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[JetLagged] Fix drawer animation logic #1599

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The drawer animation logic had a bug where it would not properly animate the drawer to the correct position.

This commit fixes the issue by adjusting the conditions that determine whether the drawer can reach the target position with decay. Specifically, it checks if actualTargetX > 0f instead of targetDifference > 0f and actualTargetX == 0f instead of targetDifference < 0f.

The drawer animation logic had a bug where it would not properly
animate the drawer to the correct position.

This commit fixes the issue by adjusting the conditions that
determine whether the drawer can reach the target position with
decay. Specifically, it checks if `actualTargetX > 0f` instead of
`targetDifference > 0f` and `actualTargetX == 0f` instead of
`targetDifference < 0f`.
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Summary of Changes

Hello @cartland, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request resolves a critical bug in the drawer animation system, ensuring that the drawer consistently animates to its intended position. The changes refine the underlying mathematical conditions that govern the animation's decay behavior, leading to a more robust and visually correct UI component.

Highlights

  • Drawer Animation Logic Fix: I've addressed a bug in the drawer animation logic that prevented the drawer from animating correctly to its target position. This ensures a smoother and more predictable user experience when interacting with the drawer.
  • Refined Decay Animation Conditions: The core of the fix involves adjusting the conditions within the canReachTargetWithDecay logic. I've replaced checks based on targetDifference with direct checks on actualTargetX (specifically actualTargetX > 0f and actualTargetX == 0f) to more accurately determine if the drawer can reach its target with decay.
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Code Review

This pull request fixes a bug in the drawer animation logic. The review includes a suggestion to refactor the conditional logic to improve its readability and make the intent clearer for future maintenance.

Comment on lines 161 to 171
val canReachTargetWithDecay =
(
targetOffsetX > actualTargetX &&
velocity > 0f &&
targetDifference > 0f
actualTargetX > 0f
) ||
(
targetOffsetX < actualTargetX &&
velocity < 0 &&
targetDifference < 0f
actualTargetX == 0f
)
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medium

The compound condition for canReachTargetWithDecay is dense and can be hard to understand at a glance. The use of actualTargetX > 0f to imply that the drawer is opening is not immediately obvious.

To improve readability and maintainability, refactor this logic to be more explicit about its intent. An if/else structure based on the target state (opening vs. closing) would make the conditions for checking if the fling will overshoot the target much clearer.

                            val canReachTargetWithDecay = if (actualTargetX > 0f) {
                                // We are aiming for the open state, check if the fling is strong
                                // enough to overshoot.
                                velocity > 0f && targetOffsetX > actualTargetX
                            } else {
                                // We are aiming for the closed state, check if the fling is strong
                                // enough to overshoot.
                                velocity < 0f && targetOffsetX < actualTargetX
                            }

@mlykotom mlykotom changed the title Fix drawer animation logic [JetLagged] Fix drawer animation logic Aug 5, 2025
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