updateTransition

Composable Function

Common
@Composable
public fun <T> updateTransition(targetState: T, label: String? = null): Transition<T>

This sets up a Transition, and updates it with the target provided by targetState. When targetState changes, Transition will run all of its child animations towards their target values specified for the new targetState. Child animations can be dynamically added using Transition.animateFloat, animateColor, Transition.animateValue, etc.

label is used to differentiate different transitions in Android Studio.

Note: There is another rememberTransition overload that accepts a MutableTransitionState. The difference between the two is that the MutableTransitionState variant: 1) supports a different initial state than target state (This would allow a transition to start as soon as it enters composition.) 2) can be recreated to intentionally trigger a re-start of the transition.

Returns

a Transition object, to which animations can be added.
Common

Deprecated Use rememberTransition() instead

@Composable
public fun <T> updateTransition(
    transitionState: MutableTransitionState<T>,
    label: String? = null,
): Transition<T>

Creates a Transition and puts it in the currentState of the provided transitionState. Whenever the targetState of the transitionState changes, the Transition will animate to the new target state.

Remember: The provided transitionState needs to be remembered.

Compared to the rememberTransition variant 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,
            )
        }
    }
}

GestureAnimationSample

@Composable
fun GestureAnimationSample() {
    // enum class ComponentState { Pressed, Released }
    var useRed by remember { mutableStateOf(false) }
    var toState by remember { mutableStateOf(ComponentState.Released) }
    val modifier =
        Modifier.pointerInput(Unit) {
            detectTapGestures(
                onPress = {
                    toState = ComponentState.Pressed
                    tryAwaitRelease()
                    toState = ComponentState.Released
                }
            )
        }
    // Defines a transition of `ComponentState`, and updates the transition when the provided
    // [targetState] changes. The transition will run all of the child animations towards the new
    // [targetState] in response to the [targetState] change.
    val transition: Transition<ComponentState> = updateTransition(targetState = toState)
    // Defines a float animation as a child animation the transition. The current animation value
    // can be read from the returned State<Float>.
    val scale: Float by
        transition.animateFloat(
            // Defines a transition spec that uses the same low-stiffness spring for *all*
            // transitions of this float, no matter what the target is.
            transitionSpec = { spring(stiffness = 50f) }
        ) { state ->
            // This code block declares a mapping from state to value.
            if (state == ComponentState.Pressed) 3f else 1f
        }
    // Defines a color animation as a child animation of the transition.
    val color: Color by
        transition.animateColor(
            transitionSpec = {
                when {
                    ComponentState.Pressed isTransitioningTo ComponentState.Released ->
                        // Uses spring for the transition going from pressed to released
                        spring(stiffness = 50f)
                    else ->
                        // Uses tween for all the other transitions. (In this case there is
                        // only one other transition. i.e. released -> pressed.)
                        tween(durationMillis = 500)
                }
            }
        ) { state ->
            when (state) {
                // Similar to the float animation, we need to declare the target values
                // for each state. In this code block we can access theme colors.
                ComponentState.Pressed -> MaterialTheme.colors.primary
                // We can also have the target value depend on other mutableStates,
                // such as `useRed` here. Whenever the target value changes, transition
                // will automatically animate to the new value even if it has already
                // arrived at its target state.
                ComponentState.Released -> if (useRed) Color.Red else MaterialTheme.colors.secondary
            }
        }
    Column {
        Button(
            modifier = Modifier.padding(10.dp).align(Alignment.CenterHorizontally),
            onClick = { useRed = !useRed },
        ) {
            Text("Change Color")
        }
        Box(
            modifier
                .fillMaxSize()
                .wrapContentSize(Alignment.Center)
                .size((100 * scale).dp)
                .background(color)
        )
    }
}

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,
        ) {}
    }
}