
commonMain.androidx.compose.foundation.lazy.layout.LazyAnimateScroll.kt Maven / Gradle / Ivy
/*
* 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.foundation.lazy.layout
import androidx.compose.animation.core.AnimationState
import androidx.compose.animation.core.AnimationVector1D
import androidx.compose.animation.core.animateTo
import androidx.compose.animation.core.copy
import androidx.compose.foundation.ExperimentalFoundationApi
import androidx.compose.foundation.gestures.ScrollScope
import androidx.compose.ui.unit.Density
import androidx.compose.ui.unit.dp
import kotlin.coroutines.cancellation.CancellationException
import kotlin.math.abs
import kotlin.math.roundToInt
private class ItemFoundInScroll(
val itemOffset: Int,
val previousAnimation: AnimationState
) : CancellationException()
private val TargetDistance = 2500.dp
private val BoundDistance = 1500.dp
private val MinimumDistance = 50.dp
private const val DEBUG = false
private inline fun debugLog(generateMsg: () -> String) {
if (DEBUG) {
println("LazyScrolling: ${generateMsg()}")
}
}
/**
* A scope to allow customization of animated scroll in LazyLayouts. This scope contains all needed
* information to perform an animatedScroll in a scrollable LazyLayout.
*/
@ExperimentalFoundationApi
internal interface LazyLayoutAnimateScrollScope {
/**
* The index of the first visible item in the lazy layout.
*/
val firstVisibleItemIndex: Int
/**
* The offset of the first visible item.
*/
val firstVisibleItemScrollOffset: Int
/**
* The last visible item in the LazyLayout, lastVisibleItemIndex - firstVisibleItemOffset + 1
* is the number of visible items.
*/
val lastVisibleItemIndex: Int
/**
* The total item count.
*/
val itemCount: Int
/**
* Immediately scroll to [index] and settle in [scrollOffset].
*/
fun ScrollScope.snapToItem(index: Int, scrollOffset: Int)
/**
* The "expected" distance to [targetIndex]. This means the "expected" offset of [targetIndex]
* in the layout. In a LazyLayout, non-visible items don't have an actual offset, so this
* method should return an approximation of the scroll offset to [targetIndex]. If [targetIndex]
* is visible, then an "exact" offset should be provided.
*/
fun calculateDistanceTo(targetIndex: Int): Float
/**
* Call this function to take control of scrolling and gain the ability to send scroll events
* via [ScrollScope.scrollBy] and [ScrollScope.snapToItem]. All actions that change the logical
* scroll position must be performed within a [scroll] block (even if they don't call any other
* methods on this object) in order to guarantee that mutual exclusion is enforced.
*
* If [scroll] is called from elsewhere, this will be canceled.
*/
suspend fun scroll(block: suspend ScrollScope.() -> Unit)
}
@OptIn(ExperimentalFoundationApi::class)
internal fun LazyLayoutAnimateScrollScope.isItemVisible(index: Int): Boolean {
return index in firstVisibleItemIndex..lastVisibleItemIndex
}
@OptIn(ExperimentalFoundationApi::class)
internal suspend fun LazyLayoutAnimateScrollScope.animateScrollToItem(
index: Int,
scrollOffset: Int,
numOfItemsForTeleport: Int,
density: Density
) {
scroll {
require(index >= 0f) { "Index should be non-negative ($index)" }
try {
val targetDistancePx = with(density) { TargetDistance.toPx() }
val boundDistancePx = with(density) { BoundDistance.toPx() }
val minDistancePx = with(density) { MinimumDistance.toPx() }
var loop = true
var anim = AnimationState(0f)
if (isItemVisible(index)) {
val targetItemInitialOffset = calculateDistanceTo(index).roundToInt()
// It's already visible, just animate directly
throw ItemFoundInScroll(targetItemInitialOffset, anim)
}
val forward = index > firstVisibleItemIndex
fun isOvershot(): Boolean {
// Did we scroll past the item?
@Suppress("RedundantIf") // It's way easier to understand the logic this way
return if (forward) {
if (firstVisibleItemIndex > index) {
true
} else if (
firstVisibleItemIndex == index &&
firstVisibleItemScrollOffset > scrollOffset
) {
true
} else {
false
}
} else { // backward
if (firstVisibleItemIndex < index) {
true
} else if (
firstVisibleItemIndex == index &&
firstVisibleItemScrollOffset < scrollOffset
) {
true
} else {
false
}
}
}
var loops = 1
while (loop && itemCount > 0) {
val expectedDistance = calculateDistanceTo(index) + scrollOffset
val target = if (abs(expectedDistance) < targetDistancePx) {
val absTargetPx = maxOf(abs(expectedDistance), minDistancePx)
if (forward) absTargetPx else -absTargetPx
} else {
if (forward) targetDistancePx else -targetDistancePx
}
debugLog {
"Scrolling to index=$index offset=$scrollOffset from " +
"index=$firstVisibleItemIndex offset=$firstVisibleItemScrollOffset with " +
"calculated target=$target"
}
anim = anim.copy(value = 0f)
var prevValue = 0f
anim.animateTo(
target,
sequentialAnimation = (anim.velocity != 0f)
) {
// If we haven't found the item yet, check if it's visible.
if (!isItemVisible(index)) {
// Springs can overshoot their target, clamp to the desired range
val coercedValue = if (target > 0) {
value.coerceAtMost(target)
} else {
value.coerceAtLeast(target)
}
val delta = coercedValue - prevValue
debugLog {
"Scrolling by $delta (target: $target, coercedValue: $coercedValue)"
}
val consumed = scrollBy(delta)
if (isItemVisible(index)) {
debugLog { "Found the item after performing scrollBy()" }
} else if (!isOvershot()) {
if (delta != consumed) {
debugLog { "Hit end without finding the item" }
cancelAnimation()
loop = false
return@animateTo
}
prevValue += delta
if (forward) {
if (value > boundDistancePx) {
debugLog { "Struck bound going forward" }
cancelAnimation()
}
} else {
if (value < -boundDistancePx) {
debugLog { "Struck bound going backward" }
cancelAnimation()
}
}
if (forward) {
if (
loops >= 2 &&
index - lastVisibleItemIndex > numOfItemsForTeleport
) {
// Teleport
debugLog { "Teleport forward" }
snapToItem(
index = index - numOfItemsForTeleport,
scrollOffset = 0
)
}
} else {
if (
loops >= 2 &&
firstVisibleItemIndex - index > numOfItemsForTeleport
) {
// Teleport
debugLog { "Teleport backward" }
snapToItem(
index = index + numOfItemsForTeleport,
scrollOffset = 0
)
}
}
}
}
// We don't throw ItemFoundInScroll when we snap, because once we've snapped to
// the final position, there's no need to animate to it.
if (isOvershot()) {
debugLog {
"Overshot, " +
"item $firstVisibleItemIndex at $firstVisibleItemScrollOffset," +
" target is $scrollOffset"
}
snapToItem(index = index, scrollOffset = scrollOffset)
loop = false
cancelAnimation()
return@animateTo
} else if (isItemVisible(index)) {
val targetItemOffset = calculateDistanceTo(index).roundToInt()
debugLog { "Found item" }
throw ItemFoundInScroll(targetItemOffset, anim)
}
}
loops++
}
} catch (itemFound: ItemFoundInScroll) {
// We found it, animate to it
// Bring to the requested position - will be automatically stopped if not possible
val anim = itemFound.previousAnimation.copy(value = 0f)
val target = (itemFound.itemOffset + scrollOffset).toFloat()
var prevValue = 0f
debugLog {
"Seeking by $target at velocity ${itemFound.previousAnimation.velocity}"
}
anim.animateTo(
target,
sequentialAnimation = (anim.velocity != 0f)
) {
// Springs can overshoot their target, clamp to the desired range
val coercedValue = when {
target > 0 -> {
value.coerceAtMost(target)
}
target < 0 -> {
value.coerceAtLeast(target)
}
else -> {
debugLog { "WARNING: somehow ended up seeking 0px, this shouldn't happen" }
0f
}
}
val delta = coercedValue - prevValue
debugLog { "Seeking by $delta (coercedValue = $coercedValue)" }
val consumed = scrollBy(delta)
if (delta != consumed /* hit the end, stop */ ||
coercedValue != value /* would have overshot, stop */
) {
cancelAnimation()
}
prevValue += delta
}
// Once we're finished the animation, snap to the exact position to account for
// rounding error (otherwise we tend to end up with the previous item scrolled the
// tiniest bit onscreen)
// TODO: prevent temporarily scrolling *past* the item
snapToItem(index = index, scrollOffset = scrollOffset)
}
}
}
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