Merge "Land PIP softly (using the same physics settings as Bubbles)." into sc-dev
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@@ -37,7 +37,6 @@ import androidx.dynamicanimation.animation.SpringForce;
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import com.android.wm.shell.animation.FloatProperties;
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import com.android.wm.shell.animation.PhysicsAnimator;
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import com.android.wm.shell.common.FloatingContentCoordinator;
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import com.android.wm.shell.common.ShellExecutor;
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import com.android.wm.shell.common.magnetictarget.MagnetizedObject;
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import com.android.wm.shell.pip.PipBoundsState;
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import com.android.wm.shell.pip.PipSnapAlgorithm;
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@@ -64,8 +63,11 @@ public class PipMotionHelper implements PipAppOpsListener.Callback,
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private static final int LEAVE_PIP_DURATION = 300;
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private static final int SHIFT_DURATION = 300;
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private static final float PIP_STIFFNESS = 700f;
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private static final float PIP_DAMPING_RATIO = SpringForce.DAMPING_RATIO_NO_BOUNCY;
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/** Friction to use for PIP when it moves via physics fling animations. */
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private static final float DEFAULT_FRICTION = 2f;
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private static final float DEFAULT_FRICTION = 1.9f;
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private final Context mContext;
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private final PipTaskOrganizer mPipTaskOrganizer;
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@@ -119,13 +121,11 @@ public class PipMotionHelper implements PipAppOpsListener.Callback,
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/** SpringConfig to use for fling-then-spring animations. */
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private final PhysicsAnimator.SpringConfig mSpringConfig =
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new PhysicsAnimator.SpringConfig(
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SpringForce.STIFFNESS_MEDIUM, SpringForce.DAMPING_RATIO_LOW_BOUNCY);
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new PhysicsAnimator.SpringConfig(PIP_STIFFNESS, PIP_DAMPING_RATIO);
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/** SpringConfig to use for springing PIP away from conflicting floating content. */
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private final PhysicsAnimator.SpringConfig mConflictResolutionSpringConfig =
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new PhysicsAnimator.SpringConfig(
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SpringForce.STIFFNESS_LOW, SpringForce.DAMPING_RATIO_LOW_BOUNCY);
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new PhysicsAnimator.SpringConfig(SpringForce.STIFFNESS_LOW, PIP_DAMPING_RATIO);
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private final Consumer<Rect> mUpdateBoundsCallback = (Rect newBounds) -> {
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mMenuController.updateMenuLayout(newBounds);
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