Display Glasses With Jetpack Compose Glimmer
Android (Google)OfficialCreated by Google LLCDistributed by Android (Google)
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- Software development
- Apache-2.0
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AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
This skill provides design principles, UI patterns, and development workflows for creating projected Android XR applications for display glasses. It focuses on the Jetpack Compose Glimmer toolkit, covering component usage, theming, input handling, and hardware integration for additive display environments.
What it does
- Defines Glimmer design principles and interaction models for display glasses.
- Provides guidance on setting up projected activities and managing device connectivity.
- Outlines UI component usage including cards, buttons, lists, and stacks.
- Details typography, color, and depth token usage for additive displays.
- Explains mapping hardware touchpad and gesture inputs to app actions.
- Offers patterns for voice input indicators and hardware access.
When to use it
- When developing Android XR apps specifically for display glasses.
- When implementing UI using the Jetpack Compose Glimmer toolkit.
- When designing interactions for one-dimensional hardware controls.
- When configuring apps to run as projected activities on connected eyewear.
Advantages
- Ensures consistent UI behavior across display glasses.
- Provides specific guidance for additive display rendering.
- Standardizes interaction patterns for limited input hardware.
- Facilitates proper integration with the Android XR projected context.
Usage examples
- “How do I set up a basic projected activity for display glasses?”
- The skill provides the AndroidManifest configuration and the necessary Activity setup, including the use of ProjectedDisplayController and GlimmerTheme.
- “What are the best practices for card layouts in Glimmer?”
- It explains how to use ActionCard for single actions and ButtonGroup with non-focusable cards to avoid focus contention.
- “How should I handle user input on display glasses?”
- The skill details mapping touchpad gestures like taps and swipes, and explains how to use System Back for navigation.
- “How do I implement a voice input indicator?”
- It provides a code pattern for using the VoiceInputIndicator component driven by SpeechRecognizer RMS changes.
Install
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/android/display-glasses-with-jetpack-compose-glimmer/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip display-glasses-with-jetpack-compose-glimmer.zip -d .agents/skills
Documentation by Google LLC
Glossary
| Term | Definition |
|---|---|
| Intelligent eyewear | Hands-free eyewear with speakers, camera, and microphone (audio-only or display glasses). |
| Display glasses | Eyewear with a private in-lens display for glanceable visuals that pair with audio. |
| Jetpack Compose Glimmer | Compose UI toolkit providing components, theming, and focus behavior for display glasses. |
| Projected activity | An Activity running on a phone host whose UI and input are projected to connected eyewear. |
| Projected device | An XR eyewear device connected to an Android host phone that projects app content to it. |
| GlimmerTheme | Root styling provider for GlimmerColors, GlimmerTypography, and GlimmerShapes. |
| Additive display | Display where black (#000000) renders as 100% transparent by adding light to the scene. |
| Augmented experiences | Lightweight, additive Android XR experiences that help users while they're on the go. |
| Visual angle | Perceived size in XR; minimum readable text is 0.6 degrees (about 18sp at 1 m). |
Prerequisites
Target
compileSdk37 or higher (compileSdk = 37orcompileSdk { version = release(37) }). UpdatecompileSdkto 37 if lower.When adding dependencies, follow the instructions in Create your first activity for intelligent eyewear:
androidx.xr.glimmer:glimmer(minimum1.0.0-alpha21, or catalog aliaslibs.androidx.glimmer)androidx.xr.glimmer:glimmer-google-fonts(minimum1.0.0-alpha21, or catalog aliaslibs.androidx.glimmer.google.fonts)androidx.xr.projected:projected(minimum1.0.0-alpha13, or catalog aliaslibs.androidx.xr.projectedorlibs.androidx.projected)Check
gradle/libs.versions.tomlfirst; if catalog entries exist, use them inapp/build.gradle.ktsand verify their versions meet the minimums. Never guess1.0.0-alpha01forglimmer-google-fonts.
Core constraints and limitations
Don't : Use
MaterialThemeor Material 3 components (androidx.compose.material3.*) inside Projected Activities or Glimmer UI.Do : Use
GlimmerThemeand Glimmer components (androidx.xr.glimmer.*).Do : Always pass
createGoogleSansFlexTypography()fromandroidx.xr.glimmer.googlefontsastypographyinGlimmerTheme.Specific hardware device models or unique capabilities aren't detailed.
Elevation : Material 3 shadow or elevation modifiers aren't supported. Use
ShadowScopeorDepthtokens from Jetpack Compose Glimmer.Typography limits: Minimum readable text size is 18sp (0.6°). Avoid "Thin" or "Hairline" weights, which shimmer on additive lenses.
1. Set up dependencies
Set up projected activity : When creating a projected activity, follow Create your first activity for intelligent eyewear and projectedcontext-source.md. Set
android:requiredDisplayCategorytoandroid.hardware.display.category.XR_PROJECTEDinAndroidManifest.xml:<activity android:name="com.example.xr.projected.ProjectedMainActivity" android:exported="true" android:requiredDisplayCategory="android.hardware.display.category.XR_PROJECTED"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.XR_PROJECTED_LAUNCHER"/> </intent-filter> </activity><br />
Mobile app integration : In the host phone app, add a button with
Text("Launch on Glasses"). ObserveProjectedContext.isProjectedDeviceConnected(context, coroutineContext)usingcollectAsStateWithLifecycle(initialValue = false)to set the button'senabledstate so it's disabled when glasses are disconnected. When clicked, launchGlassesMainActivityon the glasses display usingProjectedContext.createProjectedActivityOptions(context).toBundle()as shown in the following snippet:val options = ProjectedContext.createProjectedActivityOptions(context) val intent = Intent(context, ProjectedMainActivity::class.java) context.startActivity(intent, options.toBundle())<br />
UI library and font : When declaring the Glimmer, Google Fonts, and Projected artifacts in
app/build.gradle.kts, follow Declaring Jetpack Compose Glimmer Dependencies, and follow glimmersansflextypography-source.md when configuring Google Sans Flex usingcreateGoogleSansFlexTypography.Theming, initial focus, and black background : On additive displays, pure black (
Color.BlackorGlimmerTheme.colors.background) renders as 100% transparent. InonCreate(annotated with@OptIn(ExperimentalComposeUiApi::class)), setComposeUiFlags.isInitialFocusOnFocusableAvailable = true(androidx.compose.ui.ComposeUiFlags), wrap content inGlimmerTheme(typography = createGoogleSansFlexTypography()), and applyModifier.background(Color.Black)(orGlimmerTheme.colors.background) to the root container:@OptIn(ExperimentalProjectedApi::class) class ProjectedMainActivity : ComponentActivity() { private var displayController: ProjectedDisplayController? = null private var isVisualUiSupported by mutableStateOf(false) private var areVisualsOn by mutableStateOf(true) override fun onCreate(savedInstanceState: Bundle?) { super.onCreate(savedInstanceState) lifecycle.addObserver(object : DefaultLifecycleObserver { override fun onDestroy(owner: LifecycleOwner) { displayController?.close() displayController = null } }) initializeGlassesFeatures() setContent { GlimmerTheme { HomeScreen( areVisualsOn = areVisualsOn, isVisualUiSupported = isVisualUiSupported, onClose = { finish() } ) } } } private fun initializeGlassesFeatures() { lifecycleScope.launch { // Check device capabilities val projectedDeviceController = ProjectedDeviceController.create(this@ProjectedMainActivity) isVisualUiSupported = projectedDeviceController.capabilities.contains(CAPABILITY_VISUAL_UI) val controller = ProjectedDisplayController.create(this@ProjectedMainActivity) displayController = controller val observer = GlassesLifecycleObserver( context = this@ProjectedMainActivity, controller = controller, onVisualsChanged = { visualsOn -> areVisualsOn = visualsOn } ) lifecycle.addObserver(observer) } } }<br />
Hardware capabilities, permissions, and access : When checking hardware capabilities, requesting permissions, or accessing glasses hardware, follow Check device capabilities at runtime, Request hardware permissions, and Use a projected context to access hardware.
2. Minimize and translate the UI
Build UI with Jetpack Compose Glimmer components and use depth for priority.
Design from the bottom up and always bottom-align UI (
Alignment.BottomCenter).One thing at a time : Show one primary piece of information at a time (for example, using
VerticalStack) and avoid multiple simultaneous cards.Color contrast : When choosing colors, follow material-hct-source.md to maintain at least a 70% tone difference between foreground and background in HCT.
3. Map input controls
Map tap and swipe interactions to the glasses touchpad. Inputs are one-dimensional; avoid nesting scrolling controls.
Use System Back to dismiss temporary states or detailed views.
When implementing focus navigation and hardware input handling, follow Focus in Jetpack Compose Glimmer and Hardware Controls for display glasses. Focus movement is continuous for scrollable containers and discrete for elements like button rows.
4. Build with Jetpack Compose Glimmer
Implementing Glimmer styles
When accessing theme tokens using GlimmerTheme, follow
glimmertheme-source.md.
| Category | Token | Value / Role |
|---|---|---|
| Color | primary / secondary | #9BBFFF / #4C88E9 (Focal colors) |
| Color | positive / negative | #7AD48F (Confirmation) / #F57082 (Alert) |
| Color | background | #000000 (Pure black, renders 100% transparent) |
| Color | surface | #262626 (Use SurfaceDefaults.border for borders) |
| Shape | Standard / Small | RoundedCornerShape(36.dp) / RoundedCornerShape(12.dp) |
Typography scale (Google Sans Flex) and depth levels
Use Google Sans Flex with variable axes ROND = 100f, wdth = 100f, opsz
= 9f, and wght by role:
| Style | Size / Line-Height | Weight |
|---|---|---|
| Title Large / Medium / Small | 30/36.sp, 24/32.sp, 20/28.sp | 725 |
| Body Large / Medium / Small | 30/36.sp, 24/32.sp, 20/28.sp | 520 |
| Caption | 18.sp / 28.sp | 650 |
When simulating depth with DepthEffect and DepthEffectLevels, follow
deptheffect-source.md and deptheffectlevels-source.md: use level1
for resting cards and background UI, and level2 for focused or pressed
interactive UI.
Implementing Jetpack Compose Glimmer components
Cards, ActionCards, ImageCards, and ButtonGroups
Cards (androidx.xr.glimmer.Card) group related content into a single focal
point. Never embed a Card within a ListItem. When implementing cards, follow
the instructions in Jetpack Compose Glimmer: Cards, card-source.md,
and card-samples-source.md.
Clickable versus non-clickable card : Pass
onClick = { ... }if the entireCardacts as a trigger; omitonClickif informational. Control focus on non-clickable cards withfocusable: Boolean = true(such asCard(focusable = false)).Single primary action (
ActionCard) : When a card has a single primary button action anchored to its bottom edge, useandroidx.xr.glimmer.ActionCardinstead of placing aButtoninsideCard. Itsactionbutton takes focus directly:ActionCard( action = { Button(onClick = {}, trailingIcon = { Icon(FavoriteIcon, "Localized description") }) { Text("Send") } } ) { Text("This is a card with a title, leading icon, header image, and action") }<br />
Multiple actions (
CardandButtonGroup)---avoiding focus contention : When pairing a card with multiple action buttons, useandroidx.xr.glimmer.ButtonGroup(with optionalrememberButtonGroupState). Never nestButtonGroupinsideCard { ... }. Place a non-focusableCard(focusable = false)(withoutonClick) aboveButtonGroupas a sibling in aColumnso the card and buttons don't compete for focus:ButtonGroup(modifier = Modifier.fillMaxWidth()) { Button(onClick = {}) { Text("Button 1") } Button(onClick = {}) { Text("Button 2") } Button(onClick = {}) { Text("Button 3") } Button(onClick = {}) { Text("Button 4") } Button(onClick = {}) { Text("Button 5") } }<br />
Image cards : Use
ImageCard,LeadingImageCard, orTrailingImageCardto display prominent imagery alongside card text.
Buttons and ToggleButtons
When implementing buttons or toggle buttons, follow the instructions in Jetpack Compose Glimmer: Buttons, button-source.md, and button-samples-source.md.
Standard and icon buttons : Use
Buttonfor text actions (with optionalleadingIcon/trailingIcon) andIconButtonfor icon-only triggers (such as media next-track or previous-track buttons).Toggle buttons (
ToggleButtonandIconToggleButton) : UseToggleButtonorIconToggleButtonfor stateful on/off or play/pause controls that morph based onchecked:@Composable fun ToggleButtonWithLeadingIconSample() { var checked by remember { mutableStateOf(false) } ToggleButton( checked = checked, leadingIcon = { Icon( if (checked) FavoriteIcon else OutlinedFavoriteIcon, contentDescription = "Toggle favorite" ) }, onCheckedChange = { checked = it } ) { Text(if (checked) "On" else "Off") } }<br />
Title chips
TitleChip (androidx.xr.glimmer.TitleChip) is a non-interactive pill header
(three words or fewer, single line). When implementing title chips, follow the
instructions in Jetpack Compose Glimmer: Title Chips,
titlechip-source.md, and titlechip-samples-source.md.
Spatial spacing : When placing a standalone
TitleChipabove aCardorActionCard, center theTitleChiphorizontally and separate it from the card usingTitleChipDefaults.associatedContentSpacing(usingSpacerorArrangement.spacedBy(TitleChipDefaults.associatedContentSpacing)):@Composable fun TitleChipWithCardSample() { Column(horizontalAlignment = Alignment.CenterHorizontally) { TitleChip { Text("Title Chip") } Spacer(Modifier.height(TitleChipDefaults.associatedContentSpacing)) Card( title = { Text("Title") }, subtitle = { Text("Subtitle") }, leadingIcon = { Icon(FavoriteIcon, "Localized description") }, ) { Text("Card Content") } } }<br />
Icons
When adding icons or icon buttons, follow the instructions in Jetpack Compose Glimmer: Icons, icon-source.md, iconbutton-source.md, and iconsizes-source.md.
Sizing and interactivity : Size icons with
GlimmerTheme.iconSizes(small,medium,large). UseIconButtonorIconToggleButtonfor triggers andIconfor status indicators.Contrast and library : Never use pure black (
Color.Black) for icon tints; black renders as transparent. Use Material Symbols (600 weight, Rounded, Unfilled). Ifandroidx.compose.material:material-icons-*isn't inapp/build.gradle.kts, build vectors withImageVector.BuilderorpainterResourceinstead of importingandroidx.compose.material.icons.*.
Lists
Use GlimmerLazyColumn (androidx.xr.glimmer.list.GlimmerLazyColumn) for
homogeneous scrollable items. When building scrollable lists and list items,
follow the API definitions in list-source.md, listitem-source.md,
and liststate-source.md.
Always use
GlimmerLazyColumn: Never use foundationLazyColumn. ImportGlimmerLazyColumn,rememberGlimmerLazyListState, anditemsfromandroidx.xr.glimmer.list(itemis a scope member, not imported). For programmatic scrolling to the first item, hoistval listState = rememberGlimmerLazyListState()and calllistState.scrollToItem(0)orlistState.animateScrollToItem(0).Integrated title, spacing, and rows : Pass headers using
title = { TitleChip { Text("...") } }directly onGlimmerLazyColumn(not outside it), setverticalArrangement = Arrangement.spacedBy(20.dp), and render rows withandroidx.xr.glimmer.ListItem(onClick = { ... }, supportingLabel = { Text(...) }) { Text(...) }(pass the primary label as the trailingcontentlambda, notheadlineContent, and never nest aCardinsideListItem):@Composable fun GlimmerLazyColumnWithTitleChipSample() { val ingredientItems = listOf("Milk", "Flour", "Egg", "Salt", "Apples", "Butter", "Vanilla", "Sugar", "Cinnamon") GlimmerLazyColumn(title = { TitleChip { Text("Ingredients") } }) { items(ingredientItems) { text -> ListItem { Text(text) } } } }<br />
Stacks
Use VerticalStack (androidx.xr.glimmer.stack.VerticalStack) to display
heterogeneous cards one at a time (such as calendar, transit, and weather
cards). Never use a TitleChip with VerticalStack. When implementing a
VerticalStack, follow the API definitions in stack-source.md,
stackstate-source.md, and stackitemscope-source.md.
Bottom alignment, height (+66.dp), and
itemDecoration: AlignVerticalStacktoAlignment.BottomCenter, set its height to66.dptaller than the tallest card (maxCardHeight + 66.dp), and applyModifier.itemDecoration(CardDefaults.shape)to theCardinside everyitem { ... }block so background cards are clipped and masked:@Composable fun VerticalStackSample() { VerticalStack { item { Card { Text("Top Card") } } item { Card { Text("Second Card") } } item { Card { Text("Third Card") } } } }<br />
Horizontal pagers and animated text
Use GlimmerHorizontalPager
(androidx.xr.glimmer.pager.GlimmerHorizontalPager) with
rememberGlimmerPagerState(pageCount = { ... }) for horizontal card
walkthroughs (never foundation HorizontalPager).
Smooth text motion : Inside pager pages, configure Glimmer
Text(androidx.xr.glimmer.Text, neverandroidx.compose.material3.Text) withtextMotion = TextMotion.Animated(using.copy(textMotion = TextMotion.Animated)) for smooth rendering during snap transitions:// Hoist the pager state, specifying the total page count with a lambda. val pagerState = rememberGlimmerPagerState(pageCount = { 10 }) GlimmerHorizontalPager( state = pagerState, modifier = Modifier.fillMaxSize(), ) { page -> // Use Glimmer components like Card and Text for optimized glasses styling. Card(modifier = Modifier.fillMaxWidth()) { Text( text = "Page: $page", // Recommended: use TextMotion.Animated for smooth transitions in a pager. style = LocalTextStyle.current.copy(textMotion = TextMotion.Animated), ) } }<br />
Surface
Modifier.surface (androidx.xr.glimmer.surface) builds custom interactive
components (such as status badges without Card or Button). When creating
custom surfaces, follow the API definitions in surface-source.md.
Shared
MutableInteractionSourceand order : Create a singleremember { MutableInteractionSource() }and pass it to bothModifier.surface(interactionSource = interactionSource, ...)and.clickable(interactionSource = interactionSource, ...)(or.focusable), chaining.surface(...)before.clickable(...):@Composable fun FocusableSurfaceSample() { val interactionSource = remember { MutableInteractionSource() } Box( modifier = Modifier .size(100.dp) .surface(interactionSource = interactionSource) .focusable(interactionSource = interactionSource), contentAlignment = Alignment.Center ) { Text("Focusable") } } @Composable fun ClickableSurfaceSample() { val interactionSource = remember { MutableInteractionSource() } Box( modifier = Modifier .size(100.dp) .surface(interactionSource = interactionSource) .focusable(interactionSource = interactionSource) .clickable( interactionSource = interactionSource, indication = null ) { /* Handle click action */ }, contentAlignment = Alignment.Center ) { Text("Clickable") } }<br />
Voice input indicator and indirect pointer gestures
VoiceInputIndicatorandContainedVoiceInputIndicator: Pass alevellambda returning aFloatnormalized to0.0f..1.0f. When driven bySpeechRecognizer(RecognitionListener.onRmsChanged(rmsdB: Float)), normalize and clamprmsdBwith.coerceIn(0f, 1f):// Example state variable to hold the normalized level (0.0 to 1.0) // that the VoiceInputIndicator component expects. val audioLevel = MutableStateFlow(0f) // Initialize the Android SpeechRecognizer val speechRecognizer = SpeechRecognizer.createSpeechRecognizer(context) // Listener to capture speech events and audio level changes val listener = object : RecognitionListener { override fun onRmsChanged(rmsdB: Float) { // Normalize raw dB level to a 0.0-1.0 range. // Android SpeechRecognizer's rmsdB typically ranges from 0 to ~10. audioLevel.value = ((rmsdB - 1f) / 9f).coerceIn(0f, 1f) } // ... Implement other required RecognitionListener methods ... override fun onReadyForSpeech(params: Bundle?) {} override fun onBeginningOfSpeech() {} override fun onEndOfSpeech() {} override fun onError(error: Int) {} override fun onResults(results: Bundle?) {} override fun onPartialResults(partialResults: Bundle?) {} override fun onEvent(eventType: Int, params: Bundle?) {} override fun onBufferReceived(buffer: ByteArray?) {} } // Attach the listener to the recognizer speechRecognizer.setRecognitionListener(listener) // Create an intent to specify the recognition model and behavior val intent = Intent(RecognizerIntent.ACTION_RECOGNIZE_SPEECH).apply { putExtra(RecognizerIntent.EXTRA_LANGUAGE_MODEL, RecognizerIntent.LANGUAGE_MODEL_FREE_FORM) } // Begin listening for audio input speechRecognizer.startListening(intent)<br />
@Composable fun VoiceInputExample(modifier: Modifier) { // Collect the flow as Compose State so the UI reacts to changes in real-time. val currentLevel by audioLevel.collectAsState() VoiceInputIndicator( // The VoiceInputIndicator component provides a visual "pulse" or indicator // that changes based on the 'level' lambda, which returns a Float between 0.0 and 1.0. level = { currentLevel }, modifier = modifier ) }<br />
Modifier.onIndirectPointerGesture: Handle low-level touchpad tap (onClick), forward swipe (onSwipeForward), and backward swipe (onSwipeBackward) gestures usingandroidx.xr.glimmer.onIndirectPointerGestureon a container made focusable (usingfocusTarget,focusable, orsurface(focusable = true)):@Composable fun OnIndirectPointerGestureSample() { var lastGesture by remember { mutableStateOf("None") } Box( modifier = Modifier.fillMaxSize() .onIndirectPointerGesture( enabled = true, onSwipeForward = { lastGesture = "Forward" }, onSwipeBackward = { lastGesture = "Backward" }, onClick = { lastGesture = "Click" }, ) .focusTarget(), contentAlignment = Alignment.Center, ) { Text("Last Gesture: $lastGesture") } }<br />
5. Integrate with system UI
When handling notifications or starting a projected activity from a notification, follow the instructions in Understand notification behavior for intelligent eyewear and Start a glasses activity on display glasses from a notification.
Files
- ATTRIBUTION.mdAdded by AutoGineer1.0 KiB
- LICENSELicence file added by AutoGineer11.1 KiB
- SKILL.md25.7 KiB
- references/android/design/ui/ai-glasses/guides/interaction/inputs.md4.6 KiB
- references/android/develop/xr/jetpack-xr-sdk/access-hardware-projected-context.md25.9 KiB
- references/android/develop/xr/jetpack-xr-sdk/request-hardware-permissions.md9.1 KiB
- references/button-samples-source.md4.9 KiB
- references/button-source.md9.7 KiB
- references/card-samples-source.md10.3 KiB
- references/card-source.md51.7 KiB
- references/deptheffect-source.md7.8 KiB
- references/deptheffectlevels-source.md4.1 KiB
- references/glimmersansflextypography-source.md11.3 KiB
- references/glimmertheme-source.md7.6 KiB
- references/icon-source.md16.8 KiB
- references/iconbutton-source.md4.8 KiB
- references/iconsizes-source.md2.3 KiB
- references/list-source.md713 B
- references/listitem-source.md11.2 KiB
- references/liststate-source.md17.8 KiB
- references/material-hct-source.md6.3 KiB
- references/projectedcontext-source.md12.9 KiB
- references/stack-source.md15.3 KiB
- references/stackitemscope-source.md16.2 KiB
- references/stackstate-source.md12.9 KiB
- references/surface-source.md32.3 KiB
- references/titlechip-samples-source.md2.9 KiB
- references/titlechip-source.md5.1 KiB
references/surface-source.md
When using surfaces to build a custom component, refer to the following source
code in Surface.kt:
/*
* Copyright 2025 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 androidx.xr.glimmer
import android.graphics.RenderEffect
import android.graphics.RuntimeShader
import android.os.Build
import androidx.annotation.RequiresApi
import androidx.compose.animation.core.Animatable
import androidx.compose.animation.core.AnimationVector1D
import androidx.compose.foundation.interaction.FocusInteraction
import androidx.compose.foundation.interaction.Interaction
import androidx.compose.foundation.interaction.InteractionSource
import androidx.compose.foundation.interaction.PressInteraction
import androidx.compose.runtime.Composable
import androidx.compose.runtime.Immutable
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.derivedStateOf
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Brush
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.Outline
import androidx.compose.ui.graphics.ShaderBrush
import androidx.compose.ui.graphics.Shape
import androidx.compose.ui.graphics.SolidColor
import androidx.compose.ui.graphics.asComposeRenderEffect
import androidx.compose.ui.graphics.compositeOver
import androidx.compose.ui.graphics.drawOutline
import androidx.compose.ui.graphics.drawscope.ContentDrawScope
import androidx.compose.ui.graphics.drawscope.DrawScope
import androidx.compose.ui.graphics.layer.GraphicsLayer
import androidx.compose.ui.graphics.layer.drawLayer
import androidx.compose.ui.graphics.lerp
import androidx.compose.ui.layout.layout
import androidx.compose.ui.node.DrawModifierNode
import androidx.compose.ui.node.ModifierNodeElement
import androidx.compose.ui.node.invalidateDraw
import androidx.compose.ui.node.requireGraphicsContext
import androidx.compose.ui.platform.InspectorInfo
import androidx.compose.ui.unit.Density
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.IntSize
import androidx.compose.ui.unit.lerp
import androidx.xr.glimmer.internal.BlurShader
import androidx.xr.glimmer.internal.BorderShader
import androidx.xr.glimmer.internal.SurfaceAnimationAmbientDelayMillis
import androidx.xr.glimmer.internal.SurfaceAnimationAmbientEnterExit
import androidx.xr.glimmer.internal.SurfaceAnimationAmbientInitialDelayMillis
import androidx.xr.glimmer.internal.SurfaceAnimationFocusedEnter
import androidx.xr.glimmer.internal.SurfaceAnimationFocusedExit
import androidx.xr.glimmer.internal.SurfaceAnimationPressedEnter
import androidx.xr.glimmer.internal.SurfaceAnimationPressedExit
import androidx.xr.glimmer.internal.SurfaceAnimationPressedMinimumDurationMillis
import androidx.xr.glimmer.internal.SurfaceDisabledOverlayColor
import androidx.xr.glimmer.internal.SurfaceFocusedColorTone
import androidx.xr.glimmer.internal.color.withTone
import androidx.xr.glimmer.internal.surfacePressedOverlayColor
import kotlin.math.ceil
import kotlinx.coroutines.CoroutineStart
import kotlinx.coroutines.Job
import kotlinx.coroutines.delay
import kotlinx.coroutines.isActive
import kotlinx.coroutines.launch
/**
* A surface is a fundamental building block in Glimmer. A surface represents a distinct visual area
* or 'physical' boundary for components such as buttons and cards. A [surface] implements shared
* visual decoration for Jetpack Compose Glimmer components:
* 1) Clipping: a surface clips its children to the shape specified by [shape]
* 2) Border: a surface draws an inner border to emphasize the boundary of the component. When
* focused, a surface draws a wider border with a focused highlight on top to indicate the focus
* state.
* 3) Background: a surface has a background color of [color] (and [focusedColor] when focused).
* 4) Depth effect: a surface can have different [DepthEffect] shadows for different states, as
* specified by [depthEffect].
* 5) Content color: a surface provides a [contentColor] (and [focusedContentColor] when focused)
* for text and icons inside the surface. By default this is calculated from the provided
* background color.
* 6) Interaction states: when focused, a surface displays draws a wider border with a focused
* highlight on top. When pressed, a surface draws a pressed overlay. This happens for
* interactions emitted from [interactionSource].
*
* Use surface on its own for decorative elements that cannot be interacted with by a user:
*
* @sample androidx.xr.glimmer.samples.SurfaceSample
*
* In most cases surfaces should be interactive, to allow users to consistently move focus and
* navigate between components. You can use [androidx.compose.foundation.focusable] for focus-only
* surfaces, or [androidx.compose.foundation.clickable] and other modifiers for surfaces with
* actions. To ensure the surface correctly reflects the interaction states, provide the same
* [InteractionSource] to all modifiers.
*
* For example, to create a clickable surface:
*
* @sample androidx.xr.glimmer.samples.ClickableSurfaceSample
*
* Similarly, to create a focusable surface:
*
* @sample androidx.xr.glimmer.samples.FocusableSurfaceSample
*
* To create a surface with custom colors:
*
* @sample androidx.xr.glimmer.samples.CustomFocusedColorSurfaceSample
* @param enabled controls the enabled state of this surface. When `false`, a disabled overlay
* visual will be drawn on top of the surface. Note that this only affects the visual decoration;
* it does not intercept input or block interaction states (such as focus or press) from the
* [interactionSource].
* @param shape the [Shape] used to clip this surface, and also used to draw the background and
* border
* @param color the background [Color] for this surface. When providing a custom color, ensure it is
* suitable for a surface background.
* @param focusedColor the background [Color] for this surface when focused. When providing a custom
* color, ensure it is suitable for a focused surface background or use
* [SurfaceDefaults.calculateFocusedColor] to adapt it.
* @param contentColor the [Color] for content inside this surface
* @param focusedContentColor the [Color] for content inside this surface when focused
* @param depthEffect the [SurfaceDepthEffect] for this surface, representing the [DepthEffect]
* shadows rendered in different states.
* @param interactionSource the [InteractionSource] that emits [Interaction]s for this surface. For
* interactive surfaces, the [InteractionSource] instance provided to this surface must be shared
* with the modifier responsible for emitting [Interaction]s, such as
* [androidx.compose.foundation.focusable] or [androidx.compose.foundation.clickable].
*/
@Composable
public fun Modifier.surface(
enabled: Boolean = true,
shape: Shape = GlimmerTheme.shapes.medium,
color: Color = GlimmerTheme.colors.surface,
focusedColor: Color = SurfaceDefaults.calculateFocusedColor(color),
contentColor: Color = calculateContentColor(color),
focusedContentColor: Color = calculateContentColor(focusedColor),
depthEffect: SurfaceDepthEffect? = null,
interactionSource: InteractionSource? = null,
): Modifier =
this.surfaceDepthEffect(depthEffect, shape, interactionSource)
.clip(shape)
.then(
SurfaceNodeElement(
enabled = enabled,
color = color,
focusedColor = focusedColor,
contentColor = contentColor,
focusedContentColor = focusedContentColor,
shape = shape,
interactionSource = interactionSource,
)
)
/** Contains default values used by [surface]. */
public object SurfaceDefaults {
/**
* Derives a color suitable for use as a focused background color from the provided [seedColor].
*
* @param seedColor the base [Color] from which the focused surface color will be derived
* @return a color to be used as the focused surface background [Color], adjusted to improve
* content contrast
*/
public fun calculateFocusedColor(seedColor: Color): Color =
seedColor.withTone(newTone = SurfaceFocusedColorTone)
}
/**
* Represents the [DepthEffect] used by a [surface] in different states.
*
* Focused [surface]s with a [focusedDepthEffect] will have a higher zIndex set so they can draw
* their focused depth effect over siblings.
*
* @property [depthEffect] the [DepthEffect] used when the [surface] is in its default state (no
* other interactions are ongoing)
* @property [focusedDepthEffect] the [DepthEffect] used when the [surface] is focused
*/
@Immutable
public class SurfaceDepthEffect(
public val depthEffect: DepthEffect?,
public val focusedDepthEffect: DepthEffect?,
) {
override fun equals(other: Any?): Boolean {
if (this === other) return true
if (other !is SurfaceDepthEffect) return false
if (depthEffect != other.depthEffect) return false
if (focusedDepthEffect != other.focusedDepthEffect) return false
return true
}
override fun hashCode(): Int {
var result = depthEffect?.hashCode() ?: 0
result = 31 * result + (focusedDepthEffect?.hashCode() ?: 0)
return result
}
}
/**
* Surface node responsible for drawing the border, focused border and highlight, and pressed
* overlay.
*/
private class SurfaceNodeElement(
private val enabled: Boolean,
private val color: Color,
private val focusedColor: Color,
private val contentColor: Color,
private val focusedContentColor: Color,
private val shape: Shape,
private val interactionSource: InteractionSource?,
) : ModifierNodeElement<SurfaceNode>() {
override fun create(): SurfaceNode =
SurfaceNode(
enabled = enabled,
color = color,
focusedColor = focusedColor,
contentColor = contentColor,
focusedContentColor = focusedContentColor,
shape = shape,
interactionSource = interactionSource,
)
override fun update(node: SurfaceNode) =
node.update(
enabled = enabled,
color = color,
focusedColor = focusedColor,
contentColor = contentColor,
focusedContentColor = focusedContentColor,
shape = shape,
interactionSource = interactionSource,
)
override fun equals(other: Any?): Boolean {
if (this === other) return true
if (other !is SurfaceNodeElement) return false
if (enabled != other.enabled) return false
if (color != other.color) return false
if (focusedColor != other.focusedColor) return false
if (contentColor != other.contentColor) return false
if (focusedContentColor != other.focusedContentColor) return false
if (shape != other.shape) return false
if (interactionSource != other.interactionSource) return false
return true
}
override fun hashCode(): Int {
var result = enabled.hashCode()
result = 31 * result + color.hashCode()
result = 31 * result + focusedColor.hashCode()
result = 31 * result + contentColor.hashCode()
result = 31 * result + focusedContentColor.hashCode()
result = 31 * result + shape.hashCode()
result = 31 * result + (interactionSource?.hashCode() ?: 0)
return result
}
override fun InspectorInfo.inspectableProperties() {
name = "surface"
properties["enabled"] = enabled
properties["color"] = color
properties["focusedColor"] = focusedColor
properties["contentColor"] = contentColor
properties["focusedContentColor"] = focusedContentColor
properties["shape"] = shape
properties["interactionSource"] = interactionSource
}
}
private class SurfaceNode(
private var enabled: Boolean,
private var color: Color,
private var focusedColor: Color,
private var contentColor: Color,
private var focusedContentColor: Color,
private var shape: Shape,
private var interactionSource: InteractionSource?,
) : Modifier.Node(), DrawModifierNode, ContentColorProviderNode {
override val shouldAutoInvalidate = false
var isFocused = false
set(value) {
if (field != value) {
field = value
if (value) {
currentContentColor = focusedContentColor
startFocusAnimation()
} else {
currentContentColor = contentColor
stopFocusAnimation()
}
// No need to invalidate the border cache - we build it ahead of time to account for
// focus changes. Just invalidate draw so we can switch to drawing the correct
// border.
invalidateDraw()
}
}
override var currentContentColor: Color by mutableStateOf(contentColor)
private set
// Cache borders and highlight for unfocused and focused states. This means we
// can avoid recreating these for a given surface, if the border and shape never
// change. Changing between unfocused and focus states only requires a draw
// invalidation, as the borders are already cached.
// Focused border - this consists of two layers. A 'base' layer (which is the
// unfocused border with a different size) and the highlight we draw on top of
// this base layer. We need to increase the size of the underlying border to
// make sure that the highlight area fully matches the underlying border, to
// avoid inconsistent areas of coverage due to the transparency of the
// highlight.
private var borderLogic: BorderLogic? = null
// Border shader / brush
var borderShader: RuntimeShader? = null
var borderShaderBrush: Brush? = null
// Graphics Layer
private var blurGraphicsLayer: GraphicsLayer? = null
private var borderLayer: GraphicsLayer? = null
private var borderLayerProvider: (() -> GraphicsLayer)? = null
private var interactionCollectionJob: Job? = null
private var ambientMotionJob: Job? = null
private var _focusProgress: Animatable<Float, AnimationVector1D>? = null
private val focusProgress
get() = _focusProgress?.value ?: 0f
private var _ambientProgress: Animatable<Float, AnimationVector1D>? = null
private val ambientProgress
get() = _ambientProgress?.value ?: 0f
private var _pressedProgress: Animatable<Float, AnimationVector1D>? = null
private val pressedProgress
get() = _pressedProgress?.value ?: 0f
// Job that runs for a minimum duration to make sure quick presses are still visible
private var minimumPressDuration: Job? = null
private var pressReleaseAnimation: Job? = null
private var horizontalShader: RuntimeShader? = null
private var verticalShader: RuntimeShader? = null
private val cornerRadii = FloatArray(4)
private val focusedBorderColor0: Color = Color.White
private var focusedBorderColor1: Color = focusedColor.withTone(newTone = 85f)
private var focusedBorderColor2: Color = focusedColor.withTone(newTone = 69f)
private var focusedBorderColor3: Color = focusedColor.withTone(newTone = 77f)
fun update(
enabled: Boolean,
color: Color,
focusedColor: Color,
contentColor: Color,
focusedContentColor: Color,
shape: Shape,
interactionSource: InteractionSource?,
) {
if (this.enabled != enabled) {
this.enabled = enabled
invalidateDraw()
}
if (this.color != color) {
this.color = color
invalidateDraw()
}
if (this.focusedColor != focusedColor) {
this.focusedColor = focusedColor
updateFocusedBorderColors(focusedColor)
invalidateDraw()
}
if (this.contentColor != contentColor) {
this.contentColor = contentColor
if (!isFocused) currentContentColor = contentColor
}
if (this.focusedContentColor != focusedContentColor) {
this.focusedContentColor = focusedContentColor
if (isFocused) currentContentColor = focusedContentColor
}
if (this.shape != shape) {
this.shape = shape
invalidateDraw()
}
if (this.interactionSource != interactionSource) {
this.interactionSource = interactionSource
observeInteractions()
}
}
override fun onAttach() {
observeInteractions()
}
var isPressed = false
set(value) {
if (field != value) {
field = value
if (value) {
_pressedProgress = _pressedProgress ?: Animatable(0f)
pressReleaseAnimation?.cancel()
minimumPressDuration?.cancel()
minimumPressDuration =
coroutineScope.launch(start = CoroutineStart.UNDISPATCHED) {
delay(SurfaceAnimationPressedMinimumDurationMillis)
}
coroutineScope.launch(start = CoroutineStart.UNDISPATCHED) {
_pressedProgress?.animateTo(1f, SurfaceAnimationPressedEnter)
}
} else {
_pressedProgress?.let { progress ->
pressReleaseAnimation =
coroutineScope.launch(start = CoroutineStart.UNDISPATCHED) {
minimumPressDuration?.join()
progress.animateTo(0f, SurfaceAnimationPressedExit)
}
}
}
invalidateDraw()
}
}
private fun observeInteractions() {
interactionCollectionJob?.cancel()
interactionCollectionJob = null
isFocused = false
isPressed = false
interactionSource?.let { source ->
interactionCollectionJob =
coroutineScope.launch(start = CoroutineStart.UNDISPATCHED) {
var focusCount = 0
var pressCount = 0
source.interactions.collect { interaction ->
when (interaction) {
is FocusInteraction.Focus -> focusCount++
is FocusInteraction.Unfocus -> focusCount--
is PressInteraction.Press -> pressCount++
is PressInteraction.Release -> pressCount--
is PressInteraction.Cancel -> pressCount--
}
isFocused = focusCount > 0
isPressed = pressCount > 0
}
}
}
}
private fun startFocusAnimation() {
_focusProgress = _focusProgress ?: Animatable(0f)
_ambientProgress = _ambientProgress ?: Animatable(0f)
coroutineScope.launch(start = CoroutineStart.UNDISPATCHED) {
_focusProgress?.animateTo(
targetValue = 1f,
animationSpec = SurfaceAnimationFocusedEnter,
)
}
ambientMotionJob?.cancel()
ambientMotionJob =
coroutineScope.launch(start = CoroutineStart.UNDISPATCHED) {
// Delay after focus enter starts
delay(SurfaceAnimationAmbientInitialDelayMillis)
while (isActive) {
_ambientProgress?.animateTo(
targetValue = 1f,
animationSpec = SurfaceAnimationAmbientEnterExit,
)
_ambientProgress?.snapTo(0f)
delay(SurfaceAnimationAmbientDelayMillis)
}
}
}
private fun stopFocusAnimation() {
ambientMotionJob?.cancel()
ambientMotionJob = null
coroutineScope.launch(start = CoroutineStart.UNDISPATCHED) {
_ambientProgress?.animateTo(
targetValue = 0f,
animationSpec = SurfaceAnimationFocusedExit,
)
}
coroutineScope.launch(start = CoroutineStart.UNDISPATCHED) {
_focusProgress?.animateTo(
targetValue = 0f,
animationSpec = SurfaceAnimationFocusedExit,
)
}
}
override fun ContentDrawScope.draw() {
val outline = shape.createOutline(size, layoutDirection, this)
val focusProgress = focusProgress
val ambientProgress = ambientProgress
val pressedProgress = pressedProgress
// RuntimeShader used for progressive blur requires at least API 33.
// Fall back to drawing a solid background and border on older API levels.
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) {
drawBlurredBackgroundAndBorder(outline, focusProgress, ambientProgress, pressedProgress)
} else {
drawBackgroundAndBorder(outline, focusProgress, pressedProgress)
}
drawContent()
if (!enabled) {
drawOutline(outline, color = SurfaceDisabledOverlayColor)
}
}
/**
* Draws background, pressed overlay, and solid border for devices below API 33
* ([Build.VERSION_CODES.TIRAMISU]).
*/
private fun DrawScope.drawBackgroundAndBorder(
outline: Outline,
focusProgress: Float,
pressedProgress: Float,
) {
val backgroundColor = lerp(color, focusedColor, focusProgress)
// Pressed overlay transition: #FFFFFF with 16% opacity when pressed
val compositeBackground =
if (pressedProgress > 0f) {
surfacePressedOverlayColor(pressedProgress).compositeOver(backgroundColor)
} else {
backgroundColor
}
drawOutline(outline, color = compositeBackground)
val borderLogic = borderLogic ?: BorderLogic().also { borderLogic = it }
val borderLayerProvider =
borderLayerProvider
?: {
borderLayer
?: requireGraphicsContext().createGraphicsLayer().also {
borderLayer = it
}
}
.also { borderLayerProvider = it }
val borderColor =
lerp(BorderShader.DefaultSolidBorderIdleColor, focusedBorderColor1, focusProgress)
borderLogic.drawBorder(
this,
calculateSolidBorderWidth(),
SolidColor(borderColor),
borderLayerProvider,
outline,
)
}
/** Calculates solid border width for devices below API 33 ([Build.VERSION_CODES.TIRAMISU]). */
private fun DrawScope.calculateSolidBorderWidth(): Dp =
lerp(
BorderShader.DefaultSurfaceBorderWidth,
BorderShader.FocusedSurfaceBorderWidth,
[email protected],
)
/**
* Calculates AGSL shader border width for API 33 ([Build.VERSION_CODES.TIRAMISU]) and higher.
*/
private fun DrawScope.calculateBorderWidth(): Dp =
lerp(
lerp(
BorderShader.DefaultSurfaceBorderWidth,
BorderShader.FocusedSurfaceBorderWidth,
[email protected],
),
(size.minDimension / 8f).toDp(),
[email protected],
)
/**
* Records the background + border into a [GraphicsLayer] and applies two-pass (horizontal then
* vertical) Gaussian blur.
*/
@RequiresApi(Build.VERSION_CODES.TIRAMISU)
private fun DrawScope.drawBlurredBackgroundAndBorder(
outline: Outline,
focusProgress: Float,
ambientProgress: Float,
pressedProgress: Float,
) {
val width = size.width
val height = size.height
val idleBlurRadiusStartPx = BlurShader.IdleBlurRadiusStart.toPx()
val idleBlurRadiusEndPx = BlurShader.IdleBlurRadiusEnd.toPx()
val focusedBlurRadiusStartPx = BlurShader.FocusedBlurRadiusStart.toPx()
val focusedBlurRadiusEndPx = BlurShader.FocusedBlurRadiusEnd.toPx()
val ambientBlurRadiusMaxStartPx = BlurShader.AmbientBlurRadiusMaxStart.toPx()
val ambientBlurRadiusMaxEndPx = BlurShader.AmbientBlurRadiusMaxEnd.toPx()
if (outline is Outline.Rounded) {
val roundRect = outline.roundRect
cornerRadii[0] = roundRect.bottomRightCornerRadius.x
cornerRadii[1] = roundRect.topRightCornerRadius.x
cornerRadii[2] = roundRect.bottomLeftCornerRadius.x
cornerRadii[3] = roundRect.topLeftCornerRadius.x
} else {
cornerRadii[0] = 0f
cornerRadii[1] = 0f
cornerRadii[2] = 0f
cornerRadii[3] = 0f
}
val horizontalShader =
BlurShader.configureShader(
shader = [email protected],
isVertical = false,
width = width,
height = height,
cornerRadii = cornerRadii,
focusProgress = focusProgress,
ambientProgress = ambientProgress,
pressedProgress = pressedProgress,
idleBlurRadiusStartPx = idleBlurRadiusStartPx,
idleBlurRadiusEndPx = idleBlurRadiusEndPx,
focusedBlurRadiusStartPx = focusedBlurRadiusStartPx,
focusedBlurRadiusEndPx = focusedBlurRadiusEndPx,
ambientBlurRadiusMaxStartPx = ambientBlurRadiusMaxStartPx,
ambientBlurRadiusMaxEndPx = ambientBlurRadiusMaxEndPx,
)
.also { [email protected] = it }
val verticalShader =
BlurShader.configureShader(
shader = [email protected],
isVertical = true,
width = width,
height = height,
cornerRadii = cornerRadii,
focusProgress = focusProgress,
ambientProgress = ambientProgress,
pressedProgress = pressedProgress,
idleBlurRadiusStartPx = idleBlurRadiusStartPx,
idleBlurRadiusEndPx = idleBlurRadiusEndPx,
focusedBlurRadiusStartPx = focusedBlurRadiusStartPx,
focusedBlurRadiusEndPx = focusedBlurRadiusEndPx,
ambientBlurRadiusMaxStartPx = ambientBlurRadiusMaxStartPx,
ambientBlurRadiusMaxEndPx = ambientBlurRadiusMaxEndPx,
)
.also { [email protected] = it }
val horizontalEffect =
RenderEffect.createRuntimeShaderEffect(horizontalShader, BlurShader.UniformContent)
val verticalEffect =
RenderEffect.createRuntimeShaderEffect(verticalShader, BlurShader.UniformContent)
val renderEffect = RenderEffect.createChainEffect(verticalEffect, horizontalEffect)
val blurLayer =
blurGraphicsLayer
?: requireGraphicsContext().createGraphicsLayer().also { blurGraphicsLayer = it }
blurLayer.renderEffect = renderEffect.asComposeRenderEffect()
blurLayer.record(
density = Density(density, fontScale),
layoutDirection = layoutDirection,
size = IntSize(ceil(size.width).toInt(), ceil(size.height).toInt()),
) {
drawShaderBackgroundAndBorder(outline, focusProgress, ambientProgress)
}
drawLayer(blurLayer)
}
/** Draws the background and the AGSL shader border for API 33+ */
@RequiresApi(Build.VERSION_CODES.TIRAMISU)
private fun DrawScope.drawShaderBackgroundAndBorder(
outline: Outline,
focusProgress: Float,
ambientProgress: Float,
) {
val backgroundColor = lerp(color, focusedColor, focusProgress)
drawOutline(outline, backgroundColor)
borderShader =
BorderShader.configureShader(
shader = borderShader,
size = size,
focusProgress = focusProgress,
ambientProgress = ambientProgress,
focusedBorderColor0 = focusedBorderColor0,
focusedBorderColor1 = focusedBorderColor1,
focusedBorderColor2 = focusedBorderColor2,
focusedBorderColor3 = focusedBorderColor3,
)
val borderShaderBrush =
borderShaderBrush ?: ShaderBrush(borderShader!!).also { borderShaderBrush = it }
val borderLogic = borderLogic ?: BorderLogic().also { borderLogic = it }
val borderLayerProvider =
borderLayerProvider
?: {
borderLayer
?: requireGraphicsContext().createGraphicsLayer().also {
borderLayer = it
}
}
.also { borderLayerProvider = it }
borderLogic.drawBorder(
this,
calculateBorderWidth(),
borderShaderBrush,
borderLayerProvider,
outline,
)
}
override fun onDetach() {
_focusProgress = null
_ambientProgress = null
_pressedProgress = null
ambientMotionJob?.cancel()
ambientMotionJob = null
val gContext = requireGraphicsContext()
borderLayerProvider = null
borderLayer?.let {
gContext.releaseGraphicsLayer(it)
borderLayer = null
}
blurGraphicsLayer?.let {
gContext.releaseGraphicsLayer(it)
blurGraphicsLayer = null
}
horizontalShader = null
verticalShader = null
}
private fun updateFocusedBorderColors(focusedColor: Color) {
focusedBorderColor1 = focusedColor.withTone(newTone = 85f)
focusedBorderColor2 = focusedColor.withTone(newTone = 69f)
focusedBorderColor3 = focusedColor.withTone(newTone = 77f)
}
}
/**
* Renders and animates a [surface]'s [depthEffect] for a given [shape], by observing
* [interactionSource].
*/
@Composable
private fun Modifier.surfaceDepthEffect(
depthEffect: SurfaceDepthEffect?,
shape: Shape,
interactionSource: InteractionSource?,
): Modifier {
if (depthEffect == null) return this
val focusedProgress = remember { Animatable(0f) }
// If focused and there is focused depth effect, we need to draw the surface on top of
// other siblings to make sure the depth effect occludes siblings.
val zIndex by remember {
// Derived to avoid invalidating layout each frame of the animation
derivedStateOf {
if (depthEffect.focusedDepthEffect != null && focusedProgress.value >= 0.5f) 1f else 0f
}
}
if (interactionSource != null) {
LaunchedEffect(interactionSource) {
interactionSource.interactions.collect { interaction ->
when (interaction) {
is FocusInteraction.Focus ->
launch(start = CoroutineStart.UNDISPATCHED) {
focusedProgress.animateTo(1f, SurfaceAnimationFocusedEnter)
}
is FocusInteraction.Unfocus ->
launch(start = CoroutineStart.UNDISPATCHED) {
focusedProgress.animateTo(0f, SurfaceAnimationFocusedExit)
}
}
}
}
}
return layout { measurable, constraints ->
val placeable = measurable.measure(constraints)
layout(placeable.width, placeable.height) { placeable.place(0, 0, zIndex = zIndex) }
}
.depthEffect(
from = depthEffect.depthEffect,
to = depthEffect.focusedDepthEffect,
shape = shape,
progress = { focusedProgress.value },
)
}<br />
Requirements and compatibility
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
Security
No issues found by our static scan· No issues found
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Attribution and licence
- Created by
- Google LLC
- Publisher
- Android (Google) (Official)
- Distributed by
- Android (Google)
- Source
- android/skills · xr/display-glasses-with-jetpack-compose-glimmer · commit bf68e2d
- Licence
- Apache License 2.0 (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE.txt)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by Google LLC or Android (Google).
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download display-glasses-with-jetpack-compose-glimmer.zip