1 /* 2 * Copyright (C) 2022 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.graphics.Path; 20 import android.util.MathUtils; 21 22 import androidx.core.animation.AccelerateDecelerateInterpolator; 23 import androidx.core.animation.AccelerateInterpolator; 24 import androidx.core.animation.BounceInterpolator; 25 import androidx.core.animation.DecelerateInterpolator; 26 import androidx.core.animation.Interpolator; 27 import androidx.core.animation.LinearInterpolator; 28 import androidx.core.animation.PathInterpolator; 29 30 /** 31 * Utility class to receive interpolators from. (androidx compatible version) 32 * 33 * This is the androidx compatible version of {@link Interpolators}. Make sure that changes made to 34 * this class are also reflected in {@link Interpolators}. 35 * 36 * Using the androidx versions of {@link androidx.core.animation.ValueAnimator} or 37 * {@link androidx.core.animation.ObjectAnimator} improves animation testability. This file provides 38 * the androidx compatible versions of the interpolators defined in {@link Interpolators}. 39 * AnimatorTestRule can be used in Tests to manipulate the animation under test (e.g. artificially 40 * advancing the time). 41 */ 42 public class InterpolatorsAndroidX { 43 44 /* 45 * ============================================================================================ 46 * Emphasized interpolators. 47 * ============================================================================================ 48 */ 49 50 /** 51 * The default emphasized interpolator. Used for hero / emphasized movement of content. 52 */ 53 public static final Interpolator EMPHASIZED = createEmphasizedInterpolator(); 54 55 /** 56 * The accelerated emphasized interpolator. Used for hero / emphasized movement of content that 57 * is disappearing e.g. when moving off screen. 58 */ 59 public static final Interpolator EMPHASIZED_ACCELERATE = new PathInterpolator( 60 0.3f, 0f, 0.8f, 0.15f); 61 62 /** 63 * The decelerating emphasized interpolator. Used for hero / emphasized movement of content that 64 * is appearing e.g. when coming from off screen 65 */ 66 public static final Interpolator EMPHASIZED_DECELERATE = new PathInterpolator( 67 0.05f, 0.7f, 0.1f, 1f); 68 69 70 /* 71 * ============================================================================================ 72 * Standard interpolators. 73 * ============================================================================================ 74 */ 75 76 /** 77 * The standard interpolator that should be used on every normal animation 78 */ 79 public static final Interpolator STANDARD = new PathInterpolator( 80 0.2f, 0f, 0f, 1f); 81 82 /** 83 * The standard accelerating interpolator that should be used on every regular movement of 84 * content that is disappearing e.g. when moving off screen. 85 */ 86 public static final Interpolator STANDARD_ACCELERATE = new PathInterpolator( 87 0.3f, 0f, 1f, 1f); 88 89 /** 90 * The standard decelerating interpolator that should be used on every regular movement of 91 * content that is appearing e.g. when coming from off screen. 92 */ 93 public static final Interpolator STANDARD_DECELERATE = new PathInterpolator( 94 0f, 0f, 0f, 1f); 95 96 /* 97 * ============================================================================================ 98 * Legacy 99 * ============================================================================================ 100 */ 101 102 /** 103 * The default legacy interpolator as defined in Material 1. Also known as FAST_OUT_SLOW_IN. 104 */ 105 public static final Interpolator LEGACY = new PathInterpolator(0.4f, 0f, 0.2f, 1f); 106 107 /** 108 * The default legacy accelerating interpolator as defined in Material 1. 109 * Also known as FAST_OUT_LINEAR_IN. 110 */ 111 public static final Interpolator LEGACY_ACCELERATE = new PathInterpolator(0.4f, 0f, 1f, 1f); 112 113 /** 114 * The default legacy decelerating interpolator as defined in Material 1. 115 * Also known as LINEAR_OUT_SLOW_IN. 116 */ 117 public static final Interpolator LEGACY_DECELERATE = new PathInterpolator(0f, 0f, 0.2f, 1f); 118 119 /** 120 * Linear interpolator. Often used if the interpolator is for different properties who need 121 * different interpolations. 122 */ 123 public static final Interpolator LINEAR = new LinearInterpolator(); 124 125 /* 126 * ============================================================================================ 127 * Custom interpolators 128 * ============================================================================================ 129 */ 130 131 public static final Interpolator FAST_OUT_SLOW_IN = LEGACY; 132 public static final Interpolator FAST_OUT_LINEAR_IN = LEGACY_ACCELERATE; 133 public static final Interpolator LINEAR_OUT_SLOW_IN = LEGACY_DECELERATE; 134 135 /** 136 * Like {@link #FAST_OUT_SLOW_IN}, but used in case the animation is played in reverse (i.e. t 137 * goes from 1 to 0 instead of 0 to 1). 138 */ 139 public static final Interpolator FAST_OUT_SLOW_IN_REVERSE = 140 new PathInterpolator(0.8f, 0f, 0.6f, 1f); 141 public static final Interpolator SLOW_OUT_LINEAR_IN = new PathInterpolator(0.8f, 0f, 1f, 1f); 142 public static final Interpolator ALPHA_IN = new PathInterpolator(0.4f, 0f, 1f, 1f); 143 public static final Interpolator ALPHA_OUT = new PathInterpolator(0f, 0f, 0.8f, 1f); 144 public static final Interpolator ACCELERATE = new AccelerateInterpolator(); 145 public static final Interpolator ACCELERATE_DECELERATE = new AccelerateDecelerateInterpolator(); 146 public static final Interpolator DECELERATE_QUINT = new DecelerateInterpolator(2.5f); 147 public static final Interpolator CUSTOM_40_40 = new PathInterpolator(0.4f, 0f, 0.6f, 1f); 148 public static final Interpolator ICON_OVERSHOT = new PathInterpolator(0.4f, 0f, 0.2f, 1.4f); 149 public static final Interpolator ICON_OVERSHOT_LESS = new PathInterpolator(0.4f, 0f, 0.2f, 150 1.1f); 151 public static final Interpolator PANEL_CLOSE_ACCELERATED = new PathInterpolator(0.3f, 0, 0.5f, 152 1); 153 public static final Interpolator BOUNCE = new BounceInterpolator(); 154 /** 155 * For state transitions on the control panel that lives in GlobalActions. 156 */ 157 public static final Interpolator CONTROL_STATE = new PathInterpolator(0.4f, 0f, 0.2f, 158 1.0f); 159 160 /** 161 * Interpolator to be used when animating a move based on a click. Pair with enough duration. 162 */ 163 public static final Interpolator TOUCH_RESPONSE = 164 new PathInterpolator(0.3f, 0f, 0.1f, 1f); 165 166 /** 167 * Like {@link #TOUCH_RESPONSE}, but used in case the animation is played in reverse (i.e. t 168 * goes from 1 to 0 instead of 0 to 1). 169 */ 170 public static final Interpolator TOUCH_RESPONSE_REVERSE = 171 new PathInterpolator(0.9f, 0f, 0.7f, 1f); 172 173 /* 174 * ============================================================================================ 175 * Functions / Utilities 176 * ============================================================================================ 177 */ 178 179 /** 180 * Calculate the amount of overshoot using an exponential falloff function with desired 181 * properties, where the overshoot smoothly transitions at the 1.0f boundary into the 182 * overshoot, retaining its acceleration. 183 * 184 * @param progress a progress value going from 0 to 1 185 * @param overshootAmount the amount > 0 of overshoot desired. A value of 0.1 means the max 186 * value of the overall progress will be at 1.1. 187 * @param overshootStart the point in (0,1] where the result should reach 1 188 * @return the interpolated overshoot 189 */ getOvershootInterpolation(float progress, float overshootAmount, float overshootStart)190 public static float getOvershootInterpolation(float progress, float overshootAmount, 191 float overshootStart) { 192 if (overshootAmount == 0.0f || overshootStart == 0.0f) { 193 throw new IllegalArgumentException("Invalid values for overshoot"); 194 } 195 float b = MathUtils.log((overshootAmount + 1) / (overshootAmount)) / overshootStart; 196 return MathUtils.max(0.0f, 197 (float) (1.0f - Math.exp(-b * progress)) * (overshootAmount + 1.0f)); 198 } 199 200 /** 201 * Similar to {@link #getOvershootInterpolation(float, float, float)} but the overshoot 202 * starts immediately here, instead of first having a section of non-overshooting 203 * 204 * @param progress a progress value going from 0 to 1 205 */ getOvershootInterpolation(float progress)206 public static float getOvershootInterpolation(float progress) { 207 return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-4 * progress))); 208 } 209 210 // Create the default emphasized interpolator createEmphasizedInterpolator()211 private static PathInterpolator createEmphasizedInterpolator() { 212 Path path = new Path(); 213 // Doing the same as fast_out_extra_slow_in 214 path.moveTo(0f, 0f); 215 path.cubicTo(0.05f, 0f, 0.133333f, 0.06f, 0.166666f, 0.4f); 216 path.cubicTo(0.208333f, 0.82f, 0.25f, 1f, 1f, 1f); 217 return new PathInterpolator(path); 218 } 219 } 220