Chromium Code Reviews| Index: chrome/browser/ui/tabs/tab_audio_indicator.cc |
| diff --git a/chrome/browser/ui/tabs/tab_audio_indicator.cc b/chrome/browser/ui/tabs/tab_audio_indicator.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..d9d5805956672d0024982c1de3644e062d9194c9 |
| --- /dev/null |
| +++ b/chrome/browser/ui/tabs/tab_audio_indicator.cc |
| @@ -0,0 +1,136 @@ |
| +// Copyright (c) 2013 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 "chrome/browser/ui/tabs/tab_audio_indicator.h" |
| + |
| +#include "grit/theme_resources.h" |
| +#include "ui/base/animation/linear_animation.h" |
| +#include "ui/base/resource/resource_bundle.h" |
| +#include "ui/gfx/canvas.h" |
| +#include "ui/gfx/rect.h" |
| + |
| +namespace { |
| + |
| +// The number of columns to draw for the equalizer graphic. |
| +const size_t kEqualizerColumnCount = 3; |
| + |
| +// The maximum level for the equalizer. |
| +const size_t kEqualizerMaxLevel = 8; |
| + |
| +// The equalizer cycles between these frames. An equalizer frame is 3 columns |
| +// where each column ranges from 0 to |kEqualizerMaxLevel|. TODO(sail): Replace |
| +// this with levels from the actual audio source. |
| +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.
|
| + { 7, 5, 3 }, |
| + { 4, 5, 7 }, |
| + { 4, 2, 5 }, |
| + { 3, 7, 4 }, |
| + { 2, 3, 2 }, |
| + { 3, 4, 3 }, |
| +}; |
| +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.
|
| + |
| +// The duration of each equalizer frame. |
| +const size_t kAnimationCycleDurationMs = 300; |
| + |
| +// The duration of the "ending" animation once audio stops playing. |
| +const size_t kAnimationEndingDurationMs = 1000; |
| + |
| +// Target frames per second. In reality fewer frames are drawn because the |
| +// equalizer levels change slowly. |
| +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.
|
| + |
| +} // namespace |
| + |
| +TabAudioIndicator::TabAudioIndicator(Delegate* delegate) |
| + : delegate_(delegate), |
| + frame_index_(0), |
| + state_(STATE_NOT_ANIMATING) { |
| +} |
| + |
| +TabAudioIndicator::~TabAudioIndicator() { |
| +} |
| + |
| +void TabAudioIndicator::SetIsPlayingAudio(bool is_playing_audio) { |
| + if (is_playing_audio && state_ != STATE_ANIMATING) { |
| + state_ = STATE_ANIMATING; |
| + 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
|
| + new ui::LinearAnimation(kAnimationCycleDurationMs, kFPS, this)); |
| + animation_->Start(); |
| + } else if (!is_playing_audio && state_ == STATE_ANIMATING) { |
| + state_ = STATE_ANIMATION_ENDING; |
| + animation_.reset( |
| + new ui::LinearAnimation(kAnimationEndingDurationMs, kFPS, this)); |
| + animation_->Start(); |
| + } |
| +} |
| + |
| +bool TabAudioIndicator::IsAnimating() { |
| + return state_ != STATE_NOT_ANIMATING; |
| +} |
| + |
| +void TabAudioIndicator::Paint(gfx::Canvas* canvas, const gfx::Rect& rect) { |
| + if (state_ == STATE_NOT_ANIMATING) |
| + return; |
| + |
| + canvas->Save(); |
| + canvas->ClipRect(rect); |
| + |
| + // Draw 3 equalizer columns. |IDR_AUDIO_EQUALIZER_COLUMN| is a column of the |
| + // equalizer with 8 levels. The current level is between 0 and 8 so the |
| + // image is shifted down and then drawn. |
| + ui::ResourceBundle& rb = ResourceBundle::GetSharedInstance(); |
| + gfx::ImageSkia* image(rb.GetImageSkiaNamed(IDR_AUDIO_EQUALIZER_COLUMN)); |
| + int x = rect.x(); |
| + std::vector<int> levels = GetCurrentEqualizerLevels(); |
| + for (size_t i = 0; i < levels.size(); ++i) { |
| + // Shift the image down by the level. For example, for level 8 draw the |
| + // image at rect.y(), For level 7, draw the image at rect.y() - 2, etc... |
| + int y = rect.y() + (kEqualizerMaxLevel - levels[i]) * 2; |
| + 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
|
| + x += image->width() - 1; |
| + } |
| + |
| + canvas->Restore(); |
| + |
| + // Cache the levels that were just drawn. This is used to prevent unnecessary |
| + // drawing when animation progress doesn't result in equalizer levels |
| + // changing. |
| + last_displayed_equalizer_levels_ = levels; |
| +} |
| + |
| +void TabAudioIndicator::AnimationProgressed(const ui::Animation* animation) { |
| + std::vector<int> levels = GetCurrentEqualizerLevels(); |
| + if (last_displayed_equalizer_levels_ != levels) |
| + delegate_->ScheduleAudioIndicatorPaint(); |
| +} |
| + |
| +void TabAudioIndicator::AnimationEnded(const ui::Animation* animation) { |
| + if (state_ == STATE_ANIMATING) { |
| + // The current equalizer frame animation has finished. Start animating the |
| + // next frame. |
| + frame_index_ = (frame_index_ + 1) % kFrameCount; |
| + animation_->Start(); |
| + } else if (state_ == STATE_ANIMATION_ENDING) { |
| + // The "ending" animation has stopped. Update the tab state so that the UI |
| + // can update the tab icon. |
| + state_ = STATE_NOT_ANIMATING; |
| + delegate_->ScheduleAudioIndicatorPaint(); |
| + } |
| +} |
| + |
| +std::vector<int> TabAudioIndicator::GetCurrentEqualizerLevels() const { |
| + int next_frame_index = (frame_index_ + 1) % kFrameCount; |
| + std::vector<int> levels; |
| + // For all 3 columsn of the equalizer, tween between the current equalizer |
| + // level and the target equalizer level. |
| + for (size_t i = 0; i < kEqualizerColumnCount; ++i) { |
| + int start = kEqualizerFrames[frame_index_][i]; |
| + int end = state_ == STATE_ANIMATION_ENDING |
| + ? 0 |
| + : kEqualizerFrames[next_frame_index][i]; |
| + levels.push_back(animation_->CurrentValueBetween(start, end)); |
| + } |
| + return levels; |
| +} |