1 /*
2  * Copyright (C) 2023 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package com.android.app.animation;
18 
19 import android.graphics.Path;
20 
21 import androidx.core.animation.AccelerateDecelerateInterpolator;
22 import androidx.core.animation.AccelerateInterpolator;
23 import androidx.core.animation.BounceInterpolator;
24 import androidx.core.animation.DecelerateInterpolator;
25 import androidx.core.animation.Interpolator;
26 import androidx.core.animation.LinearInterpolator;
27 import androidx.core.animation.OvershootInterpolator;
28 import androidx.core.animation.PathInterpolator;
29 
30 /**
31  * Utility class to receive interpolators from. (androidx compatible version)
32  *
33  * This is the androidx compatible version of {@link Interpolators}. Make sure that changes made to
34  * this class are also reflected in {@link Interpolators}.
35  *
36  * Using the androidx versions of {@link androidx.core.animation.ValueAnimator} or
37  * {@link androidx.core.animation.ObjectAnimator} improves animation testability. This file provides
38  * the androidx compatible versions of the interpolators defined in {@link Interpolators}.
39  * AnimatorTestRule can be used in Tests to manipulate the animation under test (e.g. artificially
40  * advancing the time).
41  */
42 public class InterpolatorsAndroidX {
43 
44     /*
45      * ============================================================================================
46      * Emphasized interpolators.
47      * ============================================================================================
48      */
49 
50     /**
51      * The default emphasized interpolator. Used for hero / emphasized movement of content.
52      */
53     public static final Interpolator EMPHASIZED = createEmphasizedInterpolator();
54 
55     /**
56      * Complement to {@link #EMPHASIZED}. Used when animating hero movement in two dimensions to
57      * create a smooth, emphasized, curved movement.
58      * <br>
59      * Example usage: Animate y-movement with {@link #EMPHASIZED} and x-movement with this.
60      */
61     public static final Interpolator EMPHASIZED_COMPLEMENT = createEmphasizedComplement();
62 
63     /**
64      * The accelerated emphasized interpolator. Used for hero / emphasized movement of content that
65      * is disappearing e.g. when moving off screen.
66      */
67     public static final Interpolator EMPHASIZED_ACCELERATE = new PathInterpolator(
68             0.3f, 0f, 0.8f, 0.15f);
69 
70     /**
71      * The decelerating emphasized interpolator. Used for hero / emphasized movement of content that
72      * is appearing e.g. when coming from off screen
73      */
74     public static final Interpolator EMPHASIZED_DECELERATE = new PathInterpolator(
75             0.05f, 0.7f, 0.1f, 1f);
76 
77     public static final Interpolator EXAGGERATED_EASE;
78     static {
79         Path exaggeratedEase = new Path();
80         exaggeratedEase.moveTo(0, 0);
81         exaggeratedEase.cubicTo(0.05f, 0f, 0.133333f, 0.08f, 0.166666f, 0.4f);
82         exaggeratedEase.cubicTo(0.225f, 0.94f, 0.5f, 1f, 1f, 1f);
83         EXAGGERATED_EASE = new PathInterpolator(exaggeratedEase);
84     }
85 
86     public static final Interpolator INSTANT = t -> 1;
87     /**
88      * All values of t map to 0 until t == 1. This is primarily useful for setting view visibility,
89      * which should only happen at the very end of the animation (when it's already hidden).
90      */
91     public static final Interpolator FINAL_FRAME = t -> t < 1 ? 0 : 1;
92 
93     public static final Interpolator OVERSHOOT_0_75 = new OvershootInterpolator(0.75f);
94     public static final Interpolator OVERSHOOT_1_2 = new OvershootInterpolator(1.2f);
95     public static final Interpolator OVERSHOOT_1_7 = new OvershootInterpolator(1.7f);
96 
97     /*
98      * ============================================================================================
99      * Standard interpolators.
100      * ============================================================================================
101      */
102 
103     /**
104      * The standard interpolator that should be used on every normal animation
105      */
106     public static final Interpolator STANDARD = new PathInterpolator(
107             0.2f, 0f, 0f, 1f);
108 
109     /**
110      * The standard accelerating interpolator that should be used on every regular movement of
111      * content that is disappearing e.g. when moving off screen.
112      */
113     public static final Interpolator STANDARD_ACCELERATE = new PathInterpolator(
114             0.3f, 0f, 1f, 1f);
115 
116     /**
117      * The standard decelerating interpolator that should be used on every regular movement of
118      * content that is appearing e.g. when coming from off screen.
119      */
120     public static final Interpolator STANDARD_DECELERATE = new PathInterpolator(
121             0f, 0f, 0f, 1f);
122 
123     /*
124      * ============================================================================================
125      * Legacy
126      * ============================================================================================
127      */
128 
129     /**
130      * The default legacy interpolator as defined in Material 1. Also known as FAST_OUT_SLOW_IN.
131      */
132     public static final Interpolator LEGACY = new PathInterpolator(0.4f, 0f, 0.2f, 1f);
133 
134     /**
135      * The default legacy accelerating interpolator as defined in Material 1.
136      * Also known as FAST_OUT_LINEAR_IN.
137      */
138     public static final Interpolator LEGACY_ACCELERATE = new PathInterpolator(0.4f, 0f, 1f, 1f);
139 
140     /**
141      * The default legacy decelerating interpolator as defined in Material 1.
142      * Also known as LINEAR_OUT_SLOW_IN.
143      */
144     public static final Interpolator LEGACY_DECELERATE = new PathInterpolator(0f, 0f, 0.2f, 1f);
145 
146     /**
147      * Linear interpolator. Often used if the interpolator is for different properties who need
148      * different interpolations.
149      */
150     public static final Interpolator LINEAR = new LinearInterpolator();
151 
152     /*
153      * ============================================================================================
154      * Custom interpolators
155      * ============================================================================================
156      */
157 
158     public static final Interpolator FAST_OUT_SLOW_IN = LEGACY;
159     public static final Interpolator FAST_OUT_LINEAR_IN = LEGACY_ACCELERATE;
160     public static final Interpolator LINEAR_OUT_SLOW_IN = LEGACY_DECELERATE;
161 
162     /**
163      * Like {@link #FAST_OUT_SLOW_IN}, but used in case the animation is played in reverse (i.e. t
164      * goes from 1 to 0 instead of 0 to 1).
165      */
166     public static final Interpolator FAST_OUT_SLOW_IN_REVERSE =
167             new PathInterpolator(0.8f, 0f, 0.6f, 1f);
168     public static final Interpolator SLOW_OUT_LINEAR_IN = new PathInterpolator(0.8f, 0f, 1f, 1f);
169     public static final Interpolator AGGRESSIVE_EASE = new PathInterpolator(0.2f, 0f, 0f, 1f);
170     public static final Interpolator AGGRESSIVE_EASE_IN_OUT = new PathInterpolator(0.6f,0, 0.4f, 1);
171 
172     public static final Interpolator DECELERATED_EASE = new PathInterpolator(0, 0, .2f, 1f);
173     public static final Interpolator ACCELERATED_EASE = new PathInterpolator(0.4f, 0, 1f, 1f);
174     public static final Interpolator ALPHA_IN = new PathInterpolator(0.4f, 0f, 1f, 1f);
175     public static final Interpolator ALPHA_OUT = new PathInterpolator(0f, 0f, 0.8f, 1f);
176     public static final Interpolator ACCELERATE = new AccelerateInterpolator();
177     public static final Interpolator ACCELERATE_0_5 = new AccelerateInterpolator(0.5f);
178     public static final Interpolator ACCELERATE_0_75 = new AccelerateInterpolator(0.75f);
179     public static final Interpolator ACCELERATE_1_5 = new AccelerateInterpolator(1.5f);
180     public static final Interpolator ACCELERATE_2 = new AccelerateInterpolator(2);
181     public static final Interpolator ACCELERATE_DECELERATE = new AccelerateDecelerateInterpolator();
182     public static final Interpolator DECELERATE = new DecelerateInterpolator();
183     public static final Interpolator DECELERATE_1_5 = new DecelerateInterpolator(1.5f);
184     public static final Interpolator DECELERATE_1_7 = new DecelerateInterpolator(1.7f);
185     public static final Interpolator DECELERATE_2 = new DecelerateInterpolator(2);
186     public static final Interpolator DECELERATE_QUINT = new DecelerateInterpolator(2.5f);
187     public static final Interpolator DECELERATE_3 = new DecelerateInterpolator(3f);
188     public static final Interpolator CUSTOM_40_40 = new PathInterpolator(0.4f, 0f, 0.6f, 1f);
189     public static final Interpolator ICON_OVERSHOT = new PathInterpolator(0.4f, 0f, 0.2f, 1.4f);
190     public static final Interpolator ICON_OVERSHOT_LESS = new PathInterpolator(0.4f, 0f, 0.2f,
191             1.1f);
192     public static final Interpolator PANEL_CLOSE_ACCELERATED = new PathInterpolator(0.3f, 0, 0.5f,
193             1);
194     public static final Interpolator BOUNCE = new BounceInterpolator();
195     /**
196      * For state transitions on the control panel that lives in GlobalActions.
197      */
198     public static final Interpolator CONTROL_STATE = new PathInterpolator(0.4f, 0f, 0.2f,
199             1.0f);
200 
201     /**
202      * Interpolator to be used when animating a move based on a click. Pair with enough duration.
203      */
204     public static final Interpolator TOUCH_RESPONSE =
205             new PathInterpolator(0.3f, 0f, 0.1f, 1f);
206 
207     /**
208      * Like {@link #TOUCH_RESPONSE}, but used in case the animation is played in reverse (i.e. t
209      * goes from 1 to 0 instead of 0 to 1).
210      */
211     public static final Interpolator TOUCH_RESPONSE_REVERSE =
212             new PathInterpolator(0.9f, 0f, 0.7f, 1f);
213 
214     public static final Interpolator TOUCH_RESPONSE_ACCEL_DEACCEL =
215             v -> ACCELERATE_DECELERATE.getInterpolation(TOUCH_RESPONSE.getInterpolation(v));
216 
217 
218     /**
219      * Inversion of ZOOM_OUT, compounded with an ease-out.
220      */
221     public static final Interpolator ZOOM_IN = new Interpolator() {
222         @Override
223         public float getInterpolation(float v) {
224             return DECELERATE_3.getInterpolation(1 - ZOOM_OUT.getInterpolation(1 - v));
225         }
226     };
227 
228     public static final Interpolator ZOOM_OUT = new Interpolator() {
229 
230         private static final float FOCAL_LENGTH = 0.35f;
231 
232         @Override
233         public float getInterpolation(float v) {
234             return zInterpolate(v);
235         }
236 
237         /**
238          * This interpolator emulates the rate at which the perceived scale of an object changes
239          * as its distance from a camera increases. When this interpolator is applied to a scale
240          * animation on a view, it evokes the sense that the object is shrinking due to moving away
241          * from the camera.
242          */
243         private float zInterpolate(float input) {
244             return (1.0f - FOCAL_LENGTH / (FOCAL_LENGTH + input)) /
245                     (1.0f - FOCAL_LENGTH / (FOCAL_LENGTH + 1.0f));
246         }
247     };
248 
249     public static final Interpolator SCROLL = new Interpolator() {
250         @Override
251         public float getInterpolation(float t) {
252             t -= 1.0f;
253             return t*t*t*t*t + 1;
254         }
255     };
256 
257     public static final Interpolator SCROLL_CUBIC = new Interpolator() {
258         @Override
259         public float getInterpolation(float t) {
260             t -= 1.0f;
261             return t*t*t + 1;
262         }
263     };
264 
265     /**
266      * Use this interpolator for animating progress values coming from the back callback to get
267      * the predictive-back-typical decelerate motion.
268      *
269      * This interpolator is similar to {@link Interpolators#STANDARD_DECELERATE} but has a slight
270      * acceleration phase at the start.
271      */
272     public static final Interpolator BACK_GESTURE = new PathInterpolator(0.1f, 0.1f, 0f, 1f);
273 
274     private static final float FAST_FLING_PX_MS = 10;
275 
276     /*
277      * ============================================================================================
278      * Functions / Utilities
279      * ============================================================================================
280      */
281 
scrollInterpolatorForVelocity(float velocity)282     public static Interpolator scrollInterpolatorForVelocity(float velocity) {
283         return Math.abs(velocity) > FAST_FLING_PX_MS ? SCROLL : SCROLL_CUBIC;
284     }
285 
286     /**
287      * Create an OvershootInterpolator with tension directly related to the velocity (in px/ms).
288      * @param velocity The start velocity of the animation we want to overshoot.
289      */
overshootInterpolatorForVelocity(float velocity)290     public static Interpolator overshootInterpolatorForVelocity(float velocity) {
291         return new OvershootInterpolator(Math.min(Math.abs(velocity), 3f));
292     }
293 
294     /**
295      * Calculate the amount of overshoot using an exponential falloff function with desired
296      * properties, where the overshoot smoothly transitions at the 1.0f boundary into the
297      * overshoot, retaining its acceleration.
298      *
299      * @param progress a progress value going from 0 to 1
300      * @param overshootAmount the amount > 0 of overshoot desired. A value of 0.1 means the max
301      *                        value of the overall progress will be at 1.1.
302      * @param overshootStart the point in (0,1] where the result should reach 1
303      * @return the interpolated overshoot
304      */
getOvershootInterpolation(float progress, float overshootAmount, float overshootStart)305     public static float getOvershootInterpolation(float progress, float overshootAmount,
306             float overshootStart) {
307         if (overshootAmount == 0.0f || overshootStart == 0.0f) {
308             throw new IllegalArgumentException("Invalid values for overshoot");
309         }
310         float b = MathUtils.log((overshootAmount + 1) / (overshootAmount)) / overshootStart;
311         return MathUtils.max(0.0f,
312                 (float) (1.0f - Math.exp(-b * progress)) * (overshootAmount + 1.0f));
313     }
314 
315     /**
316      * Similar to {@link #getOvershootInterpolation(float, float, float)} but the overshoot
317      * starts immediately here, instead of first having a section of non-overshooting
318      *
319      * @param progress a progress value going from 0 to 1
320      */
getOvershootInterpolation(float progress)321     public static float getOvershootInterpolation(float progress) {
322         return MathUtils.max(0.0f, (float) (1.0f - Math.exp(-4 * progress)));
323     }
324 
325     // Create the default emphasized interpolator
createEmphasizedInterpolator()326     private static PathInterpolator createEmphasizedInterpolator() {
327         Path path = new Path();
328         // Doing the same as fast_out_extra_slow_in
329         path.moveTo(0f, 0f);
330         path.cubicTo(0.05f, 0f, 0.133333f, 0.06f, 0.166666f, 0.4f);
331         path.cubicTo(0.208333f, 0.82f, 0.25f, 1f, 1f, 1f);
332         return new PathInterpolator(path);
333     }
334 
335     /**
336      * Creates a complement to {@link #createEmphasizedInterpolator()} for use when animating in
337      * two dimensions.
338      */
createEmphasizedComplement()339     private static PathInterpolator createEmphasizedComplement() {
340         Path path = new Path();
341         path.moveTo(0f, 0f);
342         path.cubicTo(0.1217f, 0.0462f, 0.15f, 0.4686f, 0.1667f, 0.66f);
343         path.cubicTo(0.1834f, 0.8878f, 0.1667f, 1f, 1f, 1f);
344         return new PathInterpolator(path);
345     }
346 
347     /**
348      * Returns a function that runs the given interpolator such that the entire progress is set
349      * between the given bounds. That is, we set the interpolation to 0 until lowerBound and reach
350      * 1 by upperBound.
351      */
clampToProgress(Interpolator interpolator, float lowerBound, float upperBound)352     public static Interpolator clampToProgress(Interpolator interpolator, float lowerBound,
353             float upperBound) {
354         if (upperBound < lowerBound) {
355             throw new IllegalArgumentException(
356                     String.format("upperBound (%f) must be greater than lowerBound (%f)",
357                             upperBound, lowerBound));
358         }
359         return t -> clampToProgress(interpolator, t, lowerBound, upperBound);
360     }
361 
362     /**
363      * Returns the progress value's progress between the lower and upper bounds. That is, the
364      * progress will be 0f from 0f to lowerBound, and reach 1f by upperBound.
365      *
366      * Between lowerBound and upperBound, the progress value will be interpolated using the provided
367      * interpolator.
368      */
clampToProgress( Interpolator interpolator, float progress, float lowerBound, float upperBound)369     public static float clampToProgress(
370             Interpolator interpolator, float progress, float lowerBound, float upperBound) {
371         if (upperBound < lowerBound) {
372             throw new IllegalArgumentException(
373                     String.format("upperBound (%f) must be greater than lowerBound (%f)",
374                             upperBound, lowerBound));
375         }
376 
377         if (progress == lowerBound && progress == upperBound) {
378             return progress == 0f ? 0 : 1;
379         }
380         if (progress < lowerBound) {
381             return 0;
382         }
383         if (progress > upperBound) {
384             return 1;
385         }
386         return interpolator.getInterpolation((progress - lowerBound) / (upperBound - lowerBound));
387     }
388 
389     /**
390      * Returns the progress value's progress between the lower and upper bounds. That is, the
391      * progress will be 0f from 0f to lowerBound, and reach 1f by upperBound.
392      */
clampToProgress(float progress, float lowerBound, float upperBound)393     public static float clampToProgress(float progress, float lowerBound, float upperBound) {
394         return clampToProgress(LINEAR, progress, lowerBound, upperBound);
395     }
396 
mapRange(float value, float min, float max)397     private static float mapRange(float value, float min, float max) {
398         return min + (value * (max - min));
399     }
400 
401     /**
402      * Runs the given interpolator such that the interpolated value is mapped to the given range.
403      * This is useful, for example, if we only use this interpolator for part of the animation,
404      * such as to take over a user-controlled animation when they let go.
405      */
mapToProgress(Interpolator interpolator, float lowerBound, float upperBound)406     public static Interpolator mapToProgress(Interpolator interpolator, float lowerBound,
407             float upperBound) {
408         return t -> mapRange(interpolator.getInterpolation(t), lowerBound, upperBound);
409     }
410 
411     /**
412      * Returns the reverse of the provided interpolator, following the formula: g(x) = 1 - f(1 - x).
413      * In practice, this means that if f is an interpolator used to model a value animating between
414      * m and n, g is the interpolator to use to obtain the specular behavior when animating from n
415      * to m.
416      */
reverse(Interpolator interpolator)417     public static Interpolator reverse(Interpolator interpolator) {
418         return t -> 1 - interpolator.getInterpolation(1 - t);
419     }
420 }