[flexiglass] Adds AOSP documentation.
Bug: 283121968
Change-Id: I6e81cadf09b7727ea5ec91c8bfa09a0f9d2c6909
Flag: N/A
Test: N/A
diff --git a/packages/SystemUI/docs/scene.md b/packages/SystemUI/docs/scene.md
new file mode 100644
index 0000000..3e4a1b4
--- /dev/null
+++ b/packages/SystemUI/docs/scene.md
@@ -0,0 +1,297 @@
+# The Scene Framework
+
+Known internally as "Flexiglass", this framework defines a graph where each node
+is a "scene" and each edge between the scenes is a transition. The scenes are
+the main components of System UI, on phones these are: the lockscreen, bouncer,
+shade, and quick settings panels/views/screens). Each scene is a standalone
+experience.
+
+The **main goal** of the framework is to increase code health by applying
+[Separation of concerns](https://en.wikipedia.org/wiki/Separation_of_concerns)
+over several dimensions:
+
+1. Each scene is a standalone piece of UI; their code doesn't need to concern
+ itself with either transition animations or anything in other scenes. This
+ frees the developer to be able to focus only on the content of the UI for
+ that scene.
+2. Transition definitions (which scene leads to which other scene following
+ which user action) are pulled out and separated from the content of the UI.
+3. Transition animations (the effects that happen alongside the gradual change
+ from one scene to another) are also pulled out and separated from the
+ content of the UI.
+
+In addition to the above, some of the **secondary goals** are: 4. Make
+**customization easier**: by separating scenes to standalone pieces, it becomes
+possible for variant owners and OEMs to exclude or replace certain scenes or to
+add brand-new scenes. 5. **Enable modularization**: by separating scenes to
+standalone pieces, it becomes possible to break down System UI into smaller
+codebases, each one of which could be built on its own. Note: this isn't part of
+the scene framework itself but is something that can be done more easily once
+the scene framework is in place.
+
+## Terminology
+
+* **Scene** a collection of UI elements in a layout that, together, make up a
+ "screen" or "page" that is as large as the container. Scenes can be
+ navigated between / transition to/from. To learn more, please see
+ [this section](#Defining-a-scene).
+* **Element** (or "UI element") a single unit of UI within a scene. One scene
+ can arrange multiple elements within a layout structure.
+* **Transition** the gradual switching from one scene to another scene. There
+ are two kinds: [user-driven](Scene-navigation) and
+ [automatic](Automatic-scene-transitions) scene transitions.
+* **Transition animation** the set of UI effects that occurs while/during a
+ transition. These can apply to the entire scene or to specific elements in
+ the scene. To learn more, please see
+ [this section](#Scene-transition-animations).
+* **Scene container** (or just "container") the root piece of UI (typically a
+ `@Composable` function) that sets up all the scenes, their transitions, etc.
+ To learn more, please see [this section](#Scene-container).
+* **Container configuration** (or just "configuration") the collection of
+ scenes and some added information about the desired behaviour of a
+ container. To learn more, please see
+ [this section](#Scene-container-configuration).
+
+## Enabling the framework
+
+As of the end of 2023, the scene framework is under development; as such, it is
+disabled by default. For those who are interested in a preview, please follow
+the instructions below to turn it on.
+
+NOTE: in case these instructions become stale and don't actually enable the
+framework, please make sure `SceneContainerFlag.isEnabled` in the
+[`SceneContainerFlags.kt`](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/src/com/android/systemui/scene/shared/flag/SceneContainerFlags.kt)
+file evalutes to `true`.
+
+1. Set **`SCENE_CONTAINER_ENABLED`** to `true` in the
+ [`Flags.kt`](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/src/com/android/systemui/flags/Flags.kt)
+ file
+2. Set the **`migrate_keyguard_status_bar_view`** classic flag to `true` by
+ running: `console $ adb shell statusbar cmd migrate_keyguard_status_bar_view
+ true`
+3. Set a collection of **aconfig flags** to `true` by running the following
+ commands: `console $ adb shell device_config put systemui
+ com.android.systemui.scene_container true $ adb shell device_config put
+ systemui com.android.systemui.keyguard_bottom_area_refactor true $ adb shell
+ device_config put systemui
+ com.android.systemui.keyguard_shade_migration_nssl true $ adb shell
+ device_config put systemui com.android.systemui.media_in_scene_container
+ true`
+4. **Restart** System UI by issuing the following command: `console $ adb shell
+ am crash com.android.systemui`
+5. **Verify** that the scene framework was turned on. There are two ways to do
+ this:
+
+ *(a)* look for the sash/ribbon UI at the bottom-right corner of the display:
+ 
+
+ NOTE: this will be removed proper to the actual release of the framework.
+
+ *(b)* Turn on logging and look for the logging statements in `logcat`:
+ ```console
+
+ # Turn on logging from the framework:
+
+ $ adb shell cmd statusbar echo -b SceneFramework:verbose
+
+# Look for the log statements from the framework:
+
+$ adb logcat -v time SceneFramework:* *:S ```
+
+To **disable** the framework, simply turn off the main aconfig flag: `console $
+adb shell device_config put systemui com.android.systemui.scene_container false`
+
+## Defining a scene
+
+Each scene is defined as an implementation of the
+[`ComposableScene`](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/compose/features/src/com/android/systemui/scene/ui/composable/ComposableScene.kt)
+interface, which has three parts: 1. The `key` property returns the
+[`SceneKey`](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/src/com/android/systemui/scene/shared/model/SceneKey.kt)
+that uniquely identifies that scene 2. The `destinationScenes` `Flow` returns
+the (potentially ever-changing) set of navigation edges to other scenes, based
+on user-actions, which is how the navigation graph is defined (see
+[the Scene navigation](#Scene-navigation) section for more) 3. The `Content`
+function which uses
+[Jetpack Compose](https://developer.android.com/jetpack/compose) to declare of
+the UI itself. This is the UI "at rest", e.g. once there is no transition
+between any two scenes. The Scene Framework has other ways to define how the
+content of your UI changes with and throughout a transition to learn more please
+see the [Scene transition animations](#Scene-transition-animations) section
+
+For example: ```kotlin @SysUISingleton class YourScene @Inject constructor( //
+your dependencies here ) : ComposableScene { override val key =
+SceneKey.YourScene
+
+```
+override val destinationScenes: StateFlow<Map<UserAction, SceneModel>> =
+ MutableStateFlow<Map<UserAction, SceneModel>>(
+ mapOf(
+ // This is where scene navigation is defined, more on that below.
+ )
+ ).asStateFlow()
+
+@Composable
+override fun SceneScope.Content(
+ modifier: Modifier,
+) {
+ // This is where the UI is defined using Jetpack Compose.
+}
+```
+
+} ```
+
+### Injecting scenes
+
+Scenes are injected into the Dagger dependency graph from the
+[`SceneModule`](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/compose/facade/enabled/src/com/android/systemui/scene/ui/composable/SceneModule.kt;l=35-50;drc=564f233d5b597aedf06961c76e582464eebe8ba6).
+
+## Scene navigation
+
+As seen above, each scene is responsible for providing an observable `Flow` of a
+`Map` that connects `UserAction` (for example: swipe down, swipe up, back
+button/gesture, etc.) keys to `SceneModel` destinations. This is how the scene
+navigation graph is defined.
+
+NOTE: this controls *only* user-input based navigation. To learn about the other
+type of scene navigation, please see the
+[Automatic scene transitions](#Automatic-scene-transitions) section.
+
+Because this is a `Flow`, scene implemetations should feel free to emit new
+values over time. For example, the `Lockscreen` scene ties the "swipe up" user
+action to go to the `Bouncer` scene if the device is still locked or to go to
+the `Gone` scene if the device is unlocked, allowing the user to dismiss the
+lockscreen UI when not locked.
+
+## Scene transition animations
+
+The Scene Framework separates transition animations from content UI declaration
+by placing the definition of the former in a different location. This way,
+there's no longer a need to contaminate the content UI declaration with
+animation logic, a practice that becomes unscalable over time.
+
+Under the hood, the Scene Framework uses
+[`SceneTransitionLayout`](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/compose/core/src/com/android/compose/animation/scene/SceneTransitionLayout.kt),
+a `@Composable` function designed with scene graph and transitions in mind. In
+fact, the Scene Framework is merely a shallow wrapper around
+`SceneTransitionLayout`.
+
+The `SceneTransitionLayout` API requires the transitions to be passed-in
+separately from the scenes themselves. In System UI, the transitions can be
+found in
+[`SceneContainerTransitions`](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/compose/features/src/com/android/systemui/scene/ui/composable/SceneContainerTransitions.kt).
+As you can see, each possible scene-to-scene transition has its own builder,
+here's one example:
+
+```kotlin
+fun TransitionBuilder.lockscreenToShadeTransition() {
+ spec = tween(durationMillis = 500)
+
+ punchHole(Shade.Elements.QuickSettings, bounds = Shade.Elements.Scrim, Shade.Shapes.Scrim)
+ translate(Shade.Elements.Scrim, Edge.Top, startsOutsideLayoutBounds = false)
+ fractionRange(end = 0.5f) {
+ fade(Shade.Elements.ScrimBackground)
+ translate(
+ QuickSettings.Elements.CollapsedGrid,
+ Edge.Top,
+ startsOutsideLayoutBounds = false,
+ )
+ }
+ fractionRange(start = 0.5f) { fade(Notifications.Elements.Notifications) }
+}
+```
+
+Going through the example code: * The `spec` is the animation that should be
+invoked, in the example above, we use a `tween` animation with a duration of 500
+milliseconds * Then there's a series of function calls: `punchHole` applies a
+clip mask to the `Scrim` element in the destination scene (in this case it's the
+`Shade` scene) which has the position and size determined by the `bounds`
+parameter and the shape passed into the `shape` parameter. This lets the
+`Lockscreen` scene render "through" the `Shade` scene * The `translate` call
+shifts the `Scrim` element to/from the `Top` edge of the scene container * The
+first `fractionRange` wrapper tells the system to apply its contained functions
+only during the first half of the transition. Inside of it, we see a `fade` of
+the `ScrimBackground` element and a `translate` o the `CollpasedGrid` element
+to/from the `Top` edge * The second `fractionRange` only starts at the second
+half of the transition (e.g. when the previous one ends) and applies a `fade` on
+the `Notifications` element
+
+You can find the actual documentation for this API
+[here](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/compose/core/src/com/android/compose/animation/scene/TransitionDsl.kt).
+
+### Tagging elements
+
+As demonstrated above, elements within a scene can be addressed from transition
+defintions. In order to "tag" an element with a specific `ElementKey`, the
+[`element` modifier](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/compose/core/src/com/android/compose/animation/scene/SceneTransitionLayout.kt)
+must be used on the composable that declared that element's UI:
+
+```kotlin
+Text(
+ text = "Some text",
+ modifier = Modifier.element(MyElements.SomeText),
+)
+```
+
+In addition to the ability to refer to a tagged element in transition
+definitions, if the same `ElementKey` is used for one element in the current
+scene and another element in the destination scene, the element is considered to
+be a **shared element**. As such, the framework automatically translates and
+scales the bounds of the shared element from its current bounds in the source
+scene to its final bounds in the destination scene.
+
+## Scene container
+
+To set up a scene framework instance, a scene container must be declared. This
+is the root of an entire scene graph that puts together the scenes, their
+transitions, and the configuration. The container is then added to a parent
+`@Composable` or `View` so it can be displayed.
+
+The default scene container in System UI is defined in the
+[`SceneContainer.kt` file](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/compose/features/src/com/android/systemui/scene/ui/composable/SceneContainer.kt).
+
+### Scene container configuration
+
+The `SceneContainer` function is passed a few parameters including a view-model
+and a set of scenes. The exact details of what gets passed in depends on the
+[`SceneContainerConfig` object](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/src/com/android/systemui/scene/shared/model/SceneContainerConfig.kt)
+which is injected into the Dagger dependency graph
+[here](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/src/com/android/systemui/scene/shared/model/SceneContainerConfigModule.kt).
+
+## Automatic scene transitions
+
+The scene framework supports the ability for scenes to change automatically
+based on device state or events other than direct user input. For example: when
+the device is locked, there's an automatic scene transition to the `Lockscreen`
+scene.
+
+This logic is contained within the
+[`SceneContainerStartable`](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/src/com/android/systemui/scene/domain/startable/SceneContainerStartable.kt)
+class.
+
+## Side-effects
+
+Similarly to [the above](#Automatic-scene-transitions), the
+`SceneContainerStartable` also handles side-effects by updating other parts of
+the System UI codebase whenever internal scene framework state changes. As an
+example: the visibility of the `View` that contains our
+[scene container](#Scene-container) is updated every time there's a transition
+to or from the `Gone` scene.
+
+## Observing scene transition state
+
+There are a couple of ways to observe the transition state:
+
+1. [Easiest] using the `SceneScope` of the scene container, simply use the
+ `animateSharedXAsState` API, the full list is
+ [here](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/compose/core/src/com/android/compose/animation/scene/AnimateSharedAsState.kt).
+2. [Harder] if outside the `SceneScope` of the scene container, observe
+ [`SceneInteractor.transitionState`](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/src/com/android/systemui/scene/domain/interactor/SceneInteractor.kt;l=88;drc=af57d5e49431c6728e7cf192bada88e0541ebf0c).
+
+## Dependency Injection
+
+The entire framework is provided into the Dagger dependency graph from the
+top-level Dagger module at
+[`SceneContainerFrameworkModule`](https://cs.android.com/android/platform/superproject/main/+/main:frameworks/base/packages/SystemUI/src/com/android/systemui/scene/SceneContainerFrameworkModule.kt)
+this puts together the scenes from `SceneModule`, the configuration from
+`SceneContainerConfigModule`, and the startable from
+`SceneContainerStartableModule`.