in GlobalActions.
58      */
59     public static final Interpolator CONTROL_STATE = new PathInterpolator(0.4f, 0f, 0.2f,
60             1.0f);
61 
62     /**
63      * Interpolator to be used when animating a move based on a click. Pair with enough duration.
64      */
65     public static final Interpolator TOUCH_RESPONSE =
66             new PathInterpolator(0.3f, 0f, 0.1f, 1f);
67 
68     /**
69      * Like {@link #TOUCH_RESPONSE}, but used in case the animation is played in reverse (i.e. t
70      * goes from 1 to 0 instead of 0 to 1).
71      */
72     public static final Interpolator TOUCH_RESPONSE_REVERSE =
73             new PathInterpolator(0.9f, 0f, 0.7f, 1f);
74 
75     /**
76      * Calculate the amount of overshoot using an exponential falloff function with desired
77      * properties, where the overshoot smoothly transitions at the 1.0f boundary into the
78      * overshoot, retaining its acceleration.
79      *
80      * @param progress a progress value going from 0 to 1
81      * @param overshootAmount the amount > 0 of overshoot desired. A value of 0.1 means the max
82      *                        value of the overall progress will be at 1.1.
83      * @param overshootStart the point in (0,1] where the result should reach 1
84      * @return the interpolated overshoot
85      */
getOvershootInterpolation(float progress, float overshootAmount, float overshootStart)86     public static float getOvershootInterpolation(float progress, float overshootAmount,
87             float overshootStart) {
88         if (overshootAmount == 0.0f || overshootStart == 0.0f) {
89             throw new IllegalArgumentException("Invalid values for overshoot");
90         }
91         float b = MathUtils.log((overshootAmount + 1) / (overshootAmount)) / overshootStart;
92         return MathUtils.max(0.0f,
93                 (float) (1.0f - Math.exp(-b * progress)) * (overshootAmount + 1.0f));
94     }
95 
96     /**
97      * Similar to {@link #getOvershootInterpolation(float, float, float)} but the overshoot
98      * starts immediately here, instead of first having a section of non-overshooting
99      *
100      * @param progress a progress value going from 0 to 1
101      */
getOvershootInterpolation(float progress)102     public static float getOvershootInterpolation(float progress) {
103         return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-4 * progress)));
104     }
105 
106     /**
107      * Interpolate alpha for notifications background scrim during shade expansion.
108      * @param fraction Shade expansion fraction
109      * @param forNotification If we want the alpha of the notification shade or the scrim.
110      */
getNotificationScrimAlpha(float fraction, boolean forNotification)111     public static float getNotificationScrimAlpha(float fraction, boolean forNotification) {
112         if (forNotification) {
113             fraction = MathUtils.constrainedMap(0f, 1f, 0.3f, 1f, fraction);
114         } else {
115             fraction = MathUtils.constrainedMap(0f, 1f, 0f, 0.5f, fraction);
116         }
117         fraction = fraction * 1.2f - 0.2f;
118         if (fraction <= 0) {
119             return 0;
120         } else {
121             final float oneMinusFrac = 1f - fraction;
122             return (float) (1f - 0.5f * (1f - Math.cos(3.14159f * oneMinusFrac * oneMinusFrac)));
123         }
124     }
125 }
126