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1 // Copyright 2013 The Chromium Authors. All rights reserved. | 1 // Copyright 2013 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "ash/wm/boot_splash_screen_chromeos.h" | 5 #include "ash/wm/boot_splash_screen_chromeos.h" |
6 | 6 |
7 #include "third_party/skia/include/core/SkBitmap.h" | 7 #include "third_party/skia/include/core/SkBitmap.h" |
8 #include "ui/aura/window.h" | 8 #include "ui/aura/window.h" |
9 #include "ui/aura/window_tree_host.h" | 9 #include "ui/aura/window_tree_host.h" |
10 #include "ui/base/x/x11_util.h" | 10 #include "ui/base/x/x11_util.h" |
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28 | 28 |
29 // ui::LayerDelegate overrides: | 29 // ui::LayerDelegate overrides: |
30 virtual void OnPaintLayer(gfx::Canvas* canvas) OVERRIDE { | 30 virtual void OnPaintLayer(gfx::Canvas* canvas) OVERRIDE { |
31 // It'd be safer to copy the area to a canvas in the constructor and then | 31 // It'd be safer to copy the area to a canvas in the constructor and then |
32 // copy from that canvas to this one here, but this appears to work (i.e. we | 32 // copy from that canvas to this one here, but this appears to work (i.e. we |
33 // only call this before we draw our first frame) and it saves us an extra | 33 // only call this before we draw our first frame) and it saves us an extra |
34 // copy. | 34 // copy. |
35 // TODO(derat): Instead of copying the data, use GLX_EXT_texture_from_pixmap | 35 // TODO(derat): Instead of copying the data, use GLX_EXT_texture_from_pixmap |
36 // to create a zero-copy texture (when possible): | 36 // to create a zero-copy texture (when possible): |
37 // https://codereview.chromium.org/10543125 | 37 // https://codereview.chromium.org/10543125 |
38 #if !defined(USE_OZONE) | |
varkha
2014/04/09 23:46:52
Should this maybe use #if defined(USE_X11) just as
spang
2014/04/10 00:12:03
Yeah, that is probably better.
| |
38 ui::CopyAreaToCanvas(host_->GetAcceleratedWidget(), | 39 ui::CopyAreaToCanvas(host_->GetAcceleratedWidget(), |
39 host_->GetBounds(), gfx::Point(), canvas); | 40 host_->GetBounds(), gfx::Point(), canvas); |
41 #else | |
42 // TODO(spang): Figure out what to do here. | |
43 NOTIMPLEMENTED(); | |
44 #endif | |
40 } | 45 } |
41 | 46 |
42 virtual void OnDeviceScaleFactorChanged(float device_scale_factor) OVERRIDE {} | 47 virtual void OnDeviceScaleFactorChanged(float device_scale_factor) OVERRIDE {} |
43 | 48 |
44 virtual base::Closure PrepareForLayerBoundsChange() OVERRIDE { | 49 virtual base::Closure PrepareForLayerBoundsChange() OVERRIDE { |
45 return base::Closure(); | 50 return base::Closure(); |
46 } | 51 } |
47 | 52 |
48 private: | 53 private: |
49 aura::WindowTreeHost* host_; // not owned | 54 aura::WindowTreeHost* host_; // not owned |
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67 | 72 |
68 void BootSplashScreen::StartHideAnimation(base::TimeDelta duration) { | 73 void BootSplashScreen::StartHideAnimation(base::TimeDelta duration) { |
69 ui::ScopedLayerAnimationSettings settings(layer_->GetAnimator()); | 74 ui::ScopedLayerAnimationSettings settings(layer_->GetAnimator()); |
70 settings.SetTransitionDuration(duration); | 75 settings.SetTransitionDuration(duration); |
71 settings.SetPreemptionStrategy(ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS); | 76 settings.SetPreemptionStrategy(ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS); |
72 layer_->SetOpacity(0.0f); | 77 layer_->SetOpacity(0.0f); |
73 } | 78 } |
74 | 79 |
75 } // namespace internal | 80 } // namespace internal |
76 } // namespace ash | 81 } // namespace ash |
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