Don't intercept above shelf progress if still animating

When you swipe up to overview from home, we should allow touches on
recents even if the overshoot animation isn't finished. If the
touch is below the all apps progress, we continue to intercept to
allow for double swipe up.

Bug: 80093992
Change-Id: Ifdca61e7cfc1f7a713c067596cc0c1bd3154b44e
This commit is contained in:
Tony
2018-06-07 20:48:04 -07:00
parent 34838cf551
commit 89126653cd
2 changed files with 14 additions and 3 deletions

View File

@@ -31,6 +31,7 @@ import com.android.launcher3.DeviceProfile;
import com.android.launcher3.Launcher;
import com.android.launcher3.LauncherState;
import com.android.launcher3.LauncherStateManager.AnimationComponents;
import com.android.launcher3.allapps.AllAppsTransitionController;
import com.android.launcher3.anim.AnimatorPlaybackController;
import com.android.launcher3.anim.AnimatorSetBuilder;
import com.android.launcher3.anim.Interpolators;
@@ -68,8 +69,18 @@ public class PortraitStatesTouchController extends AbstractStateChangeTouchContr
mCurrentAnimation.getAnimationPlayer().end();
}
// If we are already animating from a previous state, we can intercept.
return true;
AllAppsTransitionController allAppsController = mLauncher.getAllAppsController();
if (ev.getY() >= allAppsController.getShiftRange() * allAppsController.getProgress()) {
// If we are already animating from a previous state, we can intercept as long as
// the touch is below the current all apps progress (to allow for double swipe).
return true;
}
// Otherwise, make sure everything is settled and don't intercept so they can scroll
// recents, dismiss a task, etc.
if (mAtomicAnim != null) {
mAtomicAnim.end();
}
return false;
}
if (mLauncher.isInState(ALL_APPS)) {
// In all-apps only listen if the container cannot scroll itself

View File

@@ -85,7 +85,7 @@ public abstract class AbstractStateChangeTouchController
private boolean mCanBlockFling;
private FlingBlockCheck mFlingBlockCheck = new FlingBlockCheck();
private AnimatorSet mAtomicAnim;
protected AnimatorSet mAtomicAnim;
// True if we want to resume playing atomic components when mAtomicAnim completes.
private boolean mScheduleResumeAtomicComponent;