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..fe4af306be414e1bffb74eb1c3fa4abebe241ed3 |
--- /dev/null |
+++ b/views/animation/screen_rotation.cc |
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+// 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 "base/message_loop.h" |
+#include "base/task.h" |
+#include "ui/base/animation/slide_animation.h" |
+#include "ui/gfx/compositor/layer.h" |
+#include "ui/gfx/interpolated_transform.h" |
+#include "ui/gfx/rect.h" |
+#include "ui/gfx/transform.h" |
+#include "views/view.h" |
+ |
+namespace { |
+const int kDefaultTransitionDurationMs = 500; |
sky
2011/08/25 03:00:13
500ms is pretty long for an animation, are you sur
|
+ |
+} // namespace |
+ |
+namespace views { |
+ |
+//////////////////////////////////////////////////////////////////////////////// |
+// ScreenRotation private: |
sky
2011/08/25 03:00:13
private -> public
|
+// |
+ |
+ScreenRotation::ScreenRotation(View* view, |
+ float old_degrees, |
+ float new_degrees) |
+ : view_(view), |
+ listener_(NULL), |
+ old_degrees_(old_degrees), |
+ new_degrees_(new_degrees), |
+ last_t_(0.0), |
+ done_(false), |
+ duration_(kDefaultTransitionDurationMs), |
+ ALLOW_THIS_IN_INITIALIZER_LIST(method_factory_(this)) { |
+ Start(); |
+} |
+ |
+ScreenRotation::~ScreenRotation() { |
+ animation_.reset(); |
sky
2011/08/25 03:00:13
Why do you need to explicitly stop the animation h
|
+} |
+ |
+void ScreenRotation::Finalize() { |
+ done_ = true; |
sky
2011/08/25 03:00:13
DCHECK(!done_) ?
|
+ view_->SetBounds(0, 0, new_size_.width(), new_size_.height()); |
+ view_->SchedulePaint(); |
+ if (listener_) |
+ listener_->OnScreenRotationCompleted(this); |
+} |
+ |
+void ScreenRotation::UpdateTarget(float degrees) { |
+ if (new_degrees_ == degrees) |
+ return; |
+ |
+ new_degrees_ = degrees; |
+ Init(); |
+} |
+ |
+void ScreenRotation::AnimationProgressed(const ui::Animation* anim) { |
+ if (!interpolated_transform_.get() || !view_->layer()) |
+ return; |
+ |
+ last_t_ = static_cast<float>(anim->GetCurrentValue()); |
+ if (view_->painting_enabled()) |
+ view_->set_painting_enabled(false); |
sky
2011/08/25 03:00:13
Why do you need to disable painting here? Assuming
|
+ |
+ view_->layer()->SetTransform(interpolated_transform_->Interpolate(last_t_)); |
+ view_->layer()->compositor()->SchedulePaint(); |
+} |
+ |
+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. |
+ if (view_->layer()) { |
+ ui::Transform xform = view_->layer()->transform(); |
+ gfx::Point origin; |
+ xform.TransformPoint(origin); |
+ ui::Transform translation; |
+ translation.SetTranslate(new_origin_.x() - origin.x(), |
+ new_origin_.y() - origin.y()); |
+ xform.ConcatTransform(translation); |
+ view_->layer()->SetTransform(xform); |
+ view_->layer()->compositor()->SchedulePaint(); |
+ } |
+ view_->set_painting_enabled(true); |
+ |
+ // the last call to SchedulePaint may not have been processed yet, so if we |
+ // set the bounds here, we may hang the ui in an 'almost-rotated' state for |
+ // a moment while we layout. If we post a task to execute immediately, it |
+ // will get processed after SchedulePaint, and we should be safe. |
+ MessageLoop::current()->PostDelayedTask( |
+ FROM_HERE, |
+ method_factory_.NewRunnableMethod(&ScreenRotation::Finalize), |
sky
2011/08/25 03:00:13
ick. This seems easy to mess up, but I don't curre
|
+ 1); |
+} |
+ |
+void ScreenRotation::Init() { |
+ if (!view_->layer()) { |
+ view_->SetPaintToLayer(true); |
+ view_->SchedulePaint(); |
+ } |
+ |
+ // can't proceed without a layer. |
+ if (!view_->layer()) |
+ return; |
sky
2011/08/25 03:00:13
If you early return here or at 121 should the anim
|
+ |
+ // cache the inital transformation matrix. |
+ if (!old_transform_.get()) |
+ 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_?
|
+ |
+ int degrees = new_degrees_ - old_degrees_; |
+ degrees = NormalizeAngle(degrees); |
+ |
+ // No rotation required. |
+ if (degrees == 0) |
+ return; |
+ |
+ gfx::Point old_pivot; |
+ gfx::Point new_pivot; |
+ int width = view_->layer()->bounds().width(); |
+ int height = view_->layer()->bounds().height(); |
+ |
+ switch (degrees) { |
+ case 90: |
+ new_origin_ = new_pivot = gfx::Point(width, 0); |
+ new_size_.SetSize(height, width); |
+ break; |
+ case -90: |
+ new_origin_ = new_pivot = gfx::Point(0, height); |
+ new_size_.SetSize(height, width); |
+ break; |
+ case 180: |
+ duration_ = 750; |
+ new_pivot = old_pivot = gfx::Point(width / 2, height / 2); |
+ new_origin_.SetPoint(width, height); |
+ new_size_.SetSize(width, height); |
+ break; |
+ } |
+ |
+ // Convert points to world space. |
+ old_transform_->TransformPoint(old_pivot); |
+ old_transform_->TransformPoint(new_pivot); |
+ old_transform_->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()))); |
+ |
+ float scale_factor = 0.9f; |
+ scoped_ptr<ui::InterpolatedTransform> scale_down( |
+ new ui::InterpolatedScale(1.0f, scale_factor, 0.0f, 0.5f)); |
+ |
+ scoped_ptr<ui::InterpolatedTransform> scale_up( |
+ new ui::InterpolatedScale(1.0f, 1.0f / scale_factor, 0.5f, 1.0f)); |
+ |
+ scoped_ptr<ui::InterpolatedTransform> transition( |
+ new ui::InterpolatedConstantTransform(*old_transform_)); |
+ |
+ scale_up->SetChild(scale_down.release()); |
+ translation->SetChild(scale_up.release()); |
+ rotation->SetChild(translation.release()); |
+ transition->SetChild(rotation.release()); |
+ |
+ if (interpolated_transform_.get()) { |
+ // We are in the middle of a transition. In this case, we need to create |
+ // an interpolated transform that gets us from where we are to the target |
+ // transform. |
+ ui::Transform current = view_->layer()->transform(); |
+ ui::Transform target = transition->Interpolate(1.0); |
+ interpolated_transform_.reset(new ui::InterpolatedTRSTransform(current, |
+ target, |
+ last_t_, |
+ 1.0)); |
+ } else { |
+ interpolated_transform_.reset(transition.release()); |
+ } |
+} |
+ |
+void ScreenRotation::Start() { |
+ TRACE_EVENT_BEGIN0("ScreenRotation", "Start rotating"); |
+ Init(); |
+ animation_.reset(new ui::SlideAnimation(this)); |
+ animation_->SetTweenType(ui::Tween::LINEAR); |
+ animation_->SetSlideDuration(duration_); |
+ animation_->Show(); |
+} |
+ |
+int ScreenRotation::NormalizeAngle(int degrees) { |
+ while (degrees <= -180) degrees += 360; |
+ while (degrees > 180) degrees -= 360; |
+ return degrees; |
+} |
+ |
+ |
+} // namespace views |