Fix issue where ripple would move

The correct behavior is for the circle to move inside the RenderNode
bounds. The RenderNode itself should not move at all.

Fixes: 182174260
Test: visual
Change-Id: I254138cada2586312530122fcb9ba4518d864cdf
This commit is contained in:
Lucas Dupin
2021-03-15 23:45:33 -07:00
parent c7a5fdd81c
commit b9610108d5
3 changed files with 20 additions and 43 deletions

View File

@@ -38,8 +38,7 @@ import java.util.function.Consumer;
*/
public final class RippleAnimationSession {
private static final String TAG = "RippleAnimationSession";
private static final int ENTER_ANIM_DURATION = 300;
private static final int SLIDE_ANIM_DURATION = 450;
private static final int ENTER_ANIM_DURATION = 450;
private static final int EXIT_ANIM_DURATION = 300;
private static final TimeInterpolator LINEAR_INTERPOLATOR = new LinearInterpolator();
private static final TimeInterpolator PATH_INTERPOLATOR =
@@ -50,16 +49,13 @@ public final class RippleAnimationSession {
private Runnable mOnUpdate;
private long mStartTime;
private boolean mForceSoftware;
private final float mWidth, mHeight;
private final ValueAnimator mSparkle = ValueAnimator.ofFloat(0, 1);
private final ArraySet<Animator> mActiveAnimations = new ArraySet<>(3);
RippleAnimationSession(@NonNull AnimationProperties<Float, Paint> properties,
boolean forceSoftware, float width, float height) {
boolean forceSoftware) {
mProperties = properties;
mForceSoftware = forceSoftware;
mWidth = width;
mHeight = height;
mSparkle.addUpdateListener(anim -> {
final long now = AnimationUtils.currentAnimationTimeMillis();
@@ -134,7 +130,7 @@ public final class RippleAnimationSession {
private long computeDelay() {
final long timePassed = AnimationUtils.currentAnimationTimeMillis() - mStartTime;
return Math.max((long) SLIDE_ANIM_DURATION - timePassed, 0);
return Math.max((long) ENTER_ANIM_DURATION - timePassed, 0);
}
private void notifyUpdate() {
@@ -175,54 +171,29 @@ public final class RippleAnimationSession {
props = getCanvasProperties();
RenderNodeAnimator expand =
new RenderNodeAnimator(props.getProgress(), .5f);
RenderNodeAnimator slideX =
new RenderNodeAnimator(props.getX(), mWidth / 2);
RenderNodeAnimator slideY =
new RenderNodeAnimator(props.getY(), mHeight / 2);
expand.setTarget(canvas);
slideX.setTarget(canvas);
slideY.setTarget(canvas);
startAnimation(expand, slideX, slideY);
startAnimation(expand);
}
private void startAnimation(Animator expand,
Animator slideX, Animator slideY) {
expand.setDuration(SLIDE_ANIM_DURATION);
slideX.setDuration(SLIDE_ANIM_DURATION);
slideY.setDuration(SLIDE_ANIM_DURATION);
slideX.addListener(new AnimatorListener(this));
private void startAnimation(Animator expand) {
expand.setDuration(ENTER_ANIM_DURATION);
expand.addListener(new AnimatorListener(this));
expand.setInterpolator(LINEAR_INTERPOLATOR);
slideX.setInterpolator(PATH_INTERPOLATOR);
slideY.setInterpolator(PATH_INTERPOLATOR);
expand.start();
slideX.start();
slideY.start();
if (!mSparkle.isRunning()) {
mSparkle.start();
mActiveAnimations.add(mSparkle);
}
mActiveAnimations.add(expand);
mActiveAnimations.add(slideX);
mActiveAnimations.add(slideY);
}
private void enterSoftware() {
ValueAnimator expand = ValueAnimator.ofFloat(0f, 0.5f);
ValueAnimator slideX = ValueAnimator.ofFloat(
mProperties.getX(), mWidth / 2);
ValueAnimator slideY = ValueAnimator.ofFloat(
mProperties.getY(), mHeight / 2);
expand.addUpdateListener(updatedAnimation -> {
notifyUpdate();
mProperties.getShader().setProgress((Float) expand.getAnimatedValue());
});
slideX.addUpdateListener(anim -> {
float x = (float) slideX.getAnimatedValue();
float y = (float) slideY.getAnimatedValue();
mProperties.setOrigin(x, y);
mProperties.getShader().setOrigin(x, y);
});
startAnimation(expand, slideX, slideY);
startAnimation(expand);
}
@NonNull AnimationProperties<Float, Paint> getProperties() {

View File

@@ -842,7 +842,7 @@ public class RippleDrawable extends LayerDrawable {
if (shouldAnimate && mRunningAnimations.size() <= MAX_RIPPLES) {
RippleAnimationSession.AnimationProperties<Float, Paint> properties =
createAnimationProperties(x, y, w, h);
mRunningAnimations.add(new RippleAnimationSession(properties, !useCanvasProps, w, h)
mRunningAnimations.add(new RippleAnimationSession(properties, !useCanvasProps)
.setOnAnimationUpdated(() -> invalidateSelf(false))
.setOnSessionEnd(session -> {
mRunningAnimations.remove(session);
@@ -912,14 +912,14 @@ public class RippleDrawable extends LayerDrawable {
? mState.mColor.getColorForState(getState(), Color.BLACK)
: mMaskColorFilter.getColor();
shader.setColor(color);
shader.setOrigin(x, y);
shader.setOrigin(w / 2, y / 2);
shader.setTouch(x, y);
shader.setResolution(w, h);
shader.setSecondsOffset(0);
shader.setRadius(radius);
shader.setProgress(.0f);
properties = new RippleAnimationSession.AnimationProperties<>(
x, y, radius, p, 0f,
shader);
w / 2, h / 2, radius, p, 0f, shader);
if (mMaskShader == null) {
shader.setShader(null);
} else {

View File

@@ -23,6 +23,7 @@ import android.graphics.Shader;
final class RippleShader extends RuntimeShader {
private static final String SHADER_UNIFORMS = "uniform vec2 in_origin;\n"
+ "uniform vec2 in_touch;\n"
+ "uniform float in_progress;\n"
+ "uniform float in_maxRadius;\n"
+ "uniform vec2 in_resolution;\n"
@@ -79,12 +80,13 @@ final class RippleShader extends RuntimeShader {
+ " float fadeIn = subProgress(0., 0.175, in_progress);\n"
+ " float fadeOutNoise = subProgress(0.375, 1., in_progress);\n"
+ " float fadeOutRipple = subProgress(0.375, 0.75, in_progress);\n"
+ " float ring = getRingMask(p, in_origin, in_maxRadius, fadeIn);\n"
+ " vec2 center = mix(in_touch, in_origin, fadeIn);\n"
+ " float ring = getRingMask(p, center, in_maxRadius, fadeIn);\n"
+ " float alpha = min(fadeIn, 1. - fadeOutNoise);\n"
+ " float sparkle = sparkles(p, in_progress * 0.25 + in_secondsOffset)\n"
+ " * ring * alpha;\n"
+ " float fade = min(fadeIn, 1.-fadeOutRipple);\n"
+ " vec4 circle = in_color * (softCircle(p, in_origin, in_maxRadius "
+ " vec4 circle = in_color * (softCircle(p, center, in_maxRadius "
+ " * fadeIn, 0.2) * fade);\n"
+ " float mask = in_hasMask == 1. ? sample(in_shader).a > 0. ? 1. : 0. : 1.;\n"
+ " return mix(circle, vec4(sparkle), sparkle) * mask;\n"
@@ -117,6 +119,10 @@ final class RippleShader extends RuntimeShader {
setUniform("in_origin", new float[] {x, y});
}
public void setTouch(float x, float y) {
setUniform("in_touch", new float[] {x, y});
}
public void setProgress(float progress) {
setUniform("in_progress", progress);
}