Reverts to the non-Google kotlin style.

This commit is contained in:
Vitor Pamplona
2024-01-06 11:32:41 -05:00
parent 0be1f89368
commit f8e7dd78d9
415 changed files with 64333 additions and 64218 deletions
@@ -42,19 +42,18 @@ import androidx.compose.ui.unit.Velocity
* @sample androidx.compose.material.samples.PullRefreshSample
*/
fun Modifier.pullRefresh(
state: PullRefreshState,
enabled: Boolean = true,
) =
inspectable(
state: PullRefreshState,
enabled: Boolean = true,
) = inspectable(
inspectorInfo =
debugInspectorInfo {
name = "pullRefresh"
properties["state"] = state
properties["enabled"] = enabled
},
) {
debugInspectorInfo {
name = "pullRefresh"
properties["state"] = state
properties["enabled"] = enabled
},
) {
Modifier.pullRefresh(state::onPull, state::onRelease, enabled)
}
}
/**
* A nested scroll modifier that provides [onPull] and [onRelease] callbacks to aid building custom
@@ -78,49 +77,48 @@ fun Modifier.pullRefresh(
* @sample androidx.compose.material.samples.CustomPullRefreshSample
*/
fun Modifier.pullRefresh(
onPull: (pullDelta: Float) -> Float,
onRelease: suspend (flingVelocity: Float) -> Float,
enabled: Boolean = true,
) =
inspectable(
onPull: (pullDelta: Float) -> Float,
onRelease: suspend (flingVelocity: Float) -> Float,
enabled: Boolean = true,
) = inspectable(
inspectorInfo =
debugInspectorInfo {
name = "pullRefresh"
properties["onPull"] = onPull
properties["onRelease"] = onRelease
properties["enabled"] = enabled
},
) {
debugInspectorInfo {
name = "pullRefresh"
properties["onPull"] = onPull
properties["onRelease"] = onRelease
properties["enabled"] = enabled
},
) {
Modifier.nestedScroll(PullRefreshNestedScrollConnection(onPull, onRelease, enabled))
}
}
private class PullRefreshNestedScrollConnection(
private val onPull: (pullDelta: Float) -> Float,
private val onRelease: suspend (flingVelocity: Float) -> Float,
private val enabled: Boolean,
private val onPull: (pullDelta: Float) -> Float,
private val onRelease: suspend (flingVelocity: Float) -> Float,
private val enabled: Boolean,
) : NestedScrollConnection {
override fun onPreScroll(
available: Offset,
source: NestedScrollSource,
): Offset =
when {
!enabled -> Offset.Zero
source == Drag && available.y < 0 -> Offset(0f, onPull(available.y)) // Swiping up
else -> Offset.Zero
}
override fun onPreScroll(
available: Offset,
source: NestedScrollSource,
): Offset =
when {
!enabled -> Offset.Zero
source == Drag && available.y < 0 -> Offset(0f, onPull(available.y)) // Swiping up
else -> Offset.Zero
}
override fun onPostScroll(
consumed: Offset,
available: Offset,
source: NestedScrollSource,
): Offset =
when {
!enabled -> Offset.Zero
source == Drag && available.y > 0 -> Offset(0f, onPull(available.y)) // Pulling down
else -> Offset.Zero
}
override fun onPostScroll(
consumed: Offset,
available: Offset,
source: NestedScrollSource,
): Offset =
when {
!enabled -> Offset.Zero
source == Drag && available.y > 0 -> Offset(0f, onPull(available.y)) // Pulling down
else -> Offset.Zero
}
override suspend fun onPreFling(available: Velocity): Velocity {
return Velocity(0f, onRelease(available.y))
}
override suspend fun onPreFling(available: Velocity): Velocity {
return Velocity(0f, onRelease(available.y))
}
}
@@ -70,148 +70,148 @@ import kotlin.math.pow
*/
@Composable
fun PullRefreshIndicator(
refreshing: Boolean,
state: PullRefreshState,
modifier: Modifier = Modifier,
backgroundColor: Color = MaterialTheme.colorScheme.surface,
contentColor: Color = contentColorFor(backgroundColor),
scale: Boolean = false,
refreshing: Boolean,
state: PullRefreshState,
modifier: Modifier = Modifier,
backgroundColor: Color = MaterialTheme.colorScheme.surface,
contentColor: Color = contentColorFor(backgroundColor),
scale: Boolean = false,
) {
val showElevation by
remember(refreshing, state) { derivedStateOf { refreshing || state.position > 0.5f } }
val showElevation by
remember(refreshing, state) { derivedStateOf { refreshing || state.position > 0.5f } }
Surface(
modifier = modifier.size(IndicatorSize).pullRefreshIndicatorTransform(state, scale),
shape = SpinnerShape,
color = backgroundColor,
shadowElevation = if (showElevation) Elevation else 0.dp,
) {
Crossfade(
targetState = refreshing,
animationSpec = tween(durationMillis = CROSSFADE_DURATION_MS),
) { refreshing ->
Box(
modifier = Modifier.fillMaxSize(),
contentAlignment = Alignment.Center,
) {
val spinnerSize = (ArcRadius + StrokeWidth).times(2)
Surface(
modifier = modifier.size(IndicatorSize).pullRefreshIndicatorTransform(state, scale),
shape = SpinnerShape,
color = backgroundColor,
shadowElevation = if (showElevation) Elevation else 0.dp,
) {
Crossfade(
targetState = refreshing,
animationSpec = tween(durationMillis = CROSSFADE_DURATION_MS),
) { refreshing ->
Box(
modifier = Modifier.fillMaxSize(),
contentAlignment = Alignment.Center,
) {
val spinnerSize = (ArcRadius + StrokeWidth).times(2)
if (refreshing) {
CircularProgressIndicator(
color = contentColor,
strokeWidth = StrokeWidth,
modifier = Modifier.size(spinnerSize),
)
} else {
CircularArrowIndicator(state, contentColor, Modifier.size(spinnerSize))
if (refreshing) {
CircularProgressIndicator(
color = contentColor,
strokeWidth = StrokeWidth,
modifier = Modifier.size(spinnerSize),
)
} else {
CircularArrowIndicator(state, contentColor, Modifier.size(spinnerSize))
}
}
}
}
}
}
}
/** Modifier.size MUST be specified. */
@Composable
private fun CircularArrowIndicator(
state: PullRefreshState,
color: Color,
modifier: Modifier,
state: PullRefreshState,
color: Color,
modifier: Modifier,
) {
val path = remember { Path().apply { fillType = PathFillType.EvenOdd } }
val path = remember { Path().apply { fillType = PathFillType.EvenOdd } }
val targetAlpha by
remember(state) { derivedStateOf { if (state.progress >= 1f) MAX_ALPHA else MIN_ALPHA } }
val targetAlpha by
remember(state) { derivedStateOf { if (state.progress >= 1f) MAX_ALPHA else MIN_ALPHA } }
val alphaState = animateFloatAsState(targetValue = targetAlpha, animationSpec = AlphaTween)
val alphaState = animateFloatAsState(targetValue = targetAlpha, animationSpec = AlphaTween)
// Empty semantics for tests
Canvas(modifier.semantics {}) {
val values = ArrowValues(state.progress)
val alpha = alphaState.value
// Empty semantics for tests
Canvas(modifier.semantics {}) {
val values = ArrowValues(state.progress)
val alpha = alphaState.value
rotate(degrees = values.rotation) {
val arcRadius = ArcRadius.toPx() + StrokeWidth.toPx() / 2f
val arcBounds =
Rect(
size.center.x - arcRadius,
size.center.y - arcRadius,
size.center.x + arcRadius,
size.center.y + arcRadius,
)
drawArc(
color = color,
alpha = alpha,
startAngle = values.startAngle,
sweepAngle = values.endAngle - values.startAngle,
useCenter = false,
topLeft = arcBounds.topLeft,
size = arcBounds.size,
style =
Stroke(
width = StrokeWidth.toPx(),
cap = StrokeCap.Square,
),
)
drawArrow(path, arcBounds, color, alpha, values)
rotate(degrees = values.rotation) {
val arcRadius = ArcRadius.toPx() + StrokeWidth.toPx() / 2f
val arcBounds =
Rect(
size.center.x - arcRadius,
size.center.y - arcRadius,
size.center.x + arcRadius,
size.center.y + arcRadius,
)
drawArc(
color = color,
alpha = alpha,
startAngle = values.startAngle,
sweepAngle = values.endAngle - values.startAngle,
useCenter = false,
topLeft = arcBounds.topLeft,
size = arcBounds.size,
style =
Stroke(
width = StrokeWidth.toPx(),
cap = StrokeCap.Square,
),
)
drawArrow(path, arcBounds, color, alpha, values)
}
}
}
}
@Immutable
private class ArrowValues(
val rotation: Float,
val startAngle: Float,
val endAngle: Float,
val scale: Float,
val rotation: Float,
val startAngle: Float,
val endAngle: Float,
val scale: Float,
)
private fun ArrowValues(progress: Float): ArrowValues {
// Discard first 40% of progress. Scale remaining progress to full range between 0 and 100%.
val adjustedPercent = max(min(1f, progress) - 0.4f, 0f) * 5 / 3
// How far beyond the threshold pull has gone, as a percentage of the threshold.
val overshootPercent = abs(progress) - 1.0f
// Limit the overshoot to 200%. Linear between 0 and 200.
val linearTension = overshootPercent.coerceIn(0f, 2f)
// Non-linear tension. Increases with linearTension, but at a decreasing rate.
val tensionPercent = linearTension - linearTension.pow(2) / 4
// Discard first 40% of progress. Scale remaining progress to full range between 0 and 100%.
val adjustedPercent = max(min(1f, progress) - 0.4f, 0f) * 5 / 3
// How far beyond the threshold pull has gone, as a percentage of the threshold.
val overshootPercent = abs(progress) - 1.0f
// Limit the overshoot to 200%. Linear between 0 and 200.
val linearTension = overshootPercent.coerceIn(0f, 2f)
// Non-linear tension. Increases with linearTension, but at a decreasing rate.
val tensionPercent = linearTension - linearTension.pow(2) / 4
// Calculations based on SwipeRefreshLayout specification.
val endTrim = adjustedPercent * MAX_PROGRESS_ARC
val rotation = (-0.25f + 0.4f * adjustedPercent + tensionPercent) * 0.5f
val startAngle = rotation * 360
val endAngle = (rotation + endTrim) * 360
val scale = min(1f, adjustedPercent)
// Calculations based on SwipeRefreshLayout specification.
val endTrim = adjustedPercent * MAX_PROGRESS_ARC
val rotation = (-0.25f + 0.4f * adjustedPercent + tensionPercent) * 0.5f
val startAngle = rotation * 360
val endAngle = (rotation + endTrim) * 360
val scale = min(1f, adjustedPercent)
return ArrowValues(rotation, startAngle, endAngle, scale)
return ArrowValues(rotation, startAngle, endAngle, scale)
}
private fun DrawScope.drawArrow(
arrow: Path,
bounds: Rect,
color: Color,
alpha: Float,
values: ArrowValues,
arrow: Path,
bounds: Rect,
color: Color,
alpha: Float,
values: ArrowValues,
) {
arrow.reset()
arrow.moveTo(0f, 0f) // Move to left corner
arrow.lineTo(x = ArrowWidth.toPx() * values.scale, y = 0f) // Line to right corner
arrow.reset()
arrow.moveTo(0f, 0f) // Move to left corner
arrow.lineTo(x = ArrowWidth.toPx() * values.scale, y = 0f) // Line to right corner
// Line to tip of arrow
arrow.lineTo(
x = ArrowWidth.toPx() * values.scale / 2,
y = ArrowHeight.toPx() * values.scale,
)
// Line to tip of arrow
arrow.lineTo(
x = ArrowWidth.toPx() * values.scale / 2,
y = ArrowHeight.toPx() * values.scale,
)
val radius = min(bounds.width, bounds.height) / 2f
val inset = ArrowWidth.toPx() * values.scale / 2f
arrow.translate(
Offset(
x = radius + bounds.center.x - inset,
y = bounds.center.y + StrokeWidth.toPx() / 2f,
),
)
arrow.close()
rotate(degrees = values.endAngle) { drawPath(path = arrow, color = color, alpha = alpha) }
val radius = min(bounds.width, bounds.height) / 2f
val inset = ArrowWidth.toPx() * values.scale / 2f
arrow.translate(
Offset(
x = radius + bounds.center.x - inset,
y = bounds.center.y + StrokeWidth.toPx() / 2f,
),
)
arrow.close()
rotate(degrees = values.endAngle) { drawPath(path = arrow, color = color, alpha = alpha) }
}
private const val CROSSFADE_DURATION_MS = 100
@@ -37,42 +37,41 @@ import androidx.compose.ui.platform.inspectable
* @sample androidx.compose.material.samples.PullRefreshIndicatorTransformSample
*/
fun Modifier.pullRefreshIndicatorTransform(
state: PullRefreshState,
scale: Boolean = false,
) =
inspectable(
state: PullRefreshState,
scale: Boolean = false,
) = inspectable(
inspectorInfo =
debugInspectorInfo {
name = "pullRefreshIndicatorTransform"
properties["state"] = state
properties["scale"] = scale
},
) {
debugInspectorInfo {
name = "pullRefreshIndicatorTransform"
properties["state"] = state
properties["scale"] = scale
},
) {
Modifier
// Essentially we only want to clip the at the top, so the indicator will not appear when
// the position is 0. It is preferable to clip the indicator as opposed to the layout that
// contains the indicator, as this would also end up clipping shadows drawn by items in a
// list for example - so we leave the clipping to the scrolling container. We use MAX_VALUE
// for the other dimensions to allow for more room for elevation / arbitrary indicators - we
// only ever really want to clip at the top edge.
.drawWithContent {
clipRect(
top = 0f,
left = -Float.MAX_VALUE,
right = Float.MAX_VALUE,
bottom = Float.MAX_VALUE,
) {
this@drawWithContent.drawContent()
// Essentially we only want to clip the at the top, so the indicator will not appear when
// the position is 0. It is preferable to clip the indicator as opposed to the layout that
// contains the indicator, as this would also end up clipping shadows drawn by items in a
// list for example - so we leave the clipping to the scrolling container. We use MAX_VALUE
// for the other dimensions to allow for more room for elevation / arbitrary indicators - we
// only ever really want to clip at the top edge.
.drawWithContent {
clipRect(
top = 0f,
left = -Float.MAX_VALUE,
right = Float.MAX_VALUE,
bottom = Float.MAX_VALUE,
) {
this@drawWithContent.drawContent()
}
}
}
.graphicsLayer {
translationY = state.position - size.height
.graphicsLayer {
translationY = state.position - size.height
if (scale && !state.refreshing) {
val scaleFraction =
LinearOutSlowInEasing.transform(state.position / state.threshold).coerceIn(0f, 1f)
scaleX = scaleFraction
scaleY = scaleFraction
if (scale && !state.refreshing) {
val scaleFraction =
LinearOutSlowInEasing.transform(state.position / state.threshold).coerceIn(0f, 1f)
scaleX = scaleFraction
scaleY = scaleFraction
}
}
}
}
}
@@ -35,10 +35,10 @@ import androidx.compose.runtime.setValue
import androidx.compose.ui.platform.LocalDensity
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp
import kotlin.math.abs
import kotlin.math.pow
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.launch
import kotlin.math.abs
import kotlin.math.pow
/**
* Creates a [PullRefreshState] that is remembered across compositions.
@@ -55,33 +55,33 @@ import kotlinx.coroutines.launch
*/
@Composable
fun rememberPullRefreshState(
refreshing: Boolean,
onRefresh: () -> Unit,
refreshThreshold: Dp = PullRefreshDefaults.RefreshThreshold,
refreshingOffset: Dp = PullRefreshDefaults.RefreshingOffset,
refreshing: Boolean,
onRefresh: () -> Unit,
refreshThreshold: Dp = PullRefreshDefaults.RefreshThreshold,
refreshingOffset: Dp = PullRefreshDefaults.RefreshingOffset,
): PullRefreshState {
require(refreshThreshold > 0.dp) { "The refresh trigger must be greater than zero!" }
require(refreshThreshold > 0.dp) { "The refresh trigger must be greater than zero!" }
val scope = rememberCoroutineScope()
val onRefreshState = rememberUpdatedState(onRefresh)
val thresholdPx: Float
val refreshingOffsetPx: Float
val scope = rememberCoroutineScope()
val onRefreshState = rememberUpdatedState(onRefresh)
val thresholdPx: Float
val refreshingOffsetPx: Float
with(LocalDensity.current) {
thresholdPx = refreshThreshold.toPx()
refreshingOffsetPx = refreshingOffset.toPx()
}
with(LocalDensity.current) {
thresholdPx = refreshThreshold.toPx()
refreshingOffsetPx = refreshingOffset.toPx()
}
val state =
remember(scope) { PullRefreshState(scope, onRefreshState, refreshingOffsetPx, thresholdPx) }
val state =
remember(scope) { PullRefreshState(scope, onRefreshState, refreshingOffsetPx, thresholdPx) }
SideEffect {
state.setRefreshing(refreshing)
state.setThreshold(thresholdPx)
state.setRefreshingOffset(refreshingOffsetPx)
}
SideEffect {
state.setRefreshing(refreshing)
state.setThreshold(thresholdPx)
state.setRefreshingOffset(refreshingOffsetPx)
}
return state
return state
}
/**
@@ -98,131 +98,131 @@ fun rememberPullRefreshState(
* Should be created using [rememberPullRefreshState].
*/
class PullRefreshState
internal constructor(
private val animationScope: CoroutineScope,
private val onRefreshState: State<() -> Unit>,
refreshingOffset: Float,
threshold: Float,
) {
/**
* A float representing how far the user has pulled as a percentage of the refreshThreshold.
*
* If the component has not been pulled at all, progress is zero. If the pull has reached halfway
* to the threshold, progress is 0.5f. A value greater than 1 indicates that pull has gone beyond
* the refreshThreshold - e.g. a value of 2f indicates that the user has pulled to two times the
* refreshThreshold.
*/
val progress
get() = adjustedDistancePulled / threshold
internal constructor(
private val animationScope: CoroutineScope,
private val onRefreshState: State<() -> Unit>,
refreshingOffset: Float,
threshold: Float,
) {
/**
* A float representing how far the user has pulled as a percentage of the refreshThreshold.
*
* If the component has not been pulled at all, progress is zero. If the pull has reached halfway
* to the threshold, progress is 0.5f. A value greater than 1 indicates that pull has gone beyond
* the refreshThreshold - e.g. a value of 2f indicates that the user has pulled to two times the
* refreshThreshold.
*/
val progress
get() = adjustedDistancePulled / threshold
val refreshing
get() = _refreshing
val refreshing
get() = _refreshing
val position
get() = _position
val position
get() = _position
val threshold
get() = _threshold
val threshold
get() = _threshold
private val adjustedDistancePulled by derivedStateOf { distancePulled * DRAG_MULTIPLIER }
private val adjustedDistancePulled by derivedStateOf { distancePulled * DRAG_MULTIPLIER }
private var _refreshing by mutableStateOf(false)
private var _position by mutableStateOf(0f)
private var distancePulled by mutableStateOf(0f)
private var _threshold by mutableStateOf(threshold)
private var refreshingOffsetState by mutableStateOf(refreshingOffset)
private var _refreshing by mutableStateOf(false)
private var _position by mutableStateOf(0f)
private var distancePulled by mutableStateOf(0f)
private var _threshold by mutableStateOf(threshold)
private var refreshingOffsetState by mutableStateOf(refreshingOffset)
internal fun onPull(pullDelta: Float): Float {
if (_refreshing) return 0f // Already refreshing, do nothing.
internal fun onPull(pullDelta: Float): Float {
if (_refreshing) return 0f // Already refreshing, do nothing.
val newOffset = (distancePulled + pullDelta).coerceAtLeast(0f)
val dragConsumed = newOffset - distancePulled
distancePulled = newOffset
_position = calculateIndicatorPosition()
return dragConsumed
}
val newOffset = (distancePulled + pullDelta).coerceAtLeast(0f)
val dragConsumed = newOffset - distancePulled
distancePulled = newOffset
_position = calculateIndicatorPosition()
return dragConsumed
}
internal fun onRelease(velocity: Float): Float {
if (refreshing) return 0f // Already refreshing, do nothing
internal fun onRelease(velocity: Float): Float {
if (refreshing) return 0f // Already refreshing, do nothing
if (adjustedDistancePulled > threshold) {
onRefreshState.value()
if (adjustedDistancePulled > threshold) {
onRefreshState.value()
}
animateIndicatorTo(0f)
val consumed =
when {
// We are flinging without having dragged the pull refresh (for example a fling inside
// a list) - don't consume
distancePulled == 0f -> 0f
// If the velocity is negative, the fling is upwards, and we don't want to prevent the
// the list from scrolling
velocity < 0f -> 0f
// We are showing the indicator, and the fling is downwards - consume everything
else -> velocity
}
distancePulled = 0f
return consumed
}
internal fun setRefreshing(refreshing: Boolean) {
if (_refreshing != refreshing) {
_refreshing = refreshing
distancePulled = 0f
animateIndicatorTo(if (refreshing) refreshingOffsetState else 0f)
}
}
internal fun setThreshold(threshold: Float) {
_threshold = threshold
}
internal fun setRefreshingOffset(refreshingOffset: Float) {
if (refreshingOffsetState != refreshingOffset) {
refreshingOffsetState = refreshingOffset
if (refreshing) animateIndicatorTo(refreshingOffset)
}
}
// Make sure to cancel any existing animations when we launch a new one. We use this instead of
// Animatable as calling snapTo() on every drag delta has a one frame delay, and some extra
// overhead of running through the animation pipeline instead of directly mutating the state.
private val mutatorMutex = MutatorMutex()
private fun animateIndicatorTo(offset: Float) =
animationScope.launch {
mutatorMutex.mutate {
animate(initialValue = _position, targetValue = offset) { value, _ -> _position = value }
}
}
private fun calculateIndicatorPosition(): Float =
when {
// If drag hasn't gone past the threshold, the position is the adjustedDistancePulled.
adjustedDistancePulled <= threshold -> adjustedDistancePulled
else -> {
// How far beyond the threshold pull has gone, as a percentage of the threshold.
val overshootPercent = abs(progress) - 1.0f
// Limit the overshoot to 200%. Linear between 0 and 200.
val linearTension = overshootPercent.coerceIn(0f, 2f)
// Non-linear tension. Increases with linearTension, but at a decreasing rate.
val tensionPercent = linearTension - linearTension.pow(2) / 4
// The additional offset beyond the threshold.
val extraOffset = threshold * tensionPercent
threshold + extraOffset
}
}
}
animateIndicatorTo(0f)
val consumed =
when {
// We are flinging without having dragged the pull refresh (for example a fling inside
// a list) - don't consume
distancePulled == 0f -> 0f
// If the velocity is negative, the fling is upwards, and we don't want to prevent the
// the list from scrolling
velocity < 0f -> 0f
// We are showing the indicator, and the fling is downwards - consume everything
else -> velocity
}
distancePulled = 0f
return consumed
}
internal fun setRefreshing(refreshing: Boolean) {
if (_refreshing != refreshing) {
_refreshing = refreshing
distancePulled = 0f
animateIndicatorTo(if (refreshing) refreshingOffsetState else 0f)
}
}
internal fun setThreshold(threshold: Float) {
_threshold = threshold
}
internal fun setRefreshingOffset(refreshingOffset: Float) {
if (refreshingOffsetState != refreshingOffset) {
refreshingOffsetState = refreshingOffset
if (refreshing) animateIndicatorTo(refreshingOffset)
}
}
// Make sure to cancel any existing animations when we launch a new one. We use this instead of
// Animatable as calling snapTo() on every drag delta has a one frame delay, and some extra
// overhead of running through the animation pipeline instead of directly mutating the state.
private val mutatorMutex = MutatorMutex()
private fun animateIndicatorTo(offset: Float) =
animationScope.launch {
mutatorMutex.mutate {
animate(initialValue = _position, targetValue = offset) { value, _ -> _position = value }
}
}
private fun calculateIndicatorPosition(): Float =
when {
// If drag hasn't gone past the threshold, the position is the adjustedDistancePulled.
adjustedDistancePulled <= threshold -> adjustedDistancePulled
else -> {
// How far beyond the threshold pull has gone, as a percentage of the threshold.
val overshootPercent = abs(progress) - 1.0f
// Limit the overshoot to 200%. Linear between 0 and 200.
val linearTension = overshootPercent.coerceIn(0f, 2f)
// Non-linear tension. Increases with linearTension, but at a decreasing rate.
val tensionPercent = linearTension - linearTension.pow(2) / 4
// The additional offset beyond the threshold.
val extraOffset = threshold * tensionPercent
threshold + extraOffset
}
}
}
/** Default parameter values for [rememberPullRefreshState]. */
object PullRefreshDefaults {
/**
* If the indicator is below this threshold offset when it is released, a refresh will be
* triggered.
*/
val RefreshThreshold = 80.dp
/**
* If the indicator is below this threshold offset when it is released, a refresh will be
* triggered.
*/
val RefreshThreshold = 80.dp
/** The offset at which the indicator should be rendered whilst a refresh is occurring. */
val RefreshingOffset = 56.dp
/** The offset at which the indicator should be rendered whilst a refresh is occurring. */
val RefreshingOffset = 56.dp
}
/**