Index: views/animation/screen_rotation.cc |
diff --git a/views/animation/screen_rotation.cc b/views/animation/screen_rotation.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..c0ee7abbdb8e471f47aff688279c2a2c75ec8a69 |
--- /dev/null |
+++ b/views/animation/screen_rotation.cc |
@@ -0,0 +1,140 @@ |
+// Copyright (c) 2011 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#include "views/animation/screen_rotation.h" |
+ |
+#include "base/debug/trace_event.h" |
+#include "ui/base/animation/slide_animation.h" |
+#include "ui/gfx/interpolated_transform.h" |
+#include "ui/gfx/rect.h" |
+#include "ui/gfx/transform.h" |
+#include "views/view.h" |
+ |
+namespace views { |
+ |
+//////////////////////////////////////////////////////////////////////////////// |
+// ScreenRotation public: |
+// |
+ |
+void ScreenRotation::Perform(View* root, |
+ float old_degrees, |
+ float new_degrees) { |
+ if (old_degrees != new_degrees) |
+ new ScreenRotation(root, old_degrees, new_degrees); |
+} |
+ |
+//////////////////////////////////////////////////////////////////////////////// |
+// ScreenRotation private: |
+// |
+ |
+ScreenRotation::ScreenRotation(View* root, |
+ float old_degrees, |
+ float new_degrees) |
+ : root_(root), |
sky
2011/07/27 22:16:19
This will crash if the view is deleted before the
|
+ old_degrees_(old_degrees), |
+ new_degrees_(new_degrees) { |
+ animation_.reset(new ui::SlideAnimation(this)); |
+ animation_->SetTweenType(ui::Tween::LINEAR); |
+ animation_->SetSlideDuration(1000); |
+ Start(); |
+} |
+ |
+void ScreenRotation::AnimationProgressed(const ui::Animation* anim) { |
+ if (!interpolated_transform_.get()) |
+ return; |
+ |
+ float t = static_cast<float>(anim->GetCurrentValue()); |
+ if (root_->painting_enabled()) |
+ root_->set_painting_enabled(false); |
+ root_->SetTransform(interpolated_transform_->Interpolate(t)); |
sky
2011/07/27 22:16:19
Animations should be handled at the layer/texture
|
+ root_->ScheduleComposite(); |
+} |
+ |
+void ScreenRotation::AnimationEnded(const ui::Animation* anim) { |
+ TRACE_EVENT_END0("ScreenRotation", "Start rotating"); |
+ // TODO(vollick) massage matrix so that entries sufficiently close |
+ // to 0, 1, or -1 are clamped to these values. The idea is to fight |
+ // accumulated numeric error due to successive rotations. |
+ ui::Transform xform = root_->GetTransform(); |
+ gfx::Point origin; |
+ xform.TransformPoint(origin); |
+ ui::Transform translation; |
+ translation.SetTranslate(new_origin_.x() - origin.x(), |
+ new_origin_.y() - origin.y()); |
+ xform.ConcatTransform(translation); |
+ root_->SetTransform(xform); |
+ root_->SetBounds(0, 0, new_size_.width(), new_size_.height()); |
+ root_->set_painting_enabled(true); |
+ root_->SchedulePaint(); |
+ delete this; |
+} |
+ |
+int ScreenRotation::NormalizeAngle(int degrees) { |
+ while (degrees <= -180) degrees += 360; |
+ while (degrees > 180) degrees -= 360; |
+ return degrees; |
+} |
+ |
+void ScreenRotation::Start() { |
+ TRACE_EVENT_BEGIN0("ScreenRotation", "Start rotating"); |
+ if (!root_->layer()) { |
+ root_->SetPaintToLayer(true); |
+ root_->SchedulePaint(); |
+ } |
+ |
+ int degrees = new_degrees_ - old_degrees_; |
+ degrees = NormalizeAngle(degrees); |
+ |
+ // No rotation required. |
+ if (degrees == 0) |
+ return; |
+ |
+ gfx::Point old_pivot; |
+ gfx::Point new_pivot; |
+ |
+ switch (degrees) { |
+ case 90: |
+ new_origin_ = old_pivot = gfx::Point(root_->width(), 0); |
+ new_pivot.SetPoint(root_->width(), root_->height()); |
+ new_size_.SetSize(root_->height(), root_->width()); |
+ break; |
+ case -90: |
+ new_origin_ = new_pivot = gfx::Point(0, root_->height()); |
+ new_size_.SetSize(root_->height(), root_->width()); |
+ break; |
+ case 180: |
+ new_pivot = old_pivot = gfx::Point(root_->width() / 2, |
+ root_->height() / 2); |
+ new_origin_.SetPoint(root_->width(), root_->height()); |
+ new_size_.SetSize(root_->width(), root_->height()); |
+ break; |
+ } |
+ |
+ // Convert points to world space. |
+ const ui::Transform& xform = root_->GetTransform(); |
+ xform.TransformPoint(old_pivot); |
+ xform.TransformPoint(new_pivot); |
+ xform.TransformPoint(new_origin_); |
+ |
+ scoped_ptr<ui::InterpolatedTransform> rotation( |
+ new ui::InterpolatedTransformAboutPivot( |
+ old_pivot, |
+ new ui::InterpolatedRotation(0, degrees))); |
+ |
+ scoped_ptr<ui::InterpolatedTransform> translation( |
+ new ui::InterpolatedTranslation( |
+ gfx::Point(0, 0), |
+ gfx::Point(new_pivot.x() - old_pivot.x(), |
+ new_pivot.y() - old_pivot.y()))); |
+ |
+ interpolated_transform_.reset( |
+ new ui::InterpolatedConstantTransform(xform)); |
+ |
+ rotation->SetChild(translation.release()); |
+ interpolated_transform_->SetChild(rotation.release()); |
+ |
+ animation_->Show(); |
+} |
+ |
+} // namespace views |