How to get this content size reduce animation with jetpack compose when long pressed and then get normal when released(like the card in Spotify Android App).
Here is a gif showing the animation.
You can use a Transition to manage the animations between the pressed and release states.
enum class ComponentState { Pressed, Released }
var toState by remember { mutableStateOf(ComponentState.Released) }
val transition: Transition<ComponentState> = updateTransition(targetState = toState, label = "")
// Defines a float animation to scale x,y
val scalex: Float by transition.animateFloat(
transitionSpec = { spring(stiffness = 50f) }, label = ""
) { state ->
if (state == ComponentState.Pressed) 0.90f else 1f
}
val scaley: Float by transition.animateFloat(
transitionSpec = { spring(stiffness = 50f) }, label = ""
) { state ->
if (state == ComponentState.Pressed) 0.90f else 1f
}
Then you can use the PointerInputScope.detectTapGestures to detect the press gestures:
val modifier = Modifier.pointerInput(Unit) {
detectTapGestures(
onPress = {
toState = ComponentState.Pressed
tryAwaitRelease()
toState = ComponentState.Released
}
)
}
Finally apply the animation to your Composable.
For example:
Box(
modifier
.width((100 * scalex).dp)
.height((100 * scaley).dp),
contentAlignment = Alignment.Center) {
Image(
//...
modifier = Modifier.graphicsLayer{
scaleX = scalex;
scaleY = scaley
})
}
Related
Could you tell me why it stops working when I use val animateAngle: Float by transition.animateFloat instead of val animateAngle by animateFloatAsState?
It seems that the variable rotated is not updated when the button is clicked.
var rotated by remember {
mutableStateOf(false)
}
val transition = updateTransition(
targetState = rotated,
label = "Rotate"
)
val animateAngle: Float by transition.animateFloat(
transitionSpec = {
tween(2000)
},
label = "Rotate box"
) { state ->
when(state){
rotated -> 360f
else -> 0f
}
}
Column (
) {
Image(
painter = painterResource(id = R.drawable.propeller),
contentDescription = "fan",
modifier = Modifier
.rotate(animateAngle)
.padding(30.dp)
.size(100.dp))
Button(
onClick = {
rotated = !rotated
},
) {
Text(text = "Rotate Box")
}
}
You have a boolean mutableState that you use as a targetState for your transition, true or false will be its target state.
val transition = updateTransition(
targetState = rotated,
label = "Rotate"
)
Now you are reading that boolean mutableState inside targetValueByState lambda
when(state) {
rotated -> 360f
else -> 0f
}
and because you are reading it there, the animationAngle will always get a value of 360f, regardless if its true or false.
Logging it,
Log.e("AnimatedAngle", "$animateAngle : Rotated boolean state [$rotated]")
prints:
360.0 : Rotated boolean state [false]
360.0 : Rotated boolean state [true]
Just simply remove it and slightly modify the targetValueByState block this way, and your animation will work.
val animateAngle: Float by transition.animateFloat(
transitionSpec = {
tween(2000)
},
label = "Rotate box"
) { state ->
if (state) 360f else 0f
}
How show touch point using Android Jetpack Compose?
Example:
Here is my solution.
#Composable
fun TouchableFeedback() {
// Some constants here
val sizeAnimationDuration = 200
val colorAnimationDuration = 200
val boxSize = 100.dp
val startColor = Color.Red.copy(alpha = .05f)
val endColor = Color.Red.copy(alpha = .8f)
// These states are changed to update the animation
var touchedPoint by remember { mutableStateOf(Offset.Zero) }
var visible by remember { mutableStateOf(false) }
// circle color and size in according to the visible state
val colorAnimation by animateColorAsState(
if (visible) startColor else endColor,
animationSpec = tween(
durationMillis = colorAnimationDuration,
easing = LinearEasing
),
finishedListener = {
visible = false
}
)
val sizeAnimation by animateDpAsState(
if (visible) boxSize else 0.dp,
tween(
durationMillis = sizeAnimationDuration,
easing = LinearEasing
)
)
// Box for the whole screen
Box(
Modifier
.fillMaxSize()
.pointerInput(Unit) {
detectTapGestures {
// changing the state to set the point touched on the screen
// and make it visible
touchedPoint = it
visible = true
}
}
) {
// The touch offset is px and we need to convert to Dp
val density = LocalDensity.current
val (xDp, yDp) = with(density) {
(touchedPoint.x.toDp() - boxSize / 2) to (touchedPoint.y.toDp() - boxSize / 2)
}
// This box serves as container. It has a fixed size.
Box(
Modifier
.offset(xDp, yDp)
.size(boxSize),
) {
// And this box is animating the background and the size
Box(
Modifier
.align(Alignment.Center)
.background(colorAnimation, CircleShape)
.height(if (visible) sizeAnimation else 0.dp)
.width(if (visible) sizeAnimation else 0.dp),
)
}
}
}
Here is the result:
I would like to create a composable component very similar to Instagram story loading bar with 10 seconds of duration.
I had an idea how to do it but I'm not how to executed. I was thinking about adding a static bar (grey color) using a BOX and then add another bar (white color) which animates from 0 to final of composable width in 10 seconds.
Do you have any idea how I can implement this component?
You can use this Composable to create a segmented progress bar
private const val BackgroundOpacity = 0.25f
private const val NumberOfSegments = 8
private val StrokeWidth = 4.dp
private val SegmentGap = 8.dp
#Composable
fun SegmentedProgressIndicator(
/*#FloatRange(from = 0.0, to = 1.0)*/
progress: Float,
modifier: Modifier = Modifier,
color: Color = MaterialTheme.colors.primary,
backgroundColor: Color = color.copy(alpha = BackgroundOpacity),
strokeWidth: Dp = StrokeWidth,
numberOfSegments: Int = NumberOfSegments,
segmentGap: Dp = SegmentGap
) {
val gap: Float
val stroke: Float
with(LocalDensity.current) {
gap = segmentGap.toPx()
stroke = strokeWidth.toPx()
}
Canvas(
modifier
.progressSemantics(progress)
.fillMaxWidth()
.height(strokeWidth)
.focusable()
) {
drawSegments(1f, backgroundColor, stroke, numberOfSegments, gap)
drawSegments(progress, color, stroke, numberOfSegments, gap)
}
}
private fun DrawScope.drawSegments(
progress: Float,
color: Color,
strokeWidth: Float,
segments: Int,
segmentGap: Float,
) {
val width = size.width
val start = 0f
val gaps = (segments - 1) * segmentGap
val segmentWidth = (width - gaps) / segments
val barsWidth = segmentWidth * segments
val end = barsWidth * progress + (progress * segments).toInt()* segmentGap
repeat(segments) { index ->
val offset = index * (segmentWidth + segmentGap)
if (offset < end) {
val barEnd = (offset + segmentWidth).coerceAtMost(end)
drawLine(
color,
Offset(start + offset, 0f),
Offset(barEnd, 0f),
strokeWidth
)
}
}
}
You use it like this
var running by remember { mutableStateOf(false) }
val progress: Float by animateFloatAsState(
if (running) 1f else 0f,
animationSpec = tween(
durationMillis = 10_000,
easing = LinearEasing
)
)
Surface(color = MaterialTheme.colors.background) {
Column(
modifier = Modifier.fillMaxSize(),
horizontalAlignment = Alignment.CenterHorizontally
) {
SegmentedProgressIndicator(
progress = progress,
modifier = Modifier
.padding(top = 64.dp, start = 32.dp, end = 32.dp)
.fillMaxWidth(),
)
Button(
onClick = { running = !running },
modifier = Modifier.padding(top = 32.dp)
) {
Text(
text = if (running) "Reverse Animation" else "Start Animation"
)
}
}
}
This is the result
You can animate the progress of a LinearProgressIndicator.
Something like:
var enabled by remember { mutableStateOf(false) }
val progress: Float by animateFloatAsState(
if (enabled) 1f else 0.0f,
animationSpec = tween(
durationMillis = 10000,
delayMillis = 40,
easing = LinearOutSlowInEasing
)
)
LinearProgressIndicator(
color = White,
backgroundColor = LightGray,
progress = progress,
modifier = Modifier.width(100.dp)
)
Just set enabled=true to start the animation (it is just an example).
try this solution, it should work:
var progress by remember {mutableStateOf(0.0f)}
var enabled by remember { mutableStateOf(true) }
LaunchedEffect(key1 = progress, key2 = enabled) {
if(progress<1 && enabled) {
delay(100L)
progress += 0.01F
}
}
LinearProgressIndicator(
color = White,
backgroundColor = LightGray,
progress = progress,
modifier = Modifier.width(100.dp)
)
This is can be a full sample solution you can see and try to extend as well as refactor. The code is self-explanatory and you will see how it goes.
A story composable:
#OptIn(ExperimentalAnimationApi::class)
#Composable
fun Story(story: Stories) {
AnimatedContent(story) {
when (story) {
Stories.ONE -> {
StoryContent("1")
}
Stories.TWO -> {
StoryContent("2")
}
Stories.THREE -> {
StoryContent("3")
}
}
}
}
#Composable
private fun StoryContent(content: String) {
Text("Story $content")
}
Story progress indicator:
#Composable
fun StoryProgressIndicator(running: Boolean, modifier: Modifier = Modifier, onTenSecondsOnThisStory: () -> Unit) {
val progress: Float by animateFloatAsState(
if (running) 1f else 0f,
animationSpec = tween(
durationMillis = if (running) 10_000 else 0,
easing = LinearEasing
)
)
if (progress == 1f) {
onTenSecondsOnThisStory()
}
LinearProgressIndicator(
progress, modifier
)
}
And a screen that contains the navigation among stories and playing the animation.
#OptIn(ExperimentalAnimationApi::class)
#Composable
fun InstagramLikeStories() {
var screenWidth by remember { mutableStateOf(1) }
var currentStory by remember { mutableStateOf(Stories.ONE) }
var currentStoryPointer by remember { mutableStateOf(0) }
var runningStoryOne by remember { mutableStateOf(false) }
var runningStoryTwo by remember { mutableStateOf(false) }
var runningStoryThree by remember { mutableStateOf(false) }
val runStoryOne = { runningStoryOne = true; runningStoryTwo = false; runningStoryThree = false }
val runStoryTwo = { runningStoryOne = false; runningStoryTwo = true; runningStoryThree = false }
val runStoryThree = { runningStoryOne = false; runningStoryTwo = false; runningStoryThree = true }
val stories = Stories.values()
LaunchedEffect(Unit) { runStoryOne() }
Column(
Modifier.fillMaxSize().onGloballyPositioned {
screenWidth = it.size.width
}.pointerInput(Unit) {
detectTapGestures(onTap = {
if ((it.x / screenWidth) * 100 > 50) {
if (currentStoryPointer == stories.size - 1) {
currentStoryPointer = 0
} else {
currentStoryPointer++
}
currentStory = stories[currentStoryPointer]
} else {
if (currentStoryPointer != 0) {
currentStoryPointer--
currentStory = stories[currentStoryPointer]
}
}
runStoryIndicator(currentStory, runStoryOne, runStoryTwo, runStoryThree)
})
}
) {
Row(Modifier.fillMaxWidth().padding(horizontal = 16.dp)) {
StoryProgressIndicator(runningStoryOne, Modifier.weight(1f), onTenSecondsOnThisStory = {
runStoryIndicator(currentStory, runStoryOne, runStoryTwo, runStoryThree)
currentStoryPointer = 1
currentStory = stories[currentStoryPointer]
})
Spacer(Modifier.weight(0.1f))
StoryProgressIndicator(runningStoryTwo, Modifier.weight(1f), onTenSecondsOnThisStory = {
runStoryIndicator(currentStory, runStoryOne, runStoryTwo, runStoryThree)
currentStoryPointer = 2
currentStory = stories[currentStoryPointer]
})
Spacer(Modifier.weight(0.1f))
StoryProgressIndicator(runningStoryThree, Modifier.weight(1f), onTenSecondsOnThisStory = {
runStoryIndicator(currentStory, runStoryOne, runStoryTwo, runStoryThree)
// go to first one
currentStoryPointer = 0
currentStory = stories[currentStoryPointer]
})
}
}
Story(currentStory)
Row {
Button(onClick = {
}) {
Text("button")
}
}
}
private fun runStoryIndicator(
currentStory: Stories,
runStoryOne: () -> Unit,
runStoryTwo: () -> Unit,
runStoryThree: () -> Unit
) {
when (currentStory) {
Stories.ONE -> runStoryOne()
Stories.TWO -> runStoryTwo()
Stories.THREE -> runStoryThree()
}
}
enum class Stories {
ONE, TWO, THREE
}
I have a green square that I can drag vertically. But whenever I stop dragging it, I want it to reset the offset to the start with an animation. I tried it like this, but I can't figure it out. Does someone know how to do it?
#Composable
fun DraggableSquare() {
var currentOffset by remember { mutableStateOf(0F) }
val resetAnimation by animateIntOffsetAsState(targetValue = IntOffset(0, currentOffset.roundToInt()))
var shouldReset = false
Box(contentAlignment = Alignment.TopCenter, modifier = Modifier.fillMaxSize()) {
Surface(
color = Color(0xFF34AB52),
modifier = Modifier
.size(100.dp)
.offset {
when {
shouldReset -> resetAnimation
else -> IntOffset(0, currentOffset.roundToInt())
}
}
.draggable(
state = rememberDraggableState { delta -> currentOffset += delta },
orientation = Orientation.Vertical,
onDragStopped = {
shouldReset = true
currentOffset = 0F
}
)
) {}
}
}
You can define the offset as an Animatable.
While dragging use the method snapTo to update the current value as the initial value and the onDragStopped to start the animation.
val coroutineScope = rememberCoroutineScope()
val offsetY = remember { Animatable(0f) }
Box(contentAlignment = Alignment.TopCenter, modifier = Modifier.fillMaxSize()) {
Surface(
color = Color(0xFF34AB52),
modifier = Modifier
.size(100.dp)
.offset {
IntOffset(0, offsetY.value.roundToInt())
}
.draggable(
state = rememberDraggableState { delta ->
coroutineScope.launch {
offsetY.snapTo(offsetY.value + delta)
}
},
orientation = Orientation.Vertical,
onDragStopped = {
coroutineScope.launch {
offsetY.animateTo(
targetValue = 0f,
animationSpec = tween(
durationMillis = 3000,
delayMillis = 0
)
)
}
}
)
) {
}
}
I want to build this awesome button animation pressed from the AirBnB App with Jetpack Compose
Unfortunately, the Animation/Transition API was changed recently and there's almost no documentation for it. Can someone help me get the right approach to implement this button press animation?
Edit
Based on #Amirhosein answer I have developed a button that looks almost exactly like the Airbnb example
Code:
#Composable
fun AnimatedButton() {
val boxHeight = animatedFloat(initVal = 50f)
val relBoxWidth = animatedFloat(initVal = 1.0f)
val fontSize = animatedFloat(initVal = 16f)
fun animateDimensions() {
boxHeight.animateTo(45f)
relBoxWidth.animateTo(0.95f)
// fontSize.animateTo(14f)
}
fun reverseAnimation() {
boxHeight.animateTo(50f)
relBoxWidth.animateTo(1.0f)
//fontSize.animateTo(16f)
}
Box(
modifier = Modifier
.height(boxHeight.value.dp)
.fillMaxWidth(fraction = relBoxWidth.value)
.clip(RoundedCornerShape(8.dp))
.background(Color.Black)
.clickable { }
.pressIndicatorGestureFilter(
onStart = {
animateDimensions()
},
onStop = {
reverseAnimation()
},
onCancel = {
reverseAnimation()
}
),
contentAlignment = Alignment.Center
) {
Text(text = "Explore Airbnb", fontSize = fontSize.value.sp, color = Color.White)
}
}
Video:
Unfortunately, I cannot figure out how to animate the text correctly as It looks very bad currently
Are you looking for something like this?
#Composable
fun AnimatedButton() {
val selected = remember { mutableStateOf(false) }
val scale = animateFloatAsState(if (selected.value) 2f else 1f)
Column(
Modifier.fillMaxSize(), verticalArrangement = Arrangement.Center,
horizontalAlignment = Alignment.CenterHorizontally
) {
Button(
onClick = { },
modifier = Modifier
.scale(scale.value)
.height(40.dp)
.width(200.dp)
.pointerInteropFilter {
when (it.action) {
MotionEvent.ACTION_DOWN -> {
selected.value = true }
MotionEvent.ACTION_UP -> {
selected.value = false }
}
true
}
) {
Text(text = "Explore Airbnb", fontSize = 15.sp, color = Color.White)
}
}
}
Here's the implementation I used in my project. Seems most concise to me.
val interactionSource = remember { MutableInteractionSource() }
val isPressed by interactionSource.collectIsPressedAsState()
val sizeScale by animateFloatAsState(if (isPressed) 0.5f else 1f)
Button(
onClick = { },
modifier = Modifier
.wrapContentSize()
.graphicsLayer(
scaleX = sizeScale,
scaleY = sizeScale
),
interactionSource = interactionSource
) { Text(text = "Open the reward") }
Use pressIndicatorGestureFilter to achieve this behavior.
Here is my workaround:
#Preview
#Composable
fun MyFancyButton() {
val boxHeight = animatedFloat(initVal = 60f)
val boxWidth = animatedFloat(initVal = 200f)
Box(modifier = Modifier
.height(boxHeight.value.dp)
.width(boxWidth.value.dp)
.clip(RoundedCornerShape(4.dp))
.background(Color.Black)
.clickable { }
.pressIndicatorGestureFilter(
onStart = {
boxHeight.animateTo(55f)
boxWidth.animateTo(180f)
},
onStop = {
boxHeight.animateTo(60f)
boxWidth.animateTo(200f)
},
onCancel = {
boxHeight.animateTo(60f)
boxWidth.animateTo(200f)
}
), contentAlignment = Alignment.Center) {
Text(text = "Utforska Airbnb", color = Color.White)
}
}
The default jetpack compose Button consumes tap gestures in its onClick event and pressIndicatorGestureFilter doesn't receive taps. That's why I created this custom button
You can use the Modifier.pointerInput to detect the tapGesture.
Define an enum:
enum class ComponentState { Pressed, Released }
Then:
var toState by remember { mutableStateOf(ComponentState.Released) }
val modifier = Modifier.pointerInput(Unit) {
detectTapGestures(
onPress = {
toState = ComponentState.Pressed
tryAwaitRelease()
toState = ComponentState.Released
}
)
}
// Defines a transition of `ComponentState`, and updates the transition when the provided [targetState] changes
val transition: Transition<ComponentState> = updateTransition(targetState = toState, label = "")
// Defines a float animation to scale x,y
val scalex: Float by transition.animateFloat(
transitionSpec = { spring(stiffness = 50f) }, label = ""
) { state ->
if (state == ComponentState.Pressed) 1.25f else 1f
}
val scaley: Float by transition.animateFloat(
transitionSpec = { spring(stiffness = 50f) }, label = ""
) { state ->
if (state == ComponentState.Pressed) 1.05f else 1f
}
Apply the modifier and use the Modifier.graphicsLayer to change also the text dimension.
Box(
modifier
.padding(16.dp)
.width((100 * scalex).dp)
.height((50 * scaley).dp)
.background(Color.Black, shape = RoundedCornerShape(8.dp)),
contentAlignment = Alignment.Center) {
Text("BUTTON", color = Color.White,
modifier = Modifier.graphicsLayer{
scaleX = scalex;
scaleY = scaley
})
}
Here is the ScalingButton, the onClick callback is fired when users click the button and state is reset when users move their finger out of the button area after pressing the button and not releasing it. I'm using Modifier.pointerInput function to detect user inputs:
#Composable
fun ScalingButton(onClick: () -> Unit, content: #Composable RowScope.() -> Unit) {
var selected by remember { mutableStateOf(false) }
val scale by animateFloatAsState(if (selected) 0.7f else 1f)
Button(
onClick = onClick,
modifier = Modifier
.scale(scale)
.pointerInput(Unit) {
while (true) {
awaitPointerEventScope {
awaitFirstDown(false)
selected = true
waitForUpOrCancellation()
selected = false
}
}
}
) {
content()
}
}
OR
Another approach without using an infinite loop:
#Composable
fun ScalingButton(onClick: () -> Unit, content: #Composable RowScope.() -> Unit) {
var selected by remember { mutableStateOf(false) }
val scale by animateFloatAsState(if (selected) 0.75f else 1f)
Button(
onClick = onClick,
modifier = Modifier
.scale(scale)
.pointerInput(selected) {
awaitPointerEventScope {
selected = if (selected) {
waitForUpOrCancellation()
false
} else {
awaitFirstDown(false)
true
}
}
}
) {
content()
}
}
If you want to animated button with different types of animation like scaling, rotating and many different kind of animation then you can use this library in jetpack compose. Check Here