/*
* 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.
*/
package androidx.compose.ui.tooling.animation.clock
import androidx.compose.animation.core.AnimationVector
import androidx.compose.animation.core.TargetBasedAnimation
import androidx.compose.animation.tooling.ComposeAnimatedProperty
import androidx.compose.animation.tooling.TransitionInfo
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.geometry.Rect
import androidx.compose.ui.geometry.Size
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.tooling.animation.AnimateXAsStateComposeAnimation
import androidx.compose.ui.tooling.animation.states.TargetState
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.IntOffset
import androidx.compose.ui.unit.IntSize
import androidx.compose.ui.unit.dp
/**
* [ComposeAnimationClock] for [AnimateXAsStateComposeAnimation].
*/
internal class AnimateXAsStateClock<T, V : AnimationVector>(
override val animation: AnimateXAsStateComposeAnimation<T, V>
) :
ComposeAnimationClock<AnimateXAsStateComposeAnimation<T, V>, TargetState<T>> {
override var state = TargetState(
animation.animationObject.value,
animation.animationObject.value
)
set(value) {
field = value
currAnimation = getCurrentAnimation()
setClockTime(0)
}
private var currentValue: T = animation.toolingState.value
private set(value) {
field = value
animation.toolingState.value = value
}
private var currAnimation: TargetBasedAnimation<T, V> = getCurrentAnimation()
@Suppress("UNCHECKED_CAST")
override fun setStateParameters(par1: Any, par2: Any?) {
fun parametersAreValid(par1: Any?, par2: Any?): Boolean {
return currentValue != null &&
par1 != null && par2 != null && par1::class == par2::class
}
fun parametersHasTheSameType(value: Any, par1: Any, par2: Any): Boolean {
return value::class == par1::class && value::class == par2::class
}
if (!parametersAreValid(par1, par2)) return
if (parametersHasTheSameType(currentValue!!, par1, par2!!)) {
state = TargetState(par1 as T, par2 as T)
return
}
if (par1 is List<*> && par2 is List<*>) {
try {
state = when (currentValue) {
is IntSize -> TargetState(
IntSize(par1[0] as Int, par1[1] as Int),
IntSize(par2[0] as Int, par2[1] as Int)
)
is IntOffset -> TargetState(
IntOffset(par1[0] as Int, par1[1] as Int),
IntOffset(par2[0] as Int, par2[1] as Int)
)
is Size -> TargetState(
Size(par1[0] as Float, par1[1] as Float),
Size(par2[0] as Float, par2[1] as Float)
)
is Offset -> TargetState(
Offset(par1[0] as Float, par1[1] as Float),
Offset(par2[0] as Float, par2[1] as Float)
)
is Rect ->
TargetState(
Rect(
par1[0] as Float,
par1[1] as Float,
par1[2] as Float,
par1[3] as Float
),
Rect(
par2[0] as Float,
par2[1] as Float,
par2[2] as Float,
par2[3] as Float
),
)
is Color -> TargetState(
Color(
par1[0] as Float,
par1[1] as Float,
par1[2] as Float,
par1[3] as Float
),
Color(
par2[0] as Float,
par2[1] as Float,
par2[2] as Float,
par2[3] as Float
),
)
is Dp -> {
if (parametersHasTheSameType(currentValue!!, par1[0]!!, par2[0]!!))
TargetState(par1[0], par2[0]) else TargetState(
(par1[0] as Float).dp, (par2[0] as Float).dp
)
}
else -> {
if (parametersAreValid(par1[0], par2[0]) &&
parametersHasTheSameType(currentValue!!, par1[0]!!, par2[0]!!)
) TargetState(par1[0], par2[0])
else return
}
} as TargetState<T>
} catch (_: IndexOutOfBoundsException) {
return
} catch (_: ClassCastException) {
return
} catch (_: IllegalArgumentException) {
return
} catch (_: NullPointerException) {
return
}
}
}
override fun getAnimatedProperties(): List<ComposeAnimatedProperty> {
return listOf(ComposeAnimatedProperty(animation.label, currentValue as Any))
}
override fun getMaxDurationPerIteration(): Long {
return nanosToMillis(currAnimation.durationNanos)
}
override fun getMaxDuration(): Long {
return nanosToMillis(currAnimation.durationNanos)
}
override fun getTransitions(stepMillis: Long): List<TransitionInfo> {
return listOf(
currAnimation.createTransitionInfo(
animation.label, animation.animationSpec, stepMillis
)
)
}
private var clockTimeNanos = 0L
set(value) {
field = value
currentValue = currAnimation.getValueFromNanos(value)
}
override fun setClockTime(animationTimeNanos: Long) {
clockTimeNanos = animationTimeNanos
}
private fun getCurrentAnimation(): TargetBasedAnimation<T, V> {
return TargetBasedAnimation(
animationSpec = animation.animationSpec,
initialValue = state.initial,
targetValue = state.target,
typeConverter = animation.animationObject.typeConverter,
initialVelocity = animation.animationObject.velocity
)
}
}