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Unified Diff: chrome/browser/android/compositor/layer/crushed_sprite_layer.cc

Issue 1337703002: [Contextual Search] Add support for crushed sprites and animate the search provider icon (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Add TODO's for other planned tests Created 5 years, 2 months ago
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Index: chrome/browser/android/compositor/layer/crushed_sprite_layer.cc
diff --git a/chrome/browser/android/compositor/layer/crushed_sprite_layer.cc b/chrome/browser/android/compositor/layer/crushed_sprite_layer.cc
new file mode 100644
index 0000000000000000000000000000000000000000..704d88148e86117a7bfc66adddc8ca25c7a03ac2
--- /dev/null
+++ b/chrome/browser/android/compositor/layer/crushed_sprite_layer.cc
@@ -0,0 +1,117 @@
+// Copyright 2015 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/android/compositor/layer/crushed_sprite_layer.h"
+
+#include "cc/layers/layer.h"
+#include "cc/layers/ui_resource_layer.h"
+#include "content/public/browser/android/compositor.h"
+#include "ui/android/resources/crushed_sprite_resource.h"
+#include "ui/android/resources/resource_manager.h"
+#include "ui/gfx/canvas.h"
+#include "ui/gfx/skia_util.h"
+
+namespace chrome {
+namespace android {
+
+// static
+scoped_refptr<CrushedSpriteLayer> CrushedSpriteLayer::Create(
+ ui::ResourceManager* resource_manager) {
+ return make_scoped_refptr(new CrushedSpriteLayer(resource_manager));
+}
+
+scoped_refptr<cc::Layer> CrushedSpriteLayer::layer() {
+ return layer_;
+}
+
+void CrushedSpriteLayer::SetCrushedSpriteResource(
+ scoped_refptr<ui::CrushedSpriteResource> resource) {
+ resource_ = resource;
David Trainor- moved to gerrit 2015/10/15 21:04:57 Ideally we wouldn't hold onto the resource here.
Theresa 2015/10/24 00:06:45 I got rid of this method and just pass the resourc
+}
+
+void CrushedSpriteLayer::DrawSpriteFrame(int sprite_frame) {
David Trainor- moved to gerrit 2015/10/15 21:04:57 Should you clamp sprite_frame between 0 and the ma
Theresa 2015/10/24 00:06:45 Done.
+ if (sprite_frame == 0 || sprite_frame != previous_frame_) {
+ // Reset the previous_frame if the animation is being re-run.
+ if (previous_frame_ > sprite_frame) {
+ previous_frame_ = 0;
+ }
+
+ // If this is the last frame and a bitmap for it has been cached with the
+ // resource, set the bitmap on layer_ and return.
+ if (sprite_frame == resource_->GetFrameCount() - 1 &&
+ !resource_->GetBitmapForLastFrame().empty()) {
David Trainor- moved to gerrit 2015/10/15 21:04:57 Do we need this? Can't we rely on the sprite_fram
Theresa 2015/10/24 00:06:44 I think you mean rely on previous_frame_bitmap to
David Trainor- moved to gerrit 2015/10/27 15:14:47 I see your point. I'd be okay with sharing it. S
Theresa 2015/10/27 19:48:02 Done.
+ layer_->SetBitmap(resource_->GetBitmapForLastFrame());
+ return;
+ }
+
+ // Reload the source bitmap if necessary.
+ if (resource_->BitmapHasBeenEvictedFromMemory()) {
David Trainor- moved to gerrit 2015/10/15 21:04:57 See above. Can probably simplify this a lot and r
Theresa 2015/10/24 00:06:45 I put the logic for evicting the sprite sheet from
David Trainor- moved to gerrit 2015/10/27 15:14:47 Won't this cause reloads during animations if two
Theresa 2015/10/27 19:48:02 As discussed offline, yes, it could cause unnecess
+ resource_manager_->ReloadCrushedSpriteResource(
+ resource_->GetBitmapResourceId());
+ }
+
+ // Set up an SkCanvas backed by an SkBitmap to draw into.
+ SkBitmap* bitmap = new SkBitmap();
+ bitmap->allocN32Pixels(resource_->GetSpriteSize(),
+ resource_->GetSpriteSize());
+ SkCanvas* canvas = new SkCanvas(*bitmap);
David Trainor- moved to gerrit 2015/10/15 21:04:57 Leaking canvas and bitmap. Use: // Don't worry,
Theresa 2015/10/24 00:06:44 Done.
+
+ // If this isn't the first or last frame, draw the previous frame(s).
+ // Note(twellington): This assumes that the last frame in the crushed sprite
+ // animation does not require any previous frames drawn before it. This code
+ // needs to be updated if crushed sprites are added for which this
+ // assumption does not hold.
+ if (sprite_frame != 0 && sprite_frame != resource_->GetFrameCount() - 1) {
+ // Draw the previous frame.
+ canvas->drawBitmap(previous_frame_bitmap_, 0, 0, nullptr);
David Trainor- moved to gerrit 2015/10/15 21:04:57 So... UIResourceBitmap expects an immututable bitm
Theresa 2015/10/24 00:06:45 I'm not sure why it has to be immutable (it just h
David Trainor- moved to gerrit 2015/10/27 15:14:47 I'm not sure if he still works here. I would imag
Theresa 2015/10/27 19:48:02 Acknowledged.
+
+ // Draw any skipped frames.
+ for (int i = previous_frame_ + 1; i < sprite_frame; ++i) {
+ DrawRectanglesForFrame(i, canvas);
+ }
+ }
+
+ // Draw the current frame.
+ DrawRectanglesForFrame(sprite_frame, canvas);
+
+ // Set the bitmap on layer_.
+ bitmap->setImmutable();
+ layer_->SetBitmap(*bitmap);
+
+ // Cache the bitmap on the resource if this is the last frame.
+ if (sprite_frame == resource_->GetFrameCount() - 1) {
David Trainor- moved to gerrit 2015/10/15 21:04:57 See above, probably don't need.
Theresa 2015/10/27 19:48:02 I left the bitmap memory ejection here but moved t
+ resource_->SetBitmapForLastFrame(*bitmap);
+ }
+
+ // Update previous_frame_* variables.
+ previous_frame_bitmap_ = *bitmap;
+ previous_frame_ = sprite_frame;
+ }
+}
+
+void CrushedSpriteLayer::DrawRectanglesForFrame(int frame, SkCanvas* canvas) {
David Trainor- moved to gerrit 2015/10/15 21:04:57 skia::RefPtr<SkCanvas>
Theresa 2015/10/24 00:06:45 Done.
+ ui::CrushedSpriteResource::FrameSrcDstRects src_dst_rects =
+ resource_->GetRectanglesForFrame(frame);
+ for (auto rect : src_dst_rects) {
David Trainor- moved to gerrit 2015/10/15 21:04:57 auto& so we don't copy the object?
Theresa 2015/10/24 00:06:44 Done.
+ canvas->drawBitmapRect(resource_->GetBitmap(),
+ gfx::RectToSkRect(rect.first),
+ gfx::RectToSkRect(rect.second),
+ nullptr);
+ }
+}
+
+CrushedSpriteLayer::CrushedSpriteLayer(ui::ResourceManager* resource_manager)
+ : resource_manager_(resource_manager),
+ layer_(
+ cc::UIResourceLayer::Create(content::Compositor::LayerSettings())),
+ previous_frame_(0) {
David Trainor- moved to gerrit 2015/10/15 21:04:57 -1 to say that we haven't drawn the first frame?
Theresa 2015/10/24 00:06:44 Done.
+ layer_->SetIsDrawable(true);
+}
+
+
+CrushedSpriteLayer::~CrushedSpriteLayer() {
+}
+
+} // namespace android
+} // namespace chrome

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