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authorEric Erfanian <erfanian@google.com>2017-02-22 16:32:36 -0800
committerEric Erfanian <erfanian@google.com>2017-03-01 09:56:52 -0800
commitccca31529c07970e89419fb85a9e8153a5396838 (patch)
treea7034c0a01672b97728c13282a2672771cd28baa /java/com/android/incallui/answer/impl/utils/FlingAnimationUtils.java
parente7ae4624ba6f25cb8e648db74e0d64c0113a16ba (diff)
Update dialer sources.
Test: Built package and system image. This change clobbers the old source, and is an export from an internal Google repository. The internal repository was forked form Android in March, and this change includes modifications since then, to near the v8 release. Since the fork, we've moved code from monolithic to independent modules. In addition, we've switched to Blaze/Bazel as the build sysetm. This export, however, still uses make. New dependencies have been added: - Dagger - Auto-Value - Glide - Libshortcutbadger Going forward, development will still be in Google3, and the Gerrit release will become an automated export, with the next drop happening in ~ two weeks. Android.mk includes local modifications from ToT. Abridged changelog: Bug fixes ● Not able to mute, add a call when using Phone app in multiwindow mode ● Double tap on keypad triggering multiple key and tones ● Reported spam numbers not showing as spam in the call log ● Crash when user tries to block number while Phone app is not set as default ● Crash when user picks a number from search auto-complete list Visual Voicemail (VVM) improvements ● Share Voicemail audio via standard exporting mechanisms that support file attachment (email, MMS, etc.) ● Make phone number, email and web sites in VVM transcript clickable ● Set PIN before declining VVM Terms of Service {Carrier} ● Set client type for outbound visual voicemail SMS {Carrier} New incoming call and incall UI on older devices (Android M) ● Updated Phone app icon ● New incall UI (large buttons, button labels) ● New and animated Answer/Reject gestures Accessibility ● Add custom answer/decline call buttons on answer screen for touch exploration accessibility services ● Increase size of touch target ● Add verbal feedback when a Voicemail fails to load ● Fix pressing of Phone buttons while in a phone call using Switch Access ● Fix selecting and opening contacts in talkback mode ● Split focus for ‘Learn More’ link in caller id & spam to help distinguish similar text Other ● Backup & Restore for App Preferences ● Prompt user to enable Wi-Fi calling if the call ends due to out of service and Wi-Fi is connected ● Rename “Dialpad” to “Keypad” ● Show "Private number" for restricted calls ● Delete unused items (vcard, add contact, call history) from Phone menu Change-Id: I2a7e53532a24c21bf308bf0a6d178d7ddbca4958
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+/*
+ * Copyright (C) 2016 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.incallui.answer.impl.utils;
+
+import android.animation.Animator;
+import android.content.Context;
+import android.view.ViewPropertyAnimator;
+import android.view.animation.Interpolator;
+import android.view.animation.PathInterpolator;
+
+/** Utility class to calculate general fling animation when the finger is released. */
+public class FlingAnimationUtils {
+
+ private static final float LINEAR_OUT_SLOW_IN_X2 = 0.35f;
+ private static final float LINEAR_OUT_FASTER_IN_X2 = 0.5f;
+ private static final float LINEAR_OUT_FASTER_IN_Y2_MIN = 0.4f;
+ private static final float LINEAR_OUT_FASTER_IN_Y2_MAX = 0.5f;
+ private static final float MIN_VELOCITY_DP_PER_SECOND = 250;
+ private static final float HIGH_VELOCITY_DP_PER_SECOND = 3000;
+
+ /** Crazy math. http://en.wikipedia.org/wiki/B%C3%A9zier_curve */
+ private static final float LINEAR_OUT_SLOW_IN_START_GRADIENT = 1.0f / LINEAR_OUT_SLOW_IN_X2;
+
+ private Interpolator linearOutSlowIn;
+
+ private float minVelocityPxPerSecond;
+ private float maxLengthSeconds;
+ private float highVelocityPxPerSecond;
+
+ private AnimatorProperties mAnimatorProperties = new AnimatorProperties();
+
+ public FlingAnimationUtils(Context ctx, float maxLengthSeconds) {
+ this.maxLengthSeconds = maxLengthSeconds;
+ linearOutSlowIn = new PathInterpolator(0, 0, LINEAR_OUT_SLOW_IN_X2, 1);
+ minVelocityPxPerSecond =
+ MIN_VELOCITY_DP_PER_SECOND * ctx.getResources().getDisplayMetrics().density;
+ highVelocityPxPerSecond =
+ HIGH_VELOCITY_DP_PER_SECOND * ctx.getResources().getDisplayMetrics().density;
+ }
+
+ /**
+ * Applies the interpolator and length to the animator, such that the fling animation is
+ * consistent with the finger motion.
+ *
+ * @param animator the animator to apply
+ * @param currValue the current value
+ * @param endValue the end value of the animator
+ * @param velocity the current velocity of the motion
+ */
+ public void apply(Animator animator, float currValue, float endValue, float velocity) {
+ apply(animator, currValue, endValue, velocity, Math.abs(endValue - currValue));
+ }
+
+ /**
+ * Applies the interpolator and length to the animator, such that the fling animation is
+ * consistent with the finger motion.
+ *
+ * @param animator the animator to apply
+ * @param currValue the current value
+ * @param endValue the end value of the animator
+ * @param velocity the current velocity of the motion
+ */
+ public void apply(
+ ViewPropertyAnimator animator, float currValue, float endValue, float velocity) {
+ apply(animator, currValue, endValue, velocity, Math.abs(endValue - currValue));
+ }
+
+ /**
+ * Applies the interpolator and length to the animator, such that the fling animation is
+ * consistent with the finger motion.
+ *
+ * @param animator the animator to apply
+ * @param currValue the current value
+ * @param endValue the end value of the animator
+ * @param velocity the current velocity of the motion
+ * @param maxDistance the maximum distance for this interaction; the maximum animation length gets
+ * multiplied by the ratio between the actual distance and this value
+ */
+ public void apply(
+ Animator animator, float currValue, float endValue, float velocity, float maxDistance) {
+ AnimatorProperties properties = getProperties(currValue, endValue, velocity, maxDistance);
+ animator.setDuration(properties.duration);
+ animator.setInterpolator(properties.interpolator);
+ }
+
+ /**
+ * Applies the interpolator and length to the animator, such that the fling animation is
+ * consistent with the finger motion.
+ *
+ * @param animator the animator to apply
+ * @param currValue the current value
+ * @param endValue the end value of the animator
+ * @param velocity the current velocity of the motion
+ * @param maxDistance the maximum distance for this interaction; the maximum animation length gets
+ * multiplied by the ratio between the actual distance and this value
+ */
+ public void apply(
+ ViewPropertyAnimator animator,
+ float currValue,
+ float endValue,
+ float velocity,
+ float maxDistance) {
+ AnimatorProperties properties = getProperties(currValue, endValue, velocity, maxDistance);
+ animator.setDuration(properties.duration);
+ animator.setInterpolator(properties.interpolator);
+ }
+
+ private AnimatorProperties getProperties(
+ float currValue, float endValue, float velocity, float maxDistance) {
+ float maxLengthSeconds =
+ (float) (this.maxLengthSeconds * Math.sqrt(Math.abs(endValue - currValue) / maxDistance));
+ float diff = Math.abs(endValue - currValue);
+ float velAbs = Math.abs(velocity);
+ float durationSeconds = LINEAR_OUT_SLOW_IN_START_GRADIENT * diff / velAbs;
+ if (durationSeconds <= maxLengthSeconds) {
+ mAnimatorProperties.interpolator = linearOutSlowIn;
+ } else if (velAbs >= minVelocityPxPerSecond) {
+
+ // Cross fade between fast-out-slow-in and linear interpolator with current velocity.
+ durationSeconds = maxLengthSeconds;
+ VelocityInterpolator velocityInterpolator =
+ new VelocityInterpolator(durationSeconds, velAbs, diff);
+ mAnimatorProperties.interpolator =
+ new InterpolatorInterpolator(velocityInterpolator, linearOutSlowIn, linearOutSlowIn);
+ } else {
+
+ // Just use a normal interpolator which doesn't take the velocity into account.
+ durationSeconds = maxLengthSeconds;
+ mAnimatorProperties.interpolator = Interpolators.FAST_OUT_SLOW_IN;
+ }
+ mAnimatorProperties.duration = (long) (durationSeconds * 1000);
+ return mAnimatorProperties;
+ }
+
+ /**
+ * Applies the interpolator and length to the animator, such that the fling animation is
+ * consistent with the finger motion for the case when the animation is making something
+ * disappear.
+ *
+ * @param animator the animator to apply
+ * @param currValue the current value
+ * @param endValue the end value of the animator
+ * @param velocity the current velocity of the motion
+ * @param maxDistance the maximum distance for this interaction; the maximum animation length gets
+ * multiplied by the ratio between the actual distance and this value
+ */
+ public void applyDismissing(
+ Animator animator, float currValue, float endValue, float velocity, float maxDistance) {
+ AnimatorProperties properties =
+ getDismissingProperties(currValue, endValue, velocity, maxDistance);
+ animator.setDuration(properties.duration);
+ animator.setInterpolator(properties.interpolator);
+ }
+
+ /**
+ * Applies the interpolator and length to the animator, such that the fling animation is
+ * consistent with the finger motion for the case when the animation is making something
+ * disappear.
+ *
+ * @param animator the animator to apply
+ * @param currValue the current value
+ * @param endValue the end value of the animator
+ * @param velocity the current velocity of the motion
+ * @param maxDistance the maximum distance for this interaction; the maximum animation length gets
+ * multiplied by the ratio between the actual distance and this value
+ */
+ public void applyDismissing(
+ ViewPropertyAnimator animator,
+ float currValue,
+ float endValue,
+ float velocity,
+ float maxDistance) {
+ AnimatorProperties properties =
+ getDismissingProperties(currValue, endValue, velocity, maxDistance);
+ animator.setDuration(properties.duration);
+ animator.setInterpolator(properties.interpolator);
+ }
+
+ private AnimatorProperties getDismissingProperties(
+ float currValue, float endValue, float velocity, float maxDistance) {
+ float maxLengthSeconds =
+ (float)
+ (this.maxLengthSeconds * Math.pow(Math.abs(endValue - currValue) / maxDistance, 0.5f));
+ float diff = Math.abs(endValue - currValue);
+ float velAbs = Math.abs(velocity);
+ float y2 = calculateLinearOutFasterInY2(velAbs);
+
+ float startGradient = y2 / LINEAR_OUT_FASTER_IN_X2;
+ Interpolator mLinearOutFasterIn = new PathInterpolator(0, 0, LINEAR_OUT_FASTER_IN_X2, y2);
+ float durationSeconds = startGradient * diff / velAbs;
+ if (durationSeconds <= maxLengthSeconds) {
+ mAnimatorProperties.interpolator = mLinearOutFasterIn;
+ } else if (velAbs >= minVelocityPxPerSecond) {
+
+ // Cross fade between linear-out-faster-in and linear interpolator with current
+ // velocity.
+ durationSeconds = maxLengthSeconds;
+ VelocityInterpolator velocityInterpolator =
+ new VelocityInterpolator(durationSeconds, velAbs, diff);
+ InterpolatorInterpolator superInterpolator =
+ new InterpolatorInterpolator(velocityInterpolator, mLinearOutFasterIn, linearOutSlowIn);
+ mAnimatorProperties.interpolator = superInterpolator;
+ } else {
+
+ // Just use a normal interpolator which doesn't take the velocity into account.
+ durationSeconds = maxLengthSeconds;
+ mAnimatorProperties.interpolator = Interpolators.FAST_OUT_LINEAR_IN;
+ }
+ mAnimatorProperties.duration = (long) (durationSeconds * 1000);
+ return mAnimatorProperties;
+ }
+
+ /**
+ * Calculates the y2 control point for a linear-out-faster-in path interpolator depending on the
+ * velocity. The faster the velocity, the more "linear" the interpolator gets.
+ *
+ * @param velocity the velocity of the gesture.
+ * @return the y2 control point for a cubic bezier path interpolator
+ */
+ private float calculateLinearOutFasterInY2(float velocity) {
+ float t =
+ (velocity - minVelocityPxPerSecond) / (highVelocityPxPerSecond - minVelocityPxPerSecond);
+ t = Math.max(0, Math.min(1, t));
+ return (1 - t) * LINEAR_OUT_FASTER_IN_Y2_MIN + t * LINEAR_OUT_FASTER_IN_Y2_MAX;
+ }
+
+ /** @return the minimum velocity a gesture needs to have to be considered a fling */
+ public float getMinVelocityPxPerSecond() {
+ return minVelocityPxPerSecond;
+ }
+
+ /** An interpolator which interpolates two interpolators with an interpolator. */
+ private static final class InterpolatorInterpolator implements Interpolator {
+
+ private Interpolator mInterpolator1;
+ private Interpolator mInterpolator2;
+ private Interpolator mCrossfader;
+
+ InterpolatorInterpolator(
+ Interpolator interpolator1, Interpolator interpolator2, Interpolator crossfader) {
+ mInterpolator1 = interpolator1;
+ mInterpolator2 = interpolator2;
+ mCrossfader = crossfader;
+ }
+
+ @Override
+ public float getInterpolation(float input) {
+ float t = mCrossfader.getInterpolation(input);
+ return (1 - t) * mInterpolator1.getInterpolation(input)
+ + t * mInterpolator2.getInterpolation(input);
+ }
+ }
+
+ /** An interpolator which interpolates with a fixed velocity. */
+ private static final class VelocityInterpolator implements Interpolator {
+
+ private float mDurationSeconds;
+ private float mVelocity;
+ private float mDiff;
+
+ private VelocityInterpolator(float durationSeconds, float velocity, float diff) {
+ mDurationSeconds = durationSeconds;
+ mVelocity = velocity;
+ mDiff = diff;
+ }
+
+ @Override
+ public float getInterpolation(float input) {
+ float time = input * mDurationSeconds;
+ return time * mVelocity / mDiff;
+ }
+ }
+
+ private static class AnimatorProperties {
+
+ Interpolator interpolator;
+ long duration;
+ }
+}