Merge changes from topic "polish-docking-anim" into tm-qpr-dev
* changes: Update uniform params for the tablet docking animation. Support multiple sizes at specific progress t in RippleShader. Expose blur, Draw a ring outside of the given size in RippleShader.
This commit is contained in:
@@ -68,7 +68,7 @@ class RippleAnimation(private val config: RippleAnimationConfig) {
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private fun applyConfigToShader() {
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with(rippleShader) {
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setCenter(config.centerX, config.centerY)
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setMaxSize(config.maxWidth, config.maxHeight)
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rippleSize.setMaxSize(config.maxWidth, config.maxHeight)
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pixelDensity = config.pixelDensity
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color = ColorUtils.setAlphaComponent(config.color, config.opacity)
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sparkleStrength = config.sparkleStrength
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@@ -15,9 +15,10 @@
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*/
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package com.android.systemui.surfaceeffects.ripple
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import android.graphics.PointF
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import android.graphics.RuntimeShader
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import android.util.Log
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import android.util.MathUtils
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import androidx.annotation.VisibleForTesting
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import com.android.systemui.animation.Interpolators
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import com.android.systemui.surfaceeffects.shaderutil.SdfShaderLibrary
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import com.android.systemui.surfaceeffects.shaderutil.ShaderUtilLibrary
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@@ -44,6 +45,8 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) :
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}
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// language=AGSL
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companion object {
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private val TAG = RippleShader::class.simpleName
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// Default fade in/ out values. The value range is [0,1].
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const val DEFAULT_FADE_IN_START = 0f
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const val DEFAULT_FADE_OUT_END = 1f
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@@ -99,7 +102,7 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) :
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vec4 main(vec2 p) {
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float sparkleRing = soften(roundedBoxRing(p-in_center, in_size, in_cornerRadius,
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in_thickness), in_blur);
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float inside = soften(sdRoundedBox(p-in_center, in_size * 1.2, in_cornerRadius),
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float inside = soften(sdRoundedBox(p-in_center, in_size * 1.25, in_cornerRadius),
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in_blur);
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float sparkle = sparkles(p - mod(p, in_pixelDensity * 0.8), in_time * 0.00175)
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* (1.-sparkleRing) * in_fadeSparkle;
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@@ -184,12 +187,17 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) :
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setFloatUniform("in_center", x, y)
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}
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/** Max width of the ripple. */
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private var maxSize: PointF = PointF()
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fun setMaxSize(width: Float, height: Float) {
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maxSize.x = width
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maxSize.y = height
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}
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/**
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* Blur multipliers for the ripple.
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*
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* <p>It interpolates from [blurStart] to [blurEnd] based on the [progress]. Increase number to
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* add more blur.
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*/
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var blurStart: Float = 1.25f
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var blurEnd: Float = 0.5f
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/** Size of the ripple. */
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val rippleSize = RippleSize()
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/**
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* Linear progress of the ripple. Float value between [0, 1].
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@@ -209,15 +217,19 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) :
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/** Progress with Standard easing curve applied. */
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private var progress: Float = 0.0f
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set(value) {
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currentWidth = maxSize.x * value
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currentHeight = maxSize.y * value
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setFloatUniform("in_size", currentWidth, currentHeight)
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field = value
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setFloatUniform("in_thickness", maxSize.y * value * 0.5f)
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// radius should not exceed width and height values.
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setFloatUniform("in_cornerRadius", Math.min(maxSize.x, maxSize.y) * value)
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rippleSize.update(value)
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setFloatUniform("in_blur", MathUtils.lerp(1.25f, 0.5f, value))
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setFloatUniform("in_size", rippleSize.currentWidth, rippleSize.currentHeight)
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setFloatUniform("in_thickness", rippleSize.currentHeight * 0.5f)
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// Corner radius is always max of the min between the current width and height.
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setFloatUniform(
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"in_cornerRadius",
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Math.min(rippleSize.currentWidth, rippleSize.currentHeight)
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)
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setFloatUniform("in_blur", MathUtils.lerp(blurStart, blurEnd, value))
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}
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/** Play time since the start of the effect. */
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@@ -264,12 +276,6 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) :
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setFloatUniform("in_pixelDensity", value)
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}
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var currentWidth: Float = 0f
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private set
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var currentHeight: Float = 0f
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private set
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/** Parameters that are used to fade in/ out of the sparkle ring. */
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val sparkleRingFadeParams =
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FadeParams(
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@@ -342,4 +348,101 @@ class RippleShader(rippleShape: RippleShape = RippleShape.CIRCLE) :
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/** The endpoint of the fade out, given that the animation goes from 0 to 1. */
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var fadeOutEnd: Float = DEFAULT_FADE_OUT_END,
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)
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/**
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* Desired size of the ripple at a point t in [progress].
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*
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* <p>Note that [progress] is curved and normalized. Below is an example usage:
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* SizeAtProgress(t= 0f, width= 0f, height= 0f), SizeAtProgress(t= 0.2f, width= 500f, height=
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* 700f), SizeAtProgress(t= 1f, width= 100f, height= 300f)
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*
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* <p>For simple ripple effects, you will want to use [setMaxSize] as it is translated into:
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* SizeAtProgress(t= 0f, width= 0f, height= 0f), SizeAtProgress(t= 1f, width= maxWidth, height=
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* maxHeight)
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*/
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data class SizeAtProgress(
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/** Time t in [0,1] progress range. */
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var t: Float,
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/** Target width size of the ripple at time [t]. */
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var width: Float,
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/** Target height size of the ripple at time [t]. */
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var height: Float
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)
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/** Updates and stores the ripple size. */
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inner class RippleSize {
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@VisibleForTesting var sizes = mutableListOf<SizeAtProgress>()
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@VisibleForTesting var currentSizeIndex = 0
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@VisibleForTesting val initialSize = SizeAtProgress(0f, 0f, 0f)
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var currentWidth: Float = 0f
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private set
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var currentHeight: Float = 0f
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private set
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/**
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* Sets the max size of the ripple.
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*
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* <p>Use this if the ripple shape simply changes linearly.
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*/
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fun setMaxSize(width: Float, height: Float) {
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setSizeAtProgresses(initialSize, SizeAtProgress(1f, width, height))
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}
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/**
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* Sets the list of [sizes].
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*
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* <p>Note that setting this clears the existing sizes.
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*/
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fun setSizeAtProgresses(vararg sizes: SizeAtProgress) {
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// Reset everything.
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this.sizes.clear()
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currentSizeIndex = 0
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this.sizes.addAll(sizes)
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this.sizes.sortBy { it.t }
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}
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/**
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* Updates the current ripple size based on the progress.
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*
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* <p>Should be called when progress updates.
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*/
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fun update(progress: Float) {
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val targetIndex = updateTargetIndex(progress)
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val prevIndex = Math.max(targetIndex - 1, 0)
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val targetSize = sizes[targetIndex]
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val prevSize = sizes[prevIndex]
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val subProgress = subProgress(prevSize.t, targetSize.t, progress)
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currentWidth = targetSize.width * subProgress + prevSize.width
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currentHeight = targetSize.height * subProgress + prevSize.height
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}
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private fun updateTargetIndex(progress: Float): Int {
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if (sizes.isEmpty()) {
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// It could be empty on init.
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if (progress > 0f) {
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Log.e(
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TAG,
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"Did you forget to set the ripple size? Use [setMaxSize] or " +
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"[setSizeAtProgresses] before playing the animation."
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)
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}
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// If there's no size is set, we set everything to 0.
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setSizeAtProgresses(initialSize)
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}
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var candidate = sizes[currentSizeIndex]
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while (progress > candidate.t) {
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currentSizeIndex = Math.min(currentSizeIndex + 1, sizes.size - 1)
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candidate = sizes[currentSizeIndex]
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}
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return currentSizeIndex
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}
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}
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}
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@@ -45,12 +45,8 @@ open class RippleView(context: Context?, attrs: AttributeSet?) : View(context, a
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var duration: Long = 1750
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private var maxWidth: Float = 0.0f
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private var maxHeight: Float = 0.0f
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fun setMaxSize(maxWidth: Float, maxHeight: Float) {
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this.maxWidth = maxWidth
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this.maxHeight = maxHeight
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rippleShader.setMaxSize(maxWidth, maxHeight)
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rippleShader.rippleSize.setMaxSize(maxWidth, maxHeight)
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}
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private var centerX: Float = 0.0f
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@@ -84,6 +80,106 @@ open class RippleView(context: Context?, attrs: AttributeSet?) : View(context, a
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ripplePaint.shader = rippleShader
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}
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/**
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* Sets the fade parameters for the base ring.
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*
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* <p>Base ring indicates a blurred ring below the sparkle ring. See
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* [RippleShader.baseRingFadeParams].
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*/
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@JvmOverloads
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fun setBaseRingFadeParams(
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fadeInStart: Float = rippleShader.baseRingFadeParams.fadeInStart,
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fadeInEnd: Float = rippleShader.baseRingFadeParams.fadeInEnd,
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fadeOutStart: Float = rippleShader.baseRingFadeParams.fadeOutStart,
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fadeOutEnd: Float = rippleShader.baseRingFadeParams.fadeOutEnd
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) {
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setFadeParams(
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rippleShader.baseRingFadeParams,
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fadeInStart,
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fadeInEnd,
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fadeOutStart,
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fadeOutEnd
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)
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}
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/**
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* Sets the fade parameters for the sparkle ring.
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*
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* <p>Sparkle ring refers to the ring that's drawn on top of the base ring. See
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* [RippleShader.sparkleRingFadeParams].
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*/
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@JvmOverloads
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fun setSparkleRingFadeParams(
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fadeInStart: Float = rippleShader.sparkleRingFadeParams.fadeInStart,
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fadeInEnd: Float = rippleShader.sparkleRingFadeParams.fadeInEnd,
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fadeOutStart: Float = rippleShader.sparkleRingFadeParams.fadeOutStart,
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fadeOutEnd: Float = rippleShader.sparkleRingFadeParams.fadeOutEnd
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) {
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setFadeParams(
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rippleShader.sparkleRingFadeParams,
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fadeInStart,
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fadeInEnd,
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fadeOutStart,
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fadeOutEnd
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)
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}
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/**
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* Sets the fade parameters for the center fill.
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*
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* <p>One common use case is set all the params to 1, which completely removes the center fill.
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* See [RippleShader.centerFillFadeParams].
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*/
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@JvmOverloads
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fun setCenterFillFadeParams(
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fadeInStart: Float = rippleShader.centerFillFadeParams.fadeInStart,
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fadeInEnd: Float = rippleShader.centerFillFadeParams.fadeInEnd,
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fadeOutStart: Float = rippleShader.centerFillFadeParams.fadeOutStart,
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fadeOutEnd: Float = rippleShader.centerFillFadeParams.fadeOutEnd
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) {
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setFadeParams(
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rippleShader.centerFillFadeParams,
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fadeInStart,
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fadeInEnd,
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fadeOutStart,
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fadeOutEnd
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)
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}
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private fun setFadeParams(
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fadeParams: RippleShader.FadeParams,
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fadeInStart: Float,
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fadeInEnd: Float,
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fadeOutStart: Float,
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fadeOutEnd: Float
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) {
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with(fadeParams) {
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this.fadeInStart = fadeInStart
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this.fadeInEnd = fadeInEnd
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this.fadeOutStart = fadeOutStart
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this.fadeOutEnd = fadeOutEnd
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}
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}
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/**
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* Sets blur multiplier at start and end of the progress.
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*
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* <p>It interpolates between [start] and [end]. No need to set it if using default blur.
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*/
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fun setBlur(start: Float, end: Float) {
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rippleShader.blurStart = start
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rippleShader.blurEnd = end
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}
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/**
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* Sets the list of [RippleShader.SizeAtProgress].
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*
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* <p>Note that this clears the list before it sets with the new data.
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*/
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fun setSizeAtProgresses(vararg targetSizes: RippleShader.SizeAtProgress) {
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rippleShader.rippleSize.setSizeAtProgresses(*targetSizes)
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}
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@JvmOverloads
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fun startRipple(onAnimationEnd: Runnable? = null) {
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if (animator.isRunning) {
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@@ -133,13 +229,13 @@ open class RippleView(context: Context?, attrs: AttributeSet?) : View(context, a
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}
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// To reduce overdraw, we mask the effect to a circle or a rectangle that's bigger than the
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// active effect area. Values here should be kept in sync with the animation implementation
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// in the ripple shader. (Twice bigger)
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// in the ripple shader.
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if (rippleShape == RippleShape.CIRCLE) {
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val maskRadius = rippleShader.currentWidth
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val maskRadius = rippleShader.rippleSize.currentWidth
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canvas.drawCircle(centerX, centerY, maskRadius, ripplePaint)
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} else {
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val maskWidth = rippleShader.currentWidth * 2
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val maskHeight = rippleShader.currentHeight * 2
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} else if (rippleShape == RippleShape.ELLIPSE) {
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val maskWidth = rippleShader.rippleSize.currentWidth * 2
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val maskHeight = rippleShader.rippleSize.currentHeight * 2
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canvas.drawRect(
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/* left= */ centerX - maskWidth,
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/* top= */ centerY - maskHeight,
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@@ -147,6 +243,10 @@ open class RippleView(context: Context?, attrs: AttributeSet?) : View(context, a
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/* bottom= */ centerY + maskHeight,
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ripplePaint
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)
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} else { // RippleShape.RoundedBox
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// No masking for the rounded box, as it has more blur which requires larger bounds.
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// Masking creates sharp bounds even when the masking is 4 times bigger.
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canvas.drawPaint(ripplePaint)
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}
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}
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}
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@@ -50,9 +50,9 @@ class SdfShaderLibrary {
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float roundedBoxRing(vec2 p, vec2 size, float cornerRadius,
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float borderThickness) {
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float outerRoundBox = sdRoundedBox(p, size, cornerRadius);
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float innerRoundBox = sdRoundedBox(p, size - vec2(borderThickness),
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cornerRadius - borderThickness);
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float outerRoundBox = sdRoundedBox(p, size + vec2(borderThickness),
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cornerRadius + borderThickness);
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float innerRoundBox = sdRoundedBox(p, size, cornerRadius);
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return subtract(outerRoundBox, innerRoundBox);
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}
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"""
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@@ -69,10 +69,13 @@ class SdfShaderLibrary {
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vec2 u = wh*p, v = wh*wh;
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float U1 = u.y/2.0; float U5 = 4.0*U1;
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float U2 = v.y-v.x; float U6 = 6.0*U1;
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float U3 = u.x-U2; float U7 = 3.0*U3;
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float U1 = u.y/2.0;
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float U2 = v.y-v.x;
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float U3 = u.x-U2;
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float U4 = u.x+U2;
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float U5 = 4.0*U1;
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float U6 = 6.0*U1;
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float U7 = 3.0*U3;
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float t = 0.5;
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for (int i = 0; i < 3; i ++) {
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@@ -75,7 +75,7 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
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}
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private var radius: Float = 0f
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set(value) {
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rippleShader.setMaxSize(value * 2f, value * 2f)
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rippleShader.rippleSize.setMaxSize(value * 2f, value * 2f)
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field = value
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}
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private var origin: Point = Point()
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@@ -364,7 +364,7 @@ class AuthRippleView(context: Context?, attrs: AttributeSet?) : View(context, at
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if (drawRipple) {
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canvas?.drawCircle(origin.x.toFloat(), origin.y.toFloat(),
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rippleShader.currentWidth, ripplePaint)
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rippleShader.rippleSize.currentWidth, ripplePaint)
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}
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}
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}
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@@ -33,7 +33,9 @@ import android.widget.TextView;
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import com.android.settingslib.Utils;
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import com.android.systemui.R;
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import com.android.systemui.animation.Interpolators;
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import com.android.systemui.shared.recents.utilities.Utilities;
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import com.android.systemui.surfaceeffects.ripple.RippleAnimationConfig;
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import com.android.systemui.surfaceeffects.ripple.RippleShader;
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import com.android.systemui.surfaceeffects.ripple.RippleShader.RippleShape;
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import com.android.systemui.surfaceeffects.ripple.RippleView;
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@@ -44,10 +46,12 @@ import java.text.NumberFormat;
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*/
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final class WirelessChargingLayout extends FrameLayout {
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private static final long CIRCLE_RIPPLE_ANIMATION_DURATION = 1500;
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private static final long ROUNDED_BOX_RIPPLE_ANIMATION_DURATION = 1750;
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private static final long ROUNDED_BOX_RIPPLE_ANIMATION_DURATION = 3000;
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private static final int SCRIM_COLOR = 0x4C000000;
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private static final int SCRIM_FADE_DURATION = 300;
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private RippleView mRippleView;
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// This is only relevant to the rounded box ripple.
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private RippleShader.SizeAtProgress[] mSizeAtProgressArray;
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WirelessChargingLayout(Context context, int transmittingBatteryLevel, int batteryLevel,
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boolean isDozing, RippleShape rippleShape) {
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@@ -125,20 +129,23 @@ final class WirelessChargingLayout extends FrameLayout {
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AnimatorSet animatorSet = new AnimatorSet();
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animatorSet.playTogether(textSizeAnimator, textOpacityAnimator, textFadeAnimator);
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ValueAnimator scrimFadeInAnimator = ObjectAnimator.ofArgb(this,
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"backgroundColor", Color.TRANSPARENT, SCRIM_COLOR);
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scrimFadeInAnimator.setDuration(SCRIM_FADE_DURATION);
|
||||
scrimFadeInAnimator.setInterpolator(Interpolators.LINEAR);
|
||||
ValueAnimator scrimFadeOutAnimator = ObjectAnimator.ofArgb(this,
|
||||
"backgroundColor", SCRIM_COLOR, Color.TRANSPARENT);
|
||||
scrimFadeOutAnimator.setDuration(SCRIM_FADE_DURATION);
|
||||
scrimFadeOutAnimator.setInterpolator(Interpolators.LINEAR);
|
||||
scrimFadeOutAnimator.setStartDelay((rippleShape == RippleShape.CIRCLE
|
||||
? CIRCLE_RIPPLE_ANIMATION_DURATION : ROUNDED_BOX_RIPPLE_ANIMATION_DURATION)
|
||||
- SCRIM_FADE_DURATION);
|
||||
AnimatorSet animatorSetScrim = new AnimatorSet();
|
||||
animatorSetScrim.playTogether(scrimFadeInAnimator, scrimFadeOutAnimator);
|
||||
animatorSetScrim.start();
|
||||
// For tablet docking animation, we don't play the background scrim.
|
||||
if (!Utilities.isTablet(context)) {
|
||||
ValueAnimator scrimFadeInAnimator = ObjectAnimator.ofArgb(this,
|
||||
"backgroundColor", Color.TRANSPARENT, SCRIM_COLOR);
|
||||
scrimFadeInAnimator.setDuration(SCRIM_FADE_DURATION);
|
||||
scrimFadeInAnimator.setInterpolator(Interpolators.LINEAR);
|
||||
ValueAnimator scrimFadeOutAnimator = ObjectAnimator.ofArgb(this,
|
||||
"backgroundColor", SCRIM_COLOR, Color.TRANSPARENT);
|
||||
scrimFadeOutAnimator.setDuration(SCRIM_FADE_DURATION);
|
||||
scrimFadeOutAnimator.setInterpolator(Interpolators.LINEAR);
|
||||
scrimFadeOutAnimator.setStartDelay((rippleShape == RippleShape.CIRCLE
|
||||
? CIRCLE_RIPPLE_ANIMATION_DURATION : ROUNDED_BOX_RIPPLE_ANIMATION_DURATION)
|
||||
- SCRIM_FADE_DURATION);
|
||||
AnimatorSet animatorSetScrim = new AnimatorSet();
|
||||
animatorSetScrim.playTogether(scrimFadeInAnimator, scrimFadeOutAnimator);
|
||||
animatorSetScrim.start();
|
||||
}
|
||||
|
||||
mRippleView = findViewById(R.id.wireless_charging_ripple);
|
||||
mRippleView.setupShader(rippleShape);
|
||||
@@ -147,7 +154,26 @@ final class WirelessChargingLayout extends FrameLayout {
|
||||
if (mRippleView.getRippleShape() == RippleShape.ROUNDED_BOX) {
|
||||
mRippleView.setDuration(ROUNDED_BOX_RIPPLE_ANIMATION_DURATION);
|
||||
mRippleView.setSparkleStrength(0.22f);
|
||||
mRippleView.setColor(color, 28);
|
||||
mRippleView.setColor(color, 102); // 40% of opacity.
|
||||
mRippleView.setBaseRingFadeParams(
|
||||
/* fadeInStart = */ 0f,
|
||||
/* fadeInEnd = */ 0f,
|
||||
/* fadeOutStart = */ 0.2f,
|
||||
/* fadeOutEnd= */ 0.47f
|
||||
);
|
||||
mRippleView.setSparkleRingFadeParams(
|
||||
/* fadeInStart = */ 0f,
|
||||
/* fadeInEnd = */ 0f,
|
||||
/* fadeOutStart = */ 0.2f,
|
||||
/* fadeOutEnd= */ 1f
|
||||
);
|
||||
mRippleView.setCenterFillFadeParams(
|
||||
/* fadeInStart = */ 0f,
|
||||
/* fadeInEnd = */ 0f,
|
||||
/* fadeOutStart = */ 0f,
|
||||
/* fadeOutEnd= */ 0.2f
|
||||
);
|
||||
mRippleView.setBlur(6.5f, 2.5f);
|
||||
} else {
|
||||
mRippleView.setDuration(CIRCLE_RIPPLE_ANIMATION_DURATION);
|
||||
mRippleView.setColor(color, RippleAnimationConfig.RIPPLE_DEFAULT_ALPHA);
|
||||
@@ -246,9 +272,7 @@ final class WirelessChargingLayout extends FrameLayout {
|
||||
int height = getMeasuredHeight();
|
||||
mRippleView.setCenter(width * 0.5f, height * 0.5f);
|
||||
if (mRippleView.getRippleShape() == RippleShape.ROUNDED_BOX) {
|
||||
// Those magic numbers are introduced for visual polish. This aspect ratio maps with
|
||||
// the tablet's docking station.
|
||||
mRippleView.setMaxSize(width * 1.36f, height * 1.46f);
|
||||
updateRippleSizeAtProgressList(width, height);
|
||||
} else {
|
||||
float maxSize = Math.max(width, height);
|
||||
mRippleView.setMaxSize(maxSize, maxSize);
|
||||
@@ -257,4 +281,36 @@ final class WirelessChargingLayout extends FrameLayout {
|
||||
|
||||
super.onLayout(changed, left, top, right, bottom);
|
||||
}
|
||||
|
||||
private void updateRippleSizeAtProgressList(float width, float height) {
|
||||
if (mSizeAtProgressArray == null) {
|
||||
float maxSize = Math.max(width, height);
|
||||
mSizeAtProgressArray = new RippleShader.SizeAtProgress[] {
|
||||
// Those magic numbers are introduced for visual polish. It starts from a pill
|
||||
// shape and expand to a full circle.
|
||||
new RippleShader.SizeAtProgress(0f, 0f, 0f),
|
||||
new RippleShader.SizeAtProgress(0.3f, width * 0.4f, height * 0.4f),
|
||||
new RippleShader.SizeAtProgress(1f, maxSize, maxSize)
|
||||
};
|
||||
} else {
|
||||
// Same multipliers, just need to recompute with the new width and height.
|
||||
RippleShader.SizeAtProgress first = mSizeAtProgressArray[0];
|
||||
first.setT(0f);
|
||||
first.setWidth(0f);
|
||||
first.setHeight(0f);
|
||||
|
||||
RippleShader.SizeAtProgress second = mSizeAtProgressArray[1];
|
||||
second.setT(0.3f);
|
||||
second.setWidth(width * 0.4f);
|
||||
second.setHeight(height * 0.4f);
|
||||
|
||||
float maxSize = Math.max(width, height);
|
||||
RippleShader.SizeAtProgress last = mSizeAtProgressArray[2];
|
||||
last.setT(1f);
|
||||
last.setWidth(maxSize);
|
||||
last.setHeight(maxSize);
|
||||
}
|
||||
|
||||
mRippleView.setSizeAtProgresses(mSizeAtProgressArray);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -98,7 +98,7 @@ class ReceiverChipRippleView(context: Context?, attrs: AttributeSet?) : RippleVi
|
||||
// Calculates the actual starting percentage according to ripple shader progress set method.
|
||||
// Check calculations in [RippleShader.progress]
|
||||
fun calculateStartingPercentage(newHeight: Float): Float {
|
||||
val ratio = rippleShader.currentHeight / newHeight
|
||||
val ratio = rippleShader.rippleSize.currentHeight / newHeight
|
||||
val remainingPercentage = (1 - ratio).toDouble().pow(1 / 3.toDouble()).toFloat()
|
||||
return 1 - remainingPercentage
|
||||
}
|
||||
|
||||
@@ -0,0 +1,121 @@
|
||||
/*
|
||||
* Copyright (C) 2023 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.systemui.surfaceeffects.ripple
|
||||
|
||||
import android.testing.AndroidTestingRunner
|
||||
import androidx.test.filters.SmallTest
|
||||
import com.android.systemui.SysuiTestCase
|
||||
import com.google.common.truth.Truth.assertThat
|
||||
import org.junit.Before
|
||||
import org.junit.Test
|
||||
import org.junit.runner.RunWith
|
||||
|
||||
@SmallTest
|
||||
@RunWith(AndroidTestingRunner::class)
|
||||
class RippleShaderTest : SysuiTestCase() {
|
||||
|
||||
private lateinit var rippleShader: RippleShader
|
||||
|
||||
@Before
|
||||
fun setup() {
|
||||
rippleShader = RippleShader()
|
||||
}
|
||||
|
||||
@Test
|
||||
fun setMaxSize_hasCorrectSizes() {
|
||||
val expectedMaxWidth = 300f
|
||||
val expectedMaxHeight = 500f
|
||||
|
||||
rippleShader.rippleSize.setMaxSize(expectedMaxWidth, expectedMaxHeight)
|
||||
|
||||
assertThat(rippleShader.rippleSize.sizes.size).isEqualTo(2)
|
||||
assertThat(rippleShader.rippleSize.sizes[0]).isEqualTo(rippleShader.rippleSize.initialSize)
|
||||
val maxSize = rippleShader.rippleSize.sizes[1]
|
||||
assertThat(maxSize.t).isEqualTo(1f)
|
||||
assertThat(maxSize.width).isEqualTo(expectedMaxWidth)
|
||||
assertThat(maxSize.height).isEqualTo(expectedMaxHeight)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun setSizeAtProgresses_hasCorrectSizes() {
|
||||
val expectedSize0 = RippleShader.SizeAtProgress(t = 0f, width = 100f, height = 100f)
|
||||
val expectedSize1 = RippleShader.SizeAtProgress(t = 0.2f, width = 1500f, height = 1200f)
|
||||
val expectedSize2 = RippleShader.SizeAtProgress(t = 0.4f, width = 200f, height = 70f)
|
||||
|
||||
rippleShader.rippleSize.setSizeAtProgresses(expectedSize0, expectedSize1, expectedSize2)
|
||||
|
||||
assertThat(rippleShader.rippleSize.sizes.size).isEqualTo(3)
|
||||
assertThat(rippleShader.rippleSize.sizes[0]).isEqualTo(expectedSize0)
|
||||
assertThat(rippleShader.rippleSize.sizes[1]).isEqualTo(expectedSize1)
|
||||
assertThat(rippleShader.rippleSize.sizes[2]).isEqualTo(expectedSize2)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun setSizeAtProgresses_sizeListIsSortedByT() {
|
||||
val expectedSize0 = RippleShader.SizeAtProgress(t = 0f, width = 100f, height = 100f)
|
||||
val expectedSize1 = RippleShader.SizeAtProgress(t = 0.2f, width = 1500f, height = 1200f)
|
||||
val expectedSize2 = RippleShader.SizeAtProgress(t = 0.4f, width = 200f, height = 70f)
|
||||
val expectedSize3 = RippleShader.SizeAtProgress(t = 0.8f, width = 300f, height = 900f)
|
||||
val expectedSize4 = RippleShader.SizeAtProgress(t = 1f, width = 500f, height = 300f)
|
||||
|
||||
// Add them in unsorted order
|
||||
rippleShader.rippleSize.setSizeAtProgresses(
|
||||
expectedSize0,
|
||||
expectedSize3,
|
||||
expectedSize2,
|
||||
expectedSize4,
|
||||
expectedSize1
|
||||
)
|
||||
|
||||
assertThat(rippleShader.rippleSize.sizes.size).isEqualTo(5)
|
||||
assertThat(rippleShader.rippleSize.sizes[0]).isEqualTo(expectedSize0)
|
||||
assertThat(rippleShader.rippleSize.sizes[1]).isEqualTo(expectedSize1)
|
||||
assertThat(rippleShader.rippleSize.sizes[2]).isEqualTo(expectedSize2)
|
||||
assertThat(rippleShader.rippleSize.sizes[3]).isEqualTo(expectedSize3)
|
||||
assertThat(rippleShader.rippleSize.sizes[4]).isEqualTo(expectedSize4)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun update_getsCorrectNextTargetSize() {
|
||||
val expectedSize0 = RippleShader.SizeAtProgress(t = 0f, width = 100f, height = 100f)
|
||||
val expectedSize1 = RippleShader.SizeAtProgress(t = 0.2f, width = 1500f, height = 1200f)
|
||||
val expectedSize2 = RippleShader.SizeAtProgress(t = 0.4f, width = 200f, height = 70f)
|
||||
val expectedSize3 = RippleShader.SizeAtProgress(t = 0.8f, width = 300f, height = 900f)
|
||||
val expectedSize4 = RippleShader.SizeAtProgress(t = 1f, width = 500f, height = 300f)
|
||||
|
||||
rippleShader.rippleSize.setSizeAtProgresses(
|
||||
expectedSize0,
|
||||
expectedSize1,
|
||||
expectedSize2,
|
||||
expectedSize3,
|
||||
expectedSize4
|
||||
)
|
||||
|
||||
rippleShader.rippleSize.update(0.5f)
|
||||
// Progress is between 0.4 and 0.8 (expectedSize3 and 4), so the index should be 3.
|
||||
assertThat(rippleShader.rippleSize.currentSizeIndex).isEqualTo(3)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun update_sizeListIsEmpty_setsInitialSize() {
|
||||
assertThat(rippleShader.rippleSize.sizes).isEmpty()
|
||||
|
||||
rippleShader.rippleSize.update(0.3f)
|
||||
|
||||
assertThat(rippleShader.rippleSize.sizes.size).isEqualTo(1)
|
||||
assertThat(rippleShader.rippleSize.sizes[0]).isEqualTo(rippleShader.rippleSize.initialSize)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user