Files
Flexera-Launcher/src/com/android/launcher3/LauncherStateManager.java
T
Tony Wickham 4e21c1b552 Cleanup how we set back button alpha
Add BackButtonAlphaHandler to set back button alpha, instead of setting
it from multiple places.

Also force back button alpha to be 1 if swipe up is disabled (b/80091187)

Change-Id: I49b63a0e6b033a3a947a847669a398f1b9ff0564
2018-05-22 11:05:01 -07:00

589 lines
21 KiB
Java

/*
* 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;
import static android.view.View.VISIBLE;
import static com.android.launcher3.LauncherState.NORMAL;
import static com.android.launcher3.anim.AnimatorSetBuilder.ANIM_OVERVIEW_FADE;
import static com.android.launcher3.anim.AnimatorSetBuilder.ANIM_OVERVIEW_SCALE;
import static com.android.launcher3.anim.AnimatorSetBuilder.ANIM_WORKSPACE_FADE;
import static com.android.launcher3.anim.AnimatorSetBuilder.ANIM_WORKSPACE_SCALE;
import static com.android.launcher3.anim.Interpolators.ACCEL;
import static com.android.launcher3.anim.Interpolators.DEACCEL;
import static com.android.launcher3.anim.Interpolators.DEACCEL_1_7;
import static com.android.launcher3.anim.Interpolators.OVERSHOOT_1_2;
import static com.android.launcher3.anim.Interpolators.clampToProgress;
import static com.android.launcher3.anim.PropertySetter.NO_ANIM_PROPERTY_SETTER;
import android.animation.Animator;
import android.animation.AnimatorListenerAdapter;
import android.animation.AnimatorSet;
import android.os.Handler;
import android.os.Looper;
import android.support.annotation.IntDef;
import android.view.View;
import com.android.launcher3.anim.AnimationSuccessListener;
import com.android.launcher3.anim.AnimatorPlaybackController;
import com.android.launcher3.anim.AnimatorSetBuilder;
import com.android.launcher3.anim.PropertySetter;
import com.android.launcher3.anim.PropertySetter.AnimatedPropertySetter;
import com.android.launcher3.uioverrides.UiFactory;
import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
import java.util.ArrayList;
/**
* TODO: figure out what kind of tests we can write for this
*
* Things to test when changing the following class.
* - Home from workspace
* - from center screen
* - from other screens
* - Home from all apps
* - from center screen
* - from other screens
* - Back from all apps
* - from center screen
* - from other screens
* - Launch app from workspace and quit
* - with back
* - with home
* - Launch app from all apps and quit
* - with back
* - with home
* - Go to a screen that's not the default, then all
* apps, and launch and app, and go back
* - with back
* -with home
* - On workspace, long press power and go back
* - with back
* - with home
* - On all apps, long press power and go back
* - with back
* - with home
* - On workspace, power off
* - On all apps, power off
* - Launch an app and turn off the screen while in that app
* - Go back with home key
* - Go back with back key TODO: make this not go to workspace
* - From all apps
* - From workspace
* - Enter and exit car mode (becase it causes an extra configuration changed)
* - From all apps
* - From the center workspace
* - From another workspace
*/
public class LauncherStateManager {
public static final String TAG = "StateManager";
// We separate the state animations into "atomic" and "non-atomic" components. The atomic
// components may be run atomically - that is, all at once, instead of user-controlled. However,
// atomic components are not restricted to this purpose; they can be user-controlled alongside
// non atomic components as well.
@IntDef(flag = true, value = {
NON_ATOMIC_COMPONENT,
ATOMIC_COMPONENT
})
@Retention(RetentionPolicy.SOURCE)
public @interface AnimationComponents {}
public static final int NON_ATOMIC_COMPONENT = 1 << 0;
public static final int ATOMIC_COMPONENT = 1 << 1;
public static final int ANIM_ALL = NON_ATOMIC_COMPONENT | ATOMIC_COMPONENT;
private final AnimationConfig mConfig = new AnimationConfig();
private final Handler mUiHandler;
private final Launcher mLauncher;
private final ArrayList<StateListener> mListeners = new ArrayList<>();
private StateHandler[] mStateHandlers;
private LauncherState mState = NORMAL;
private LauncherState mLastStableState = NORMAL;
private LauncherState mCurrentStableState = NORMAL;
private LauncherState mRestState;
public LauncherStateManager(Launcher l) {
mUiHandler = new Handler(Looper.getMainLooper());
mLauncher = l;
}
public LauncherState getState() {
return mState;
}
public StateHandler[] getStateHandlers() {
if (mStateHandlers == null) {
mStateHandlers = UiFactory.getStateHandler(mLauncher);
}
return mStateHandlers;
}
public void addStateListener(StateListener listener) {
mListeners.add(listener);
}
public void removeStateListener(StateListener listener) {
mListeners.remove(listener);
}
/**
* @see #goToState(LauncherState, boolean, Runnable)
*/
public void goToState(LauncherState state) {
goToState(state, !mLauncher.isForceInvisible() && mLauncher.isStarted() /* animated */);
}
/**
* @see #goToState(LauncherState, boolean, Runnable)
*/
public void goToState(LauncherState 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(LauncherState state, boolean animated, Runnable onCompleteRunnable) {
goToState(state, animated, 0, onCompleteRunnable);
}
/**
* Changes the Launcher state to the provided state after the given delay.
*/
public void goToState(LauncherState state, long delay, Runnable onCompleteRunnable) {
goToState(state, true, delay, onCompleteRunnable);
}
/**
* Changes the Launcher state to the provided state after the given delay.
*/
public void goToState(LauncherState state, long delay) {
goToState(state, true, delay, null);
}
public void reapplyState() {
reapplyState(false);
}
public void reapplyState(boolean cancelCurrentAnimation) {
if (cancelCurrentAnimation) {
cancelAnimation();
}
if (mConfig.mCurrentAnimation == null) {
for (StateHandler handler : getStateHandlers()) {
handler.setState(mState);
}
}
}
private void goToState(LauncherState state, boolean animated, long delay,
final Runnable onCompleteRunnable) {
if (mLauncher.isInState(state)) {
if (mConfig.mCurrentAnimation == null) {
// Run any queued runnable
if (onCompleteRunnable != null) {
onCompleteRunnable.run();
}
return;
} else if (!mConfig.userControlled && animated && mConfig.mTargetState == state) {
// We are running the same animation as requested
if (onCompleteRunnable != null) {
mConfig.mCurrentAnimation.addListener(new AnimationSuccessListener() {
@Override
public void onAnimationSuccess(Animator animator) {
onCompleteRunnable.run();
}
});
}
return;
}
}
// Cancel the current animation
mConfig.reset();
if (!animated) {
onStateTransitionStart(state);
for (StateHandler handler : getStateHandlers()) {
handler.setState(state);
}
for (int i = mListeners.size() - 1; i >= 0; i--) {
mListeners.get(i).onStateSetImmediately(state);
}
onStateTransitionEnd(state);
// Run any queued runnable
if (onCompleteRunnable != null) {
onCompleteRunnable.run();
}
return;
}
// Since state NORMAL 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 == NORMAL ? mState.transitionDuration : state.transitionDuration;
AnimatorSetBuilder builder = new AnimatorSetBuilder();
prepareForAtomicAnimation(mState, state, builder);
AnimatorSet animation = createAnimationToNewWorkspaceInternal(
state, builder, onCompleteRunnable);
Runnable runnable = new StartAnimRunnable(animation, state.getFinalFocus(mLauncher));
if (delay > 0) {
mUiHandler.postDelayed(runnable, delay);
} else {
mUiHandler.post(runnable);
}
}
/**
* 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(LauncherState fromState, LauncherState toState,
AnimatorSetBuilder builder) {
if (fromState == NORMAL && toState.overviewUi) {
builder.setInterpolator(ANIM_WORKSPACE_SCALE, OVERSHOOT_1_2);
builder.setInterpolator(ANIM_WORKSPACE_FADE, OVERSHOOT_1_2);
builder.setInterpolator(ANIM_OVERVIEW_SCALE, OVERSHOOT_1_2);
builder.setInterpolator(ANIM_OVERVIEW_FADE, OVERSHOOT_1_2);
// Start from a higher overview scale, but only if we're invisible so we don't jump.
UiFactory.prepareToShowOverview(mLauncher);
} else if (fromState.overviewUi && toState == NORMAL) {
builder.setInterpolator(ANIM_WORKSPACE_SCALE, DEACCEL);
builder.setInterpolator(ANIM_WORKSPACE_FADE, ACCEL);
builder.setInterpolator(ANIM_OVERVIEW_SCALE, clampToProgress(ACCEL, 0, 0.9f));
builder.setInterpolator(ANIM_OVERVIEW_FADE, DEACCEL_1_7);
Workspace workspace = mLauncher.getWorkspace();
// Start from a higher workspace scale, but only if we're invisible so we don't jump.
boolean isWorkspaceVisible = workspace.getVisibility() == VISIBLE;
if (isWorkspaceVisible) {
CellLayout currentChild = (CellLayout) workspace.getChildAt(
workspace.getCurrentPage());
isWorkspaceVisible = currentChild.getVisibility() == VISIBLE
&& currentChild.getShortcutsAndWidgets().getAlpha() > 0;
}
if (!isWorkspaceVisible) {
workspace.setScaleX(0.92f);
workspace.setScaleY(0.92f);
}
}
}
/**
* 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 normal playback. Use higher duration for better
* accuracy.
*/
public AnimatorPlaybackController createAnimationToNewWorkspace(
LauncherState state, long duration) {
return createAnimationToNewWorkspace(state, duration, LauncherStateManager.ANIM_ALL);
}
public AnimatorPlaybackController createAnimationToNewWorkspace(
LauncherState state, long duration, @AnimationComponents int animComponents) {
return createAnimationToNewWorkspace(state, new AnimatorSetBuilder(), duration, null,
animComponents);
}
public AnimatorPlaybackController createAnimationToNewWorkspace(LauncherState state,
AnimatorSetBuilder builder, long duration, Runnable onCancelRunnable,
@AnimationComponents int animComponents) {
mConfig.reset();
mConfig.userControlled = true;
mConfig.animComponents = animComponents;
mConfig.duration = duration;
mConfig.playbackController = AnimatorPlaybackController.wrap(
createAnimationToNewWorkspaceInternal(state, builder, null), duration,
onCancelRunnable);
return mConfig.playbackController;
}
protected AnimatorSet createAnimationToNewWorkspaceInternal(final LauncherState state,
AnimatorSetBuilder builder, final Runnable onCompleteRunnable) {
for (StateHandler handler : getStateHandlers()) {
builder.startTag(handler);
handler.setStateWithAnimation(state, builder, mConfig);
}
final AnimatorSet animation = builder.build();
animation.addListener(new AnimationSuccessListener() {
@Override
public void onAnimationStart(Animator animation) {
// Change the internal state only when the transition actually starts
onStateTransitionStart(state);
for (int i = mListeners.size() - 1; i >= 0; i--) {
mListeners.get(i).onStateTransitionStart(state);
}
}
@Override
public void onAnimationEnd(Animator animation) {
super.onAnimationEnd(animation);
for (int i = mListeners.size() - 1; i >= 0; i--) {
mListeners.get(i).onStateTransitionComplete(state);
}
}
@Override
public void onAnimationSuccess(Animator animator) {
// Run any queued runnables
if (onCompleteRunnable != null) {
onCompleteRunnable.run();
}
onStateTransitionEnd(state);
}
});
mConfig.setAnimation(animation, state);
return mConfig.mCurrentAnimation;
}
private void onStateTransitionStart(LauncherState state) {
mState.onStateDisabled(mLauncher);
mState = state;
mState.onStateEnabled(mLauncher);
mLauncher.getAppWidgetHost().setResumed(state == LauncherState.NORMAL);
if (state.disablePageClipping) {
// Only disable clipping if needed, otherwise leave it as previous value.
mLauncher.getWorkspace().setClipChildren(false);
}
UiFactory.onLauncherStateOrResumeChanged(mLauncher);
}
private void onStateTransitionEnd(LauncherState state) {
// Only change the stable states after the transitions have finished
if (state != mCurrentStableState) {
mLastStableState = state.getHistoryForState(mCurrentStableState);
mCurrentStableState = state;
}
state.onStateTransitionEnd(mLauncher);
mLauncher.getWorkspace().setClipChildren(!state.disablePageClipping);
mLauncher.finishAutoCancelActionMode();
if (state == NORMAL) {
setRestState(null);
}
UiFactory.onLauncherStateOrResumeChanged(mLauncher);
}
public void onWindowFocusChanged() {
UiFactory.onLauncherStateOrFocusChanged(mLauncher);
}
public LauncherState getLastState() {
return mLastStableState;
}
public void moveToRestState() {
if (mConfig.mCurrentAnimation != null && mConfig.userControlled) {
// The user is doing something. Lets not mess it up
return;
}
if (mState.disableRestore) {
goToState(getRestState());
// Reset history
mLastStableState = NORMAL;
}
}
public LauncherState getRestState() {
return mRestState == null ? NORMAL : mRestState;
}
public void setRestState(LauncherState restState) {
mRestState = restState;
}
/**
* Cancels the current animation.
*/
public void cancelAnimation() {
mConfig.reset();
}
public void setCurrentUserControlledAnimation(AnimatorPlaybackController controller) {
clearCurrentAnimation();
setCurrentAnimation(controller.getTarget());
mConfig.userControlled = true;
mConfig.playbackController = controller;
}
/**
* 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.mCurrentAnimation == childAnim) {
clearCurrentAnimation();
break;
}
}
boolean reapplyNeeded = mConfig.mCurrentAnimation != null;
cancelAnimation();
if (reapplyNeeded) {
reapplyState();
}
mConfig.setAnimation(anim, null);
}
private void clearCurrentAnimation() {
if (mConfig.mCurrentAnimation != null) {
mConfig.mCurrentAnimation.removeListener(mConfig);
mConfig.mCurrentAnimation = null;
}
mConfig.playbackController = null;
}
private class StartAnimRunnable implements Runnable {
private final AnimatorSet mAnim;
private final View mViewToFocus;
public StartAnimRunnable(AnimatorSet anim, View viewToFocus) {
mAnim = anim;
mViewToFocus = viewToFocus;
}
@Override
public void run() {
if (mConfig.mCurrentAnimation != mAnim) {
return;
}
if (mViewToFocus != null) {
mViewToFocus.requestFocus();
}
mAnim.start();
}
}
public static class AnimationConfig extends AnimatorListenerAdapter {
public long duration;
public boolean userControlled;
public AnimatorPlaybackController playbackController;
public @AnimationComponents int animComponents = ANIM_ALL;
private PropertySetter mPropertySetter;
private AnimatorSet mCurrentAnimation;
private LauncherState mTargetState;
/**
* Cancels the current animation and resets config variables.
*/
public void reset() {
duration = 0;
userControlled = false;
animComponents = ANIM_ALL;
mPropertySetter = null;
mTargetState = null;
if (playbackController != null) {
playbackController.getAnimationPlayer().cancel();
playbackController.dispatchOnCancel();
} else if (mCurrentAnimation != null) {
mCurrentAnimation.setDuration(0);
mCurrentAnimation.cancel();
}
mCurrentAnimation = null;
playbackController = null;
}
public PropertySetter getPropertySetter(AnimatorSetBuilder builder) {
if (mPropertySetter == null) {
mPropertySetter = duration == 0 ? NO_ANIM_PROPERTY_SETTER
: new AnimatedPropertySetter(duration, builder);
}
return mPropertySetter;
}
@Override
public void onAnimationEnd(Animator animation) {
if (mCurrentAnimation == animation) {
mCurrentAnimation = null;
}
}
public void setAnimation(AnimatorSet animation, LauncherState targetState) {
mCurrentAnimation = animation;
mTargetState = targetState;
mCurrentAnimation.addListener(this);
}
public boolean playAtomicComponent() {
return (animComponents & ATOMIC_COMPONENT) != 0;
}
public boolean playNonAtomicComponent() {
return (animComponents & NON_ATOMIC_COMPONENT) != 0;
}
}
public interface StateHandler {
/**
* Updates the UI to {@param state} without any animations
*/
void setState(LauncherState state);
/**
* Sets the UI to {@param state} by animating any changes.
*/
void setStateWithAnimation(LauncherState toState,
AnimatorSetBuilder builder, AnimationConfig config);
}
public interface StateListener {
/**
* Called when the state is set without an animation.
*/
void onStateSetImmediately(LauncherState state);
void onStateTransitionStart(LauncherState toState);
void onStateTransitionComplete(LauncherState finalState);
}
}