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 Merged-In: Iebefca3a1810a498654cad0e461532a5d9f7d0af Change-Id: Iebefca3a1810a498654cad0e461532a5d9f7d0af
This commit is contained in:
@@ -154,6 +154,11 @@ class LightRevealScrim(context: Context?, attrs: AttributeSet?) : View(context,
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*/
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lateinit var isScrimOpaqueChangedListener: Consumer<Boolean>
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/**
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* A runnable to call when the scrim has been fully revealed. This is only invoked once
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*/
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var fullyRevealedRunnable: Runnable? = null
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/**
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* How much of the underlying views are revealed, in percent. 0 means they will be completely
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* obscured and 1 means they'll be fully visible.
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@@ -165,10 +170,20 @@ class LightRevealScrim(context: Context?, attrs: AttributeSet?) : View(context,
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revealEffect.setRevealAmountOnScrim(value, this)
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updateScrimOpaque()
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maybeTriggerFullyRevealedRunnable()
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invalidate()
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}
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}
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private fun maybeTriggerFullyRevealedRunnable() {
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if (revealAmount == 1.0f) {
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fullyRevealedRunnable?.let {
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it.run()
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fullyRevealedRunnable = null
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}
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}
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}
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/**
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* The [LightRevealEffect] used to manipulate the radial gradient whenever [revealAmount]
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* changes.
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@@ -37,7 +37,6 @@ import com.android.systemui.dagger.SysUISingleton
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import com.android.systemui.dump.DumpManager
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import com.android.systemui.plugins.statusbar.StatusBarStateController
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import com.android.systemui.statusbar.phone.BiometricUnlockController
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import com.android.systemui.statusbar.phone.BiometricUnlockController.MODE_WAKE_AND_UNLOCK
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import com.android.systemui.statusbar.phone.DozeParameters
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import com.android.systemui.statusbar.phone.PanelExpansionListener
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import com.android.systemui.statusbar.phone.ScrimController
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@@ -73,6 +72,10 @@ class NotificationShadeDepthController @Inject constructor(
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private const val TAG = "DepthController"
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}
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/**
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* Is did we already unblur while dozing?
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*/
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private var alreadyUnblurredWhileDozing = false
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lateinit var root: View
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private var blurRoot: View? = null
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private var keyguardAnimator: Animator? = null
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@@ -237,9 +240,11 @@ class NotificationShadeDepthController @Inject constructor(
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private val keyguardStateCallback = object : KeyguardStateController.Callback {
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override fun onKeyguardFadingAwayChanged() {
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if (!keyguardStateController.isKeyguardFadingAway ||
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biometricUnlockController.mode != MODE_WAKE_AND_UNLOCK) {
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!biometricUnlockController.isWakeAndUnlock) {
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return
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}
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// When wakeAndUnlocking the screen remains dozing, so we have to manually trigger
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// the unblur earlier
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keyguardAnimator?.cancel()
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keyguardAnimator = ValueAnimator.ofFloat(1f, 0f).apply {
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@@ -261,6 +266,7 @@ class NotificationShadeDepthController @Inject constructor(
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})
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start()
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}
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alreadyUnblurredWhileDozing = statusBarStateController.dozeAmount != 0.0f
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}
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override fun onKeyguardShowingChanged() {
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@@ -282,10 +288,24 @@ class NotificationShadeDepthController @Inject constructor(
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if (isDozing) {
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shadeAnimation.finishIfRunning()
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brightnessMirrorSpring.finishIfRunning()
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// unset this for safety, to be ready for the next wakeup
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alreadyUnblurredWhileDozing = false
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}
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}
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override fun onDozeAmountChanged(linear: Float, eased: Float) {
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if (alreadyUnblurredWhileDozing) {
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if (linear == 0.0f) {
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// We finished waking up, let's reset
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alreadyUnblurredWhileDozing = false
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} else {
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// We've already handled the unbluring from the keyguardAnimator above.
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// if we would continue, we'd play another unzoom / blur animation from the
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// dozing changing.
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return
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}
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}
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wakeAndUnlockBlurRadius = blurUtils.blurRadiusOfRatio(eased)
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scheduleUpdate()
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}
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@@ -443,6 +463,7 @@ class NotificationShadeDepthController @Inject constructor(
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it.println("blursDisabledForAppLaunch: $blursDisabledForAppLaunch")
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it.println("qsPanelExpansion: $qsPanelExpansion")
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it.println("transitionToFullShadeProgress: $transitionToFullShadeProgress")
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it.println("alreadyUnblurredWhileDozing: $alreadyUnblurredWhileDozing")
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it.println("lastAppliedBlur: $lastAppliedBlur")
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}
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}
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@@ -360,6 +360,7 @@ public class StatusBar extends SystemUI implements DemoMode,
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}
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private LockscreenShadeTransitionController mLockscreenShadeTransitionController;
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private boolean mCallingFadingAwayAfterReveal;
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public interface ExpansionChangedListener {
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void onExpansionChanged(float expansion, boolean expanded);
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@@ -639,7 +640,7 @@ public class StatusBar extends SystemUI implements DemoMode,
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+ "mStatusBarKeyguardViewManager was null");
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return;
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}
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if (mKeyguardStateController.isKeyguardFadingAway()) {
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if (mKeyguardStateController.isKeyguardFadingAway() && !mCallingFadingAwayAfterReveal) {
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mStatusBarKeyguardViewManager.onKeyguardFadedAway();
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}
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}
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@@ -3583,8 +3584,19 @@ public class StatusBar extends SystemUI implements DemoMode,
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public void fadeKeyguardWhilePulsing() {
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mNotificationPanelViewController.fadeOut(0, FADE_KEYGUARD_DURATION_PULSING,
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()-> {
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hideKeyguard();
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mStatusBarKeyguardViewManager.onKeyguardFadedAway();
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Runnable finishFading = () -> {
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mCallingFadingAwayAfterReveal = false;
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hideKeyguard();
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mStatusBarKeyguardViewManager.onKeyguardFadedAway();
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};
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if (mLightRevealScrim.getRevealAmount() != 1.0f) {
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mCallingFadingAwayAfterReveal = true;
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// we're still revealing the Light reveal, let's only go to keyguard once
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// Going there introduces lots of jank
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mLightRevealScrim.setFullyRevealedRunnable(finishFading);
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} else {
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finishFading.run();
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}
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}).start();
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}
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