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Unified 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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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
@@ -0,0 +1,207 @@
+// 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

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