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Side by Side Diff: views/animation/screen_rotation.cc

Issue 7273073: Animated Rotation (Closed) Base URL: http://git.chromium.org/git/chromium.git@trunk
Patch Set: Pulled unnecessary changes out of this CL Created 9 years, 4 months ago
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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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