Files
lawnchair/src/com/android/launcher3/statemanager/StateManager.java
Tony Wickham 4fb5f74bb4 Track OverviewToHomeAnim with StateManager
This way we mark the the current state as NORMAL at the start of
the animation, and cancel it as part of other state transitions.
This allows us to interact with launcher (e.g. to go to all apps
or pull down the notification shade) during the animation.

Also use OverviewToHomeAnim from RecentsView#startHome() to
ensure the animation is consistent, e.g. doesn't fade out
RecentsView, scrolls to page 1, etc.

Bug: 144170434
Change-Id: I5348565b9e705d8ffba39818dde9efe82b16bb7a
2020-08-14 14:38:24 -07:00

616 lines
22 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.statemanager;
import static android.animation.ValueAnimator.areAnimatorsEnabled;
import static com.android.launcher3.states.StateAnimationConfig.ANIM_ALL_COMPONENTS;
import android.animation.Animator;
import android.animation.Animator.AnimatorListener;
import android.animation.AnimatorListenerAdapter;
import android.animation.AnimatorSet;
import android.os.Handler;
import android.os.Looper;
import android.util.Log;
import com.android.launcher3.anim.AnimationSuccessListener;
import com.android.launcher3.anim.AnimatorPlaybackController;
import com.android.launcher3.anim.PendingAnimation;
import com.android.launcher3.states.StateAnimationConfig;
import com.android.launcher3.states.StateAnimationConfig.AnimationFlags;
import com.android.launcher3.testing.TestProtocol;
import java.io.PrintWriter;
import java.util.ArrayList;
/**
* Class to manage transitions between different states for a StatefulActivity based on different
* states
*/
public class StateManager<STATE_TYPE extends BaseState<STATE_TYPE>> {
public static final String TAG = "StateManager";
private final AnimationState mConfig = new AnimationState();
private final Handler mUiHandler;
private final StatefulActivity<STATE_TYPE> mActivity;
private final ArrayList<StateListener<STATE_TYPE>> mListeners = new ArrayList<>();
private final STATE_TYPE mBaseState;
// Animators which are run on properties also controlled by state animations.
private final AtomicAnimationFactory mAtomicAnimationFactory;
private StateHandler<STATE_TYPE>[] mStateHandlers;
private STATE_TYPE mState;
private STATE_TYPE mLastStableState;
private STATE_TYPE mCurrentStableState;
private STATE_TYPE mRestState;
public StateManager(StatefulActivity<STATE_TYPE> l, STATE_TYPE baseState) {
mUiHandler = new Handler(Looper.getMainLooper());
mActivity = l;
mBaseState = baseState;
mState = mLastStableState = mCurrentStableState = baseState;
mAtomicAnimationFactory = l.createAtomicAnimationFactory();
}
public STATE_TYPE getState() {
return mState;
}
public STATE_TYPE getCurrentStableState() {
return mCurrentStableState;
}
public void dump(String prefix, PrintWriter writer) {
writer.println(prefix + "StateManager:");
writer.println(prefix + "\tmLastStableState:" + mLastStableState);
writer.println(prefix + "\tmCurrentStableState:" + mCurrentStableState);
writer.println(prefix + "\tmState:" + mState);
writer.println(prefix + "\tmRestState:" + mRestState);
writer.println(prefix + "\tisInTransition:" + (mConfig.currentAnimation != null));
}
public StateHandler[] getStateHandlers() {
if (mStateHandlers == null) {
mStateHandlers = mActivity.createStateHandlers();
}
return mStateHandlers;
}
public void addStateListener(StateListener listener) {
mListeners.add(listener);
}
public void removeStateListener(StateListener listener) {
mListeners.remove(listener);
}
/**
* Returns true if the state changes should be animated.
*/
public boolean shouldAnimateStateChange() {
return !mActivity.isForceInvisible() && mActivity.isStarted();
}
/**
* @return {@code true} if the state matches the current state and there is no active
* transition to different state.
*/
public boolean isInStableState(STATE_TYPE state) {
return mState == state && mCurrentStableState == state
&& (mConfig.targetState == null || mConfig.targetState == state);
}
/**
* @see #goToState(STATE_TYPE, boolean, Runnable)
*/
public void goToState(STATE_TYPE state) {
goToState(state, shouldAnimateStateChange());
}
/**
* @see #goToState(STATE_TYPE, boolean, Runnable)
*/
public void goToState(STATE_TYPE 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(STATE_TYPE 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(STATE_TYPE 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(STATE_TYPE state, long delay) {
goToState(state, true, delay, null);
}
public void reapplyState() {
reapplyState(false);
}
public void reapplyState(boolean cancelCurrentAnimation) {
boolean wasInAnimation = mConfig.currentAnimation != null;
if (cancelCurrentAnimation) {
mAtomicAnimationFactory.cancelAllStateElementAnimation();
cancelAnimation();
}
if (mConfig.currentAnimation == null) {
for (StateHandler handler : getStateHandlers()) {
handler.setState(mState);
}
if (wasInAnimation) {
onStateTransitionEnd(mState);
}
}
}
private void goToState(STATE_TYPE state, boolean animated, long delay,
final Runnable onCompleteRunnable) {
animated &= areAnimatorsEnabled();
if (mActivity.isInState(state)) {
if (mConfig.currentAnimation == null) {
// Run any queued runnable
if (onCompleteRunnable != null) {
onCompleteRunnable.run();
}
return;
} else if (!mConfig.userControlled && animated && mConfig.targetState == state) {
// We are running the same animation as requested
if (onCompleteRunnable != null) {
mConfig.currentAnimation.addListener(
AnimationSuccessListener.forRunnable(onCompleteRunnable));
}
return;
}
}
// Cancel the current animation. This will reset mState to mCurrentStableState, so store it.
STATE_TYPE fromState = mState;
mConfig.reset();
if (!animated) {
mAtomicAnimationFactory.cancelAllStateElementAnimation();
onStateTransitionStart(state);
for (StateHandler handler : getStateHandlers()) {
handler.setState(state);
}
onStateTransitionEnd(state);
// Run any queued runnable
if (onCompleteRunnable != null) {
onCompleteRunnable.run();
}
return;
}
if (delay > 0) {
// Create the animation after the delay as some properties can change between preparing
// the animation and running the animation.
int startChangeId = mConfig.changeId;
mUiHandler.postDelayed(() -> {
if (mConfig.changeId == startChangeId) {
goToStateAnimated(state, fromState, onCompleteRunnable);
}
}, delay);
} else {
goToStateAnimated(state, fromState, onCompleteRunnable);
}
}
private void goToStateAnimated(STATE_TYPE state, STATE_TYPE fromState,
Runnable onCompleteRunnable) {
// Since state mBaseState 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 == mBaseState
? fromState.getTransitionDuration(mActivity)
: state.getTransitionDuration(mActivity);
prepareForAtomicAnimation(fromState, state, mConfig);
AnimatorSet animation = createAnimationToNewWorkspaceInternal(state).buildAnim();
if (onCompleteRunnable != null) {
animation.addListener(AnimationSuccessListener.forRunnable(onCompleteRunnable));
}
mUiHandler.post(new StartAnimRunnable(animation));
}
/**
* 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(STATE_TYPE fromState, STATE_TYPE toState,
StateAnimationConfig config) {
mAtomicAnimationFactory.prepareForAtomicAnimation(fromState, toState, config);
}
/**
* Creates an animation representing atomic transitions between the provided states
*/
public AnimatorSet createAtomicAnimation(
STATE_TYPE fromState, STATE_TYPE toState, StateAnimationConfig config) {
PendingAnimation builder = new PendingAnimation(config.duration);
prepareForAtomicAnimation(fromState, toState, config);
for (StateHandler handler : mActivity.getStateManager().getStateHandlers()) {
handler.setStateWithAnimation(toState, config, builder);
}
return builder.buildAnim();
}
/**
* 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 state playback. Use higher duration for better
* accuracy.
*/
public AnimatorPlaybackController createAnimationToNewWorkspace(
STATE_TYPE state, long duration) {
return createAnimationToNewWorkspace(state, duration, ANIM_ALL_COMPONENTS);
}
public AnimatorPlaybackController createAnimationToNewWorkspace(
STATE_TYPE state, long duration, @AnimationFlags int animComponents) {
StateAnimationConfig config = new StateAnimationConfig();
config.duration = duration;
config.animFlags = animComponents;
return createAnimationToNewWorkspace(state, config);
}
public AnimatorPlaybackController createAnimationToNewWorkspace(STATE_TYPE state,
StateAnimationConfig config) {
config.userControlled = true;
mConfig.reset();
config.copyTo(mConfig);
mConfig.playbackController = createAnimationToNewWorkspaceInternal(state)
.createPlaybackController();
return mConfig.playbackController;
}
private PendingAnimation createAnimationToNewWorkspaceInternal(final STATE_TYPE state) {
if (TestProtocol.sDebugTracing) {
Log.d(TestProtocol.OVERIEW_NOT_ALLAPPS, "createAnimationToNewWorkspaceInternal: "
+ state);
}
PendingAnimation builder = new PendingAnimation(mConfig.duration);
if (mConfig.getAnimComponents() != 0) {
for (StateHandler handler : getStateHandlers()) {
handler.setStateWithAnimation(state, mConfig, builder);
}
}
builder.addListener(createStateAnimationListener(state));
mConfig.setAnimation(builder.buildAnim(), state);
return builder;
}
private AnimatorListener createStateAnimationListener(STATE_TYPE state) {
return new AnimationSuccessListener() {
@Override
public void onAnimationStart(Animator animation) {
// Change the internal state only when the transition actually starts
onStateTransitionStart(state);
}
@Override
public void onAnimationSuccess(Animator animator) {
if (TestProtocol.sDebugTracing) {
Log.d(TestProtocol.OVERIEW_NOT_ALLAPPS, "onAnimationSuccess: " + state);
}
onStateTransitionEnd(state);
}
};
}
private void onStateTransitionStart(STATE_TYPE state) {
mState = state;
mActivity.onStateSetStart(mState);
for (int i = mListeners.size() - 1; i >= 0; i--) {
mListeners.get(i).onStateTransitionStart(state);
}
}
private void onStateTransitionEnd(STATE_TYPE state) {
// Only change the stable states after the transitions have finished
if (state != mCurrentStableState) {
mLastStableState = state.getHistoryForState(mCurrentStableState);
mCurrentStableState = state;
}
mActivity.onStateSetEnd(state);
if (state == mBaseState) {
setRestState(null);
}
for (int i = mListeners.size() - 1; i >= 0; i--) {
mListeners.get(i).onStateTransitionComplete(state);
}
}
public STATE_TYPE getLastState() {
return mLastStableState;
}
public void moveToRestState() {
if (mConfig.currentAnimation != null && mConfig.userControlled) {
// The user is doing something. Lets not mess it up
return;
}
if (mState.shouldDisableRestore()) {
goToState(getRestState());
// Reset history
mLastStableState = mBaseState;
}
}
public STATE_TYPE getRestState() {
return mRestState == null ? mBaseState : mRestState;
}
public void setRestState(STATE_TYPE 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;
}
/**
* @see #setCurrentAnimation(AnimatorSet, Animator...). Using this method tells the StateManager
* that this is a custom animation to the given state, and thus the StateManager will add an
* animation listener to call {@link #onStateTransitionStart} and {@link #onStateTransitionEnd}.
* @param anim The custom animation to the given state.
* @param toState The state we are animating towards.
*/
public void setCurrentAnimation(AnimatorSet anim, STATE_TYPE toState) {
cancelAnimation();
setCurrentAnimation(anim);
anim.addListener(createStateAnimationListener(toState));
}
/**
* 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.currentAnimation == childAnim) {
clearCurrentAnimation();
break;
}
}
boolean reapplyNeeded = mConfig.currentAnimation != null;
cancelAnimation();
if (reapplyNeeded) {
reapplyState();
// Dispatch on transition end, so that any transient property is cleared.
onStateTransitionEnd(mState);
}
mConfig.setAnimation(anim, null);
}
/**
* Cancels a currently running gesture animation
*/
public void cancelStateElementAnimation(int index) {
if (mAtomicAnimationFactory.mStateElementAnimators[index] != null) {
mAtomicAnimationFactory.mStateElementAnimators[index].cancel();
}
}
public Animator createStateElementAnimation(int index, float... values) {
cancelStateElementAnimation(index);
Animator anim = mAtomicAnimationFactory.createStateElementAnimation(index, values);
mAtomicAnimationFactory.mStateElementAnimators[index] = anim;
anim.addListener(new AnimatorListenerAdapter() {
@Override
public void onAnimationEnd(Animator animation) {
mAtomicAnimationFactory.mStateElementAnimators[index] = null;
}
});
return anim;
}
private void clearCurrentAnimation() {
if (mConfig.currentAnimation != null) {
mConfig.currentAnimation.removeListener(mConfig);
mConfig.currentAnimation = null;
}
mConfig.playbackController = null;
}
private class StartAnimRunnable implements Runnable {
private final AnimatorSet mAnim;
public StartAnimRunnable(AnimatorSet anim) {
mAnim = anim;
}
@Override
public void run() {
if (mConfig.currentAnimation != mAnim) {
return;
}
mAnim.start();
}
}
private static class AnimationState<STATE_TYPE> extends StateAnimationConfig
implements AnimatorListener {
private static final StateAnimationConfig DEFAULT = new StateAnimationConfig();
public AnimatorPlaybackController playbackController;
public AnimatorSet currentAnimation;
public STATE_TYPE targetState;
// Id to keep track of config changes, to tie an animation with the corresponding request
public int changeId = 0;
/**
* Cancels the current animation and resets config variables.
*/
public void reset() {
DEFAULT.copyTo(this);
targetState = null;
if (playbackController != null) {
playbackController.getAnimationPlayer().cancel();
playbackController.dispatchOnCancel();
} else if (currentAnimation != null) {
currentAnimation.setDuration(0);
currentAnimation.cancel();
}
currentAnimation = null;
playbackController = null;
changeId++;
}
@Override
public void onAnimationEnd(Animator animation) {
if (playbackController != null && playbackController.getTarget() == animation) {
playbackController = null;
}
if (currentAnimation == animation) {
currentAnimation = null;
}
}
public void setAnimation(AnimatorSet animation, STATE_TYPE targetState) {
currentAnimation = animation;
this.targetState = targetState;
currentAnimation.addListener(this);
}
@Override
public void onAnimationStart(Animator animator) { }
@Override
public void onAnimationCancel(Animator animator) { }
@Override
public void onAnimationRepeat(Animator animator) { }
}
public interface StateHandler<STATE_TYPE> {
/**
* Updates the UI to {@param state} without any animations
*/
void setState(STATE_TYPE state);
/**
* Sets the UI to {@param state} by animating any changes.
*/
void setStateWithAnimation(
STATE_TYPE toState, StateAnimationConfig config, PendingAnimation animation);
}
public interface StateListener<STATE_TYPE> {
default void onStateTransitionStart(STATE_TYPE toState) { }
default void onStateTransitionComplete(STATE_TYPE finalState) { }
}
/**
* Factory class to configure and create atomic animations.
*/
public static class AtomicAnimationFactory<STATE_TYPE> {
protected static final int NEXT_INDEX = 0;
private final Animator[] mStateElementAnimators;
/**
*
* @param sharedElementAnimCount number of animations which run on state properties
*/
public AtomicAnimationFactory(int sharedElementAnimCount) {
mStateElementAnimators = new Animator[sharedElementAnimCount];
}
void cancelAllStateElementAnimation() {
for (Animator animator : mStateElementAnimators) {
if (animator != null) {
animator.cancel();
}
}
}
/**
* Creates animations for elements which can be also be part of state transitions. The
* actual definition of the animation is up to the app to define.
*
*/
public Animator createStateElementAnimation(int index, float... values) {
throw new RuntimeException("Unknown gesture animation " + index);
}
/**
* Prepares for a non-user controlled animation from fromState to this state. 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(
STATE_TYPE fromState, STATE_TYPE toState, StateAnimationConfig config) { }
}
}