rememberTransition

Composable Function

Common
@Composable
public fun <T> rememberTransition(
    transitionState: TransitionState<T>,
    label: String? = null,
): Transition<T>

Creates a Transition and puts it in the currentState of the provided transitionState. If the TransitionState.targetState changes, the Transition will change where it will animate to.

Remember: The provided transitionState needs to be remembered.

Compared to updateTransition that takes a targetState, this function supports a different initial state than the first targetState. Here is an example:

In most cases, it is recommended to reuse the same transitionState that is remembered, such that Transition preserves continuity when targetState is changed. However, in some rare cases it is more critical to immediately snap to a state change (e.g. in response to a user interaction). This can be achieved by creating a new transitionState:

Code Examples

DoubleTapToLikeSample

@Composable
fun DoubleTapToLikeSample() {
    // enum class LikedStates { Initial, Liked, Disappeared }
    @Composable
    fun doubleTapToLike() {
        // Creates a transition state that starts in [Disappeared] State
        var transitionState by remember {
            mutableStateOf(MutableTransitionState(LikedStates.Disappeared))
        }
        Box(
            Modifier.fillMaxSize().pointerInput(Unit) {
                detectTapGestures(
                    onDoubleTap = {
                        // This creates a new `MutableTransitionState` object. When a new
                        // `MutableTransitionState` object gets passed to `updateTransition`, a
                        // new transition will be created. All existing values, velocities will
                        // be lost as a result. Hence, in most cases, this is not recommended.
                        // The exception is when it's more important to respond immediately to
                        // user interaction than preserving continuity.
                        transitionState = MutableTransitionState(LikedStates.Initial)
                    }
                )
            }
        ) {
            // This ensures sequential states: Initial -> Liked -> Disappeared
            if (transitionState.currentState == LikedStates.Initial) {
                transitionState.targetState = LikedStates.Liked
            } else if (transitionState.currentState == LikedStates.Liked) {
                // currentState will be updated to targetState when the transition is finished, so
                // it can be used as a signal to start the next transition.
                transitionState.targetState = LikedStates.Disappeared
            }
            // Creates a transition using the TransitionState object that gets recreated at each
            // double tap.
            val transition = rememberTransition(transitionState)
            // Creates an alpha animation, as a part of the transition.
            val alpha by
                transition.animateFloat(
                    transitionSpec = {
                        when {
                            // Uses different animation specs for transitioning from/to different
                            // states
                            LikedStates.Initial isTransitioningTo LikedStates.Liked ->
                                keyframes {
                                    durationMillis = 500
                                    0f at 0 // optional
                                    0.5f at 100
                                    1f at 225 // optional
                                }
                            LikedStates.Liked isTransitioningTo LikedStates.Disappeared ->
                                tween(durationMillis = 200)
                            else -> snap()
                        }
                    }
                ) {
                    if (it == LikedStates.Liked) 1f else 0f
                }
            // Creates a scale animation, as a part of the transition
            val scale by
                transition.animateFloat(
                    transitionSpec = {
                        when {
                            // Uses different animation specs for transitioning from/to different
                            // states
                            LikedStates.Initial isTransitioningTo LikedStates.Liked ->
                                spring(dampingRatio = Spring.DampingRatioHighBouncy)
                            LikedStates.Liked isTransitioningTo LikedStates.Disappeared ->
                                tween(200)
                            else -> snap()
                        }
                    }
                ) {
                    when (it) {
                        LikedStates.Initial -> 0f
                        LikedStates.Liked -> 4f
                        LikedStates.Disappeared -> 2f
                    }
                }
            Icon(
                Icons.Filled.Favorite,
                "Like",
                Modifier.align(Alignment.Center)
                    .graphicsLayer(alpha = alpha, scaleX = scale, scaleY = scale),
                tint = Color.Red,
            )
        }
    }
}

InitialStateSample

@OptIn(ExperimentalTransitionApi::class)
fun InitialStateSample() {
    // This composable enters the composition with a custom enter transition. This is achieved by
    // defining a different initialState than the first target state using `MutableTransitionState`
    @Composable
    fun PoppingInCard() {
        // Creates a transition state with an initial state where visible = false
        val visibleState = remember { MutableTransitionState(false) }
        // Sets the target state of the transition state to true. As it's different than the initial
        // state, a transition from not visible to visible will be triggered.
        visibleState.targetState = true
        // Creates a transition with the transition state created above.
        val transition = rememberTransition(visibleState)
        // Adds a scale animation to the transition to scale the card up when transitioning in.
        val scale by
            transition.animateFloat(
                // Uses a custom spring for the transition.
                transitionSpec = { spring(dampingRatio = Spring.DampingRatioMediumBouncy) }
            ) { visible ->
                if (visible) 1f else 0.8f
            }
        // Adds an elevation animation that animates the dp value of the animation.
        val elevation by
            transition.animateDp(
                // Uses a tween animation
                transitionSpec = {
                    // Uses different animations for when animating from visible to not visible, and
                    // the other way around
                    if (false isTransitioningTo true) {
                        tween(1000)
                    } else {
                        spring()
                    }
                }
            ) { visible ->
                if (visible) 10.dp else 0.dp
            }
        Card(
            Modifier.graphicsLayer(scaleX = scale, scaleY = scale)
                .size(200.dp, 100.dp)
                .fillMaxWidth(),
            elevation = elevation,
        ) {}
    }
}