mirror of https://github.com/tasks/tasks
Update to latest ModalBottomSheet
parent
4ff7b18c0f
commit
e92ab7f7e1
@ -0,0 +1,791 @@
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/*
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* Copyright 2022 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package org.tasks.compose.drawer
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/**
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* This is a copy of androidx.compose.foundation.gestures.AnchoredDraggable until that API is
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* promoted to stable in foundation. Any changes there should be replicated here.
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*/
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import androidx.annotation.FloatRange
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import androidx.compose.animation.core.AnimationSpec
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import androidx.compose.animation.core.SpringSpec
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import androidx.compose.animation.core.animate
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import androidx.compose.foundation.MutatePriority
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import androidx.compose.foundation.gestures.DragScope
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import androidx.compose.foundation.gestures.DraggableState
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import androidx.compose.foundation.gestures.Orientation
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import androidx.compose.foundation.gestures.draggable
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import androidx.compose.foundation.interaction.MutableInteractionSource
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import androidx.compose.foundation.layout.offset
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import androidx.compose.material3.ExperimentalMaterial3Api
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import androidx.compose.runtime.Stable
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import androidx.compose.runtime.derivedStateOf
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import androidx.compose.runtime.getValue
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import androidx.compose.runtime.mutableFloatStateOf
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import androidx.compose.runtime.mutableStateOf
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import androidx.compose.runtime.saveable.Saver
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import androidx.compose.runtime.setValue
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import androidx.compose.runtime.snapshotFlow
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import androidx.compose.runtime.structuralEqualityPolicy
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import androidx.compose.ui.Modifier
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import kotlinx.coroutines.CancellationException
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import kotlinx.coroutines.CoroutineStart
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import kotlinx.coroutines.Job
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import kotlinx.coroutines.cancel
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import kotlinx.coroutines.coroutineScope
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import kotlinx.coroutines.launch
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import kotlin.math.abs
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/**
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* Structure that represents the anchors of a [AnchoredDraggableState].
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*
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* See the DraggableAnchors factory method to construct drag anchors using a default implementation.
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*/
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@ExperimentalMaterial3Api
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internal interface DraggableAnchors<T> {
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/**
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* Get the anchor position for an associated [value]
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*
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* @return The position of the anchor, or [Float.NaN] if the anchor does not exist
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*/
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fun positionOf(value: T): Float
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/**
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* Whether there is an anchor position associated with the [value]
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*
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* @param value The value to look up
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* @return true if there is an anchor for this value, false if there is no anchor for this value
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*/
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fun hasAnchorFor(value: T): Boolean
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/**
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* Find the closest anchor to the [position].
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*
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* @param position The position to start searching from
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*
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* @return The closest anchor or null if the anchors are empty
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*/
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fun closestAnchor(position: Float): T?
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/**
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* Find the closest anchor to the [position], in the specified direction.
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*
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* @param position The position to start searching from
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* @param searchUpwards Whether to search upwards from the current position or downwards
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*
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* @return The closest anchor or null if the anchors are empty
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*/
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fun closestAnchor(position: Float, searchUpwards: Boolean): T?
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/**
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* The smallest anchor, or [Float.NEGATIVE_INFINITY] if the anchors are empty.
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*/
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fun minAnchor(): Float
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/**
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* The biggest anchor, or [Float.POSITIVE_INFINITY] if the anchors are empty.
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*/
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fun maxAnchor(): Float
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/**
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* The amount of anchors
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*/
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val size: Int
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}
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/**
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* [DraggableAnchorsConfig] stores a mutable configuration anchors, comprised of values of [T] and
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* corresponding [Float] positions. This [DraggableAnchorsConfig] is used to construct an immutable
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* [DraggableAnchors] instance later on.
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*/
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@ExperimentalMaterial3Api
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internal class DraggableAnchorsConfig<T> {
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internal val anchors = mutableMapOf<T, Float>()
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/**
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* Set the anchor position for [this] anchor.
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*
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* @param position The anchor position.
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*/
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@Suppress("BuilderSetStyle")
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infix fun T.at(position: Float) {
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anchors[this] = position
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}
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}
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/**
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* Create a new [DraggableAnchors] instance using a builder function.
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*
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* @param builder A function with a [DraggableAnchorsConfig] that offers APIs to configure anchors
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* @return A new [DraggableAnchors] instance with the anchor positions set by the `builder`
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* function.
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*/
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@ExperimentalMaterial3Api
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internal fun <T : Any> DraggableAnchors(
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builder: DraggableAnchorsConfig<T>.() -> Unit
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): DraggableAnchors<T> = MapDraggableAnchors(DraggableAnchorsConfig<T>().apply(builder).anchors)
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/**
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* Enable drag gestures between a set of predefined values.
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*
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* When a drag is detected, the offset of the [AnchoredDraggableState] will be updated with the drag
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* delta. You should use this offset to move your content accordingly (see [Modifier.offset]).
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* When the drag ends, the offset will be animated to one of the anchors and when that anchor is
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* reached, the value of the [AnchoredDraggableState] will also be updated to the value
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* corresponding to the new anchor.
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*
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* Dragging is constrained between the minimum and maximum anchors.
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*
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* @param state The associated [AnchoredDraggableState].
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* @param orientation The orientation in which the [anchoredDraggable] can be dragged.
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* @param enabled Whether this [anchoredDraggable] is enabled and should react to the user's input.
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* @param reverseDirection Whether to reverse the direction of the drag, so a top to bottom
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* drag will behave like bottom to top, and a left to right drag will behave like right to left.
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* @param interactionSource Optional [MutableInteractionSource] that will passed on to
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* the internal [Modifier.draggable].
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*/
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@ExperimentalMaterial3Api
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internal fun <T> Modifier.anchoredDraggable(
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state: AnchoredDraggableState<T>,
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orientation: Orientation,
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enabled: Boolean = true,
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reverseDirection: Boolean = false,
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interactionSource: MutableInteractionSource? = null
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) = draggable(
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state = state.draggableState,
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orientation = orientation,
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enabled = enabled,
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interactionSource = interactionSource,
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reverseDirection = reverseDirection,
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startDragImmediately = state.isAnimationRunning,
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onDragStopped = { velocity -> launch { state.settle(velocity) } }
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)
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/**
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* Scope used for suspending anchored drag blocks. Allows to set [AnchoredDraggableState.offset] to
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* a new value.
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*
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* @see [AnchoredDraggableState.anchoredDrag] to learn how to start the anchored drag and get the
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* access to this scope.
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*/
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@ExperimentalMaterial3Api
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internal interface AnchoredDragScope {
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/**
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* Assign a new value for an offset value for [AnchoredDraggableState].
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*
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* @param newOffset new value for [AnchoredDraggableState.offset].
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* @param lastKnownVelocity last known velocity (if known)
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*/
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fun dragTo(
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newOffset: Float,
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lastKnownVelocity: Float = 0f
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)
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}
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/**
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* State of the [anchoredDraggable] modifier.
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* Use the constructor overload with anchors if the anchors are defined in composition, or update
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* the anchors using [updateAnchors].
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*
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* This contains necessary information about any ongoing drag or animation and provides methods
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* to change the state either immediately or by starting an animation.
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*
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* @param initialValue The initial value of the state.
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* @param positionalThreshold The positional threshold, in px, to be used when calculating the
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* target state while a drag is in progress and when settling after the drag ends. This is the
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* distance from the start of a transition. It will be, depending on the direction of the
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* interaction, added or subtracted from/to the origin offset. It should always be a positive value.
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* @param velocityThreshold The velocity threshold (in px per second) that the end velocity has to
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* exceed in order to animate to the next state, even if the [positionalThreshold] has not been
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* reached.
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* @param animationSpec The default animation that will be used to animate to a new state.
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* @param confirmValueChange Optional callback invoked to confirm or veto a pending state change.
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*/
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@Stable
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@ExperimentalMaterial3Api
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internal class AnchoredDraggableState<T>(
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initialValue: T,
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internal val positionalThreshold: (totalDistance: Float) -> Float,
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internal val velocityThreshold: () -> Float,
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val animationSpec: AnimationSpec<Float>,
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internal val confirmValueChange: (newValue: T) -> Boolean = { true }
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) {
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/**
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* Construct an [AnchoredDraggableState] instance with anchors.
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*
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* @param initialValue The initial value of the state.
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* @param anchors The anchors of the state. Use [updateAnchors] to update the anchors later.
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* @param animationSpec The default animation that will be used to animate to a new state.
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* @param confirmValueChange Optional callback invoked to confirm or veto a pending state
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* change.
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* @param positionalThreshold The positional threshold, in px, to be used when calculating the
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* target state while a drag is in progress and when settling after the drag ends. This is the
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* distance from the start of a transition. It will be, depending on the direction of the
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* interaction, added or subtracted from/to the origin offset. It should always be a positive
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* value.
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* @param velocityThreshold The velocity threshold (in px per second) that the end velocity has
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* to exceed in order to animate to the next state, even if the [positionalThreshold] has not
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* been reached.
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*/
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@ExperimentalMaterial3Api
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constructor(
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initialValue: T,
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anchors: DraggableAnchors<T>,
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positionalThreshold: (totalDistance: Float) -> Float,
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velocityThreshold: () -> Float,
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animationSpec: AnimationSpec<Float>,
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confirmValueChange: (newValue: T) -> Boolean = { true }
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) : this(
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initialValue,
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positionalThreshold,
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velocityThreshold,
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animationSpec,
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confirmValueChange
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) {
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this.anchors = anchors
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trySnapTo(initialValue)
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}
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private val dragMutex = InternalMutatorMutex()
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internal val draggableState = object : DraggableState {
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private val dragScope = object : DragScope {
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override fun dragBy(pixels: Float) {
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with(anchoredDragScope) {
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dragTo(newOffsetForDelta(pixels))
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}
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}
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}
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override suspend fun drag(
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dragPriority: MutatePriority,
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block: suspend DragScope.() -> Unit
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) {
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this@AnchoredDraggableState.anchoredDrag(dragPriority) {
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with(dragScope) { block() }
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}
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}
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override fun dispatchRawDelta(delta: Float) {
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this@AnchoredDraggableState.dispatchRawDelta(delta)
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}
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}
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/**
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* The current value of the [AnchoredDraggableState].
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*/
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var currentValue: T by mutableStateOf(initialValue)
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private set
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/**
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* The target value. This is the closest value to the current offset, taking into account
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* positional thresholds. If no interactions like animations or drags are in progress, this
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* will be the current value.
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*/
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val targetValue: T by derivedStateOf {
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dragTarget ?: run {
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val currentOffset = offset
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if (!currentOffset.isNaN()) {
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computeTarget(currentOffset, currentValue, velocity = 0f)
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} else currentValue
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}
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}
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/**
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* The closest value in the swipe direction from the current offset, not considering thresholds.
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* If an [anchoredDrag] is in progress, this will be the target of that anchoredDrag (if
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* specified).
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*/
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internal val closestValue: T by derivedStateOf {
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dragTarget ?: run {
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val currentOffset = offset
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if (!currentOffset.isNaN()) {
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computeTargetWithoutThresholds(currentOffset, currentValue)
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} else currentValue
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}
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}
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/**
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* The current offset, or [Float.NaN] if it has not been initialized yet.
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*
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* The offset will be initialized when the anchors are first set through [updateAnchors].
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*
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* Strongly consider using [requireOffset] which will throw if the offset is read before it is
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* initialized. This helps catch issues early in your workflow.
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*/
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var offset: Float by mutableFloatStateOf(Float.NaN)
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private set
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/**
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* Require the current offset.
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*
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* @see offset
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*
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* @throws IllegalStateException If the offset has not been initialized yet
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*/
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fun requireOffset(): Float {
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check(!offset.isNaN()) {
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"The offset was read before being initialized. Did you access the offset in a phase " +
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"before layout, like effects or composition?"
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}
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return offset
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}
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/**
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* Whether an animation is currently in progress.
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*/
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val isAnimationRunning: Boolean get() = dragTarget != null
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/**
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* The fraction of the progress going from [currentValue] to [closestValue], within [0f..1f]
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* bounds, or 1f if the [AnchoredDraggableState] is in a settled state.
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*/
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@get:FloatRange(from = 0.0, to = 1.0)
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val progress: Float by derivedStateOf(structuralEqualityPolicy()) {
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val a = anchors.positionOf(currentValue)
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val b = anchors.positionOf(closestValue)
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val distance = abs(b - a)
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if (!distance.isNaN() && distance > 1e-6f) {
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val progress = (this.requireOffset() - a) / (b - a)
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// If we are very close to 0f or 1f, we round to the closest
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if (progress < 1e-6f) 0f else if (progress > 1 - 1e-6f) 1f else progress
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} else 1f
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}
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/**
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* The velocity of the last known animation. Gets reset to 0f when an animation completes
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* successfully, but does not get reset when an animation gets interrupted.
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* You can use this value to provide smooth reconciliation behavior when re-targeting an
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* animation.
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*/
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var lastVelocity: Float by mutableFloatStateOf(0f)
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private set
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private var dragTarget: T? by mutableStateOf(null)
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var anchors: DraggableAnchors<T> by mutableStateOf(emptyDraggableAnchors())
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private set
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/**
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* Update the anchors. If there is no ongoing [anchoredDrag] operation, snap to the [newTarget],
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* otherwise restart the ongoing [anchoredDrag] operation (e.g. an animation) with the new
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* anchors.
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*
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* <b>If your anchors depend on the size of the layout, updateAnchors should be called in the
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* layout (placement) phase, e.g. through Modifier.onSizeChanged.</b> This ensures that the
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* state is set up within the same frame.
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* For static anchors, or anchors with different data dependencies, [updateAnchors] is safe to
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* be called from side effects or layout.
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*
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* @param newAnchors The new anchors.
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* @param newTarget The new target, by default the closest anchor or the current target if there
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* are no anchors.
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*/
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fun updateAnchors(
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newAnchors: DraggableAnchors<T>,
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newTarget: T = if (!offset.isNaN()) {
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newAnchors.closestAnchor(offset) ?: targetValue
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} else targetValue
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) {
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if (anchors != newAnchors) {
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anchors = newAnchors
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// Attempt to snap. If nobody is holding the lock, we can immediately update the offset.
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// If anybody is holding the lock, we send a signal to restart the ongoing work with the
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// updated anchors.
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val snapSuccessful = trySnapTo(newTarget)
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if (!snapSuccessful) {
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dragTarget = newTarget
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}
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}
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}
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/**
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* Find the closest anchor, taking into account the [velocityThreshold] and
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* [positionalThreshold], and settle at it with an animation.
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*
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* If the [velocity] is lower than the [velocityThreshold], the closest anchor by distance and
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* [positionalThreshold] will be the target. If the [velocity] is higher than the
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* [velocityThreshold], the [positionalThreshold] will <b>not</b> be considered and the next
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* anchor in the direction indicated by the sign of the [velocity] will be the target.
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*/
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suspend fun settle(velocity: Float) {
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val previousValue = this.currentValue
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val targetValue = computeTarget(
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offset = requireOffset(),
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currentValue = previousValue,
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velocity = velocity
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)
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if (confirmValueChange(targetValue)) {
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animateTo(targetValue, velocity)
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} else {
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// If the user vetoed the state change, rollback to the previous state.
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animateTo(previousValue, velocity)
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}
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}
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private fun computeTarget(
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offset: Float,
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currentValue: T,
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velocity: Float
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): T {
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val currentAnchors = anchors
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val currentAnchorPosition = currentAnchors.positionOf(currentValue)
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val velocityThresholdPx = velocityThreshold()
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return if (currentAnchorPosition == offset || currentAnchorPosition.isNaN()) {
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currentValue
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} else if (currentAnchorPosition < offset) {
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// Swiping from lower to upper (positive).
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if (velocity >= velocityThresholdPx) {
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currentAnchors.closestAnchor(offset, true)!!
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} else {
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val upper = currentAnchors.closestAnchor(offset, true)!!
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val distance = abs(currentAnchors.positionOf(upper) - currentAnchorPosition)
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val relativeThreshold = abs(positionalThreshold(distance))
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val absoluteThreshold = abs(currentAnchorPosition + relativeThreshold)
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if (offset < absoluteThreshold) currentValue else upper
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}
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} else {
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// Swiping from upper to lower (negative).
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||||
if (velocity <= -velocityThresholdPx) {
|
||||
currentAnchors.closestAnchor(offset, false)!!
|
||||
} else {
|
||||
val lower = currentAnchors.closestAnchor(offset, false)!!
|
||||
val distance = abs(currentAnchorPosition - currentAnchors.positionOf(lower))
|
||||
val relativeThreshold = abs(positionalThreshold(distance))
|
||||
val absoluteThreshold = abs(currentAnchorPosition - relativeThreshold)
|
||||
if (offset < 0) {
|
||||
// For negative offsets, larger absolute thresholds are closer to lower anchors
|
||||
// than smaller ones.
|
||||
if (abs(offset) < absoluteThreshold) currentValue else lower
|
||||
} else {
|
||||
if (offset > absoluteThreshold) currentValue else lower
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun computeTargetWithoutThresholds(
|
||||
offset: Float,
|
||||
currentValue: T,
|
||||
): T {
|
||||
val currentAnchors = anchors
|
||||
val currentAnchorPosition = currentAnchors.positionOf(currentValue)
|
||||
return if (currentAnchorPosition == offset || currentAnchorPosition.isNaN()) {
|
||||
currentValue
|
||||
} else if (currentAnchorPosition < offset) {
|
||||
currentAnchors.closestAnchor(offset, true) ?: currentValue
|
||||
} else {
|
||||
currentAnchors.closestAnchor(offset, false) ?: currentValue
|
||||
}
|
||||
}
|
||||
|
||||
private val anchoredDragScope: AnchoredDragScope = object : AnchoredDragScope {
|
||||
override fun dragTo(newOffset: Float, lastKnownVelocity: Float) {
|
||||
offset = newOffset
|
||||
lastVelocity = lastKnownVelocity
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this function to take control of drag logic and perform anchored drag with the latest
|
||||
* anchors.
|
||||
*
|
||||
* All actions that change the [offset] of this [AnchoredDraggableState] must be performed
|
||||
* within an [anchoredDrag] block (even if they don't call any other methods on this object)
|
||||
* in order to guarantee that mutual exclusion is enforced.
|
||||
*
|
||||
* If [anchoredDrag] is called from elsewhere with the [dragPriority] higher or equal to ongoing
|
||||
* drag, the ongoing drag will be cancelled.
|
||||
*
|
||||
* <b>If the [anchors] change while the [block] is being executed, it will be cancelled and
|
||||
* re-executed with the latest anchors and target.</b> This allows you to target the correct
|
||||
* state.
|
||||
*
|
||||
* @param dragPriority of the drag operation
|
||||
* @param block perform anchored drag given the current anchor provided
|
||||
*/
|
||||
suspend fun anchoredDrag(
|
||||
dragPriority: MutatePriority = MutatePriority.Default,
|
||||
block: suspend AnchoredDragScope.(anchors: DraggableAnchors<T>) -> Unit
|
||||
) {
|
||||
try {
|
||||
dragMutex.mutate(dragPriority) {
|
||||
restartable(inputs = { anchors }) { latestAnchors ->
|
||||
anchoredDragScope.block(latestAnchors)
|
||||
}
|
||||
}
|
||||
} finally {
|
||||
val closest = anchors.closestAnchor(offset)
|
||||
if (closest != null &&
|
||||
abs(offset - anchors.positionOf(closest)) <= 0.5f &&
|
||||
confirmValueChange.invoke(closest)
|
||||
) {
|
||||
currentValue = closest
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this function to take control of drag logic and perform anchored drag with the latest
|
||||
* anchors and target.
|
||||
*
|
||||
* All actions that change the [offset] of this [AnchoredDraggableState] must be performed
|
||||
* within an [anchoredDrag] block (even if they don't call any other methods on this object)
|
||||
* in order to guarantee that mutual exclusion is enforced.
|
||||
*
|
||||
* This overload allows the caller to hint the target value that this [anchoredDrag] is intended
|
||||
* to arrive to. This will set [AnchoredDraggableState.targetValue] to provided value so
|
||||
* consumers can reflect it in their UIs.
|
||||
*
|
||||
* <b>If the [anchors] or [AnchoredDraggableState.targetValue] change while the [block] is being
|
||||
* executed, it will be cancelled and re-executed with the latest anchors and target.</b> This
|
||||
* allows you to target the correct state.
|
||||
*
|
||||
* If [anchoredDrag] is called from elsewhere with the [dragPriority] higher or equal to ongoing
|
||||
* drag, the ongoing drag will be cancelled.
|
||||
*
|
||||
* @param targetValue hint the target value that this [anchoredDrag] is intended to arrive to
|
||||
* @param dragPriority of the drag operation
|
||||
* @param block perform anchored drag given the current anchor provided
|
||||
*/
|
||||
suspend fun anchoredDrag(
|
||||
targetValue: T,
|
||||
dragPriority: MutatePriority = MutatePriority.Default,
|
||||
block: suspend AnchoredDragScope.(anchors: DraggableAnchors<T>, targetValue: T) -> Unit
|
||||
) {
|
||||
if (anchors.hasAnchorFor(targetValue)) {
|
||||
try {
|
||||
dragMutex.mutate(dragPriority) {
|
||||
dragTarget = targetValue
|
||||
restartable(
|
||||
inputs = { anchors to this@AnchoredDraggableState.targetValue }
|
||||
) { (latestAnchors, latestTarget) ->
|
||||
anchoredDragScope.block(latestAnchors, latestTarget)
|
||||
}
|
||||
}
|
||||
} finally {
|
||||
dragTarget = null
|
||||
val closest = anchors.closestAnchor(offset)
|
||||
if (closest != null &&
|
||||
abs(offset - anchors.positionOf(closest)) <= 0.5f &&
|
||||
confirmValueChange.invoke(closest)
|
||||
) {
|
||||
currentValue = closest
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Todo: b/283467401, revisit this behavior
|
||||
currentValue = targetValue
|
||||
}
|
||||
}
|
||||
|
||||
internal fun newOffsetForDelta(delta: Float) =
|
||||
((if (offset.isNaN()) 0f else offset) + delta)
|
||||
.coerceIn(anchors.minAnchor(), anchors.maxAnchor())
|
||||
|
||||
/**
|
||||
* Drag by the [delta], coerce it in the bounds and dispatch it to the [AnchoredDraggableState].
|
||||
*
|
||||
* @return The delta the consumed by the [AnchoredDraggableState]
|
||||
*/
|
||||
fun dispatchRawDelta(delta: Float): Float {
|
||||
val newOffset = newOffsetForDelta(delta)
|
||||
val oldOffset = if (offset.isNaN()) 0f else offset
|
||||
offset = newOffset
|
||||
return newOffset - oldOffset
|
||||
}
|
||||
|
||||
/**
|
||||
* Attempt to snap synchronously. Snapping can happen synchronously when there is no other drag
|
||||
* transaction like a drag or an animation is progress. If there is another interaction in
|
||||
* progress, the suspending [snapTo] overload needs to be used.
|
||||
*
|
||||
* @return true if the synchronous snap was successful, or false if we couldn't snap synchronous
|
||||
*/
|
||||
private fun trySnapTo(targetValue: T): Boolean = dragMutex.tryMutate {
|
||||
with(anchoredDragScope) {
|
||||
val targetOffset = anchors.positionOf(targetValue)
|
||||
if (!targetOffset.isNaN()) {
|
||||
dragTo(targetOffset)
|
||||
dragTarget = null
|
||||
}
|
||||
currentValue = targetValue
|
||||
}
|
||||
}
|
||||
|
||||
companion object {
|
||||
/**
|
||||
* The default [Saver] implementation for [AnchoredDraggableState].
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
fun <T : Any> Saver(
|
||||
animationSpec: AnimationSpec<Float>,
|
||||
confirmValueChange: (T) -> Boolean,
|
||||
positionalThreshold: (distance: Float) -> Float,
|
||||
velocityThreshold: () -> Float,
|
||||
) = Saver<AnchoredDraggableState<T>, T>(
|
||||
save = { it.currentValue },
|
||||
restore = {
|
||||
AnchoredDraggableState(
|
||||
initialValue = it,
|
||||
animationSpec = animationSpec,
|
||||
confirmValueChange = confirmValueChange,
|
||||
positionalThreshold = positionalThreshold,
|
||||
velocityThreshold = velocityThreshold
|
||||
)
|
||||
}
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Snap to a [targetValue] without any animation.
|
||||
* If the [targetValue] is not in the set of anchors, the [AnchoredDraggableState.currentValue] will
|
||||
* be updated to the [targetValue] without updating the offset.
|
||||
*
|
||||
* @throws CancellationException if the interaction interrupted by another interaction like a
|
||||
* gesture interaction or another programmatic interaction like a [animateTo] or [snapTo] call.
|
||||
*
|
||||
* @param targetValue The target value of the animation
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
internal suspend fun <T> AnchoredDraggableState<T>.snapTo(targetValue: T) {
|
||||
anchoredDrag(targetValue = targetValue) { anchors, latestTarget ->
|
||||
val targetOffset = anchors.positionOf(latestTarget)
|
||||
if (!targetOffset.isNaN()) dragTo(targetOffset)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Animate to a [targetValue].
|
||||
* If the [targetValue] is not in the set of anchors, the [AnchoredDraggableState.currentValue] will
|
||||
* be updated to the [targetValue] without updating the offset.
|
||||
*
|
||||
* @throws CancellationException if the interaction interrupted by another interaction like a
|
||||
* gesture interaction or another programmatic interaction like a [animateTo] or [snapTo] call.
|
||||
*
|
||||
* @param targetValue The target value of the animation
|
||||
* @param velocity The velocity the animation should start with
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
internal suspend fun <T> AnchoredDraggableState<T>.animateTo(
|
||||
targetValue: T,
|
||||
velocity: Float = this.lastVelocity,
|
||||
) {
|
||||
anchoredDrag(targetValue = targetValue) { anchors, latestTarget ->
|
||||
val targetOffset = anchors.positionOf(latestTarget)
|
||||
if (!targetOffset.isNaN()) {
|
||||
var prev = if (offset.isNaN()) 0f else offset
|
||||
animate(prev, targetOffset, velocity, animationSpec) { value, velocity ->
|
||||
// Our onDrag coerces the value within the bounds, but an animation may
|
||||
// overshoot, for example a spring animation or an overshooting interpolator
|
||||
// We respect the user's intention and allow the overshoot, but still use
|
||||
// DraggableState's drag for its mutex.
|
||||
dragTo(value, velocity)
|
||||
prev = value
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Contains useful defaults for [anchoredDraggable] and [AnchoredDraggableState].
|
||||
*/
|
||||
@Stable
|
||||
@ExperimentalMaterial3Api
|
||||
internal object AnchoredDraggableDefaults {
|
||||
/**
|
||||
* The default animation used by [AnchoredDraggableState].
|
||||
*/
|
||||
@get:ExperimentalMaterial3Api
|
||||
@Suppress("OPT_IN_MARKER_ON_WRONG_TARGET")
|
||||
@ExperimentalMaterial3Api
|
||||
val AnimationSpec = SpringSpec<Float>()
|
||||
}
|
||||
|
||||
private class AnchoredDragFinishedSignal : CancellationException() {
|
||||
override fun fillInStackTrace(): Throwable {
|
||||
stackTrace = emptyArray()
|
||||
return this
|
||||
}
|
||||
}
|
||||
|
||||
private suspend fun <I> restartable(inputs: () -> I, block: suspend (I) -> Unit) {
|
||||
try {
|
||||
coroutineScope {
|
||||
var previousDrag: Job? = null
|
||||
snapshotFlow(inputs)
|
||||
.collect { latestInputs ->
|
||||
previousDrag?.apply {
|
||||
cancel(AnchoredDragFinishedSignal())
|
||||
join()
|
||||
}
|
||||
previousDrag = launch(start = CoroutineStart.UNDISPATCHED) {
|
||||
block(latestInputs)
|
||||
this@coroutineScope.cancel(AnchoredDragFinishedSignal())
|
||||
}
|
||||
}
|
||||
}
|
||||
} catch (anchoredDragFinished: AnchoredDragFinishedSignal) {
|
||||
// Ignored
|
||||
}
|
||||
}
|
||||
|
||||
private fun <T> emptyDraggableAnchors() = MapDraggableAnchors<T>(emptyMap())
|
||||
|
||||
@OptIn(ExperimentalMaterial3Api::class)
|
||||
private class MapDraggableAnchors<T>(private val anchors: Map<T, Float>) : DraggableAnchors<T> {
|
||||
|
||||
override fun positionOf(value: T): Float = anchors[value] ?: Float.NaN
|
||||
override fun hasAnchorFor(value: T) = anchors.containsKey(value)
|
||||
|
||||
override fun closestAnchor(position: Float): T? = anchors.minByOrNull {
|
||||
abs(position - it.value)
|
||||
}?.key
|
||||
|
||||
override fun closestAnchor(
|
||||
position: Float,
|
||||
searchUpwards: Boolean
|
||||
): T? {
|
||||
return anchors.minByOrNull { (_, anchor) ->
|
||||
val delta = if (searchUpwards) anchor - position else position - anchor
|
||||
if (delta < 0) Float.POSITIVE_INFINITY else delta
|
||||
}?.key
|
||||
}
|
||||
|
||||
override fun minAnchor() = anchors.values.minOrNull() ?: Float.NaN
|
||||
|
||||
override fun maxAnchor() = anchors.values.maxOrNull() ?: Float.NaN
|
||||
|
||||
override val size: Int
|
||||
get() = anchors.size
|
||||
|
||||
override fun equals(other: Any?): Boolean {
|
||||
if (this === other) return true
|
||||
if (other !is MapDraggableAnchors<*>) return false
|
||||
|
||||
return anchors == other.anchors
|
||||
}
|
||||
|
||||
override fun hashCode() = 31 * anchors.hashCode()
|
||||
|
||||
override fun toString() = "MapDraggableAnchors($anchors)"
|
||||
}
|
@ -1,692 +0,0 @@
|
||||
/*
|
||||
* Copyright 2022 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.
|
||||
*/
|
||||
// This is a mirror of androidx.compose.material.SwipeableV2.kt from M2.
|
||||
// DO NOT MODIFY DIRECTLY, make changes upstream and mirror them.
|
||||
|
||||
package org.tasks.compose.drawer
|
||||
|
||||
import androidx.compose.animation.core.AnimationSpec
|
||||
import androidx.compose.animation.core.SpringSpec
|
||||
import androidx.compose.animation.core.animate
|
||||
import androidx.compose.foundation.MutatePriority
|
||||
import androidx.compose.foundation.gestures.DragScope
|
||||
import androidx.compose.foundation.gestures.DraggableState
|
||||
import androidx.compose.foundation.gestures.Orientation
|
||||
import androidx.compose.foundation.gestures.draggable
|
||||
import androidx.compose.foundation.interaction.MutableInteractionSource
|
||||
import androidx.compose.foundation.layout.offset
|
||||
import androidx.compose.material3.ExperimentalMaterial3Api
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.runtime.Stable
|
||||
import androidx.compose.runtime.derivedStateOf
|
||||
import androidx.compose.runtime.getValue
|
||||
import androidx.compose.runtime.mutableStateOf
|
||||
import androidx.compose.runtime.saveable.Saver
|
||||
import androidx.compose.runtime.saveable.rememberSaveable
|
||||
import androidx.compose.runtime.setValue
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.layout.LayoutModifier
|
||||
import androidx.compose.ui.layout.Measurable
|
||||
import androidx.compose.ui.layout.MeasureResult
|
||||
import androidx.compose.ui.layout.MeasureScope
|
||||
import androidx.compose.ui.layout.OnRemeasuredModifier
|
||||
import androidx.compose.ui.platform.InspectorInfo
|
||||
import androidx.compose.ui.platform.InspectorValueInfo
|
||||
import androidx.compose.ui.platform.debugInspectorInfo
|
||||
import androidx.compose.ui.unit.Constraints
|
||||
import androidx.compose.ui.unit.Density
|
||||
import androidx.compose.ui.unit.Dp
|
||||
import androidx.compose.ui.unit.IntSize
|
||||
import androidx.compose.ui.unit.dp
|
||||
import kotlin.math.abs
|
||||
import kotlinx.coroutines.CancellationException
|
||||
import kotlinx.coroutines.coroutineScope
|
||||
import kotlinx.coroutines.launch
|
||||
|
||||
/**
|
||||
* Enable swipe gestures between a set of predefined values.
|
||||
*
|
||||
* When a swipe is detected, the offset of the [SwipeableV2State] will be updated with the swipe
|
||||
* delta. You should use this offset to move your content accordingly (see [Modifier.offset]).
|
||||
* When the swipe ends, the offset will be animated to one of the anchors and when that anchor is
|
||||
* reached, the value of the [SwipeableV2State] will also be updated to the value corresponding to
|
||||
* the new anchor.
|
||||
*
|
||||
* Swiping is constrained between the minimum and maximum anchors.
|
||||
*
|
||||
* @param state The associated [SwipeableV2State].
|
||||
* @param orientation The orientation in which the swipeable can be swiped.
|
||||
* @param enabled Whether this [swipeableV2] is enabled and should react to the user's input.
|
||||
* @param reverseDirection Whether to reverse the direction of the swipe, so a top to bottom
|
||||
* swipe will behave like bottom to top, and a left to right swipe will behave like right to left.
|
||||
* @param interactionSource Optional [MutableInteractionSource] that will passed on to
|
||||
* the internal [Modifier.draggable].
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
internal fun <T> Modifier.swipeableV2(
|
||||
state: SwipeableV2State<T>,
|
||||
orientation: Orientation,
|
||||
enabled: Boolean = true,
|
||||
reverseDirection: Boolean = false,
|
||||
interactionSource: MutableInteractionSource? = null
|
||||
) = draggable(
|
||||
state = state.swipeDraggableState,
|
||||
orientation = orientation,
|
||||
enabled = enabled,
|
||||
interactionSource = interactionSource,
|
||||
reverseDirection = reverseDirection,
|
||||
startDragImmediately = state.isAnimationRunning,
|
||||
onDragStopped = { velocity -> launch { state.settle(velocity) } }
|
||||
)
|
||||
|
||||
/**
|
||||
* Define anchor points for a given [SwipeableV2State] based on this node's layout size and update
|
||||
* the state with them.
|
||||
*
|
||||
* @param state The associated [SwipeableV2State]
|
||||
* @param possibleValues All possible values the [SwipeableV2State] could be in.
|
||||
* @param anchorChangeHandler A callback to be invoked when the anchors have changed,
|
||||
* `null` by default. Components with custom reconciliation logic should implement this callback,
|
||||
* i.e. to re-target an in-progress animation.
|
||||
* @param calculateAnchor This method will be invoked to calculate the position of all
|
||||
* [possibleValues], given this node's layout size. Return the anchor's offset from the initial
|
||||
* anchor, or `null` to indicate that a value does not have an anchor.
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
internal fun <T> Modifier.swipeAnchors(
|
||||
state: SwipeableV2State<T>,
|
||||
possibleValues: Set<T>,
|
||||
anchorChangeHandler: AnchorChangeHandler<T>? = null,
|
||||
calculateAnchor: (value: T, layoutSize: IntSize) -> Float?,
|
||||
) = this.then(SwipeAnchorsModifier(
|
||||
onDensityChanged = { state.density = it },
|
||||
onSizeChanged = { layoutSize ->
|
||||
val previousAnchors = state.anchors
|
||||
val newAnchors = mutableMapOf<T, Float>()
|
||||
possibleValues.forEach {
|
||||
val anchorValue = calculateAnchor(it, layoutSize)
|
||||
if (anchorValue != null) {
|
||||
newAnchors[it] = anchorValue
|
||||
}
|
||||
}
|
||||
if (previousAnchors != newAnchors) {
|
||||
val previousTarget = state.targetValue
|
||||
val stateRequiresCleanup = state.updateAnchors(newAnchors)
|
||||
if (stateRequiresCleanup) {
|
||||
anchorChangeHandler?.onAnchorsChanged(
|
||||
previousTarget,
|
||||
previousAnchors,
|
||||
newAnchors
|
||||
)
|
||||
}
|
||||
}
|
||||
},
|
||||
inspectorInfo = debugInspectorInfo {
|
||||
name = "swipeAnchors"
|
||||
properties["state"] = state
|
||||
properties["possibleValues"] = possibleValues
|
||||
properties["anchorChangeHandler"] = anchorChangeHandler
|
||||
properties["calculateAnchor"] = calculateAnchor
|
||||
}
|
||||
))
|
||||
|
||||
/**
|
||||
* State of the [swipeableV2] modifier.
|
||||
*
|
||||
* This contains necessary information about any ongoing swipe or animation and provides methods
|
||||
* to change the state either immediately or by starting an animation. To create and remember a
|
||||
* [SwipeableV2State] use [rememberSwipeableV2State].
|
||||
*
|
||||
* @param initialValue The initial value of the state.
|
||||
* @param animationSpec The default animation that will be used to animate to a new state.
|
||||
* @param confirmValueChange Optional callback invoked to confirm or veto a pending state change.
|
||||
* @param positionalThreshold The positional threshold to be used when calculating the target state
|
||||
* while a swipe is in progress and when settling after the swipe ends. This is the distance from
|
||||
* the start of a transition. It will be, depending on the direction of the interaction, added or
|
||||
* subtracted from/to the origin offset. It should always be a positive value. See the
|
||||
* [fractionalPositionalThreshold] and [fixedPositionalThreshold] methods.
|
||||
* @param velocityThreshold The velocity threshold (in dp per second) that the end velocity has to
|
||||
* exceed in order to animate to the next state, even if the [positionalThreshold] has not been
|
||||
* reached.
|
||||
*/
|
||||
@Stable
|
||||
@ExperimentalMaterial3Api
|
||||
internal class SwipeableV2State<T>(
|
||||
initialValue: T,
|
||||
internal val animationSpec: AnimationSpec<Float> = SwipeableV2Defaults.AnimationSpec,
|
||||
internal val confirmValueChange: (newValue: T) -> Boolean = { true },
|
||||
internal val positionalThreshold: Density.(totalDistance: Float) -> Float =
|
||||
SwipeableV2Defaults.PositionalThreshold,
|
||||
internal val velocityThreshold: Dp = SwipeableV2Defaults.VelocityThreshold,
|
||||
) {
|
||||
|
||||
private val swipeMutex = InternalMutatorMutex()
|
||||
|
||||
internal val swipeDraggableState = object : DraggableState {
|
||||
private val dragScope = object : DragScope {
|
||||
override fun dragBy(pixels: Float) {
|
||||
this@SwipeableV2State.dispatchRawDelta(pixels)
|
||||
}
|
||||
}
|
||||
|
||||
override suspend fun drag(
|
||||
dragPriority: MutatePriority,
|
||||
block: suspend DragScope.() -> Unit
|
||||
) {
|
||||
swipe(dragPriority) { dragScope.block() }
|
||||
}
|
||||
|
||||
override fun dispatchRawDelta(delta: Float) {
|
||||
this@SwipeableV2State.dispatchRawDelta(delta)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The current value of the [SwipeableV2State].
|
||||
*/
|
||||
var currentValue: T by mutableStateOf(initialValue)
|
||||
private set
|
||||
|
||||
/**
|
||||
* The target value. This is the closest value to the current offset (taking into account
|
||||
* positional thresholds). If no interactions like animations or drags are in progress, this
|
||||
* will be the current value.
|
||||
*/
|
||||
val targetValue: T by derivedStateOf {
|
||||
animationTarget ?: run {
|
||||
val currentOffset = offset
|
||||
if (currentOffset != null) {
|
||||
computeTarget(currentOffset, currentValue, velocity = 0f)
|
||||
} else currentValue
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The current offset, or null if it has not been initialized yet.
|
||||
*
|
||||
* The offset will be initialized during the first measurement phase of the node that the
|
||||
* [swipeableV2] modifier is attached to. These are the phases:
|
||||
* Composition { -> Effects } -> Layout { Measurement -> Placement } -> Drawing
|
||||
* During the first composition, the offset will be null. In subsequent compositions, the offset
|
||||
* will be derived from the anchors of the previous pass.
|
||||
* Always prefer accessing the offset from a LaunchedEffect as it will be scheduled to be
|
||||
* executed the next frame, after layout.
|
||||
*
|
||||
* To guarantee stricter semantics, consider using [requireOffset].
|
||||
*/
|
||||
@get:Suppress("AutoBoxing")
|
||||
var offset: Float? by mutableStateOf(null)
|
||||
private set
|
||||
|
||||
/**
|
||||
* Require the current offset.
|
||||
*
|
||||
* @throws IllegalStateException If the offset has not been initialized yet
|
||||
*/
|
||||
fun requireOffset(): Float = checkNotNull(offset) {
|
||||
"The offset was read before being initialized. Did you access the offset in a phase " +
|
||||
"before layout, like effects or composition?"
|
||||
}
|
||||
|
||||
/**
|
||||
* Whether an animation is currently in progress.
|
||||
*/
|
||||
val isAnimationRunning: Boolean get() = animationTarget != null
|
||||
|
||||
/**
|
||||
* The fraction of the progress going from [currentValue] to [targetValue], within [0f..1f]
|
||||
* bounds.
|
||||
*/
|
||||
/*@FloatRange(from = 0f, to = 1f)*/
|
||||
val progress: Float by derivedStateOf {
|
||||
val a = anchors[currentValue] ?: 0f
|
||||
val b = anchors[targetValue] ?: 0f
|
||||
val distance = abs(b - a)
|
||||
if (distance > 1e-6f) {
|
||||
val progress = (this.requireOffset() - a) / (b - a)
|
||||
// If we are very close to 0f or 1f, we round to the closest
|
||||
if (progress < 1e-6f) 0f else if (progress > 1 - 1e-6f) 1f else progress
|
||||
} else 1f
|
||||
}
|
||||
|
||||
/**
|
||||
* The velocity of the last known animation. Gets reset to 0f when an animation completes
|
||||
* successfully, but does not get reset when an animation gets interrupted.
|
||||
* You can use this value to provide smooth reconciliation behavior when re-targeting an
|
||||
* animation.
|
||||
*/
|
||||
var lastVelocity: Float by mutableStateOf(0f)
|
||||
private set
|
||||
|
||||
/**
|
||||
* The minimum offset this state can reach. This will be the smallest anchor, or
|
||||
* [Float.NEGATIVE_INFINITY] if the anchors are not initialized yet.
|
||||
*/
|
||||
val minOffset by derivedStateOf { anchors.minOrNull() ?: Float.NEGATIVE_INFINITY }
|
||||
|
||||
/**
|
||||
* The maximum offset this state can reach. This will be the biggest anchor, or
|
||||
* [Float.POSITIVE_INFINITY] if the anchors are not initialized yet.
|
||||
*/
|
||||
val maxOffset by derivedStateOf { anchors.maxOrNull() ?: Float.POSITIVE_INFINITY }
|
||||
|
||||
private var animationTarget: T? by mutableStateOf(null)
|
||||
|
||||
internal var anchors by mutableStateOf(emptyMap<T, Float>())
|
||||
|
||||
internal var density: Density? = null
|
||||
|
||||
/**
|
||||
* Update the anchors.
|
||||
* If the previous set of anchors was empty, attempt to update the offset to match the initial
|
||||
* value's anchor.
|
||||
*
|
||||
* @return true if the state needs to be adjusted after updating the anchors, e.g. if the
|
||||
* initial value is not found in the initial set of anchors. false if no further updates are
|
||||
* needed.
|
||||
*/
|
||||
internal fun updateAnchors(newAnchors: Map<T, Float>): Boolean {
|
||||
val previousAnchorsEmpty = anchors.isEmpty()
|
||||
anchors = newAnchors
|
||||
val initialValueHasAnchor = if (previousAnchorsEmpty) {
|
||||
val initialValue = currentValue
|
||||
val initialValueAnchor = anchors[initialValue]
|
||||
val initialValueHasAnchor = initialValueAnchor != null
|
||||
if (initialValueHasAnchor) trySnapTo(initialValue)
|
||||
initialValueHasAnchor
|
||||
} else true
|
||||
return !initialValueHasAnchor || !previousAnchorsEmpty
|
||||
}
|
||||
|
||||
/**
|
||||
* Whether the [value] has an anchor associated with it.
|
||||
*/
|
||||
fun hasAnchorForValue(value: T): Boolean = anchors.containsKey(value)
|
||||
|
||||
/**
|
||||
* Snap to a [targetValue] without any animation.
|
||||
* If the [targetValue] is not in the set of anchors, the [currentValue] will be updated to the
|
||||
* [targetValue] without updating the offset.
|
||||
*
|
||||
* @throws CancellationException if the interaction interrupted by another interaction like a
|
||||
* gesture interaction or another programmatic interaction like a [animateTo] or [snapTo] call.
|
||||
*
|
||||
* @param targetValue The target value of the animation
|
||||
*/
|
||||
suspend fun snapTo(targetValue: T) {
|
||||
swipe { snap(targetValue) }
|
||||
}
|
||||
|
||||
/**
|
||||
* Animate to a [targetValue].
|
||||
* If the [targetValue] is not in the set of anchors, the [currentValue] will be updated to the
|
||||
* [targetValue] without updating the offset.
|
||||
*
|
||||
* @throws CancellationException if the interaction interrupted by another interaction like a
|
||||
* gesture interaction or another programmatic interaction like a [animateTo] or [snapTo] call.
|
||||
*
|
||||
* @param targetValue The target value of the animation
|
||||
* @param velocity The velocity the animation should start with, [lastVelocity] by default
|
||||
*/
|
||||
suspend fun animateTo(
|
||||
targetValue: T,
|
||||
velocity: Float = lastVelocity,
|
||||
) {
|
||||
val targetOffset = anchors[targetValue]
|
||||
if (targetOffset != null) {
|
||||
try {
|
||||
swipe {
|
||||
animationTarget = targetValue
|
||||
var prev = offset ?: 0f
|
||||
animate(prev, targetOffset, velocity, animationSpec) { value, velocity ->
|
||||
// Our onDrag coerces the value within the bounds, but an animation may
|
||||
// overshoot, for example a spring animation or an overshooting interpolator
|
||||
// We respect the user's intention and allow the overshoot, but still use
|
||||
// DraggableState's drag for its mutex.
|
||||
offset = value
|
||||
prev = value
|
||||
lastVelocity = velocity
|
||||
}
|
||||
lastVelocity = 0f
|
||||
}
|
||||
} finally {
|
||||
animationTarget = null
|
||||
val endOffset = requireOffset()
|
||||
val endState = anchors
|
||||
.entries
|
||||
.firstOrNull { (_, anchorOffset) -> abs(anchorOffset - endOffset) < 0.5f }
|
||||
?.key
|
||||
this.currentValue = endState ?: currentValue
|
||||
}
|
||||
} else {
|
||||
currentValue = targetValue
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Find the closest anchor taking into account the velocity and settle at it with an animation.
|
||||
*/
|
||||
suspend fun settle(velocity: Float) {
|
||||
val previousValue = this.currentValue
|
||||
val targetValue = computeTarget(
|
||||
offset = requireOffset(),
|
||||
currentValue = previousValue,
|
||||
velocity = velocity
|
||||
)
|
||||
if (confirmValueChange(targetValue)) {
|
||||
animateTo(targetValue, velocity)
|
||||
} else {
|
||||
// If the user vetoed the state change, rollback to the previous state.
|
||||
animateTo(previousValue, velocity)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Swipe by the [delta], coerce it in the bounds and dispatch it to the [SwipeableV2State].
|
||||
*
|
||||
* @return The delta the consumed by the [SwipeableV2State]
|
||||
*/
|
||||
fun dispatchRawDelta(delta: Float): Float {
|
||||
val currentDragPosition = offset ?: 0f
|
||||
val potentiallyConsumed = currentDragPosition + delta
|
||||
val clamped = potentiallyConsumed.coerceIn(minOffset, maxOffset)
|
||||
val deltaToConsume = clamped - currentDragPosition
|
||||
if (abs(deltaToConsume) >= 0) {
|
||||
offset = ((offset ?: 0f) + deltaToConsume).coerceIn(minOffset, maxOffset)
|
||||
}
|
||||
return deltaToConsume
|
||||
}
|
||||
|
||||
private fun computeTarget(
|
||||
offset: Float,
|
||||
currentValue: T,
|
||||
velocity: Float
|
||||
): T {
|
||||
val currentAnchors = anchors
|
||||
val currentAnchor = currentAnchors[currentValue]
|
||||
val currentDensity = requireDensity()
|
||||
val velocityThresholdPx = with(currentDensity) { velocityThreshold.toPx() }
|
||||
return if (currentAnchor == offset || currentAnchor == null) {
|
||||
currentValue
|
||||
} else if (currentAnchor < offset) {
|
||||
// Swiping from lower to upper (positive).
|
||||
if (velocity >= velocityThresholdPx) {
|
||||
currentAnchors.closestAnchor(offset, true)
|
||||
} else {
|
||||
val upper = currentAnchors.closestAnchor(offset, true)
|
||||
val distance = abs(currentAnchors.getValue(upper) - currentAnchor)
|
||||
val relativeThreshold = abs(positionalThreshold(currentDensity, distance))
|
||||
val absoluteThreshold = abs(currentAnchor + relativeThreshold)
|
||||
if (offset < absoluteThreshold) currentValue else upper
|
||||
}
|
||||
} else {
|
||||
// Swiping from upper to lower (negative).
|
||||
if (velocity <= -velocityThresholdPx) {
|
||||
currentAnchors.closestAnchor(offset, false)
|
||||
} else {
|
||||
val lower = currentAnchors.closestAnchor(offset, false)
|
||||
val distance = abs(currentAnchor - currentAnchors.getValue(lower))
|
||||
val relativeThreshold = abs(positionalThreshold(currentDensity, distance))
|
||||
val absoluteThreshold = abs(currentAnchor - relativeThreshold)
|
||||
if (offset < 0) {
|
||||
// For negative offsets, larger absolute thresholds are closer to lower anchors
|
||||
// than smaller ones.
|
||||
if (abs(offset) < absoluteThreshold) currentValue else lower
|
||||
} else {
|
||||
if (offset > absoluteThreshold) currentValue else lower
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun requireDensity() = requireNotNull(density) {
|
||||
"SwipeableState did not have a density attached. Are you using Modifier.swipeable with " +
|
||||
"this=$this SwipeableState?"
|
||||
}
|
||||
|
||||
private suspend fun swipe(
|
||||
swipePriority: MutatePriority = MutatePriority.Default,
|
||||
action: suspend () -> Unit
|
||||
): Unit = coroutineScope { swipeMutex.mutate(swipePriority, action) }
|
||||
|
||||
/**
|
||||
* Attempt to snap synchronously. Snapping can happen synchronously when there is no other swipe
|
||||
* transaction like a drag or an animation is progress. If there is another interaction in
|
||||
* progress, the suspending [snapTo] overload needs to be used.
|
||||
*
|
||||
* @return true if the synchronous snap was successful, or false if we couldn't snap synchronous
|
||||
*/
|
||||
internal fun trySnapTo(targetValue: T): Boolean = swipeMutex.tryMutate { snap(targetValue) }
|
||||
|
||||
private fun snap(targetValue: T) {
|
||||
val targetOffset = anchors[targetValue]
|
||||
if (targetOffset != null) {
|
||||
dispatchRawDelta(targetOffset - (offset ?: 0f))
|
||||
currentValue = targetValue
|
||||
animationTarget = null
|
||||
} else {
|
||||
currentValue = targetValue
|
||||
}
|
||||
}
|
||||
|
||||
companion object {
|
||||
/**
|
||||
* The default [Saver] implementation for [SwipeableV2State].
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
fun <T : Any> Saver(
|
||||
animationSpec: AnimationSpec<Float>,
|
||||
confirmValueChange: (T) -> Boolean,
|
||||
positionalThreshold: Density.(distance: Float) -> Float,
|
||||
velocityThreshold: Dp
|
||||
) = Saver<SwipeableV2State<T>, T>(
|
||||
save = { it.currentValue },
|
||||
restore = {
|
||||
SwipeableV2State(
|
||||
initialValue = it,
|
||||
animationSpec = animationSpec,
|
||||
confirmValueChange = confirmValueChange,
|
||||
positionalThreshold = positionalThreshold,
|
||||
velocityThreshold = velocityThreshold
|
||||
)
|
||||
}
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create and remember a [SwipeableV2State].
|
||||
*
|
||||
* @param initialValue The initial value.
|
||||
* @param animationSpec The default animation that will be used to animate to a new value.
|
||||
* @param confirmValueChange Optional callback invoked to confirm or veto a pending value change.
|
||||
*/
|
||||
@Composable
|
||||
@ExperimentalMaterial3Api
|
||||
internal fun <T : Any> rememberSwipeableV2State(
|
||||
initialValue: T,
|
||||
animationSpec: AnimationSpec<Float> = SwipeableV2Defaults.AnimationSpec,
|
||||
confirmValueChange: (newValue: T) -> Boolean = { true }
|
||||
): SwipeableV2State<T> {
|
||||
return rememberSaveable(
|
||||
initialValue, animationSpec, confirmValueChange,
|
||||
saver = SwipeableV2State.Saver(
|
||||
animationSpec = animationSpec,
|
||||
confirmValueChange = confirmValueChange,
|
||||
positionalThreshold = SwipeableV2Defaults.PositionalThreshold,
|
||||
velocityThreshold = SwipeableV2Defaults.VelocityThreshold
|
||||
),
|
||||
) {
|
||||
SwipeableV2State(
|
||||
initialValue = initialValue,
|
||||
animationSpec = animationSpec,
|
||||
confirmValueChange = confirmValueChange,
|
||||
positionalThreshold = SwipeableV2Defaults.PositionalThreshold,
|
||||
velocityThreshold = SwipeableV2Defaults.VelocityThreshold
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Expresses a fixed positional threshold of [threshold] dp. This will be the distance from an
|
||||
* anchor that needs to be reached for [SwipeableV2State] to settle to the next closest anchor.
|
||||
*
|
||||
* @see [fractionalPositionalThreshold] for a fractional positional threshold
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
internal fun fixedPositionalThreshold(threshold: Dp): Density.(distance: Float) -> Float = {
|
||||
threshold.toPx()
|
||||
}
|
||||
|
||||
/**
|
||||
* Expresses a relative positional threshold of the [fraction] of the distance to the closest anchor
|
||||
* in the current direction. This will be the distance from an anchor that needs to be reached for
|
||||
* [SwipeableV2State] to settle to the next closest anchor.
|
||||
*
|
||||
* @see [fixedPositionalThreshold] for a fixed positional threshold
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
internal fun fractionalPositionalThreshold(
|
||||
fraction: Float
|
||||
): Density.(distance: Float) -> Float = { distance -> distance * fraction }
|
||||
|
||||
/**
|
||||
* Contains useful defaults for [swipeableV2] and [SwipeableV2State].
|
||||
*/
|
||||
@Stable
|
||||
@ExperimentalMaterial3Api
|
||||
internal object SwipeableV2Defaults {
|
||||
/**
|
||||
* The default animation used by [SwipeableV2State].
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
val AnimationSpec = SpringSpec<Float>()
|
||||
|
||||
/**
|
||||
* The default velocity threshold (1.8 dp per millisecond) used by [rememberSwipeableV2State].
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
val VelocityThreshold: Dp = 125.dp
|
||||
|
||||
/**
|
||||
* The default positional threshold (56 dp) used by [rememberSwipeableV2State]
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
val PositionalThreshold: Density.(totalDistance: Float) -> Float =
|
||||
fixedPositionalThreshold(56.dp)
|
||||
|
||||
/**
|
||||
* A [AnchorChangeHandler] implementation that attempts to reconcile an in-progress animation
|
||||
* by re-targeting it if necessary or finding the closest new anchor.
|
||||
* If the previous anchor is not in the new set of anchors, this implementation will snap to the
|
||||
* closest anchor.
|
||||
*
|
||||
* Consider implementing a custom handler for more complex components like sheets.
|
||||
* The [animate] and [snap] lambdas hoist the animation and snap logic. Usually these will just
|
||||
* delegate to [SwipeableV2State].
|
||||
*
|
||||
* @param state The [SwipeableV2State] the change handler will read from
|
||||
* @param animate A lambda that gets invoked to start an animation to a new target
|
||||
* @param snap A lambda that gets invoked to snap to a new target
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
internal fun <T> ReconcileAnimationOnAnchorChangeHandler(
|
||||
state: SwipeableV2State<T>,
|
||||
animate: (target: T, velocity: Float) -> Unit,
|
||||
snap: (target: T) -> Unit
|
||||
) = AnchorChangeHandler { previousTarget, previousAnchors, newAnchors ->
|
||||
val previousTargetOffset = previousAnchors[previousTarget]
|
||||
val newTargetOffset = newAnchors[previousTarget]
|
||||
if (previousTargetOffset != newTargetOffset) {
|
||||
if (newTargetOffset != null) {
|
||||
animate(previousTarget, state.lastVelocity)
|
||||
} else {
|
||||
snap(newAnchors.closestAnchor(offset = state.requireOffset()))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Defines a callback that is invoked when the anchors have changed.
|
||||
*
|
||||
* Components with custom reconciliation logic should implement this callback, for example to
|
||||
* re-target an in-progress animation when the anchors change.
|
||||
*
|
||||
* @see SwipeableV2Defaults.ReconcileAnimationOnAnchorChangeHandler for a default implementation
|
||||
*/
|
||||
@ExperimentalMaterial3Api
|
||||
internal fun interface AnchorChangeHandler<T> {
|
||||
|
||||
/**
|
||||
* Callback that is invoked when the anchors have changed, after the [SwipeableV2State] has been
|
||||
* updated with them. Use this hook to re-launch animations or interrupt them if needed.
|
||||
*
|
||||
* @param previousTargetValue The target value before the anchors were updated
|
||||
* @param previousAnchors The previously set anchors
|
||||
* @param newAnchors The newly set anchors
|
||||
*/
|
||||
fun onAnchorsChanged(
|
||||
previousTargetValue: T,
|
||||
previousAnchors: Map<T, Float>,
|
||||
newAnchors: Map<T, Float>
|
||||
)
|
||||
}
|
||||
|
||||
@Stable
|
||||
private class SwipeAnchorsModifier(
|
||||
private val onDensityChanged: (density: Density) -> Unit,
|
||||
private val onSizeChanged: (layoutSize: IntSize) -> Unit,
|
||||
inspectorInfo: InspectorInfo.() -> Unit,
|
||||
) : LayoutModifier, OnRemeasuredModifier, InspectorValueInfo(inspectorInfo) {
|
||||
|
||||
private var lastDensity: Float = -1f
|
||||
private var lastFontScale: Float = -1f
|
||||
|
||||
override fun MeasureScope.measure(
|
||||
measurable: Measurable,
|
||||
constraints: Constraints
|
||||
): MeasureResult {
|
||||
if (density != lastDensity || fontScale != lastFontScale) {
|
||||
onDensityChanged(Density(density, fontScale))
|
||||
lastDensity = density
|
||||
lastFontScale = fontScale
|
||||
}
|
||||
val placeable = measurable.measure(constraints)
|
||||
return layout(placeable.width, placeable.height) { placeable.place(0, 0) }
|
||||
}
|
||||
|
||||
override fun onRemeasured(size: IntSize) {
|
||||
onSizeChanged(size)
|
||||
}
|
||||
|
||||
override fun toString() = "SwipeAnchorsModifierImpl(updateDensity=$onDensityChanged, " +
|
||||
"onSizeChanged=$onSizeChanged)"
|
||||
}
|
||||
|
||||
private fun <T> Map<T, Float>.closestAnchor(
|
||||
offset: Float = 0f,
|
||||
searchUpwards: Boolean = false
|
||||
): T {
|
||||
require(isNotEmpty()) { "The anchors were empty when trying to find the closest anchor" }
|
||||
return minBy { (_, anchor) ->
|
||||
val delta = if (searchUpwards) anchor - offset else offset - anchor
|
||||
if (delta < 0) Float.POSITIVE_INFINITY else delta
|
||||
}.key
|
||||
}
|
||||
|
||||
private fun <T> Map<T, Float>.minOrNull() = minOfOrNull { (_, offset) -> offset }
|
||||
private fun <T> Map<T, Float>.maxOrNull() = maxOfOrNull { (_, offset) -> offset }
|
Loading…
Reference in New Issue