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[JetLagged] Fix drawer animation logic #1599

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Original file line number Diff line number Diff line change
Expand Up @@ -158,18 +158,16 @@ fun HomeScreenDrawer(windowSizeClass: WindowSizeClass) {
} else {
0f
}
// checking if the difference between the target and actual is + or -
val targetDifference = (actualTargetX - targetOffsetX)
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
                            }

if (canReachTargetWithDecay) {
translationX.animateDecay(
Expand Down