Handle replacement of StatusChips in SystemStatusAnimationScheduler

This CL contains a refactoring of SystemStatusAnimationScheduler to allow cancellation of StatusEvents in order to replace them with higher priority status events. Because the DelayableExecutor does not provide any cancellation functionality, I replaced the Executor based logic of scheduling animations with coroutines.

Additionally, prepareChipAnimation() (in SystemEventChipAnimationController) does no longer need to be called one layout pass before the chip appear animation is started. The appear animation can now be started immediately after calling prepareChipAnimation().

Both changes are only in effect when the PLUG_IN_STATUS_BAR_CHIP flag is enabled.

Bug: 197638244
Test: separate CL (ag/20982130)
Change-Id: Ice296b0b9950d6ceac83aa8df7652552acfdf971
This commit is contained in:
Johannes Gallmann
2023-01-18 10:53:26 +01:00
parent 6b7afc234e
commit 688ffd09dc
10 changed files with 875 additions and 324 deletions

View File

@@ -52,6 +52,7 @@ import com.android.systemui.statusbar.NotificationLockscreenUserManager;
import com.android.systemui.statusbar.NotificationLockscreenUserManagerImpl;
import com.android.systemui.statusbar.NotificationShadeWindowController;
import com.android.systemui.statusbar.dagger.StartCentralSurfacesModule;
import com.android.systemui.statusbar.events.StatusBarEventsModule;
import com.android.systemui.statusbar.notification.collection.provider.VisualStabilityProvider;
import com.android.systemui.statusbar.notification.collection.render.GroupMembershipManager;
import com.android.systemui.statusbar.phone.DozeServiceHost;
@@ -101,6 +102,7 @@ import dagger.Provides;
QSModule.class,
ReferenceScreenshotModule.class,
RotationLockModule.class,
StatusBarEventsModule.class,
StartCentralSurfacesModule.class,
VolumeModule.class
})

View File

@@ -255,6 +255,11 @@ public abstract class SystemUIModule {
@BindsOptionalOf
abstract FingerprintInteractiveToAuthProvider optionalFingerprintInteractiveToAuthProvider();
@BindsOptionalOf
//TODO(b/269430792 remove full qualifier. Full qualifier is used to avoid merge conflict.)
abstract com.android.systemui.statusbar.events.SystemStatusAnimationScheduler
optionalSystemStatusAnimationScheduler();
@SysUISingleton
@Binds
abstract SystemClock bindSystemClock(SystemClockImpl systemClock);

View File

@@ -0,0 +1,71 @@
/*
* 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.statusbar.events
import com.android.systemui.dagger.SysUISingleton
import com.android.systemui.dagger.qualifiers.Application
import com.android.systemui.dagger.qualifiers.Main
import com.android.systemui.dump.DumpManager
import com.android.systemui.flags.FeatureFlags
import com.android.systemui.flags.Flags
import com.android.systemui.statusbar.window.StatusBarWindowController
import com.android.systemui.util.concurrency.DelayableExecutor
import com.android.systemui.util.time.SystemClock
import dagger.Module
import dagger.Provides
import kotlinx.coroutines.CoroutineScope
@Module
interface StatusBarEventsModule {
companion object {
@Provides
@SysUISingleton
fun provideSystemStatusAnimationScheduler(
featureFlags: FeatureFlags,
coordinator: SystemEventCoordinator,
chipAnimationController: SystemEventChipAnimationController,
statusBarWindowController: StatusBarWindowController,
dumpManager: DumpManager,
systemClock: SystemClock,
@Application coroutineScope: CoroutineScope,
@Main executor: DelayableExecutor
): SystemStatusAnimationScheduler {
return if (featureFlags.isEnabled(Flags.PLUG_IN_STATUS_BAR_CHIP)) {
SystemStatusAnimationSchedulerImpl(
coordinator,
chipAnimationController,
statusBarWindowController,
dumpManager,
systemClock,
coroutineScope
)
} else {
SystemStatusAnimationSchedulerLegacyImpl(
coordinator,
chipAnimationController,
statusBarWindowController,
dumpManager,
systemClock,
executor
)
}
}
}
}

View File

@@ -30,7 +30,7 @@ typealias ViewCreator = (context: Context) -> BackgroundAnimatableView
interface StatusEvent {
val priority: Int
// Whether or not to force the status bar open and show a dot
val forceVisible: Boolean
var forceVisible: Boolean
// Whether or not to show an animation for this event
val showAnimation: Boolean
val viewCreator: ViewCreator
@@ -72,7 +72,7 @@ class BGImageView(
class BatteryEvent(@IntRange(from = 0, to = 100) val batteryLevel: Int) : StatusEvent {
override val priority = 50
override val forceVisible = false
override var forceVisible = false
override val showAnimation = true
override var contentDescription: String? = ""
@@ -90,7 +90,7 @@ class BatteryEvent(@IntRange(from = 0, to = 100) val batteryLevel: Int) : Status
class PrivacyEvent(override val showAnimation: Boolean = true) : StatusEvent {
override var contentDescription: String? = null
override val priority = 100
override val forceVisible = true
override var forceVisible = true
var privacyItems: List<PrivacyItem> = listOf()
private var privacyChip: OngoingPrivacyChip? = null

View File

@@ -31,6 +31,8 @@ import androidx.core.animation.AnimatorListenerAdapter
import androidx.core.animation.AnimatorSet
import androidx.core.animation.ValueAnimator
import com.android.systemui.R
import com.android.systemui.flags.FeatureFlags
import com.android.systemui.flags.Flags
import com.android.systemui.statusbar.phone.StatusBarContentInsetsProvider
import com.android.systemui.statusbar.window.StatusBarWindowController
import com.android.systemui.util.animation.AnimationUtil.Companion.frames
@@ -43,7 +45,8 @@ import kotlin.math.roundToInt
class SystemEventChipAnimationController @Inject constructor(
private val context: Context,
private val statusBarWindowController: StatusBarWindowController,
private val contentInsetsProvider: StatusBarContentInsetsProvider
private val contentInsetsProvider: StatusBarContentInsetsProvider,
private val featureFlags: FeatureFlags
) : SystemStatusAnimationCallback {
private lateinit var animationWindowView: FrameLayout
@@ -53,12 +56,14 @@ class SystemEventChipAnimationController @Inject constructor(
// Left for LTR, Right for RTL
private var animationDirection = LEFT
private var chipRight = 0
private var chipLeft = 0
private var chipWidth = 0
private var chipBounds = Rect()
private val chipWidth get() = chipBounds.width()
private val chipRight get() = chipBounds.right
private val chipLeft get() = chipBounds.left
private var chipMinWidth = context.resources.getDimensionPixelSize(
R.dimen.ongoing_appops_chip_min_animation_width)
private var dotSize = context.resources.getDimensionPixelSize(
private val dotSize = context.resources.getDimensionPixelSize(
R.dimen.ongoing_appops_dot_diameter)
// Use during animation so that multiple animators can update the drawing rect
private var animRect = Rect()
@@ -90,21 +95,26 @@ class SystemEventChipAnimationController @Inject constructor(
it.view.measure(
View.MeasureSpec.makeMeasureSpec(
(animationWindowView.parent as View).width, AT_MOST),
View.MeasureSpec.makeMeasureSpec(animationWindowView.height, AT_MOST))
chipWidth = it.chipWidth
}
View.MeasureSpec.makeMeasureSpec(
(animationWindowView.parent as View).height, AT_MOST))
// decide which direction we're animating from, and then set some screen coordinates
val contentRect = contentInsetsProvider.getStatusBarContentAreaForCurrentRotation()
when (animationDirection) {
LEFT -> {
chipRight = contentRect.right
chipLeft = contentRect.right - chipWidth
}
else /* RIGHT */ -> {
chipLeft = contentRect.left
chipRight = contentRect.left + chipWidth
// decide which direction we're animating from, and then set some screen coordinates
val contentRect = contentInsetsProvider.getStatusBarContentAreaForCurrentRotation()
val chipTop = ((animationWindowView.parent as View).height - it.view.measuredHeight) / 2
val chipBottom = chipTop + it.view.measuredHeight
val chipRight: Int
val chipLeft: Int
when (animationDirection) {
LEFT -> {
chipRight = contentRect.right
chipLeft = contentRect.right - it.chipWidth
}
else /* RIGHT */ -> {
chipLeft = contentRect.left
chipRight = contentRect.left + it.chipWidth
}
}
chipBounds = Rect(chipLeft, chipTop, chipRight, chipBottom)
}
}
@@ -261,11 +271,15 @@ class SystemEventChipAnimationController @Inject constructor(
it.marginEnd = marginEnd
}
private fun initializeAnimRect() = animRect.set(
chipLeft,
currentAnimatedView!!.view.top,
chipRight,
currentAnimatedView!!.view.bottom)
private fun initializeAnimRect() = if (featureFlags.isEnabled(Flags.PLUG_IN_STATUS_BAR_CHIP)) {
animRect.set(chipBounds)
} else {
animRect.set(
chipLeft,
currentAnimatedView!!.view.top,
chipRight,
currentAnimatedView!!.view.bottom)
}
/**
* To be called during an animation, sets the width and updates the current animated chip view

View File

@@ -66,7 +66,7 @@ class SystemEventCoordinator @Inject constructor(
}
fun notifyPrivacyItemsEmpty() {
scheduler.setShouldShowPersistentPrivacyIndicator(false)
scheduler.removePersistentDot()
}
fun notifyPrivacyItemsChanged(showAnimation: Boolean = true) {

View File

@@ -1,5 +1,5 @@
/*
* Copyright (C) 2021 The Android Open Source Project
* 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.
@@ -16,298 +16,21 @@
package com.android.systemui.statusbar.events
import android.annotation.IntDef
import androidx.core.animation.Animator
import androidx.core.animation.AnimatorSet
import android.annotation.IntDef
import android.os.Process
import android.provider.DeviceConfig
import android.util.Log
import androidx.core.animation.AnimatorListenerAdapter
import androidx.core.animation.PathInterpolator
import com.android.systemui.Dumpable
import com.android.systemui.dagger.SysUISingleton
import com.android.systemui.dagger.qualifiers.Main
import com.android.systemui.dump.DumpManager
import com.android.systemui.statusbar.policy.CallbackController
import com.android.systemui.statusbar.window.StatusBarWindowController
import com.android.systemui.util.Assert
import com.android.systemui.util.concurrency.DelayableExecutor
import com.android.systemui.util.time.SystemClock
import java.io.PrintWriter
import javax.inject.Inject
/**
* Dead-simple scheduler for system status events. Obeys the following principles (all values TBD):
* - Avoiding log spam by only allowing 12 events per minute (1event/5s)
* - Waits 100ms to schedule any event for debouncing/prioritization
* - Simple prioritization: Privacy > Battery > connectivity (encoded in [StatusEvent])
* - Only schedules a single event, and throws away lowest priority events
*
* There are 4 basic stages of animation at play here:
* 1. System chrome animation OUT
* 2. Chip animation IN
* 3. Chip animation OUT; potentially into a dot
* 4. System chrome animation IN
*
* Thus we can keep all animations synchronized with two separate ValueAnimators, one for system
* chrome and the other for the chip. These can animate from 0,1 and listeners can parameterize
* their respective views based on the progress of the animator. Interpolation differences TBD
*/
@SysUISingleton
open class SystemStatusAnimationScheduler @Inject constructor(
private val coordinator: SystemEventCoordinator,
private val chipAnimationController: SystemEventChipAnimationController,
private val statusBarWindowController: StatusBarWindowController,
private val dumpManager: DumpManager,
private val systemClock: SystemClock,
@Main private val executor: DelayableExecutor
) : CallbackController<SystemStatusAnimationCallback>, Dumpable {
interface SystemStatusAnimationScheduler :
CallbackController<SystemStatusAnimationCallback>, Dumpable {
companion object {
private const val PROPERTY_ENABLE_IMMERSIVE_INDICATOR = "enable_immersive_indicator"
}
@SystemAnimationState fun getAnimationState(): Int
fun isImmersiveIndicatorEnabled(): Boolean {
return DeviceConfig.getBoolean(DeviceConfig.NAMESPACE_PRIVACY,
PROPERTY_ENABLE_IMMERSIVE_INDICATOR, true)
}
fun onStatusEvent(event: StatusEvent)
@SystemAnimationState var animationState: Int = IDLE
private set
/** True if the persistent privacy dot should be active */
var hasPersistentDot = false
protected set
private var scheduledEvent: StatusEvent? = null
private var cancelExecutionRunnable: Runnable? = null
val listeners = mutableSetOf<SystemStatusAnimationCallback>()
init {
coordinator.attachScheduler(this)
dumpManager.registerDumpable(TAG, this)
}
open fun onStatusEvent(event: StatusEvent) {
// Ignore any updates until the system is up and running
if (isTooEarly() || !isImmersiveIndicatorEnabled()) {
return
}
// Don't deal with threading for now (no need let's be honest)
Assert.isMainThread()
if ((event.priority > (scheduledEvent?.priority ?: -1)) &&
animationState != ANIMATING_OUT && animationState != SHOWING_PERSISTENT_DOT) {
// events can only be scheduled if a higher priority or no other event is in progress
if (DEBUG) {
Log.d(TAG, "scheduling event $event")
}
scheduleEvent(event)
} else if (scheduledEvent?.shouldUpdateFromEvent(event) == true) {
if (DEBUG) {
Log.d(TAG, "updating current event from: $event. animationState=$animationState")
}
scheduledEvent?.updateFromEvent(event)
if (event.forceVisible) {
hasPersistentDot = true
// If we missed the chance to show the persistent dot, do it now
if (animationState == IDLE) {
notifyTransitionToPersistentDot()
}
}
} else {
if (DEBUG) {
Log.d(TAG, "ignoring event $event")
}
}
}
private fun clearDotIfVisible() {
notifyHidePersistentDot()
}
fun setShouldShowPersistentPrivacyIndicator(should: Boolean) {
if (hasPersistentDot == should || !isImmersiveIndicatorEnabled()) {
return
}
hasPersistentDot = should
if (!hasPersistentDot) {
clearDotIfVisible()
}
}
fun isTooEarly(): Boolean {
return systemClock.uptimeMillis() - Process.getStartUptimeMillis() < MIN_UPTIME
}
/**
* Clear the scheduled event (if any) and schedule a new one
*/
private fun scheduleEvent(event: StatusEvent) {
scheduledEvent = event
if (event.forceVisible) {
hasPersistentDot = true
}
// If animations are turned off, we'll transition directly to the dot
if (!event.showAnimation && event.forceVisible) {
notifyTransitionToPersistentDot()
scheduledEvent = null
return
}
chipAnimationController.prepareChipAnimation(scheduledEvent!!.viewCreator)
animationState = ANIMATION_QUEUED
executor.executeDelayed({
runChipAnimation()
}, DEBOUNCE_DELAY)
}
/**
* 1. Define a total budget for the chip animation (1500ms)
* 2. Send out callbacks to listeners so that they can generate animations locally
* 3. Update the scheduler state so that clients know where we are
* 4. Maybe: provide scaffolding such as: dot location, margins, etc
* 5. Maybe: define a maximum animation length and enforce it. Probably only doable if we
* collect all of the animators and run them together.
*/
private fun runChipAnimation() {
statusBarWindowController.setForceStatusBarVisible(true)
animationState = ANIMATING_IN
val animSet = collectStartAnimations()
if (animSet.totalDuration > 500) {
throw IllegalStateException("System animation total length exceeds budget. " +
"Expected: 500, actual: ${animSet.totalDuration}")
}
animSet.addListener(object : AnimatorListenerAdapter() {
override fun onAnimationEnd(animation: Animator) {
animationState = RUNNING_CHIP_ANIM
}
})
animSet.start()
executor.executeDelayed({
val animSet2 = collectFinishAnimations()
animationState = ANIMATING_OUT
animSet2.addListener(object : AnimatorListenerAdapter() {
override fun onAnimationEnd(animation: Animator) {
animationState = if (hasPersistentDot) {
SHOWING_PERSISTENT_DOT
} else {
IDLE
}
statusBarWindowController.setForceStatusBarVisible(false)
}
})
animSet2.start()
scheduledEvent = null
}, DISPLAY_LENGTH)
}
private fun collectStartAnimations(): AnimatorSet {
val animators = mutableListOf<Animator>()
listeners.forEach { listener ->
listener.onSystemEventAnimationBegin()?.let { anim ->
animators.add(anim)
}
}
animators.add(chipAnimationController.onSystemEventAnimationBegin())
val animSet = AnimatorSet().also {
it.playTogether(animators)
}
return animSet
}
private fun collectFinishAnimations(): AnimatorSet {
val animators = mutableListOf<Animator>()
listeners.forEach { listener ->
listener.onSystemEventAnimationFinish(hasPersistentDot)?.let { anim ->
animators.add(anim)
}
}
animators.add(chipAnimationController.onSystemEventAnimationFinish(hasPersistentDot))
if (hasPersistentDot) {
val dotAnim = notifyTransitionToPersistentDot()
if (dotAnim != null) {
animators.add(dotAnim)
}
}
val animSet = AnimatorSet().also {
it.playTogether(animators)
}
return animSet
}
private fun notifyTransitionToPersistentDot(): Animator? {
val anims: List<Animator> = listeners.mapNotNull {
it.onSystemStatusAnimationTransitionToPersistentDot(scheduledEvent?.contentDescription)
}
if (anims.isNotEmpty()) {
val aSet = AnimatorSet()
aSet.playTogether(anims)
return aSet
}
return null
}
private fun notifyHidePersistentDot(): Animator? {
val anims: List<Animator> = listeners.mapNotNull {
it.onHidePersistentDot()
}
if (animationState == SHOWING_PERSISTENT_DOT) {
animationState = IDLE
}
if (anims.isNotEmpty()) {
val aSet = AnimatorSet()
aSet.playTogether(anims)
return aSet
}
return null
}
override fun addCallback(listener: SystemStatusAnimationCallback) {
Assert.isMainThread()
if (listeners.isEmpty()) {
coordinator.startObserving()
}
listeners.add(listener)
}
override fun removeCallback(listener: SystemStatusAnimationCallback) {
Assert.isMainThread()
listeners.remove(listener)
if (listeners.isEmpty()) {
coordinator.stopObserving()
}
}
override fun dump(pw: PrintWriter, args: Array<out String>) {
pw.println("Scheduled event: $scheduledEvent")
pw.println("Has persistent privacy dot: $hasPersistentDot")
pw.println("Animation state: $animationState")
pw.println("Listeners:")
if (listeners.isEmpty()) {
pw.println("(none)")
} else {
listeners.forEach {
pw.println(" $it")
}
}
}
fun removePersistentDot()
}
/**
@@ -333,6 +56,7 @@ interface SystemStatusAnimationCallback {
@JvmDefault fun onHidePersistentDot(): Animator? { return null }
}
/**
* Animation state IntDef
*/
@@ -350,7 +74,7 @@ interface SystemStatusAnimationCallback {
annotation class SystemAnimationState
/** No animation is in progress */
const val IDLE = 0
@SystemAnimationState const val IDLE = 0
/** An animation is queued, and awaiting the debounce period */
const val ANIMATION_QUEUED = 1
/** System is animating out, and chip is animating in */
@@ -375,20 +99,16 @@ val STATUS_CHIP_HEIGHT_TO_DOT_KEYFRAME_1 = PathInterpolator(0.4f, 0f, 0.17f, 1f)
val STATUS_CHIP_HEIGHT_TO_DOT_KEYFRAME_2 = PathInterpolator(0.3f, 0f, 0f, 1f)
val STATUS_CHIP_MOVE_TO_DOT = PathInterpolator(0f, 0f, 0.05f, 1f)
private const val TAG = "SystemStatusAnimationScheduler"
private const val DEBOUNCE_DELAY = 100L
internal const val DEBOUNCE_DELAY = 100L
/**
* The total time spent on the chip animation is 1500ms, broken up into 3 sections:
* - 500ms to animate the chip in (including animating system icons away)
* - 500ms holding the chip on screen
* - 500ms to animate the chip away (and system icons back)
*
* So DISPLAY_LENGTH should be the sum of the first 2 phases, while the final 500ms accounts for
* the actual animation
* - 500ms to animate the chip in (including animating system icons away)
* - 500ms holding the chip on screen
* - 500ms to animate the chip away (and system icons back)
*/
private const val DISPLAY_LENGTH = 1000L
internal const val APPEAR_ANIMATION_DURATION = 500L
internal const val DISPLAY_LENGTH = 3000L
internal const val DISAPPEAR_ANIMATION_DURATION = 500L
private const val MIN_UPTIME: Long = 5 * 1000
private const val DEBUG = false
internal const val MIN_UPTIME: Long = 5 * 1000

View File

@@ -0,0 +1,425 @@
/*
* 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.statusbar.events
import android.os.Process
import android.provider.DeviceConfig
import android.util.Log
import androidx.core.animation.Animator
import androidx.core.animation.AnimatorListenerAdapter
import androidx.core.animation.AnimatorSet
import com.android.systemui.dagger.qualifiers.Application
import com.android.systemui.dump.DumpManager
import com.android.systemui.statusbar.window.StatusBarWindowController
import com.android.systemui.util.Assert
import com.android.systemui.util.time.SystemClock
import java.io.PrintWriter
import javax.inject.Inject
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.FlowPreview
import kotlinx.coroutines.Job
import kotlinx.coroutines.delay
import kotlinx.coroutines.flow.MutableStateFlow
import kotlinx.coroutines.flow.combine
import kotlinx.coroutines.flow.debounce
import kotlinx.coroutines.flow.first
import kotlinx.coroutines.launch
import kotlinx.coroutines.withTimeout
/**
* Scheduler for system status events. Obeys the following principles:
* ```
* - Waits 100 ms to schedule any event for debouncing/prioritization
* - Simple prioritization: Privacy > Battery > Connectivity (encoded in [StatusEvent])
* - Only schedules a single event, and throws away lowest priority events
* ```
*
* There are 4 basic stages of animation at play here:
* ```
* 1. System chrome animation OUT
* 2. Chip animation IN
* 3. Chip animation OUT; potentially into a dot
* 4. System chrome animation IN
* ```
*
* Thus we can keep all animations synchronized with two separate ValueAnimators, one for system
* chrome and the other for the chip. These can animate from 0,1 and listeners can parameterize
* their respective views based on the progress of the animator.
*/
@OptIn(FlowPreview::class)
open class SystemStatusAnimationSchedulerImpl
@Inject
constructor(
private val coordinator: SystemEventCoordinator,
private val chipAnimationController: SystemEventChipAnimationController,
private val statusBarWindowController: StatusBarWindowController,
dumpManager: DumpManager,
private val systemClock: SystemClock,
@Application private val coroutineScope: CoroutineScope
) : SystemStatusAnimationScheduler {
companion object {
private const val PROPERTY_ENABLE_IMMERSIVE_INDICATOR = "enable_immersive_indicator"
}
/** Contains the StatusEvent that is going to be displayed next. */
private var scheduledEvent = MutableStateFlow<StatusEvent?>(null)
/**
* The currently displayed status event. (This is null in all states except ANIMATING_IN and
* CHIP_ANIMATION_RUNNING)
*/
private var currentlyDisplayedEvent: StatusEvent? = null
/** StateFlow holding the current [SystemAnimationState] at any time. */
private var animationState = MutableStateFlow(IDLE)
/** True if the persistent privacy dot should be active */
var hasPersistentDot = false
protected set
/** Set of currently registered listeners */
protected val listeners = mutableSetOf<SystemStatusAnimationCallback>()
/** The job that is controlling the animators of the currently displayed status event. */
private var currentlyRunningAnimationJob: Job? = null
/** The job that is controlling the animators when an event is cancelled. */
private var eventCancellationJob: Job? = null
init {
coordinator.attachScheduler(this)
dumpManager.registerCriticalDumpable(TAG, this)
coroutineScope.launch {
// Wait for animationState to become ANIMATION_QUEUED and scheduledEvent to be non null.
// Once this combination is stable for at least DEBOUNCE_DELAY, then start a chip enter
// animation
animationState
.combine(scheduledEvent) { animationState, scheduledEvent ->
Pair(animationState, scheduledEvent)
}
.debounce(DEBOUNCE_DELAY)
.collect { (animationState, event) ->
if (animationState == ANIMATION_QUEUED && event != null) {
startAnimationLifecycle(event)
scheduledEvent.value = null
}
}
}
}
@SystemAnimationState override fun getAnimationState(): Int = animationState.value
override fun onStatusEvent(event: StatusEvent) {
Assert.isMainThread()
// Ignore any updates until the system is up and running
if (isTooEarly() || !isImmersiveIndicatorEnabled()) {
return
}
if (
(event.priority > (scheduledEvent.value?.priority ?: -1)) &&
(event.priority > (currentlyDisplayedEvent?.priority ?: -1)) &&
!hasPersistentDot
) {
// a event can only be scheduled if no other event is in progress or it has a higher
// priority. If a persistent dot is currently displayed, don't schedule the event.
if (DEBUG) {
Log.d(TAG, "scheduling event $event")
}
scheduleEvent(event)
} else if (currentlyDisplayedEvent?.shouldUpdateFromEvent(event) == true) {
if (DEBUG) {
Log.d(
TAG,
"updating current event from: $event. animationState=${animationState.value}"
)
}
currentlyDisplayedEvent?.updateFromEvent(event)
} else if (scheduledEvent.value?.shouldUpdateFromEvent(event) == true) {
if (DEBUG) {
Log.d(
TAG,
"updating scheduled event from: $event. animationState=${animationState.value}"
)
}
scheduledEvent.value?.updateFromEvent(event)
} else {
if (DEBUG) {
Log.d(TAG, "ignoring event $event")
}
}
}
override fun removePersistentDot() {
Assert.isMainThread()
// If there is an event scheduled currently, set its forceVisible flag to false, such that
// it will never transform into a persistent dot
scheduledEvent.value?.forceVisible = false
// Nothing else to do if hasPersistentDot is already false
if (!hasPersistentDot) return
// Set hasPersistentDot to false. If the animationState is anything before ANIMATING_OUT,
// the disappear animation will not animate into a dot but remove the chip entirely
hasPersistentDot = false
// if we are currently showing a persistent dot, hide it
if (animationState.value == SHOWING_PERSISTENT_DOT) notifyHidePersistentDot()
// if we are currently animating into a dot, wait for the animation to finish and then hide
// the dot
if (animationState.value == ANIMATING_OUT) {
coroutineScope.launch {
withTimeout(DISAPPEAR_ANIMATION_DURATION) {
animationState.first { it == SHOWING_PERSISTENT_DOT || it == ANIMATION_QUEUED }
notifyHidePersistentDot()
}
}
}
}
protected fun isTooEarly(): Boolean {
return systemClock.uptimeMillis() - Process.getStartUptimeMillis() < MIN_UPTIME
}
protected fun isImmersiveIndicatorEnabled(): Boolean {
return DeviceConfig.getBoolean(
DeviceConfig.NAMESPACE_PRIVACY,
PROPERTY_ENABLE_IMMERSIVE_INDICATOR,
true
)
}
/** Clear the scheduled event (if any) and schedule a new one */
private fun scheduleEvent(event: StatusEvent) {
scheduledEvent.value = event
if (currentlyDisplayedEvent != null && eventCancellationJob?.isActive != true) {
// cancel the currently displayed event. As soon as the event is animated out, the
// scheduled event will be displayed.
cancelCurrentlyDisplayedEvent()
return
}
if (animationState.value == IDLE) {
// If we are in IDLE state, set it to ANIMATION_QUEUED now
animationState.value = ANIMATION_QUEUED
}
}
/**
* Cancels the currently displayed event by animating it out. This function should only be
* called if the animationState is ANIMATING_IN or RUNNING_CHIP_ANIM, or in other words whenever
* currentlyRunningEvent is not null
*/
private fun cancelCurrentlyDisplayedEvent() {
eventCancellationJob =
coroutineScope.launch {
withTimeout(APPEAR_ANIMATION_DURATION) {
// wait for animationState to become RUNNING_CHIP_ANIM, then cancel the running
// animation job and run the disappear animation immediately
animationState.first { it == RUNNING_CHIP_ANIM }
currentlyRunningAnimationJob?.cancel()
runChipDisappearAnimation()
}
}
}
/**
* Takes the currently scheduled Event and (using the coroutineScope) animates it in and out
* again after displaying it for DISPLAY_LENGTH ms. This function should only be called if there
* is an event scheduled (and currentlyDisplayedEvent is null)
*/
private fun startAnimationLifecycle(event: StatusEvent) {
Assert.isMainThread()
hasPersistentDot = event.forceVisible
if (!event.showAnimation && event.forceVisible) {
// If animations are turned off, we'll transition directly to the dot
animationState.value = SHOWING_PERSISTENT_DOT
notifyTransitionToPersistentDot()
return
}
currentlyDisplayedEvent = event
chipAnimationController.prepareChipAnimation(event.viewCreator)
currentlyRunningAnimationJob =
coroutineScope.launch {
runChipAppearAnimation()
delay(APPEAR_ANIMATION_DURATION + DISPLAY_LENGTH)
runChipDisappearAnimation()
}
}
/**
* 1. Define a total budget for the chip animation (1500ms)
* 2. Send out callbacks to listeners so that they can generate animations locally
* 3. Update the scheduler state so that clients know where we are
* 4. Maybe: provide scaffolding such as: dot location, margins, etc
* 5. Maybe: define a maximum animation length and enforce it. Probably only doable if we
* collect all of the animators and run them together.
*/
private fun runChipAppearAnimation() {
Assert.isMainThread()
if (hasPersistentDot) {
statusBarWindowController.setForceStatusBarVisible(true)
}
animationState.value = ANIMATING_IN
val animSet = collectStartAnimations()
if (animSet.totalDuration > 500) {
throw IllegalStateException(
"System animation total length exceeds budget. " +
"Expected: 500, actual: ${animSet.totalDuration}"
)
}
animSet.addListener(
object : AnimatorListenerAdapter() {
override fun onAnimationEnd(animation: Animator) {
animationState.value = RUNNING_CHIP_ANIM
}
}
)
animSet.start()
}
private fun runChipDisappearAnimation() {
Assert.isMainThread()
val animSet2 = collectFinishAnimations()
animationState.value = ANIMATING_OUT
animSet2.addListener(
object : AnimatorListenerAdapter() {
override fun onAnimationEnd(animation: Animator) {
animationState.value =
when {
hasPersistentDot -> SHOWING_PERSISTENT_DOT
scheduledEvent.value != null -> ANIMATION_QUEUED
else -> IDLE
}
statusBarWindowController.setForceStatusBarVisible(false)
}
}
)
animSet2.start()
// currentlyDisplayedEvent is set to null before the animation has ended such that new
// events can be scheduled during the disappear animation. We don't want to miss e.g. a new
// privacy event being scheduled during the disappear animation, otherwise we could end up
// with e.g. an active microphone but no privacy dot being displayed.
currentlyDisplayedEvent = null
}
private fun collectStartAnimations(): AnimatorSet {
val animators = mutableListOf<Animator>()
listeners.forEach { listener ->
listener.onSystemEventAnimationBegin()?.let { anim -> animators.add(anim) }
}
animators.add(chipAnimationController.onSystemEventAnimationBegin())
return AnimatorSet().also { it.playTogether(animators) }
}
private fun collectFinishAnimations(): AnimatorSet {
val animators = mutableListOf<Animator>()
listeners.forEach { listener ->
listener.onSystemEventAnimationFinish(hasPersistentDot)?.let { anim ->
animators.add(anim)
}
}
animators.add(chipAnimationController.onSystemEventAnimationFinish(hasPersistentDot))
if (hasPersistentDot) {
val dotAnim = notifyTransitionToPersistentDot()
if (dotAnim != null) {
animators.add(dotAnim)
}
}
return AnimatorSet().also { it.playTogether(animators) }
}
private fun notifyTransitionToPersistentDot(): Animator? {
val anims: List<Animator> =
listeners.mapNotNull {
it.onSystemStatusAnimationTransitionToPersistentDot(
currentlyDisplayedEvent?.contentDescription
)
}
if (anims.isNotEmpty()) {
val aSet = AnimatorSet()
aSet.playTogether(anims)
return aSet
}
return null
}
private fun notifyHidePersistentDot(): Animator? {
Assert.isMainThread()
val anims: List<Animator> = listeners.mapNotNull { it.onHidePersistentDot() }
if (animationState.value == SHOWING_PERSISTENT_DOT) {
if (scheduledEvent.value != null) {
animationState.value = ANIMATION_QUEUED
} else {
animationState.value = IDLE
}
}
if (anims.isNotEmpty()) {
val aSet = AnimatorSet()
aSet.playTogether(anims)
return aSet
}
return null
}
override fun addCallback(listener: SystemStatusAnimationCallback) {
Assert.isMainThread()
if (listeners.isEmpty()) {
coordinator.startObserving()
}
listeners.add(listener)
}
override fun removeCallback(listener: SystemStatusAnimationCallback) {
Assert.isMainThread()
listeners.remove(listener)
if (listeners.isEmpty()) {
coordinator.stopObserving()
}
}
override fun dump(pw: PrintWriter, args: Array<out String>) {
pw.println("Scheduled event: ${scheduledEvent.value}")
pw.println("Currently displayed event: $currentlyDisplayedEvent")
pw.println("Has persistent privacy dot: $hasPersistentDot")
pw.println("Animation state: ${animationState.value}")
pw.println("Listeners:")
if (listeners.isEmpty()) {
pw.println("(none)")
} else {
listeners.forEach { pw.println(" $it") }
}
}
}
private const val DEBUG = false
private const val TAG = "SystemStatusAnimationSchedulerImpl"

View File

@@ -0,0 +1,312 @@
/*
* Copyright (C) 2021 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.statusbar.events
import android.os.Process
import android.provider.DeviceConfig
import android.util.Log
import androidx.core.animation.Animator
import androidx.core.animation.AnimatorListenerAdapter
import androidx.core.animation.AnimatorSet
import com.android.systemui.dagger.qualifiers.Main
import com.android.systemui.dump.DumpManager
import com.android.systemui.statusbar.window.StatusBarWindowController
import com.android.systemui.util.Assert
import com.android.systemui.util.concurrency.DelayableExecutor
import com.android.systemui.util.time.SystemClock
import java.io.PrintWriter
import javax.inject.Inject
/**
* Dead-simple scheduler for system status events. Obeys the following principles (all values TBD):
* ```
* - Avoiding log spam by only allowing 12 events per minute (1event/5s)
* - Waits 100ms to schedule any event for debouncing/prioritization
* - Simple prioritization: Privacy > Battery > connectivity (encoded in [StatusEvent])
* - Only schedules a single event, and throws away lowest priority events
* ```
* There are 4 basic stages of animation at play here:
* ```
* 1. System chrome animation OUT
* 2. Chip animation IN
* 3. Chip animation OUT; potentially into a dot
* 4. System chrome animation IN
* ```
* Thus we can keep all animations synchronized with two separate ValueAnimators, one for system
* chrome and the other for the chip. These can animate from 0,1 and listeners can parameterize
* their respective views based on the progress of the animator. Interpolation differences TBD
*/
open class SystemStatusAnimationSchedulerLegacyImpl
@Inject
constructor(
private val coordinator: SystemEventCoordinator,
private val chipAnimationController: SystemEventChipAnimationController,
private val statusBarWindowController: StatusBarWindowController,
private val dumpManager: DumpManager,
private val systemClock: SystemClock,
@Main private val executor: DelayableExecutor
) : SystemStatusAnimationScheduler {
companion object {
private const val PROPERTY_ENABLE_IMMERSIVE_INDICATOR = "enable_immersive_indicator"
}
fun isImmersiveIndicatorEnabled(): Boolean {
return DeviceConfig.getBoolean(
DeviceConfig.NAMESPACE_PRIVACY,
PROPERTY_ENABLE_IMMERSIVE_INDICATOR,
true
)
}
@SystemAnimationState private var animationState: Int = IDLE
/** True if the persistent privacy dot should be active */
var hasPersistentDot = false
protected set
private var scheduledEvent: StatusEvent? = null
val listeners = mutableSetOf<SystemStatusAnimationCallback>()
init {
coordinator.attachScheduler(this)
dumpManager.registerDumpable(TAG, this)
}
@SystemAnimationState override fun getAnimationState() = animationState
override fun onStatusEvent(event: StatusEvent) {
// Ignore any updates until the system is up and running
if (isTooEarly() || !isImmersiveIndicatorEnabled()) {
return
}
// Don't deal with threading for now (no need let's be honest)
Assert.isMainThread()
if (
(event.priority > (scheduledEvent?.priority ?: -1)) &&
animationState != ANIMATING_OUT &&
animationState != SHOWING_PERSISTENT_DOT
) {
// events can only be scheduled if a higher priority or no other event is in progress
if (DEBUG) {
Log.d(TAG, "scheduling event $event")
}
scheduleEvent(event)
} else if (scheduledEvent?.shouldUpdateFromEvent(event) == true) {
if (DEBUG) {
Log.d(TAG, "updating current event from: $event. animationState=$animationState")
}
scheduledEvent?.updateFromEvent(event)
if (event.forceVisible) {
hasPersistentDot = true
// If we missed the chance to show the persistent dot, do it now
if (animationState == IDLE) {
notifyTransitionToPersistentDot()
}
}
} else {
if (DEBUG) {
Log.d(TAG, "ignoring event $event")
}
}
}
override fun removePersistentDot() {
if (!hasPersistentDot || !isImmersiveIndicatorEnabled()) {
return
}
hasPersistentDot = false
notifyHidePersistentDot()
return
}
fun isTooEarly(): Boolean {
return systemClock.uptimeMillis() - Process.getStartUptimeMillis() < MIN_UPTIME
}
/** Clear the scheduled event (if any) and schedule a new one */
private fun scheduleEvent(event: StatusEvent) {
scheduledEvent = event
if (event.forceVisible) {
hasPersistentDot = true
}
// If animations are turned off, we'll transition directly to the dot
if (!event.showAnimation && event.forceVisible) {
notifyTransitionToPersistentDot()
scheduledEvent = null
return
}
chipAnimationController.prepareChipAnimation(scheduledEvent!!.viewCreator)
animationState = ANIMATION_QUEUED
executor.executeDelayed({ runChipAnimation() }, DEBOUNCE_DELAY)
}
/**
* 1. Define a total budget for the chip animation (1500ms)
* 2. Send out callbacks to listeners so that they can generate animations locally
* 3. Update the scheduler state so that clients know where we are
* 4. Maybe: provide scaffolding such as: dot location, margins, etc
* 5. Maybe: define a maximum animation length and enforce it. Probably only doable if we
* collect all of the animators and run them together.
*/
private fun runChipAnimation() {
statusBarWindowController.setForceStatusBarVisible(true)
animationState = ANIMATING_IN
val animSet = collectStartAnimations()
if (animSet.totalDuration > 500) {
throw IllegalStateException(
"System animation total length exceeds budget. " +
"Expected: 500, actual: ${animSet.totalDuration}"
)
}
animSet.addListener(
object : AnimatorListenerAdapter() {
override fun onAnimationEnd(animation: Animator) {
animationState = RUNNING_CHIP_ANIM
}
}
)
animSet.start()
executor.executeDelayed(
{
val animSet2 = collectFinishAnimations()
animationState = ANIMATING_OUT
animSet2.addListener(
object : AnimatorListenerAdapter() {
override fun onAnimationEnd(animation: Animator) {
animationState =
if (hasPersistentDot) {
SHOWING_PERSISTENT_DOT
} else {
IDLE
}
statusBarWindowController.setForceStatusBarVisible(false)
}
}
)
animSet2.start()
scheduledEvent = null
},
DISPLAY_LENGTH
)
}
private fun collectStartAnimations(): AnimatorSet {
val animators = mutableListOf<Animator>()
listeners.forEach { listener ->
listener.onSystemEventAnimationBegin()?.let { anim -> animators.add(anim) }
}
animators.add(chipAnimationController.onSystemEventAnimationBegin())
val animSet = AnimatorSet().also { it.playTogether(animators) }
return animSet
}
private fun collectFinishAnimations(): AnimatorSet {
val animators = mutableListOf<Animator>()
listeners.forEach { listener ->
listener.onSystemEventAnimationFinish(hasPersistentDot)?.let { anim ->
animators.add(anim)
}
}
animators.add(chipAnimationController.onSystemEventAnimationFinish(hasPersistentDot))
if (hasPersistentDot) {
val dotAnim = notifyTransitionToPersistentDot()
if (dotAnim != null) {
animators.add(dotAnim)
}
}
val animSet = AnimatorSet().also { it.playTogether(animators) }
return animSet
}
private fun notifyTransitionToPersistentDot(): Animator? {
val anims: List<Animator> =
listeners.mapNotNull {
it.onSystemStatusAnimationTransitionToPersistentDot(
scheduledEvent?.contentDescription
)
}
if (anims.isNotEmpty()) {
val aSet = AnimatorSet()
aSet.playTogether(anims)
return aSet
}
return null
}
private fun notifyHidePersistentDot(): Animator? {
val anims: List<Animator> = listeners.mapNotNull { it.onHidePersistentDot() }
if (animationState == SHOWING_PERSISTENT_DOT) {
animationState = IDLE
}
if (anims.isNotEmpty()) {
val aSet = AnimatorSet()
aSet.playTogether(anims)
return aSet
}
return null
}
override fun addCallback(listener: SystemStatusAnimationCallback) {
Assert.isMainThread()
if (listeners.isEmpty()) {
coordinator.startObserving()
}
listeners.add(listener)
}
override fun removeCallback(listener: SystemStatusAnimationCallback) {
Assert.isMainThread()
listeners.remove(listener)
if (listeners.isEmpty()) {
coordinator.stopObserving()
}
}
override fun dump(pw: PrintWriter, args: Array<out String>) {
pw.println("Scheduled event: $scheduledEvent")
pw.println("Has persistent privacy dot: $hasPersistentDot")
pw.println("Animation state: $animationState")
pw.println("Listeners:")
if (listeners.isEmpty()) {
pw.println("(none)")
} else {
listeners.forEach { pw.println(" $it") }
}
}
}
private const val DEBUG = false
private const val TAG = "SystemStatusAnimationSchedulerLegacyImpl"

View File

@@ -53,6 +53,7 @@ import com.android.systemui.statusbar.NotificationListener;
import com.android.systemui.statusbar.NotificationLockscreenUserManager;
import com.android.systemui.statusbar.NotificationLockscreenUserManagerImpl;
import com.android.systemui.statusbar.NotificationShadeWindowController;
import com.android.systemui.statusbar.events.StatusBarEventsModule;
import com.android.systemui.statusbar.notification.collection.provider.VisualStabilityProvider;
import com.android.systemui.statusbar.notification.collection.render.GroupMembershipManager;
import com.android.systemui.statusbar.phone.DozeServiceHost;
@@ -93,6 +94,7 @@ import dagger.multibindings.IntoSet;
PowerModule.class,
QSModule.class,
ReferenceScreenshotModule.class,
StatusBarEventsModule.class,
VolumeModule.class,
}
)