Status Update
Comments
il...@google.com <il...@google.com>
ap...@google.com <ap...@google.com> #2
Jeremy, is this still an issue? I think the problem was that you had two transitions targeting the same View for the same action (e.g. two Slide() transitions).
jb...@google.com <jb...@google.com> #3
I have a similar issue with plain AnimatorSet:
set.start()
set.pause()
set.setCurrentPlayTime(100)
set.setCurrentPlayTime(0)
set.setCurrentPlayTime(100)
set.resume()
doesn't play animation in resume().
pr...@google.com <pr...@google.com> #4
Should clarify that if I filter out setCurrentPlayTime(0)
(or replace it with setCurrentPlayTime(1)
) it works well.
Also even with setCurrentPlayTime(0)
, onAnimationEnd
is notified with correct delay (as if the animation has played).
pa...@gmail.com <pa...@gmail.com> #5
@
I think that is intended for Animator. If you set the currentPlayTime
to 0 or the total duration the animator completes. We do some
an...@gmail.com <an...@gmail.com> #6
Did some investigation on the Fragment side and it seems like the merged transition is targeting correctly.
Exiting Transition: Slide@aa9288e: tgts(android.widget.LinearLayout{f9add3d})
>>>>> ExitingViews <<<<<
View: android.widget.LinearLayout{f9add3d}
Entering Transition: Slide@35b8af: tgts(android.widget.LinearLayout{b7f24bc})
>>>>> EnteringViews <<<<<
View: android.widget.LinearLayout{b7f24bc}
Final merged transition: TransitionSet@7bc1c45:
TransitionSet@e133f9a:
Slide@aa9288e: tgts(android.widget.LinearLayout{f9add3d})
Slide@35b8af: tgts(android.widget.LinearLayout{b7f24bc})
merged transition passed to controlDelayedTransition: TransitionSet@7bc1c45:
TransitionSet@e133f9a:
Slide@aa9288e: tgts(android.widget.LinearLayout{f9add3d})
Slide@35b8af: tgts(android.widget.LinearLayout{b7f24bc})
Still digging.
ho...@myrealtrip.com <ho...@myrealtrip.com> #7
ha...@gmail.com <ha...@gmail.com> #8
So I have isolated this outside of fragment into something much simpler and I think it breaks down when it comes to the adding and removing of Views with animateToStart.
The attached sample is a simple add that goes between two screens BLUE
and GREEN
. It has code for both the 1.5.0-alpha03
and 1.5.0-alpha04
versions, but I think alpha04 is currently broken in another way so I will upload the alpha03 version here.
This is integrated with predictive back similar to how fragment is, so upon cancelling we call animateToStart
, then we do a beginDelayedTransition
on a 0
duration Fade()
and we reverse the view visibility back to what it was prior to starting the transition.
If you only do visibility, cancel always works the view never goes away, it is wonderful, but when you do adding and removing views like we need to in fragment it fails.
First the code for beginDelayedTransition goes from this:
TransitionManager.beginDelayedTransition(container, Fade().apply {
duration = 0
})
reverseViews()
to this:
TransitionManager.beginDelayedTransition(container, Fade().apply {
duration = 0
addListener(onEnd = {
reverseViews()
blueScreen.visibility = View.VISIBLE
greenScreen.visibility = View.VISIBLE
})
})
reverseViews(useVisibility = true)
We need to make this change because after the animateToStart()
view is still parented by the overlay, so we call reverseViews(useVisibility = true)
to only change the visibility and then once the transition finishes we can call reverseViews()
to parent the view properly, then we make both views visible again.
From our perspective after the 0
duration transition our views are back in the proper state, but they do not transition properly after a cancel.
If the app is doing this wrong and we can make the appropriate fixes, doing the same in fragment should resolve this. There is logging available that shows the state of the views when we start the transition.
Description
Component used: Fragment
Version used: 1.7.0-alpha03
Devices/Android versions reproduced on: Pixel 6 with Android 14
The short summary of the issue is that once the predictive back gesture is completed (or started and canceled only), the fragments seem to be stacked on top of each other, with the top one displaying its contents without being interactive and the bottom one handling the touch input, which leads to crashes and unexpected behavior.
I've attached a minimal sample project to reproduce and describe the issues:
Hope you guys can fix that for the next alpha, thanks for your amazing work! :)