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Issue 12744003: Audio indicator: cross platform drawing and animation (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: " Created 7 years, 9 months ago
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1 // Copyright (c) 2013 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/tabs/tab_audio_indicator.h"
6
7 #include "grit/theme_resources.h"
8 #include "ui/base/animation/linear_animation.h"
9 #include "ui/base/resource/resource_bundle.h"
10 #include "ui/gfx/canvas.h"
11 #include "ui/gfx/rect.h"
12
13 namespace {
14
15 // The number of columns to draw for the equalizer graphic.
16 const size_t kEqualizerColumnCount = 3;
17
18 // The maximum level for the equalizer.
19 const size_t kEqualizerMaxLevel = 8;
20
21 // The equalizer cycles between these frames. An equalizer frame is 3 columns
22 // where each column ranges from 0 to |kEqualizerMaxLevel|. TODO(sail): Replace
23 // this with levels from the actual audio source.
24 const int kEqualizerFrames[][kEqualizerColumnCount] = {
cpu_(ooo_6.6-7.5) 2013/03/11 02:40:27 size_t
sail 2013/03/11 23:16:13 Done.
25 { 7, 5, 3 },
26 { 4, 5, 7 },
27 { 4, 2, 5 },
28 { 3, 7, 4 },
29 { 2, 3, 2 },
30 { 3, 4, 3 },
31 };
32 const int kFrameCount = arraysize(kEqualizerFrames);
cpu_(ooo_6.6-7.5) 2013/03/11 02:40:27 nuke this constant and use arraysize in the two ca
sail 2013/03/11 23:16:13 Done.
33
34 // The duration of each equalizer frame.
35 const size_t kAnimationCycleDurationMs = 300;
36
37 // The duration of the "ending" animation once audio stops playing.
38 const size_t kAnimationEndingDurationMs = 1000;
39
40 // Target frames per second. In reality fewer frames are drawn because the
41 // equalizer levels change slowly.
42 const int kFPS = 25;
cpu_(ooo_6.6-7.5) 2013/03/11 02:40:27 So I understand, the duration implies 3fps, but we
sail 2013/03/11 23:16:13 Done. Good point. Changed to 15.
43
44 } // namespace
45
46 TabAudioIndicator::TabAudioIndicator(Delegate* delegate)
47 : delegate_(delegate),
48 frame_index_(0),
49 state_(STATE_NOT_ANIMATING) {
50 }
51
52 TabAudioIndicator::~TabAudioIndicator() {
53 }
54
55 void TabAudioIndicator::SetIsPlayingAudio(bool is_playing_audio) {
56 if (is_playing_audio && state_ != STATE_ANIMATING) {
57 state_ = STATE_ANIMATING;
58 animation_.reset(
cpu_(ooo_6.6-7.5) 2013/03/11 02:40:27 do you get AnimationEnded? don't you have to call
sail 2013/03/11 23:16:13 To get AnimationEnded we have to call End(). In th
59 new ui::LinearAnimation(kAnimationCycleDurationMs, kFPS, this));
60 animation_->Start();
61 } else if (!is_playing_audio && state_ == STATE_ANIMATING) {
62 state_ = STATE_ANIMATION_ENDING;
63 animation_.reset(
64 new ui::LinearAnimation(kAnimationEndingDurationMs, kFPS, this));
65 animation_->Start();
66 }
67 }
68
69 bool TabAudioIndicator::IsAnimating() {
70 return state_ != STATE_NOT_ANIMATING;
71 }
72
73 void TabAudioIndicator::Paint(gfx::Canvas* canvas, const gfx::Rect& rect) {
74 if (state_ == STATE_NOT_ANIMATING)
75 return;
76
77 canvas->Save();
78 canvas->ClipRect(rect);
79
80 // Draw 3 equalizer columns. |IDR_AUDIO_EQUALIZER_COLUMN| is a column of the
81 // equalizer with 8 levels. The current level is between 0 and 8 so the
82 // image is shifted down and then drawn.
83 ui::ResourceBundle& rb = ResourceBundle::GetSharedInstance();
84 gfx::ImageSkia* image(rb.GetImageSkiaNamed(IDR_AUDIO_EQUALIZER_COLUMN));
85 int x = rect.x();
86 std::vector<int> levels = GetCurrentEqualizerLevels();
87 for (size_t i = 0; i < levels.size(); ++i) {
88 // Shift the image down by the level. For example, for level 8 draw the
89 // image at rect.y(), For level 7, draw the image at rect.y() - 2, etc...
90 int y = rect.y() + (kEqualizerMaxLevel - levels[i]) * 2;
91 canvas->DrawImageInt(*image, x, y);
cpu_(ooo_6.6-7.5) 2013/03/11 02:40:27 I thought we had 8 images, one for each level...
sail 2013/03/11 23:16:13 Using just one image was a lot simpler. Because of
92 x += image->width() - 1;
93 }
94
95 canvas->Restore();
96
97 // Cache the levels that were just drawn. This is used to prevent unnecessary
98 // drawing when animation progress doesn't result in equalizer levels
99 // changing.
100 last_displayed_equalizer_levels_ = levels;
101 }
102
103 void TabAudioIndicator::AnimationProgressed(const ui::Animation* animation) {
104 std::vector<int> levels = GetCurrentEqualizerLevels();
105 if (last_displayed_equalizer_levels_ != levels)
106 delegate_->ScheduleAudioIndicatorPaint();
107 }
108
109 void TabAudioIndicator::AnimationEnded(const ui::Animation* animation) {
110 if (state_ == STATE_ANIMATING) {
111 // The current equalizer frame animation has finished. Start animating the
112 // next frame.
113 frame_index_ = (frame_index_ + 1) % kFrameCount;
114 animation_->Start();
115 } else if (state_ == STATE_ANIMATION_ENDING) {
116 // The "ending" animation has stopped. Update the tab state so that the UI
117 // can update the tab icon.
118 state_ = STATE_NOT_ANIMATING;
119 delegate_->ScheduleAudioIndicatorPaint();
120 }
121 }
122
123 std::vector<int> TabAudioIndicator::GetCurrentEqualizerLevels() const {
124 int next_frame_index = (frame_index_ + 1) % kFrameCount;
125 std::vector<int> levels;
126 // For all 3 columsn of the equalizer, tween between the current equalizer
127 // level and the target equalizer level.
128 for (size_t i = 0; i < kEqualizerColumnCount; ++i) {
129 int start = kEqualizerFrames[frame_index_][i];
130 int end = state_ == STATE_ANIMATION_ENDING
131 ? 0
132 : kEqualizerFrames[next_frame_index][i];
133 levels.push_back(animation_->CurrentValueBetween(start, end));
134 }
135 return levels;
136 }
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