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| 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #include "views/animation/screen_rotation.h" | |
| 6 | |
| 7 #include "base/debug/trace_event.h" | |
| 8 #include "base/message_loop.h" | |
| 9 #include "base/task.h" | |
| 10 #include "ui/base/animation/slide_animation.h" | |
| 11 #include "ui/gfx/compositor/layer.h" | |
| 12 #include "ui/gfx/interpolated_transform.h" | |
| 13 #include "ui/gfx/rect.h" | |
| 14 #include "ui/gfx/transform.h" | |
| 15 #include "views/view.h" | |
| 16 | |
| 17 namespace { | |
| 18 const int kDefaultTransitionDurationMs = 500; | |
|
sky
2011/08/25 03:00:13
500ms is pretty long for an animation, are you sur
| |
| 19 | |
| 20 } // namespace | |
| 21 | |
| 22 namespace views { | |
| 23 | |
| 24 //////////////////////////////////////////////////////////////////////////////// | |
| 25 // ScreenRotation private: | |
|
sky
2011/08/25 03:00:13
private -> public
| |
| 26 // | |
| 27 | |
| 28 ScreenRotation::ScreenRotation(View* view, | |
| 29 float old_degrees, | |
| 30 float new_degrees) | |
| 31 : view_(view), | |
| 32 listener_(NULL), | |
| 33 old_degrees_(old_degrees), | |
| 34 new_degrees_(new_degrees), | |
| 35 last_t_(0.0), | |
| 36 done_(false), | |
| 37 duration_(kDefaultTransitionDurationMs), | |
| 38 ALLOW_THIS_IN_INITIALIZER_LIST(method_factory_(this)) { | |
| 39 Start(); | |
| 40 } | |
| 41 | |
| 42 ScreenRotation::~ScreenRotation() { | |
| 43 animation_.reset(); | |
|
sky
2011/08/25 03:00:13
Why do you need to explicitly stop the animation h
| |
| 44 } | |
| 45 | |
| 46 void ScreenRotation::Finalize() { | |
| 47 done_ = true; | |
|
sky
2011/08/25 03:00:13
DCHECK(!done_) ?
| |
| 48 view_->SetBounds(0, 0, new_size_.width(), new_size_.height()); | |
| 49 view_->SchedulePaint(); | |
| 50 if (listener_) | |
| 51 listener_->OnScreenRotationCompleted(this); | |
| 52 } | |
| 53 | |
| 54 void ScreenRotation::UpdateTarget(float degrees) { | |
| 55 if (new_degrees_ == degrees) | |
| 56 return; | |
| 57 | |
| 58 new_degrees_ = degrees; | |
| 59 Init(); | |
| 60 } | |
| 61 | |
| 62 void ScreenRotation::AnimationProgressed(const ui::Animation* anim) { | |
| 63 if (!interpolated_transform_.get() || !view_->layer()) | |
| 64 return; | |
| 65 | |
| 66 last_t_ = static_cast<float>(anim->GetCurrentValue()); | |
| 67 if (view_->painting_enabled()) | |
| 68 view_->set_painting_enabled(false); | |
|
sky
2011/08/25 03:00:13
Why do you need to disable painting here? Assuming
| |
| 69 | |
| 70 view_->layer()->SetTransform(interpolated_transform_->Interpolate(last_t_)); | |
| 71 view_->layer()->compositor()->SchedulePaint(); | |
| 72 } | |
| 73 | |
| 74 void ScreenRotation::AnimationEnded(const ui::Animation* anim) { | |
| 75 TRACE_EVENT_END0("ScreenRotation", "Start rotating"); | |
| 76 // TODO(vollick) massage matrix so that entries sufficiently close | |
| 77 // to 0, 1, or -1 are clamped to these values. The idea is to fight | |
| 78 // accumulated numeric error due to successive rotations. | |
| 79 if (view_->layer()) { | |
| 80 ui::Transform xform = view_->layer()->transform(); | |
| 81 gfx::Point origin; | |
| 82 xform.TransformPoint(origin); | |
| 83 ui::Transform translation; | |
| 84 translation.SetTranslate(new_origin_.x() - origin.x(), | |
| 85 new_origin_.y() - origin.y()); | |
| 86 xform.ConcatTransform(translation); | |
| 87 view_->layer()->SetTransform(xform); | |
| 88 view_->layer()->compositor()->SchedulePaint(); | |
| 89 } | |
| 90 view_->set_painting_enabled(true); | |
| 91 | |
| 92 // the last call to SchedulePaint may not have been processed yet, so if we | |
| 93 // set the bounds here, we may hang the ui in an 'almost-rotated' state for | |
| 94 // a moment while we layout. If we post a task to execute immediately, it | |
| 95 // will get processed after SchedulePaint, and we should be safe. | |
| 96 MessageLoop::current()->PostDelayedTask( | |
| 97 FROM_HERE, | |
| 98 method_factory_.NewRunnableMethod(&ScreenRotation::Finalize), | |
|
sky
2011/08/25 03:00:13
ick. This seems easy to mess up, but I don't curre
| |
| 99 1); | |
| 100 } | |
| 101 | |
| 102 void ScreenRotation::Init() { | |
| 103 if (!view_->layer()) { | |
| 104 view_->SetPaintToLayer(true); | |
| 105 view_->SchedulePaint(); | |
| 106 } | |
| 107 | |
| 108 // can't proceed without a layer. | |
| 109 if (!view_->layer()) | |
| 110 return; | |
|
sky
2011/08/25 03:00:13
If you early return here or at 121 should the anim
| |
| 111 | |
| 112 // cache the inital transformation matrix. | |
| 113 if (!old_transform_.get()) | |
| 114 old_transform_.reset(new ui::Transform(view_->layer()->transform())); | |
|
sky
2011/08/25 03:00:13
How come you don't always reset old_transform_?
| |
| 115 | |
| 116 int degrees = new_degrees_ - old_degrees_; | |
| 117 degrees = NormalizeAngle(degrees); | |
| 118 | |
| 119 // No rotation required. | |
| 120 if (degrees == 0) | |
| 121 return; | |
| 122 | |
| 123 gfx::Point old_pivot; | |
| 124 gfx::Point new_pivot; | |
| 125 int width = view_->layer()->bounds().width(); | |
| 126 int height = view_->layer()->bounds().height(); | |
| 127 | |
| 128 switch (degrees) { | |
| 129 case 90: | |
| 130 new_origin_ = new_pivot = gfx::Point(width, 0); | |
| 131 new_size_.SetSize(height, width); | |
| 132 break; | |
| 133 case -90: | |
| 134 new_origin_ = new_pivot = gfx::Point(0, height); | |
| 135 new_size_.SetSize(height, width); | |
| 136 break; | |
| 137 case 180: | |
| 138 duration_ = 750; | |
| 139 new_pivot = old_pivot = gfx::Point(width / 2, height / 2); | |
| 140 new_origin_.SetPoint(width, height); | |
| 141 new_size_.SetSize(width, height); | |
| 142 break; | |
| 143 } | |
| 144 | |
| 145 // Convert points to world space. | |
| 146 old_transform_->TransformPoint(old_pivot); | |
| 147 old_transform_->TransformPoint(new_pivot); | |
| 148 old_transform_->TransformPoint(new_origin_); | |
| 149 | |
| 150 scoped_ptr<ui::InterpolatedTransform> rotation( | |
| 151 new ui::InterpolatedTransformAboutPivot( | |
| 152 old_pivot, | |
| 153 new ui::InterpolatedRotation(0, degrees))); | |
| 154 | |
| 155 scoped_ptr<ui::InterpolatedTransform> translation( | |
| 156 new ui::InterpolatedTranslation( | |
| 157 gfx::Point(0, 0), | |
| 158 gfx::Point(new_pivot.x() - old_pivot.x(), | |
| 159 new_pivot.y() - old_pivot.y()))); | |
| 160 | |
| 161 float scale_factor = 0.9f; | |
| 162 scoped_ptr<ui::InterpolatedTransform> scale_down( | |
| 163 new ui::InterpolatedScale(1.0f, scale_factor, 0.0f, 0.5f)); | |
| 164 | |
| 165 scoped_ptr<ui::InterpolatedTransform> scale_up( | |
| 166 new ui::InterpolatedScale(1.0f, 1.0f / scale_factor, 0.5f, 1.0f)); | |
| 167 | |
| 168 scoped_ptr<ui::InterpolatedTransform> transition( | |
| 169 new ui::InterpolatedConstantTransform(*old_transform_)); | |
| 170 | |
| 171 scale_up->SetChild(scale_down.release()); | |
| 172 translation->SetChild(scale_up.release()); | |
| 173 rotation->SetChild(translation.release()); | |
| 174 transition->SetChild(rotation.release()); | |
| 175 | |
| 176 if (interpolated_transform_.get()) { | |
| 177 // We are in the middle of a transition. In this case, we need to create | |
| 178 // an interpolated transform that gets us from where we are to the target | |
| 179 // transform. | |
| 180 ui::Transform current = view_->layer()->transform(); | |
| 181 ui::Transform target = transition->Interpolate(1.0); | |
| 182 interpolated_transform_.reset(new ui::InterpolatedTRSTransform(current, | |
| 183 target, | |
| 184 last_t_, | |
| 185 1.0)); | |
| 186 } else { | |
| 187 interpolated_transform_.reset(transition.release()); | |
| 188 } | |
| 189 } | |
| 190 | |
| 191 void ScreenRotation::Start() { | |
| 192 TRACE_EVENT_BEGIN0("ScreenRotation", "Start rotating"); | |
| 193 Init(); | |
| 194 animation_.reset(new ui::SlideAnimation(this)); | |
| 195 animation_->SetTweenType(ui::Tween::LINEAR); | |
| 196 animation_->SetSlideDuration(duration_); | |
| 197 animation_->Show(); | |
| 198 } | |
| 199 | |
| 200 int ScreenRotation::NormalizeAngle(int degrees) { | |
| 201 while (degrees <= -180) degrees += 360; | |
| 202 while (degrees > 180) degrees -= 360; | |
| 203 return degrees; | |
| 204 } | |
| 205 | |
| 206 | |
| 207 } // namespace views | |
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