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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 "chrome/browser/ui/touch/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/animation/paint_lock.h" | |
16 #include "views/view.h" | |
17 | |
18 namespace { | |
19 const int kDefaultTransitionDurationMs = 350; | |
20 | |
21 } // namespace | |
22 | |
23 //////////////////////////////////////////////////////////////////////////////// | |
24 // ScreenRotationListenerInterface public: | |
25 // | |
26 | |
27 ScreenRotationListenerInterface::~ScreenRotationListenerInterface() { | |
28 } | |
29 | |
30 //////////////////////////////////////////////////////////////////////////////// | |
31 // ScreenRotation public: | |
32 // | |
33 | |
34 ScreenRotation::ScreenRotation(views::View* view, | |
35 ScreenRotationListenerInterface* listener, | |
36 float old_degrees, | |
37 float new_degrees) | |
38 : view_(view), | |
39 listener_(listener), | |
40 old_degrees_(old_degrees), | |
41 new_degrees_(new_degrees), | |
42 last_t_(0.0), | |
43 duration_(kDefaultTransitionDurationMs), | |
44 ALLOW_THIS_IN_INITIALIZER_LIST(method_factory_(this)) { | |
45 DCHECK(view); | |
46 DCHECK(listener); | |
47 | |
48 // A screen rotation is initiated via a call to set transform, which | |
49 // initiates a paint. This paint is scheduled, but has not been processed. | |
50 // If we post a delayed task, it will be in the queue after the paint, and | |
sky
2011/08/25 21:10:12
This is going to be so racy because the paint come
| |
51 // we'll be guaranteed to start animating after the paint is finished. | |
52 // | |
53 // TODO(vollick) Find a cleaner way of posting work to be done after painting | |
54 // completes. | |
55 MessageLoop::current()->PostDelayedTask( | |
56 FROM_HERE, | |
57 method_factory_.NewRunnableMethod(&ScreenRotation::Start), | |
58 1); | |
59 } | |
60 | |
61 ScreenRotation::~ScreenRotation() { | |
62 } | |
63 | |
64 void ScreenRotation::Finalize() { | |
65 ui::Transform final_transform = view_->GetTransform(); | |
66 gfx::Rect final_bounds(0, 0, new_size_.width(), new_size_.height()); | |
67 listener_->OnScreenRotationCompleted(final_transform, final_bounds); | |
68 } | |
69 | |
70 void ScreenRotation::SetTarget(float degrees) { | |
71 if (new_degrees_ == degrees) | |
72 return; | |
73 | |
74 new_degrees_ = degrees; | |
75 Init(); | |
76 } | |
77 | |
78 //////////////////////////////////////////////////////////////////////////////// | |
79 // ScreenRotation private: | |
80 // | |
81 | |
82 void ScreenRotation::AnimationProgressed(const ui::Animation* anim) { | |
83 TRACE_EVENT0("ScreenRotation", "step"); | |
84 if (!interpolated_transform_.get() || !view_->layer()) | |
85 return; | |
86 | |
87 last_t_ = static_cast<float>(anim->GetCurrentValue()); | |
88 view_->layer()->SetTransform(interpolated_transform_->Interpolate(last_t_)); | |
89 view_->layer()->compositor()->SchedulePaint(); | |
90 } | |
91 | |
92 void ScreenRotation::AnimationEnded(const ui::Animation* anim) { | |
93 TRACE_EVENT_END0("ScreenRotation", "ScreenRotation"); | |
94 // TODO(vollick) massage matrix so that entries sufficiently close | |
95 // to 0, 1, or -1 are clamped to these values. The idea is to fight | |
96 // accumulated numeric error due to successive rotations. | |
97 if (view_->layer()) { | |
98 ui::Transform xform = view_->layer()->transform(); | |
99 gfx::Point origin; | |
100 xform.TransformPoint(origin); | |
101 ui::Transform translation; | |
102 translation.SetTranslate(new_origin_.x() - origin.x(), | |
103 new_origin_.y() - origin.y()); | |
104 xform.ConcatTransform(translation); | |
105 view_->layer()->SetTransform(xform); | |
106 view_->layer()->compositor()->SchedulePaint(); | |
107 } | |
108 | |
109 // the last call to SchedulePaint may not have been processed yet, so if we | |
110 // set the bounds here, we may hang the ui in an 'almost-rotated' state for | |
111 // a moment while we layout. If we post a task to execute immediately, it | |
112 // will get processed after SchedulePaint, and we should be safe. | |
113 // | |
114 // TODO(vollick) Find a cleaner way of posting work to be done after painting | |
115 // completes. | |
116 MessageLoop::current()->PostDelayedTask( | |
117 FROM_HERE, | |
118 method_factory_.NewRunnableMethod(&ScreenRotation::Finalize), | |
119 1); | |
120 } | |
121 | |
122 void ScreenRotation::Init() { | |
123 TRACE_EVENT0("ScreenRotation", "init"); | |
124 if (!view_->layer()) { | |
125 view_->SetPaintToLayer(true); | |
126 } | |
127 | |
128 // can't proceed without a layer. | |
129 if (!view_->layer()) | |
130 return; | |
131 | |
132 ui::Transform current_transform = view_->layer()->transform(); | |
133 int degrees = new_degrees_ - old_degrees_; | |
134 degrees = NormalizeAngle(degrees); | |
135 | |
136 // No rotation required. | |
137 if (degrees == 0) | |
138 return; | |
139 | |
140 gfx::Point old_pivot; | |
141 gfx::Point new_pivot; | |
142 int width = view_->layer()->bounds().width(); | |
143 int height = view_->layer()->bounds().height(); | |
144 | |
145 switch (degrees) { | |
146 case 90: | |
147 new_origin_ = new_pivot = gfx::Point(width, 0); | |
148 new_size_.SetSize(height, width); | |
149 break; | |
150 case -90: | |
151 new_origin_ = new_pivot = gfx::Point(0, height); | |
152 new_size_.SetSize(height, width); | |
153 break; | |
154 case 180: | |
155 duration_ = 550; | |
156 new_pivot = old_pivot = gfx::Point(width / 2, height / 2); | |
157 new_origin_.SetPoint(width, height); | |
158 new_size_.SetSize(width, height); | |
159 break; | |
160 } | |
161 | |
162 // Convert points to world space. | |
163 current_transform.TransformPoint(old_pivot); | |
164 current_transform.TransformPoint(new_pivot); | |
165 current_transform.TransformPoint(new_origin_); | |
166 | |
167 scoped_ptr<ui::InterpolatedTransform> rotation( | |
168 new ui::InterpolatedTransformAboutPivot( | |
169 old_pivot, | |
170 new ui::InterpolatedRotation(0, degrees))); | |
171 | |
172 scoped_ptr<ui::InterpolatedTransform> translation( | |
173 new ui::InterpolatedTranslation( | |
174 gfx::Point(0, 0), | |
175 gfx::Point(new_pivot.x() - old_pivot.x(), | |
176 new_pivot.y() - old_pivot.y()))); | |
177 | |
178 float scale_factor = 0.9f; | |
179 scoped_ptr<ui::InterpolatedTransform> scale_down( | |
180 new ui::InterpolatedScale(1.0f, scale_factor, 0.0f, 0.5f)); | |
181 | |
182 scoped_ptr<ui::InterpolatedTransform> scale_up( | |
183 new ui::InterpolatedScale(1.0f, 1.0f / scale_factor, 0.5f, 1.0f)); | |
184 | |
185 scoped_ptr<ui::InterpolatedTransform> transition( | |
186 new ui::InterpolatedConstantTransform(current_transform)); | |
187 | |
188 scale_up->SetChild(scale_down.release()); | |
189 translation->SetChild(scale_up.release()); | |
190 rotation->SetChild(translation.release()); | |
191 transition->SetChild(rotation.release()); | |
192 | |
193 if (interpolated_transform_.get()) { | |
194 // We are in the middle of a transition. In this case, we need to create | |
195 // an interpolated transform that gets us from where we are to the target | |
196 // transform. | |
197 ui::Transform target = transition->Interpolate(1.0); | |
198 interpolated_transform_.reset( | |
199 new ui::InterpolatedTRSTransform( | |
200 current_transform, target, last_t_, 1.0)); | |
201 } else { | |
202 interpolated_transform_.reset(transition.release()); | |
203 } | |
204 } | |
205 | |
206 void ScreenRotation::Start() { | |
207 TRACE_EVENT_BEGIN0("ScreenRotation", "ScreenRotation"); | |
208 Init(); | |
209 if (interpolated_transform_.get()) { | |
210 paint_lock_.reset(new views::PaintLock(view_)); | |
211 animation_.reset(new ui::SlideAnimation(this)); | |
212 animation_->SetTweenType(ui::Tween::LINEAR); | |
213 animation_->SetSlideDuration(duration_); | |
214 animation_->Show(); | |
215 } else { | |
216 Finalize(); | |
217 } | |
218 } | |
219 | |
220 int ScreenRotation::NormalizeAngle(int degrees) { | |
221 while (degrees <= -180) degrees += 360; | |
222 while (degrees > 180) degrees -= 360; | |
223 return degrees; | |
224 } | |
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