Searched refs:animComponents (Results 1 – 7 of 7) sorted by relevance
311 config.animComponents = atomicComponent; in createAtomicAnimation()356 LauncherState state, long duration, @AnimationComponents int animComponents) { in createAnimationToNewWorkspace() argument358 animComponents); in createAnimationToNewWorkspace()363 @AnimationComponents int animComponents) { in createAnimationToNewWorkspace() argument366 mConfig.animComponents = animComponents; in createAnimationToNewWorkspace()587 public @AnimationComponents int animComponents = ANIM_ALL; field in LauncherStateManager.AnimationConfig601 animComponents = ANIM_ALL; in reset()643 return (animComponents & ATOMIC_OVERVIEW_SCALE_COMPONENT) != 0; in playAtomicOverviewScaleComponent()647 return (animComponents & ATOMIC_OVERVIEW_PEEK_COMPONENT) != 0; in playAtomicOverviewPeekComponent()651 return (animComponents & NON_ATOMIC_COMPONENT) != 0; in playNonAtomicComponent()
179 protected abstract float initCurrentAnimation(@AnimationComponents int animComponents); in initCurrentAnimation() argument203 int animComponents = goingBetweenNormalAndOverview(mFromState, mToState) in reinitCurrentAnimation() local207 animComponents = NON_ATOMIC_COMPONENT; in reinitCurrentAnimation()218 animComponents &= ~ATOMIC_OVERVIEW_SCALE_COMPONENT; in reinitCurrentAnimation()220 mProgressMultiplier = initCurrentAnimation(animComponents); in reinitCurrentAnimation()
35 protected float initCurrentAnimation(int animComponents) { in initCurrentAnimation() argument36 float multiplier = super.initCurrentAnimation(animComponents); in initCurrentAnimation()
219 @LauncherStateManager.AnimationComponents int animComponents) { in updateNonOverviewAnim() argument223 builder, accuracy, this::clearState, animComponents); in updateNonOverviewAnim()
110 protected float initCurrentAnimation(int animComponents) { in initCurrentAnimation() argument
66 protected float initCurrentAnimation(@AnimationComponents int animComponents) { in initCurrentAnimation() argument70 .createAnimationToNewWorkspace(mToState, maxAccuracy, animComponents); in initCurrentAnimation()
213 protected float initCurrentAnimation(@AnimationComponents int animComponents) { in initCurrentAnimation() argument248 animComponents); in initCurrentAnimation()