/* * Copyright (C) 2024 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.android.systemui.scene.ui.viewmodel import com.android.compose.animation.scene.Edge import com.android.compose.animation.scene.Swipe import com.android.compose.animation.scene.SwipeDirection import com.android.compose.animation.scene.UserAction import com.android.compose.animation.scene.UserActionResult import com.android.systemui.dagger.SysUISingleton import com.android.systemui.dagger.qualifiers.Application import com.android.systemui.scene.shared.model.SceneFamilies import com.android.systemui.scene.shared.model.TransitionKeys.ToSplitShade import com.android.systemui.shade.domain.interactor.ShadeInteractor import com.android.systemui.shade.shared.model.ShadeMode import javax.inject.Inject import kotlinx.coroutines.CoroutineScope import kotlinx.coroutines.flow.SharingStarted import kotlinx.coroutines.flow.StateFlow import kotlinx.coroutines.flow.map import kotlinx.coroutines.flow.stateIn @SysUISingleton class GoneSceneViewModel @Inject constructor( @Application private val applicationScope: CoroutineScope, shadeInteractor: ShadeInteractor, ) { val destinationScenes: StateFlow> = shadeInteractor.shadeMode .map(::destinationScenes) .stateIn( scope = applicationScope, started = SharingStarted.WhileSubscribed(), initialValue = destinationScenes( shadeMode = shadeInteractor.shadeMode.value, ) ) private fun destinationScenes( shadeMode: ShadeMode, ): Map { return buildMap { if ( shadeMode is ShadeMode.Single || // TODO(b/338577208): Remove this once we add Dual Shade invocation zones. shadeMode is ShadeMode.Dual ) { put( Swipe( pointerCount = 2, fromSource = Edge.Top, direction = SwipeDirection.Down, ), UserActionResult(SceneFamilies.QuickSettings) ) } put( Swipe(direction = SwipeDirection.Down), UserActionResult( SceneFamilies.NotifShade, ToSplitShade.takeIf { shadeMode is ShadeMode.Split } ) ) } } }