OLD | NEW |
| (Empty) |
1 // Copyright 2014 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 "cc/layers/layer_utils.h" | |
6 | |
7 #include "cc/layers/layer_impl.h" | |
8 #include "cc/trees/layer_tree_host_common.h" | |
9 #include "ui/gfx/geometry/box_f.h" | |
10 | |
11 namespace cc { | |
12 | |
13 namespace { | |
14 | |
15 bool HasAnimationThatInflatesBounds(const LayerImpl& layer) { | |
16 return layer.layer_animation_controller()->HasAnimationThatInflatesBounds(); | |
17 } | |
18 | |
19 bool HasFilterAnimationThatInflatesBounds(const LayerImpl& layer) { | |
20 return layer.layer_animation_controller() | |
21 ->HasFilterAnimationThatInflatesBounds(); | |
22 } | |
23 | |
24 bool HasTransformAnimationThatInflatesBounds(const LayerImpl& layer) { | |
25 return layer.layer_animation_controller() | |
26 ->HasTransformAnimationThatInflatesBounds(); | |
27 } | |
28 | |
29 inline bool HasAncestorTransformAnimation(const LayerImpl& layer) { | |
30 return layer.screen_space_transform_is_animating(); | |
31 } | |
32 | |
33 inline bool HasAncestorFilterAnimation(const LayerImpl& layer) { | |
34 for (const LayerImpl* current = &layer; current; | |
35 current = current->parent()) { | |
36 if (HasFilterAnimationThatInflatesBounds(*current)) | |
37 return true; | |
38 } | |
39 | |
40 return false; | |
41 } | |
42 | |
43 } // namespace | |
44 | |
45 bool LayerUtils::GetAnimationBounds(const LayerImpl& layer_in, gfx::BoxF* out) { | |
46 // We don't care about animated bounds for invisible layers. | |
47 if (!layer_in.DrawsContent()) | |
48 return false; | |
49 | |
50 // We also don't care for layers that are not animated or a child of an | |
51 // animated layer. | |
52 if (!HasAncestorTransformAnimation(layer_in) && | |
53 !HasAncestorFilterAnimation(layer_in)) | |
54 return false; | |
55 | |
56 // To compute the inflated bounds for a layer, we start by taking its bounds | |
57 // and converting it to a 3d box, and then we transform or inflate it | |
58 // repeatedly as we walk up the layer tree to the root. | |
59 // | |
60 // At each layer we apply the following transformations to the box: | |
61 // 1) We translate so that the anchor point is the origin. | |
62 // 2) We either apply the layer's transform or inflate if the layer's | |
63 // transform is animated. | |
64 // 3) We undo the translation from step 1 and apply a second translation | |
65 // to account for the layer's position. | |
66 // | |
67 gfx::BoxF box(layer_in.bounds().width(), layer_in.bounds().height(), 0.f); | |
68 | |
69 // We want to inflate/transform the box as few times as possible. Each time | |
70 // we do this, we have to make the box axis aligned again, so if we make many | |
71 // small adjustments to the box by transforming it repeatedly rather than | |
72 // once by the product of all these matrices, we will accumulate a bunch of | |
73 // unnecessary inflation because of the the many axis-alignment fixes. This | |
74 // matrix stores said product. | |
75 gfx::Transform coalesced_transform; | |
76 | |
77 for (const LayerImpl* layer = &layer_in; layer; layer = layer->parent()) { | |
78 int transform_origin_x = layer->transform_origin().x(); | |
79 int transform_origin_y = layer->transform_origin().y(); | |
80 int transform_origin_z = layer->transform_origin().z(); | |
81 | |
82 gfx::PointF position = layer->position(); | |
83 if (layer->parent() && !HasAnimationThatInflatesBounds(*layer)) { | |
84 // |composite_layer_transform| contains 1 - 4 mentioned above. We compute | |
85 // it separately and apply afterwards because it's a bit more efficient | |
86 // because post-multiplication appears a bit more expensive, so we want | |
87 // to do it only once. | |
88 gfx::Transform composite_layer_transform; | |
89 | |
90 composite_layer_transform.Translate3d(transform_origin_x + position.x(), | |
91 transform_origin_y + position.y(), | |
92 transform_origin_z); | |
93 composite_layer_transform.PreconcatTransform(layer->transform()); | |
94 composite_layer_transform.Translate3d( | |
95 -transform_origin_x, -transform_origin_y, -transform_origin_z); | |
96 | |
97 // Add this layer's contributions to the |coalesced_transform|. | |
98 coalesced_transform.ConcatTransform(composite_layer_transform); | |
99 continue; | |
100 } | |
101 | |
102 // First, apply coalesced transform we've been building and reset it. | |
103 coalesced_transform.TransformBox(&box); | |
104 coalesced_transform.MakeIdentity(); | |
105 | |
106 // We need to apply the inflation about the layer's anchor point. Rather | |
107 // than doing this via transforms, we'll just shift the box directly. | |
108 box.set_origin(box.origin() + gfx::Vector3dF(-transform_origin_x, | |
109 -transform_origin_y, | |
110 -transform_origin_z)); | |
111 | |
112 // Perform the inflation | |
113 if (HasFilterAnimationThatInflatesBounds(*layer)) { | |
114 gfx::BoxF inflated; | |
115 if (!layer->layer_animation_controller()->FilterAnimationBoundsForBox( | |
116 box, &inflated)) | |
117 return false; | |
118 box = inflated; | |
119 } | |
120 | |
121 if (HasTransformAnimationThatInflatesBounds(*layer)) { | |
122 gfx::BoxF inflated; | |
123 if (!layer->layer_animation_controller()->TransformAnimationBoundsForBox( | |
124 box, &inflated)) | |
125 return false; | |
126 box = inflated; | |
127 } | |
128 | |
129 // Apply step 3) mentioned above. | |
130 box.set_origin(box.origin() + | |
131 gfx::Vector3dF(transform_origin_x + position.x(), | |
132 transform_origin_y + position.y(), | |
133 transform_origin_z)); | |
134 } | |
135 | |
136 // If we've got an unapplied coalesced transform at this point, it must still | |
137 // be applied. | |
138 if (!coalesced_transform.IsIdentity()) | |
139 coalesced_transform.TransformBox(&box); | |
140 | |
141 *out = box; | |
142 | |
143 return true; | |
144 } | |
145 | |
146 } // namespace cc | |
OLD | NEW |