Files
lawnchair/src/com/android/launcher3/util/VibratorWrapper.java
Brandon Dayauon 12c193e6c5 Implement diff haptics going into all apps
Notes:
* the reason why 0.6 -> 1 never happened was because of AllAppsSwipeController where
it had a clampToProgress. By changing lowerbound to 0 the progress actually shows fully 0->1

- composed the haptics in the constructor
- added new listener class in AATransitionController

Added featureflag

bug: 233751149
test: Manually - presubmit, ran “make -j7 Launcher3” from master branch  photo: https://screenshot.googleplex.com/8r5FZh6buzkQMjk
Change-Id: I5e1a24170fdbfdd35b8d8f24af0ec5e8586641a2
2023-02-07 11:36:42 -08:00

210 lines
8.3 KiB
Java

/*
* Copyright (C) 2021 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.util;
import static android.os.VibrationEffect.createPredefined;
import static android.provider.Settings.System.HAPTIC_FEEDBACK_ENABLED;
import static com.android.launcher3.util.Executors.MAIN_EXECUTOR;
import static com.android.launcher3.util.Executors.UI_HELPER_EXECUTOR;
import android.annotation.SuppressLint;
import android.annotation.TargetApi;
import android.content.ContentResolver;
import android.content.Context;
import android.database.ContentObserver;
import android.media.AudioAttributes;
import android.os.Build;
import android.os.SystemClock;
import android.os.VibrationEffect;
import android.os.Vibrator;
import android.provider.Settings;
import androidx.annotation.Nullable;
import com.android.launcher3.Utilities;
import com.android.launcher3.anim.PendingAnimation;
import java.util.function.Consumer;
/**
* Wrapper around {@link Vibrator} to easily perform haptic feedback where necessary.
*/
@TargetApi(Build.VERSION_CODES.Q)
public class VibratorWrapper {
public static final MainThreadInitializedObject<VibratorWrapper> INSTANCE =
new MainThreadInitializedObject<>(VibratorWrapper::new);
public static final AudioAttributes VIBRATION_ATTRS = new AudioAttributes.Builder()
.setUsage(AudioAttributes.USAGE_ASSISTANCE_SONIFICATION)
.setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
.build();
public static final VibrationEffect EFFECT_CLICK =
createPredefined(VibrationEffect.EFFECT_CLICK);
private static final float DRAG_TEXTURE_SCALE = 0.03f;
private static final float DRAG_COMMIT_SCALE = 0.5f;
private static final float DRAG_BUMP_SCALE = 0.4f;
private static final int DRAG_TEXTURE_EFFECT_SIZE = 200;
@Nullable
private final VibrationEffect mDragEffect;
@Nullable
private final VibrationEffect mCommitEffect;
@Nullable
private final VibrationEffect mBumpEffect;
private long mLastDragTime;
private final int mThresholdUntilNextDragCallMillis;
/**
* Haptic when entering overview.
*/
public static final VibrationEffect OVERVIEW_HAPTIC = EFFECT_CLICK;
private final Vibrator mVibrator;
private final boolean mHasVibrator;
private boolean mIsHapticFeedbackEnabled;
private VibratorWrapper(Context context) {
mVibrator = context.getSystemService(Vibrator.class);
mHasVibrator = mVibrator.hasVibrator();
if (mHasVibrator) {
final ContentResolver resolver = context.getContentResolver();
mIsHapticFeedbackEnabled = isHapticFeedbackEnabled(resolver);
final ContentObserver observer = new ContentObserver(MAIN_EXECUTOR.getHandler()) {
@Override
public void onChange(boolean selfChange) {
mIsHapticFeedbackEnabled = isHapticFeedbackEnabled(resolver);
}
};
resolver.registerContentObserver(Settings.System.getUriFor(HAPTIC_FEEDBACK_ENABLED),
false /* notifyForDescendants */, observer);
} else {
mIsHapticFeedbackEnabled = false;
}
if (Utilities.ATLEAST_S && mVibrator.areAllPrimitivesSupported(
VibrationEffect.Composition.PRIMITIVE_LOW_TICK)) {
// Drag texture, Commit, and Bump should only be used for premium phones.
// Before using these haptics make sure check if the device can use it
VibrationEffect.Composition dragEffect = VibrationEffect.startComposition();
for (int i = 0; i < DRAG_TEXTURE_EFFECT_SIZE; i++) {
dragEffect.addPrimitive(
VibrationEffect.Composition.PRIMITIVE_LOW_TICK, DRAG_TEXTURE_SCALE);
}
mDragEffect = dragEffect.compose();
mCommitEffect = VibrationEffect.startComposition().addPrimitive(
VibrationEffect.Composition.PRIMITIVE_TICK, DRAG_COMMIT_SCALE).compose();
mBumpEffect = VibrationEffect.startComposition().addPrimitive(
VibrationEffect.Composition.PRIMITIVE_LOW_TICK, DRAG_BUMP_SCALE).compose();
int primitiveDuration = mVibrator.getPrimitiveDurations(
VibrationEffect.Composition.PRIMITIVE_LOW_TICK)[0];
mThresholdUntilNextDragCallMillis =
DRAG_TEXTURE_EFFECT_SIZE * primitiveDuration + 100;
} else {
mDragEffect = null;
mCommitEffect = null;
mBumpEffect = null;
mThresholdUntilNextDragCallMillis = 0;
}
}
/**
* This is called when the user swipes to/from all apps. This is meant to be used in between
* long animation progresses so that it gives a dragging texture effect. For a better
* experience, this should be used in combination with vibrateForDragCommit().
*/
public void vibrateForDragTexture() {
if (mDragEffect == null) {
return;
}
long currentTime = SystemClock.elapsedRealtime();
long elapsedTimeSinceDrag = currentTime - mLastDragTime;
if (elapsedTimeSinceDrag >= mThresholdUntilNextDragCallMillis) {
vibrate(mDragEffect);
mLastDragTime = currentTime;
}
}
/**
* This is used when user reaches the commit threshold when swiping to/from from all apps.
*/
public void vibrateForDragCommit() {
if (mCommitEffect != null) {
vibrate(mCommitEffect);
}
// resetting dragTexture timestamp to be able to play dragTexture again
mLastDragTime = 0;
}
/**
* The bump haptic is used to be called at the end of a swipe and only if it the gesture is a
* FLING going to/from all apps. Client can just call this method elsewhere just for the
* effect.
*/
public void vibrateForDragBump() {
if (mBumpEffect != null) {
vibrate(mBumpEffect);
}
}
/**
* This should be used to cancel a haptic in case where the haptic shouldn't be vibrating. For
* example, when no animation is happening but a vibrator happens to be vibrating still. Need
* boolean parameter for {@link PendingAnimation#addEndListener(Consumer)}.
*/
public void cancelVibrate(boolean unused) {
UI_HELPER_EXECUTOR.execute(mVibrator::cancel);
// reset dragTexture timestamp to be able to play dragTexture again whenever cancelled
mLastDragTime = 0;
}
private boolean isHapticFeedbackEnabled(ContentResolver resolver) {
return Settings.System.getInt(resolver, HAPTIC_FEEDBACK_ENABLED, 0) == 1;
}
/** Vibrates with the given effect if haptic feedback is available and enabled. */
public void vibrate(VibrationEffect vibrationEffect) {
if (mHasVibrator && mIsHapticFeedbackEnabled) {
UI_HELPER_EXECUTOR.execute(() -> mVibrator.vibrate(vibrationEffect, VIBRATION_ATTRS));
}
}
/**
* Vibrates with a single primitive, if supported, or use a fallback effect instead. This only
* vibrates if haptic feedback is available and enabled.
*/
@SuppressLint("NewApi")
public void vibrate(int primitiveId, float primitiveScale, VibrationEffect fallbackEffect) {
if (mHasVibrator && mIsHapticFeedbackEnabled) {
UI_HELPER_EXECUTOR.execute(() -> {
if (Utilities.ATLEAST_R && primitiveId >= 0
&& mVibrator.areAllPrimitivesSupported(primitiveId)) {
mVibrator.vibrate(VibrationEffect.startComposition()
.addPrimitive(primitiveId, primitiveScale)
.compose(), VIBRATION_ATTRS);
} else {
mVibrator.vibrate(fallbackEffect, VIBRATION_ATTRS);
}
});
}
}
}