| 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..c621c1e7daf88353c1e304129731d5be5a24e053
|
| --- /dev/null
|
| +++ b/chrome/browser/ui/tabs/tab_audio_indicator.cc
|
| @@ -0,0 +1,135 @@
|
| +// 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 size_t kEqualizerFrames[][kEqualizerColumnCount] = {
|
| + { 7, 5, 3 },
|
| + { 4, 5, 7 },
|
| + { 4, 2, 5 },
|
| + { 3, 7, 4 },
|
| + { 2, 3, 2 },
|
| + { 3, 4, 3 },
|
| +};
|
| +
|
| +// 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 = 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(
|
| + 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);
|
| + 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) % arraysize(kEqualizerFrames);
|
| + 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) % arraysize(kEqualizerFrames);
|
| + 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;
|
| +}
|
|
|