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Merge pull request #3297 from vitorpamplona/claude/disappearing-scaffold-overshoot-ew8y84
Fix disappearing bar overshooting on fast reveal fling
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+12
-4
@@ -86,8 +86,8 @@ class DisappearingBarState(
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*/
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suspend fun resetToVisible() {
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coroutineScope {
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launch { animateOne({ topHeightOffset }, 0f, 0f) { topHeightOffset = it } }
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launch { animateOne({ bottomHeightOffset }, 0f, 0f) { bottomHeightOffset = it } }
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launch { animateOne({ topHeightOffset }, 0f, 0f, topHeightLimit) { topHeightOffset = it } }
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launch { animateOne({ bottomHeightOffset }, 0f, 0f, bottomHeightLimit) { bottomHeightOffset = it } }
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}
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}
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@@ -110,19 +110,27 @@ class DisappearingBarState(
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positionBiasToHide -> -limit
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else -> 0f
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}
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animateOne(get, target, initialVelocityY, set)
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animateOne(get, target, initialVelocityY, limit, set)
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}
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private suspend fun animateOne(
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get: () -> Float,
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target: Float,
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initialVelocity: Float,
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limit: Float,
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set: (Float) -> Unit,
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) {
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val start = get()
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if (start == target && initialVelocity == 0f) return
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Animatable(start)
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.animateTo(
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.apply {
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// Clamp to the visible travel range. A critically-damped spring still crosses its
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// target once when given an initial velocity in the target's direction, so without
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// these bounds a fast reveal fling would push the offset past 0 (or past -limit on
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// a hide) and render the bar overshooting its resting edge before springing back.
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// Hitting a bound ends the animation at the edge — a crisp settle with no rebound.
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if (limit > 0f) updateBounds(lowerBound = -limit, upperBound = 0f)
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}.animateTo(
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targetValue = target,
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animationSpec = SETTLE_SPRING,
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initialVelocity = initialVelocity,
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+96
@@ -0,0 +1,96 @@
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/*
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* Copyright (c) 2025 Vitor Pamplona
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
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* Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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package com.vitorpamplona.amethyst.ui.layouts
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import androidx.compose.runtime.BroadcastFrameClock
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import kotlinx.coroutines.ExperimentalCoroutinesApi
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import kotlinx.coroutines.launch
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import kotlinx.coroutines.test.TestScope
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import kotlinx.coroutines.test.runCurrent
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import kotlinx.coroutines.test.runTest
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import org.junit.Assert.assertEquals
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import org.junit.Assert.assertTrue
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import org.junit.Test
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class DisappearingBarStateTest {
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private fun state(
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topLimit: Float = 100f,
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bottomLimit: Float = 50f,
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) = DisappearingBarState().apply {
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topHeightLimit = topLimit
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bottomHeightLimit = bottomLimit
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}
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/**
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* Runs [block] (a settle/reset animation) under a manually-stepped frame clock, sampling both
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* offsets after every frame. Returns the highest (closest-to-or-past zero) value each offset
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* reached — a bar overshooting its fully-visible resting edge briefly pushes its offset above 0.
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*/
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@OptIn(ExperimentalCoroutinesApi::class)
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private fun TestScope.peakOffsetsDuring(
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state: DisappearingBarState,
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block: suspend () -> Unit,
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): Pair<Float, Float> {
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val clock = BroadcastFrameClock()
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var maxTop = state.topHeightOffset
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var maxBottom = state.bottomHeightOffset
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val job = launch(clock) { block() }
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runCurrent()
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var frameNanos = 0L
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val frameStep = 16_000_000L
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// Hard cap so a regression that never settles fails the test instead of hanging it.
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repeat(2_000) {
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if (!job.isActive) return@repeat
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frameNanos += frameStep
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clock.sendFrame(frameNanos)
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runCurrent()
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maxTop = maxOf(maxTop, state.topHeightOffset)
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maxBottom = maxOf(maxBottom, state.bottomHeightOffset)
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}
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assertTrue("animation did not settle within the frame budget", !job.isActive)
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return maxTop to maxBottom
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}
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@Test
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fun `a fast reveal fling settles at the visible edge without overshooting`() =
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runTest {
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val state = state(topLimit = 100f, bottomLimit = 50f)
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// Mid-collapse, as a reveal fling leaves the bars when the list hits the top edge.
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// Settling toward the visible edge (0) with a strong reveal velocity is what made the
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// critically-damped spring shoot past 0 before the fix clamped it.
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state.topHeightOffset = -40f
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state.bottomHeightOffset = -20f
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val (peakTop, peakBottom) =
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peakOffsetsDuring(state) {
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state.settleToNearestEdge(initialVelocityY = 12000f)
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}
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// Lands exactly on the visible edge...
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assertEquals(0f, state.topHeightOffset, 0.01f)
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assertEquals(0f, state.bottomHeightOffset, 0.01f)
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// ...and never travels past it on the way there (no slide-down-then-back wobble).
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assertTrue("top bar overshot to $peakTop", peakTop <= 0.5f)
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assertTrue("bottom bar overshot to $peakBottom", peakBottom <= 0.5f)
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}
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}
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