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Fix IME insets propagation and Scroll To Focused Node behaviour (#1523)
## Proposed Changes Update IME insets handling and improve keyboard appearance animation synchronisation. Add to skikoMain code responsible for layer offset when element is focused. ## Testing Test: All 4 combinations with all possible values of `ComposeUIViewControllerConfiguration.onFocusBehavior` and `ComposeUIViewControllerConfiguration.platformLayers` should be verified in combination with TextField on the scene. Also, verify Matryoshka-like interop views containing TextField. ## Issues Fixed Fixes: https://youtrack.jetbrains.com/issue/CMP-5009/Offset-difference-in-IME-padding-between-iOS-and-Android Fixes: https://youtrack.jetbrains.com/issue/CMP-1501/Long-TestField-still-behaves-strange Fixes: https://youtrack.jetbrains.com/issue/CMP-3621/Issues-with-Keyboard-and-TextField-on-iOS. Fixes: https://youtrack.jetbrains.com/issue/CMP-4506/Incorrect-imePadding-and-high-cpu-usage-when-repeatedly-opening-and-closing-Keyboard-on-iOS Fixes: https://youtrack.jetbrains.com/issue/CMP-6635/iOS.-almostFullScreen.-Selection-handlers-in-wrong-positions
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compose/ui/ui/src/skikoMain/kotlin/androidx/compose/ui/layout/OffsetToFocusedRect.skiko.kt
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/* | ||
* Copyright 2024 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. | ||
*/ | ||
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package androidx.compose.ui.layout | ||
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import androidx.compose.runtime.Composable | ||
import androidx.compose.runtime.LaunchedEffect | ||
import androidx.compose.runtime.getValue | ||
import androidx.compose.runtime.mutableStateOf | ||
import androidx.compose.runtime.remember | ||
import androidx.compose.runtime.setValue | ||
import androidx.compose.runtime.withFrameNanos | ||
import androidx.compose.ui.geometry.Rect | ||
import androidx.compose.ui.platform.LocalDensity | ||
import androidx.compose.ui.platform.PlatformInsets | ||
import androidx.compose.ui.unit.Density | ||
import androidx.compose.ui.unit.IntOffset | ||
import androidx.compose.ui.unit.IntSize | ||
import kotlin.math.max | ||
import kotlin.math.min | ||
import kotlin.math.roundToInt | ||
import kotlin.time.Duration | ||
import kotlin.time.Duration.Companion.nanoseconds | ||
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@Composable | ||
internal fun OffsetToFocusedRect( | ||
insets: PlatformInsets, | ||
getFocusedRect: () -> Rect?, | ||
size: IntSize?, | ||
animationDuration: Duration, | ||
animationCompletion: () -> Unit, | ||
content: @Composable () -> Unit, | ||
) { | ||
var currentOffset by remember { mutableStateOf(IntOffset.Zero) } | ||
var startOffset by remember { mutableStateOf(IntOffset.Zero) } | ||
var offsetProgress by remember { mutableStateOf(1f) } | ||
val density = LocalDensity.current | ||
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LaunchedEffect(insets, animationDuration) { | ||
startOffset = currentOffset | ||
if (animationDuration.isPositive()) { | ||
if (startOffset == density.adjustedToFocusedRectOffset( | ||
insets = insets, | ||
focusedRect = getFocusedRect(), | ||
size = size, | ||
currentOffset = currentOffset | ||
) | ||
) { | ||
offsetProgress = 1f | ||
} else { | ||
withAnimationProgress(animationDuration) { | ||
offsetProgress = it | ||
} | ||
} | ||
animationCompletion() | ||
} else { | ||
offsetProgress = 1f | ||
} | ||
} | ||
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Layout( | ||
content = content, | ||
measurePolicy = { measurables, constraints -> | ||
val endOffset = density.adjustedToFocusedRectOffset( | ||
insets = insets, | ||
focusedRect = getFocusedRect(), | ||
size = size, | ||
currentOffset = currentOffset | ||
) | ||
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// Intentionally update state within composition to trigger second measure and | ||
// layout because focus rect may be miscalculated due to simultaneous offset and | ||
// window insets changes. | ||
currentOffset = startOffset + (endOffset - startOffset) * offsetProgress | ||
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val placeables = measurables.map { it.measure(constraints) } | ||
layout( | ||
placeables.maxOfOrNull { it.width } ?: constraints.minWidth, | ||
placeables.maxOfOrNull { it.height } ?: constraints.minHeight | ||
) { | ||
placeables.forEach { | ||
it.place(currentOffset) | ||
} | ||
} | ||
} | ||
) | ||
} | ||
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internal fun Density.adjustedToFocusedRectOffset( | ||
insets: PlatformInsets, | ||
focusedRect: Rect?, | ||
size: IntSize?, | ||
currentOffset: IntOffset, | ||
): IntOffset { | ||
focusedRect ?: return IntOffset.Zero | ||
size ?: return IntOffset.Zero | ||
if (insets == PlatformInsets.Zero) { | ||
return IntOffset.Zero | ||
} | ||
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return IntOffset( | ||
x = directionalFocusOffset( | ||
contentSize = size.width.toFloat(), | ||
contentInsetStart = insets.left.toPx(), | ||
contentInsetEnd = insets.right.toPx(), | ||
focusStart = focusedRect.left - currentOffset.x, | ||
focusEnd = focusedRect.right - currentOffset.x | ||
), | ||
y = directionalFocusOffset( | ||
contentSize = size.height.toFloat(), | ||
contentInsetStart = insets.top.toPx(), | ||
contentInsetEnd = insets.bottom.toPx(), | ||
focusStart = focusedRect.top - currentOffset.y, | ||
focusEnd = focusedRect.bottom - currentOffset.y | ||
) | ||
) | ||
} | ||
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private fun directionalFocusOffset( | ||
contentSize: Float, | ||
contentInsetStart: Float, | ||
contentInsetEnd: Float, | ||
focusStart: Float, | ||
focusEnd: Float | ||
): Int { | ||
val hiddenFromPart = contentInsetStart - max(focusStart, 0f) | ||
val hiddenToPart = contentInsetEnd - contentSize + min(focusEnd, contentSize) | ||
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return if (hiddenFromPart >= 0 && hiddenToPart >= 0) { | ||
0 | ||
} else if (hiddenToPart < 0) { | ||
max(0f, min(hiddenFromPart, -hiddenToPart)).roundToInt() | ||
} else { | ||
min(0f, max(hiddenFromPart, -hiddenToPart)).roundToInt() | ||
} | ||
} | ||
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private suspend fun withAnimationProgress(duration: Duration, update: (Float) -> Unit) { | ||
fun easeInOutProgress(progress: Float) = if (progress < 0.5) { | ||
2 * progress * progress | ||
} else { | ||
(-2 * progress * progress) + (4 * progress) - 1 | ||
} | ||
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update(0f) | ||
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var firstFrameTime = 0L | ||
var progressDuration = Duration.ZERO | ||
while (progressDuration < duration) { | ||
withFrameNanos { frameTime -> | ||
if (firstFrameTime == 0L) { | ||
firstFrameTime = frameTime | ||
} | ||
progressDuration = (frameTime - firstFrameTime).nanoseconds | ||
val progress = easeInOutProgress( | ||
min(1.0, progressDuration / duration).toFloat() | ||
) | ||
update(progress) | ||
} | ||
} | ||
} |
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