Fixed the performance of unlocking when dozing

When unlocking from pulsing, we would go to the keyguard
in the middle of the animation. We're now delaying that
update until the reveal animation has finished to hide
the giant jank of leaving the lockscreen.

Test: atest SystemUITests
Bug: 197113783
Change-Id: Iebefca3a1810a498654cad0e461532a5d9f7d0af
This commit is contained in:
Selim Cinek
2021-09-01 18:33:43 +02:00
parent f70489f2d0
commit 4e0c250564
3 changed files with 54 additions and 5 deletions

View File

@@ -207,6 +207,11 @@ class LightRevealScrim(context: Context?, attrs: AttributeSet?) : View(context,
*/ */
lateinit var isScrimOpaqueChangedListener: Consumer<Boolean> lateinit var isScrimOpaqueChangedListener: Consumer<Boolean>
/**
* A runnable to call when the scrim has been fully revealed. This is only invoked once
*/
var fullyRevealedRunnable: Runnable? = null
/** /**
* How much of the underlying views are revealed, in percent. 0 means they will be completely * How much of the underlying views are revealed, in percent. 0 means they will be completely
* obscured and 1 means they'll be fully visible. * obscured and 1 means they'll be fully visible.
@@ -218,10 +223,20 @@ class LightRevealScrim(context: Context?, attrs: AttributeSet?) : View(context,
revealEffect.setRevealAmountOnScrim(value, this) revealEffect.setRevealAmountOnScrim(value, this)
updateScrimOpaque() updateScrimOpaque()
maybeTriggerFullyRevealedRunnable()
invalidate() invalidate()
} }
} }
private fun maybeTriggerFullyRevealedRunnable() {
if (revealAmount == 1.0f) {
fullyRevealedRunnable?.let {
it.run()
fullyRevealedRunnable = null
}
}
}
/** /**
* The [LightRevealEffect] used to manipulate the radial gradient whenever [revealAmount] * The [LightRevealEffect] used to manipulate the radial gradient whenever [revealAmount]
* changes. * changes.

View File

@@ -36,7 +36,6 @@ import com.android.systemui.dagger.SysUISingleton
import com.android.systemui.dump.DumpManager import com.android.systemui.dump.DumpManager
import com.android.systemui.plugins.statusbar.StatusBarStateController import com.android.systemui.plugins.statusbar.StatusBarStateController
import com.android.systemui.statusbar.phone.BiometricUnlockController import com.android.systemui.statusbar.phone.BiometricUnlockController
import com.android.systemui.statusbar.phone.BiometricUnlockController.MODE_WAKE_AND_UNLOCK
import com.android.systemui.statusbar.phone.DozeParameters import com.android.systemui.statusbar.phone.DozeParameters
import com.android.systemui.statusbar.phone.PanelExpansionListener import com.android.systemui.statusbar.phone.PanelExpansionListener
import com.android.systemui.statusbar.phone.ScrimController import com.android.systemui.statusbar.phone.ScrimController
@@ -73,6 +72,10 @@ class NotificationShadeDepthController @Inject constructor(
private const val TAG = "DepthController" private const val TAG = "DepthController"
} }
/**
* Did we already unblur while dozing?
*/
private var alreadyUnblurredWhileDozing = false
lateinit var root: View lateinit var root: View
private var blurRoot: View? = null private var blurRoot: View? = null
private var keyguardAnimator: Animator? = null private var keyguardAnimator: Animator? = null
@@ -229,9 +232,11 @@ class NotificationShadeDepthController @Inject constructor(
private val keyguardStateCallback = object : KeyguardStateController.Callback { private val keyguardStateCallback = object : KeyguardStateController.Callback {
override fun onKeyguardFadingAwayChanged() { override fun onKeyguardFadingAwayChanged() {
if (!keyguardStateController.isKeyguardFadingAway || if (!keyguardStateController.isKeyguardFadingAway ||
biometricUnlockController.mode != MODE_WAKE_AND_UNLOCK) { !biometricUnlockController.isWakeAndUnlock) {
return return
} }
// When wakeAndUnlocking the screen remains dozing, so we have to manually trigger
// the unblur earlier
keyguardAnimator?.cancel() keyguardAnimator?.cancel()
keyguardAnimator = ValueAnimator.ofFloat(1f, 0f).apply { keyguardAnimator = ValueAnimator.ofFloat(1f, 0f).apply {
@@ -253,6 +258,7 @@ class NotificationShadeDepthController @Inject constructor(
}) })
start() start()
} }
alreadyUnblurredWhileDozing = statusBarStateController.dozeAmount != 0.0f
} }
override fun onKeyguardShowingChanged() { override fun onKeyguardShowingChanged() {
@@ -274,10 +280,24 @@ class NotificationShadeDepthController @Inject constructor(
if (isDozing) { if (isDozing) {
shadeAnimation.finishIfRunning() shadeAnimation.finishIfRunning()
brightnessMirrorSpring.finishIfRunning() brightnessMirrorSpring.finishIfRunning()
// unset this for safety, to be ready for the next wakeup
alreadyUnblurredWhileDozing = false
} }
} }
override fun onDozeAmountChanged(linear: Float, eased: Float) { override fun onDozeAmountChanged(linear: Float, eased: Float) {
if (alreadyUnblurredWhileDozing) {
if (linear == 0.0f) {
// We finished waking up, let's reset
alreadyUnblurredWhileDozing = false
} else {
// We've already handled the unbluring from the keyguardAnimator above.
// if we would continue, we'd play another unzoom / blur animation from the
// dozing changing.
return
}
}
wakeAndUnlockBlurRadius = blurUtils.blurRadiusOfRatio(eased) wakeAndUnlockBlurRadius = blurUtils.blurRadiusOfRatio(eased)
scheduleUpdate() scheduleUpdate()
} }
@@ -435,6 +455,7 @@ class NotificationShadeDepthController @Inject constructor(
it.println("blursDisabledForAppLaunch: $blursDisabledForAppLaunch") it.println("blursDisabledForAppLaunch: $blursDisabledForAppLaunch")
it.println("qsPanelExpansion: $qsPanelExpansion") it.println("qsPanelExpansion: $qsPanelExpansion")
it.println("transitionToFullShadeProgress: $transitionToFullShadeProgress") it.println("transitionToFullShadeProgress: $transitionToFullShadeProgress")
it.println("alreadyUnblurredWhileDozing: $alreadyUnblurredWhileDozing")
it.println("lastAppliedBlur: $lastAppliedBlur") it.println("lastAppliedBlur: $lastAppliedBlur")
} }
} }

View File

@@ -336,6 +336,7 @@ public class StatusBar extends SystemUI implements
} }
private final LockscreenShadeTransitionController mLockscreenShadeTransitionController; private final LockscreenShadeTransitionController mLockscreenShadeTransitionController;
private boolean mCallingFadingAwayAfterReveal;
private StatusBarCommandQueueCallbacks mCommandQueueCallbacks; private StatusBarCommandQueueCallbacks mCommandQueueCallbacks;
void setWindowState(int state) { void setWindowState(int state) {
@@ -3120,8 +3121,20 @@ public class StatusBar extends SystemUI implements
public void fadeKeyguardWhilePulsing() { public void fadeKeyguardWhilePulsing() {
mNotificationPanelViewController.fadeOut(0, FADE_KEYGUARD_DURATION_PULSING, mNotificationPanelViewController.fadeOut(0, FADE_KEYGUARD_DURATION_PULSING,
()-> { ()-> {
Runnable finishFading = () -> {
mCallingFadingAwayAfterReveal = false;
hideKeyguard(); hideKeyguard();
mStatusBarKeyguardViewManager.onKeyguardFadedAway(); mStatusBarKeyguardViewManager.onKeyguardFadedAway();
};
if (mLightRevealScrim.getRevealAmount() != 1.0f) {
mCallingFadingAwayAfterReveal = true;
// We're still revealing the Light reveal, let's only go to keyguard once
// that has finished and nothing moves anymore.
// Going there introduces lots of jank
mLightRevealScrim.setFullyRevealedRunnable(finishFading);
} else {
finishFading.run();
}
}).start(); }).start();
} }
@@ -4280,7 +4293,7 @@ public class StatusBar extends SystemUI implements
+ "mStatusBarKeyguardViewManager was null"); + "mStatusBarKeyguardViewManager was null");
return; return;
} }
if (mKeyguardStateController.isKeyguardFadingAway()) { if (mKeyguardStateController.isKeyguardFadingAway() && !mCallingFadingAwayAfterReveal) {
mStatusBarKeyguardViewManager.onKeyguardFadedAway(); mStatusBarKeyguardViewManager.onKeyguardFadedAway();
} }
} }