mirror of
https://github.com/LawnchairLauncher/lawnchair.git
synced 2026-02-20 03:08:19 +00:00
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
210 lines
8.3 KiB
Java
210 lines
8.3 KiB
Java
/*
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* Copyright (C) 2021 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.launcher3.util;
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import static android.os.VibrationEffect.createPredefined;
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import static android.provider.Settings.System.HAPTIC_FEEDBACK_ENABLED;
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import static com.android.launcher3.util.Executors.MAIN_EXECUTOR;
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import static com.android.launcher3.util.Executors.UI_HELPER_EXECUTOR;
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import android.annotation.SuppressLint;
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import android.annotation.TargetApi;
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import android.content.ContentResolver;
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import android.content.Context;
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import android.database.ContentObserver;
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import android.media.AudioAttributes;
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import android.os.Build;
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import android.os.SystemClock;
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import android.os.VibrationEffect;
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import android.os.Vibrator;
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import android.provider.Settings;
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import androidx.annotation.Nullable;
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import com.android.launcher3.Utilities;
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import com.android.launcher3.anim.PendingAnimation;
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import java.util.function.Consumer;
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/**
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* Wrapper around {@link Vibrator} to easily perform haptic feedback where necessary.
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*/
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@TargetApi(Build.VERSION_CODES.Q)
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public class VibratorWrapper {
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public static final MainThreadInitializedObject<VibratorWrapper> INSTANCE =
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new MainThreadInitializedObject<>(VibratorWrapper::new);
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public static final AudioAttributes VIBRATION_ATTRS = new AudioAttributes.Builder()
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.setUsage(AudioAttributes.USAGE_ASSISTANCE_SONIFICATION)
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.setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
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.build();
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public static final VibrationEffect EFFECT_CLICK =
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createPredefined(VibrationEffect.EFFECT_CLICK);
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private static final float DRAG_TEXTURE_SCALE = 0.03f;
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private static final float DRAG_COMMIT_SCALE = 0.5f;
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private static final float DRAG_BUMP_SCALE = 0.4f;
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private static final int DRAG_TEXTURE_EFFECT_SIZE = 200;
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@Nullable
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private final VibrationEffect mDragEffect;
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@Nullable
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private final VibrationEffect mCommitEffect;
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@Nullable
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private final VibrationEffect mBumpEffect;
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private long mLastDragTime;
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private final int mThresholdUntilNextDragCallMillis;
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/**
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* Haptic when entering overview.
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*/
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public static final VibrationEffect OVERVIEW_HAPTIC = EFFECT_CLICK;
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private final Vibrator mVibrator;
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private final boolean mHasVibrator;
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private boolean mIsHapticFeedbackEnabled;
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private VibratorWrapper(Context context) {
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mVibrator = context.getSystemService(Vibrator.class);
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mHasVibrator = mVibrator.hasVibrator();
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if (mHasVibrator) {
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final ContentResolver resolver = context.getContentResolver();
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mIsHapticFeedbackEnabled = isHapticFeedbackEnabled(resolver);
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final ContentObserver observer = new ContentObserver(MAIN_EXECUTOR.getHandler()) {
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@Override
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public void onChange(boolean selfChange) {
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mIsHapticFeedbackEnabled = isHapticFeedbackEnabled(resolver);
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}
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};
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resolver.registerContentObserver(Settings.System.getUriFor(HAPTIC_FEEDBACK_ENABLED),
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false /* notifyForDescendants */, observer);
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} else {
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mIsHapticFeedbackEnabled = false;
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}
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if (Utilities.ATLEAST_S && mVibrator.areAllPrimitivesSupported(
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VibrationEffect.Composition.PRIMITIVE_LOW_TICK)) {
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// Drag texture, Commit, and Bump should only be used for premium phones.
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// Before using these haptics make sure check if the device can use it
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VibrationEffect.Composition dragEffect = VibrationEffect.startComposition();
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for (int i = 0; i < DRAG_TEXTURE_EFFECT_SIZE; i++) {
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dragEffect.addPrimitive(
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VibrationEffect.Composition.PRIMITIVE_LOW_TICK, DRAG_TEXTURE_SCALE);
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}
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mDragEffect = dragEffect.compose();
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mCommitEffect = VibrationEffect.startComposition().addPrimitive(
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VibrationEffect.Composition.PRIMITIVE_TICK, DRAG_COMMIT_SCALE).compose();
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mBumpEffect = VibrationEffect.startComposition().addPrimitive(
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VibrationEffect.Composition.PRIMITIVE_LOW_TICK, DRAG_BUMP_SCALE).compose();
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int primitiveDuration = mVibrator.getPrimitiveDurations(
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VibrationEffect.Composition.PRIMITIVE_LOW_TICK)[0];
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mThresholdUntilNextDragCallMillis =
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DRAG_TEXTURE_EFFECT_SIZE * primitiveDuration + 100;
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} else {
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mDragEffect = null;
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mCommitEffect = null;
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mBumpEffect = null;
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mThresholdUntilNextDragCallMillis = 0;
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}
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}
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/**
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* This is called when the user swipes to/from all apps. This is meant to be used in between
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* long animation progresses so that it gives a dragging texture effect. For a better
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* experience, this should be used in combination with vibrateForDragCommit().
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*/
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public void vibrateForDragTexture() {
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if (mDragEffect == null) {
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return;
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}
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long currentTime = SystemClock.elapsedRealtime();
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long elapsedTimeSinceDrag = currentTime - mLastDragTime;
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if (elapsedTimeSinceDrag >= mThresholdUntilNextDragCallMillis) {
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vibrate(mDragEffect);
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mLastDragTime = currentTime;
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}
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}
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/**
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* This is used when user reaches the commit threshold when swiping to/from from all apps.
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*/
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public void vibrateForDragCommit() {
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if (mCommitEffect != null) {
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vibrate(mCommitEffect);
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}
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// resetting dragTexture timestamp to be able to play dragTexture again
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mLastDragTime = 0;
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}
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/**
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* The bump haptic is used to be called at the end of a swipe and only if it the gesture is a
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* FLING going to/from all apps. Client can just call this method elsewhere just for the
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* effect.
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*/
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public void vibrateForDragBump() {
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if (mBumpEffect != null) {
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vibrate(mBumpEffect);
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}
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}
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/**
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* This should be used to cancel a haptic in case where the haptic shouldn't be vibrating. For
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* example, when no animation is happening but a vibrator happens to be vibrating still. Need
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* boolean parameter for {@link PendingAnimation#addEndListener(Consumer)}.
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*/
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public void cancelVibrate(boolean unused) {
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UI_HELPER_EXECUTOR.execute(mVibrator::cancel);
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// reset dragTexture timestamp to be able to play dragTexture again whenever cancelled
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mLastDragTime = 0;
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}
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private boolean isHapticFeedbackEnabled(ContentResolver resolver) {
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return Settings.System.getInt(resolver, HAPTIC_FEEDBACK_ENABLED, 0) == 1;
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}
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/** Vibrates with the given effect if haptic feedback is available and enabled. */
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public void vibrate(VibrationEffect vibrationEffect) {
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if (mHasVibrator && mIsHapticFeedbackEnabled) {
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UI_HELPER_EXECUTOR.execute(() -> mVibrator.vibrate(vibrationEffect, VIBRATION_ATTRS));
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}
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}
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/**
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* Vibrates with a single primitive, if supported, or use a fallback effect instead. This only
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* vibrates if haptic feedback is available and enabled.
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*/
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@SuppressLint("NewApi")
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public void vibrate(int primitiveId, float primitiveScale, VibrationEffect fallbackEffect) {
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if (mHasVibrator && mIsHapticFeedbackEnabled) {
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UI_HELPER_EXECUTOR.execute(() -> {
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if (Utilities.ATLEAST_R && primitiveId >= 0
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&& mVibrator.areAllPrimitivesSupported(primitiveId)) {
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mVibrator.vibrate(VibrationEffect.startComposition()
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.addPrimitive(primitiveId, primitiveScale)
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.compose(), VIBRATION_ATTRS);
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} else {
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mVibrator.vibrate(fallbackEffect, VIBRATION_ATTRS);
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}
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});
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}
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}
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}
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