Fix PIP snapping to incorrect location.

animateToClosestSnapTarget is no longer used, we always use flingToSnapTarget now. If velocity is low/zero, the fling animation will end and a spring animation will spring it to the nearest allowable location.

This also incorporates a fix to PhysicsAnimator (cl/296316037) to more accurately decide if a fling is strong enough to reach the other side of the screen. This fixes an issue where pushing PIP off-screen and then very gently moving it back on screen caused it to jump to the other side of the screen.

Fixes: 154937295
Test: manual
Change-Id: I6f0284195bcb802f4cdd58cc06457023dcf63aa1
This commit is contained in:
Joshua Tsuji
2020-05-07 12:15:24 -04:00
parent 6dfbdb3e2f
commit 06927c22d8
3 changed files with 24 additions and 21 deletions

View File

@@ -327,15 +327,6 @@ public class PipMotionHelper implements PipAppOpsListener.Callback,
startBoundsAnimator(xEndValue /* toX */, estimatedFlingYEndValue /* toY */);
}
/**
* Animates the PiP to the closest snap target.
*/
void animateToClosestSnapTarget() {
final Rect newBounds = new Rect();
mSnapAlgorithm.snapRectToClosestEdge(mBounds, mMovementBounds, newBounds);
animateToBounds(newBounds, mSpringConfig);
}
/**
* Animates PIP to the provided bounds, using physics animations and the given spring
* configuration

View File

@@ -885,7 +885,6 @@ public class PipTouchHandler {
final PointF vel = touchState.getVelocity();
final float velocity = PointF.length(vel.x, vel.y);
final boolean isFling = velocity > mFlingAnimationUtils.getMinVelocityPxPerSecond();
if (touchState.isDragging()) {
Runnable endAction = null;
@@ -900,13 +899,9 @@ public class PipTouchHandler {
endAction = mMenuController::hideMenu;
}
if (isFling) {
mMotionHelper.flingToSnapTarget(vel.x, vel.y,
PipTouchHandler.this::updateDismissFraction /* updateAction */,
endAction /* endAction */);
} else {
mMotionHelper.animateToClosestSnapTarget();
}
mMotionHelper.flingToSnapTarget(vel.x, vel.y,
PipTouchHandler.this::updateDismissFraction /* updateAction */,
endAction /* endAction */);
} else if (mTouchState.isDoubleTap()) {
// Expand to fullscreen if this is a double tap
// the PiP should be frozen until the transition ends

View File

@@ -311,10 +311,25 @@ class PhysicsAnimator<T> private constructor (val target: T) {
val springConfigCopy = springConfig.copy()
val toAtLeast = if (startVelocity < 0) flingConfig.min else flingConfig.max
// If the fling needs to reach min/max, calculate the velocity required to do so and use
// that if the provided start velocity is not sufficient.
if (flingMustReachMinOrMax &&
toAtLeast != -Float.MAX_VALUE && toAtLeast != Float.MAX_VALUE) {
if (flingMustReachMinOrMax && isValidValue(toAtLeast)) {
val currentValue = property.getValue(target)
val flingTravelDistance =
startVelocity / (flingConfig.friction * FLING_FRICTION_SCALAR_MULTIPLIER)
val projectedFlingEndValue = currentValue + flingTravelDistance
val midpoint = (flingConfig.min + flingConfig.max) / 2
// If fling velocity is too low to push the target past the midpoint between min and
// max, then spring back towards the nearest edge, starting with the current velocity.
if ((startVelocity < 0 && projectedFlingEndValue > midpoint) ||
(startVelocity > 0 && projectedFlingEndValue < midpoint)) {
val toPosition =
if (projectedFlingEndValue < midpoint) flingConfig.min else flingConfig.max
if (isValidValue(toPosition)) {
return spring(property, toPosition, startVelocity, springConfig)
}
}
// Projected fling end value is past the midpoint, so fling forward.
val distanceToDestination = toAtLeast - property.getValue(target)
// The minimum velocity required for the fling to end up at the given destination,
@@ -345,6 +360,8 @@ class PhysicsAnimator<T> private constructor (val target: T) {
return this
}
private fun isValidValue(value: Float) = value < Float.MAX_VALUE && value > -Float.MAX_VALUE
/**
* Adds a listener that will be called whenever any property on the animated object is updated.
* This will be called on every animation frame, with the current value of the animated object