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March 22, 2024 21:47
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A Compose modifier to turn your apps into blocks (no, this has nothing to do with NFTs)
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import androidx.compose.animation.core.Animatable | |
import androidx.compose.animation.core.Spring | |
import androidx.compose.animation.core.animateFloatAsState | |
import androidx.compose.animation.core.spring | |
import androidx.compose.foundation.background | |
import androidx.compose.foundation.gestures.detectDragGestures | |
import androidx.compose.foundation.layout.aspectRatio | |
import androidx.compose.foundation.layout.fillMaxSize | |
import androidx.compose.foundation.layout.wrapContentSize | |
import androidx.compose.integration.demos.BlockFilter.Companion.Lighting | |
import androidx.compose.runtime.derivedStateOf | |
import androidx.compose.runtime.getValue | |
import androidx.compose.runtime.mutableStateOf | |
import androidx.compose.runtime.remember | |
import androidx.compose.runtime.rememberCoroutineScope | |
import androidx.compose.runtime.setValue | |
import androidx.compose.ui.Alignment | |
import androidx.compose.ui.Modifier | |
import androidx.compose.ui.composed | |
import androidx.compose.ui.draw.drawWithCache | |
import androidx.compose.ui.geometry.Offset | |
import androidx.compose.ui.graphics.BlendMode | |
import androidx.compose.ui.graphics.Color | |
import androidx.compose.ui.graphics.Matrix | |
import androidx.compose.ui.graphics.drawscope.ContentDrawScope | |
import androidx.compose.ui.graphics.drawscope.DrawTransform | |
import androidx.compose.ui.graphics.drawscope.withTransform | |
import androidx.compose.ui.graphics.graphicsLayer | |
import androidx.compose.ui.graphics.isSpecified | |
import androidx.compose.ui.input.pointer.pointerInput | |
import kotlinx.coroutines.launch | |
interface BlockFilter { | |
fun ContentDrawScope.drawFront() = drawContent() | |
fun ContentDrawScope.drawTop() = drawContent() | |
fun ContentDrawScope.drawRight() = drawContent() | |
companion object { | |
fun Lighting( | |
frontColor: Color = Color.Unspecified, | |
topColor: Color = Color.Unspecified, | |
rightColor: Color = Color.Unspecified, | |
alpha: Float = 0.3f, | |
blendMode: BlendMode = BlendMode.Hardlight | |
): BlockFilter = object : BlockFilter { | |
override fun ContentDrawScope.drawFront() { | |
drawContent() | |
if (frontColor.isSpecified) { | |
drawRect(frontColor, alpha = alpha, blendMode = blendMode) | |
} | |
} | |
override fun ContentDrawScope.drawTop() { | |
drawContent() | |
if (topColor.isSpecified) { | |
drawRect(topColor, alpha = alpha, blendMode = blendMode) | |
} | |
} | |
override fun ContentDrawScope.drawRight() { | |
drawContent() | |
if (rightColor.isSpecified) { | |
drawRect(rightColor, alpha = alpha, blendMode = blendMode) | |
} | |
} | |
} | |
} | |
} | |
val DefaultBlockFilter: BlockFilter = Lighting( | |
topColor = Color.White, | |
rightColor = Color.Black | |
) | |
/** | |
* Turn the modified element into a block when [enabled] is true. | |
* The block can be dragged around to see different angles. | |
*/ | |
fun Modifier.blockify( | |
enabled: Boolean = true, | |
filter: BlockFilter = DefaultBlockFilter | |
): Modifier = composed { | |
// Animate transitions between block and no-block mode. | |
val blockifiedAmount by animateFloatAsState( | |
targetValue = if (enabled) 100f else 0f, | |
animationSpec = spring( | |
dampingRatio = Spring.DampingRatioLowBouncy, | |
stiffness = Spring.StiffnessVeryLow | |
) | |
) | |
val isBlockVisible by remember { derivedStateOf { blockifiedAmount > 50f } } | |
this | |
.fillMaxSize() | |
.background(Color.Black) | |
// The first half of the animation shows the regular view disappearing, the second half | |
// shows the cube appearing. | |
.graphicsLayer { | |
val scale = if (isBlockVisible) { | |
(blockifiedAmount - 50f) / 50 | |
} else { | |
1f - (blockifiedAmount / 50f) | |
} | |
scaleX = scale | |
scaleY = scale | |
alpha = scale | |
} | |
.then(if (isBlockVisible) Modifier.cubed(filter) else Modifier) | |
} | |
private const val DefaultYDegrees: Float = 45f | |
private const val DefaultXDegrees: Float = 30f | |
/** Renders the modified element as a draggable cube. */ | |
private fun Modifier.cubed(filter: BlockFilter) = composed { | |
/** The cube's rotation around the Y axis (left-right rotation). */ | |
val yDegrees = remember { Animatable(DefaultYDegrees) } | |
/** The cube's rotation around the X axis (up-down rotation). */ | |
val xDegrees = remember { Animatable(DefaultXDegrees) } | |
var dragTotal: Offset by remember { mutableStateOf(Offset.Zero) } | |
val scope = rememberCoroutineScope() | |
this | |
// Force the content to layout as a square, since we need equal sub-squares for the faces. | |
.aspectRatio(1f) | |
// The bottom left corner is the front face, so if the content is too small it should be | |
// on the front face. | |
.wrapContentSize(Alignment.BottomStart) | |
.drawAsCube(filter) { | |
rotateY(yDegrees.value) | |
rotateX(xDegrees.value) | |
} | |
// Allow the cube to be rotated a bit, just for fun. | |
.pointerInput(Unit) { | |
detectDragGestures( | |
onDragStart = { | |
dragTotal = Offset.Zero | |
}, | |
onDragEnd = { | |
scope.launch { yDegrees.animateTo(DefaultYDegrees) } | |
scope.launch { xDegrees.animateTo(DefaultXDegrees) } | |
} | |
) { _, dragAmount -> | |
dragTotal += dragAmount | |
// Y vs X: Horizontal (x) drag corresponds to rotation around the Y axis, and vice | |
// versa. | |
val yDegreesDelta = DefaultYDegrees * (dragTotal.x / size.width) | |
val xDegreesDelta = DefaultXDegrees * (dragTotal.y / size.height) | |
scope.launch { | |
// Clamp rotation so that the faces of the cube that aren't drawn can't be | |
// brought into view. | |
yDegrees.snapTo((DefaultYDegrees - yDegreesDelta).coerceIn(0f, 90f)) | |
xDegrees.snapTo((DefaultXDegrees + xDegreesDelta).coerceIn(0f, 90f)) | |
} | |
} | |
} | |
} | |
/** | |
* Renders the modifier element as three faces of a cube. Assumes the content is a square, and draws | |
* everything except the upper-right corner. | |
*/ | |
private fun Modifier.drawAsCube( | |
filter: BlockFilter, | |
transform: Matrix.() -> Unit | |
): Modifier = drawWithCache { | |
val faceSize = size.width / 2 | |
// Each face has its own transformation. | |
val frontMatrix = Matrix().apply { | |
translate(z = -faceSize / 2) | |
transform() | |
} | |
val topMatrix = Matrix().apply { | |
rotateX(-90f) | |
translate(z = -faceSize / 2) | |
transform() | |
} | |
val rightMatrix = Matrix().apply { | |
rotateY(-90f) | |
translate(z = -faceSize / 2) | |
transform() | |
} | |
/** Draws a clipped sub-square of the content at the origin. */ | |
fun DrawTransform.extractSquare(left: Float, top: Float) { | |
translate(left = -left - faceSize / 2, top = -top - faceSize / 2) | |
clipRect(left = left, top = top, right = left + faceSize, bottom = top + faceSize) | |
} | |
onDrawWithContent { | |
withTransform({ | |
// Scale the cube up a little since each face of the cube is only half the content size. | |
scale(1.2f, 1.2f) | |
// Center the cube. | |
translate(size.width / 2, size.height / 2) | |
}) { | |
// Front face. | |
withTransform({ | |
this.transform(frontMatrix) | |
// Bottom-left sub-square. | |
extractSquare(left = 0f, top = faceSize) | |
}) { | |
with(filter) { | |
[email protected]() | |
} | |
} | |
// Top face. | |
withTransform({ | |
this.transform(topMatrix) | |
// Upper-left sub-square. | |
extractSquare(left = 0f, top = 0f) | |
}) { | |
with(filter) { | |
[email protected]() | |
} | |
} | |
// Right face. | |
withTransform({ | |
this.transform(rightMatrix) | |
// Buttom-right sub-square. | |
extractSquare(left = faceSize, top = faceSize) | |
}) { | |
with(filter) { | |
[email protected]() | |
} | |
} | |
} | |
} | |
} |
Doesn't work when there's an AndroidView
inside the target hierarchy, right?
I'm getting the following error:
java.lang.IllegalArgumentException: Android does not support arbitrary transforms
It seems to crash no matter what actually 🤔
Yea iirc there’s a validation in compose’s matrix class that I had to disable for this to work. I don’t remember why it was there but apparently there’s a reason?
Is it possible to disable this check from application code?
No, it’s hard coded. But if you’re hitting it for a real thing please file a bug. This little hacky toy wasn’t enough to justify trying to fix it properly, but if real devs are hitting it that would raise the priority.
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Added some simple lighting effects and polished the drag control.