value not updating (Jetpack Compose) - android

I'm trying to adapt a video tutorial to my own needs. Basically, I have a list of boxes and I want each one to animate with a delay of 1 second after the other. I don't understand why my code does not work. The
delay.value
does not appear to update. Any ideas?
#Composable
fun Rocket(
isRocketEnabled: Boolean,
maxWidth: Dp,
maxHeight: Dp
) {
val modifier: Modifier
val delay = remember { mutableStateOf(0) }
val tileSize = 50.dp
if (!isRocketEnabled) {
Modifier.offset(
y = maxHeight - tileSize,
)
} else {
val infiniteTransition = rememberInfiniteTransition()
val positionState = infiniteTransition.animateFloat(
initialValue = 0f,
targetValue = 1f,
animationSpec = infiniteRepeatable(
animation = tween(
durationMillis = 2000,
delayMillis = delay.value,
easing = LinearEasing
)
)
)
modifier = Modifier.offset(
x = (maxWidth - tileSize) * positionState.value,
y = (maxHeight - tileSize) - (maxHeight - tileSize) * positionState.value,
)
listOf(
Color(0xffDFFF00),
Color(0xffFFBF00),
Color(0xffFF7F50),
Color(0xffDE3163),
Color(0xff9FE2BF),
Color(0xff40E0D0),
Color(0xff6495ED),
Color(0xffCCCCFF),
).forEachIndexed { index, color ->
Box(
modifier = modifier
.width(tileSize)
.height(tileSize)
.background(color = color)
)
delay.value += 1000
}
}
}

When a state remembered in a composable is changed , the entire composable gets re-composed.
So to achieve the given requirement,
Instead of using a delay as a mutableState we can simply use an Int delay and update its value in the forEach loop and create an animation with the updated delay.
.forEachIndexed { index, color ->
Box(
modifier = createModifier(maxWidth, maxHeight, tileSize, createAnim(delay = delay))
.width(tileSize)
.height(tileSize)
.background(color = color)
)
delay += 1000
}
Create the modifier with animation:-
fun createModifier(maxWidth: Dp, maxHeight: Dp, tileSize: Dp, positionState: State<Float>): Modifier {
return Modifier.offset(
x = ((maxWidth - tileSize) * positionState.value),
y = ((maxHeight - tileSize) - (maxHeight - tileSize) * positionState.value),
)
}
#Composable
fun createAnim(delay: Int): State<Float> {
val infiniteTransition = rememberInfiniteTransition()
return infiniteTransition.animateFloat(
initialValue = 0f,
targetValue = 1f,
animationSpec = infiniteRepeatable(
animation = tween(
durationMillis = 2000,
delayMillis = delay,
easing = LinearEasing
)
)
)
}

Related

Jetpack Compose Animation skips to target value immediately

I'm trying to achieve a smooth animation of a simple round timer. Like this, but smoother
However it just skips to targetValue immediately and that's it there's no animation at all. I'm trying to do it like this:
#Composable
private fun SampleTimer(duration: Int, modifier: Modifier = Modifier) {
var animatedPercentage by remember { mutableStateOf(1f) }
LaunchedEffect(Unit) {
animate(
initialValue = 1f,
targetValue = 0f,
animationSpec = infiniteRepeatable(
tween(
durationMillis = duration.seconds.inWholeMilliseconds.toInt(),
easing = LinearEasing,
),
),
) { value, _ ->
animatedPercentage = value
}
}
val arcColor = MaterialTheme.colors.primaryVariant
Canvas(
modifier = modifier,
) {
drawArc(
color = arcColor,
useCenter = true,
startAngle = -90f,
sweepAngle = -360f * animatedPercentage,
)
}
}
Why does this happen, what am I missing here?
You can use an Animatable state. The angle will animate from 0–360°.
Something like:
val angle = remember {
Animatable(0f)
}
LaunchedEffect(angle) {
launch {
angle.animateTo(360f, animationSpec =
infiniteRepeatable(
tween(
durationMillis = 5000,
easing = LinearEasing,
),
)
)
}
}
val arcColor = Red
Canvas(
modifier = Modifier.size(100.dp),
) {
drawArc(
color = arcColor,
useCenter = true,
startAngle = -90f,
sweepAngle = -angle.value,
)
}
The problem was that the animations were turned off in developer settings on my device, and I forgot that

How to add drag to custom layout and change the color of the dragged surface in jetpack compose

I am using this tutorial
https://danielrampelt.com/blog/jetpack-compose-custom-schedule-layout-part-1/ and part 2
to draw a custom schedule. How can I want to use draggable inside of it so I can change the color of the dragged surface in jetpack compose. My aim is to drag an time slot vertically. This is my composable function. I have put the draggable function but I don't know how to implement it. Now my screen freezes, I can't scroll vertically.
#Composable
fun DynamicSchedule(
viewModel: CalenderViewModel,
modifier: Modifier = Modifier,
appointmentContent: #Composable (appointment: Appointment) -> Unit = {
ScheduleCard(
appointment = it
)
},
minDate: LocalDate,
maxDate: LocalDate,
dayWidth: Dp,
hourHeight: Dp
) {
val numDays = ChronoUnit.DAYS.between(minDate, maxDate).toInt() + 1
val dividerColor = if (MaterialTheme.colors.isLight) Color.LightGray else Color.DarkGray
var offsetY by remember { mutableStateOf(0f) }
Layout(
content = {
viewModel.state.value.appointmentList.sortedBy { it.startDate }
.forEach { appointment ->
Box(modifier = Modifier.appointmentData(appointment)) {
appointmentContent(appointment)
}
}
},
modifier = modifier
.drawBehind {
repeat(23) {
drawLine(
dividerColor,
start = Offset(0f, (it + 1) * hourHeight.toPx()),
end = Offset(size.width, (it + 1) * hourHeight.toPx()),
strokeWidth = 1.dp.toPx()
)
}
repeat(numDays - 1) {
drawLine(
dividerColor,
start = Offset((it + 1) * dayWidth.toPx(), 0f),
end = Offset((it + 1) * dayWidth.toPx(), size.height),
strokeWidth = 1.dp.toPx()
)
}
}
.pointerInput(Unit) {
detectTapGestures {
val x = it.x.toDp()
val y = it.y.toDp()
val time = y.value.toInt() / hourHeight.value
val date = (x.value.toInt() / dayWidth.value)
println("X: $x, Y: $y")
println("Day: $date, Time: $time")
}
}
.draggable(
orientation = Orientation.Vertical,
state = rememberDraggableState { delta ->
offsetY += delta
println("Delta: $offsetY")
}
),
) { measurables, constraints ->
println("i got recomposed ======== ")
val height = hourHeight.roundToPx() * 24
val width = dayWidth.roundToPx() * numDays
val placeablesWithAppointment = measurables.map { measurable ->
val appointment = measurable.parentData as Appointment
val appointmentDurationInMinutes =
ChronoUnit.MINUTES.between(
appointment.startDate.time.toJavaLocalTime(),
appointment.endDate.time.toJavaLocalTime()
)
val appointmentHeight =
((appointmentDurationInMinutes / 60f) * hourHeight.toPx()).roundToInt()
val placeable = measurable.measure(
constraints.copy(
minWidth = dayWidth.roundToPx(),
maxWidth = dayWidth.roundToPx(),
minHeight = appointmentHeight,
maxHeight = appointmentHeight
)
)
Pair(placeable, appointment)
}
layout(width, height) {
placeablesWithAppointment.forEach { (placeable, appointment) ->
//appointment time - midnight
val appointmentOffsetMinutes =
ChronoUnit.MINUTES.between(
LocalTime.MIN,
appointment.startDate.time.toJavaLocalTime()
)
val appointmentY =
((appointmentOffsetMinutes / 60f) * hourHeight.toPx()).roundToInt()
val appointmentOffsetDays =
ChronoUnit.DAYS.between(
minDate,
appointment.startDate.date.toJavaLocalDate()
).toInt()
val appointmentX = appointmentOffsetDays * dayWidth.roundToPx()
placeable.place(appointmentX, appointmentY)
}
}
}
}

Android Compose create shake animation

I am trying to make shaking animation of shape in Jetpack Compose. I want to use this animation to show error when user enters invalid Pin code. But all I can find is slide in, slide out animations and some scale animations. Any ideas how I can accomplish this?
Update:
After #Thracian answer. I used code as below, shaking my items horizontally:
fun Modifier.shake(enabled: Boolean, onAnimationFinish: () -> Unit) = composed(
factory = {
val distance by animateFloatAsState(
targetValue = if (enabled) 15f else 0f,
animationSpec = repeatable(
iterations = 8,
animation = tween(durationMillis = 50, easing = LinearEasing),
repeatMode = RepeatMode.Reverse
),
finishedListener = { onAnimationFinish.invoke() }
)
Modifier.graphicsLayer {
translationX = if (enabled) distance else 0f
}
},
inspectorInfo = debugInspectorInfo {
name = "shake"
properties["enabled"] = enabled
}
)
Gif is slower than actual animation unfortunately but it gives an idea of outcome.
This can be done in many ways. You should change scaleX or scaleY or both in short time duration to have a shake effect. If you wish to have rotation change rotationZ of Modifier.graphicsLayer either
#Composable
private fun ShakeAnimationSamples() {
Column(modifier = Modifier
.fillMaxSize()
.padding(10.dp)) {
var enabled by remember {
mutableStateOf(false)
}
val scale by animateFloatAsState(
targetValue = if (enabled) .9f else 1f,
animationSpec = repeatable(
iterations = 5,
animation = tween(durationMillis = 50, easing = LinearEasing),
repeatMode = RepeatMode.Reverse
),
finishedListener = {
enabled = false
}
)
val infiniteTransition = rememberInfiniteTransition()
val scaleInfinite by infiniteTransition.animateFloat(
initialValue = 1f,
targetValue = .85f,
animationSpec = infiniteRepeatable(
animation = tween(30, easing = LinearEasing),
repeatMode = RepeatMode.Reverse
)
)
val rotation by infiniteTransition.animateFloat(
initialValue = -10f,
targetValue = 10f,
animationSpec = infiniteRepeatable(
animation = tween(30, easing = LinearEasing),
repeatMode = RepeatMode.Reverse
)
)
Icon(
imageVector = Icons.Default.NotificationsActive,
contentDescription = null,
tint = Color.White,
modifier = Modifier
.graphicsLayer {
scaleX = if (enabled) scale else 1f
scaleY = if (enabled) scale else 1f
}
.background(Color.Red, CircleShape)
.size(50.dp)
.padding(10.dp)
)
Icon(
imageVector = Icons.Default.NotificationsActive,
contentDescription = null,
tint = Color.White,
modifier = Modifier
.graphicsLayer {
scaleX = scaleInfinite
scaleY = scaleInfinite
rotationZ = rotation
}
.background(Color.Red, CircleShape)
.size(50.dp)
.padding(10.dp)
)
Button(onClick = { enabled = !enabled }) {
Text("Animation enabled: $enabled")
}
}
}
Also you can do it as a Modifier either
fun Modifier.shake(enabled: Boolean) = composed(
factory = {
val scale by animateFloatAsState(
targetValue = if (enabled) .9f else 1f,
animationSpec = repeatable(
iterations = 5,
animation = tween(durationMillis = 50, easing = LinearEasing),
repeatMode = RepeatMode.Reverse
)
)
Modifier.graphicsLayer {
scaleX = if (enabled) scale else 1f
scaleY = if (enabled) scale else 1f
}
},
inspectorInfo = debugInspectorInfo {
name = "shake"
properties["enabled"] = enabled
}
)
Usage
Icon(
imageVector = Icons.Default.NotificationsActive,
contentDescription = null,
tint = Color.White,
modifier = Modifier
.shake(enabled)
.background(Color.Red, CircleShape)
.size(50.dp)
.padding(10.dp)
)

Show touch point using Android Jetpack Compose?

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:

How to apply the Layout modifier to each placeable individually in Jetpack Compose?

I have a draggable modifier in my custom layout. The problem is that all my placeables are moving as a block, whereas I would like them to move individually. What would be the correct way of looping through them to make sure only one placeable is selected at a time? Or is there a better way of going about it? Here is my custom layout:
#Composable
fun CustomLayout(
modifier: Modifier = Modifier,
content: #Composable() () -> Unit
) {
val coroutineScope = rememberCoroutineScope()
val offsetX = remember { Animatable(0f) }
val offsetY = remember { Animatable(0f) }
Layout(
modifier = modifier
.offset {
IntOffset(
offsetX.value.roundToInt(),
offsetY.value.roundToInt()
)
}
.draggable(
state = rememberDraggableState { delta ->
coroutineScope.launch {
offsetX.snapTo(offsetX.value + delta)
}
},
orientation = Orientation.Horizontal,
onDragStarted = {},
onDragStopped = {
coroutineScope.launch {
offsetX.animateTo(
targetValue = 0f,
animationSpec = tween(
durationMillis = 1000,
delayMillis = 0
)
)
}
}
),
content = content
) { measurables, constraints ->
val tileSize = constraints.maxWidth / 7
val childConstraints = constraints.copy(
minWidth = minOf(constraints.minWidth, tileSize),
maxWidth = tileSize
)
val placeables = measurables.map { measurable ->
measurable.measure(childConstraints)
}
layout(constraints.maxWidth, constraints.maxHeight) {
var yPosition = 0
val xPosition = 0
placeables.forEachIndexed { index, placeable ->
if (index <= 6) {
placeable.placeRelative(x = xPosition, y = yPosition)
} else {
placeable.placeRelative(
constraints.maxWidth - tileSize,
yPosition - placeable.height * 7
)
}
yPosition += placeable.height
}
}
}
}
Here I would like to move one tile only at a time:
You solution doesn't work because you're applying the offset to the whole layout, but you need to apply it for a single item.
Layout only intended to layout items: in the MeasureScope we only have access to item sizes/positions, and we can't add modifiers to them, as those will modify the state and it'll lead to recursion.
My suggestion is to pass items count and an item generator to your Composable, so we can add both offset and draggable modifiers to each item:
#Composable
fun DraggableLayout(
modifier: Modifier = Modifier,
count: Int,
item: #Composable (Int, Modifier) -> Unit
) {
val coroutineScope = rememberCoroutineScope()
val offsetsX = remember { mutableStateMapOf<Int, Animatable<Float, AnimationVector1D>>() }
CustomLayout(
modifier = modifier,
content = {
for (i in 0 until count) {
item(
i,
Modifier
.offset {
IntOffset(
offsetsX[i]?.value?.roundToInt() ?: 0,
0
)
}
.draggable(
state = rememberDraggableState { delta ->
coroutineScope.launch {
val offsetX = offsetsX[i] ?: Animatable(0f)
offsetX.snapTo(offsetX.value + delta)
offsetsX[i] = offsetX
}
},
orientation = Orientation.Horizontal,
onDragStarted = {},
onDragStopped = {
coroutineScope.launch {
offsetsX[i]!!.animateTo(
targetValue = 0f,
animationSpec = tween(
durationMillis = 1000,
delayMillis = 0
)
)
}
}
),
)
}
}
)
}
#Composable
fun CustomLayout(
modifier: Modifier = Modifier,
content: #Composable () -> Unit
) {
Layout(
modifier = modifier,
content = content,
) { measurables, constraints ->
val tileSize = constraints.maxWidth / 7
val childConstraints = constraints.copy(
minWidth = minOf(constraints.minWidth, tileSize),
maxWidth = tileSize
)
val placeables = measurables.map { measurable ->
measurable.measure(childConstraints)
}
layout(constraints.maxWidth, constraints.maxHeight) {
var yPosition = 0
val xPosition = 0
placeables.forEachIndexed { index, placeable ->
if (index <= 6) {
placeable.placeRelative(x = xPosition, y = yPosition)
} else {
placeable.placeRelative(
constraints.maxWidth - tileSize,
yPosition - placeable.height * 7
)
}
yPosition += placeable.height
}
}
}
}
And use it like this:
CustomLayout(
count = 10,
item = { i, modifier ->
Text(
"Test $i",
modifier = Modifier
.size(50.dp)
.then(modifier)
)
}
)
The result:

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