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Unified Diff: ash/wm/lock_state_controller.cc

Issue 24980006: ash: Remove old lock animation implementation. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: merge again Created 7 years, 3 months ago
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Index: ash/wm/lock_state_controller.cc
diff --git a/ash/wm/lock_state_controller.cc b/ash/wm/lock_state_controller.cc
index 3b3d1cfdcc4ccb5dcae21963046a5d4c47d56e4e..61172241afdbb2d45ff223d05116a5041238ef63 100644
--- a/ash/wm/lock_state_controller.cc
+++ b/ash/wm/lock_state_controller.cc
@@ -5,27 +5,162 @@
#include "ash/wm/lock_state_controller.h"
#include "ash/ash_switches.h"
+#include "ash/cancel_mode.h"
#include "ash/shell.h"
#include "ash/shell_delegate.h"
#include "ash/shell_window_ids.h"
#include "ash/wm/session_state_animator.h"
+#include "base/bind_helpers.h"
#include "base/command_line.h"
+#include "base/timer/timer.h"
#include "ui/aura/root_window.h"
+#include "ui/compositor/layer_animation_sequence.h"
+#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/views/corewm/compound_event_filter.h"
+#if defined(OS_CHROMEOS)
+#include "base/sys_info.h"
+#endif
+
namespace ash {
+namespace {
+
+aura::Window* GetBackground() {
+ aura::RootWindow* root_window = Shell::GetPrimaryRootWindow();
+ return Shell::GetContainer(root_window,
+ internal::kShellWindowId_DesktopBackgroundContainer);
+}
+
+bool IsBackgroundHidden() {
+ return !GetBackground()->IsVisible();
+}
+
+void ShowBackground() {
+ ui::ScopedLayerAnimationSettings settings(
+ GetBackground()->layer()->GetAnimator());
+ settings.SetTransitionDuration(base::TimeDelta());
+ GetBackground()->Show();
+}
+
+void HideBackground() {
+ ui::ScopedLayerAnimationSettings settings(
+ GetBackground()->layer()->GetAnimator());
+ settings.SetTransitionDuration(base::TimeDelta());
+ GetBackground()->Hide();
+}
+
+// This observer is intended to use in cases when some action has to be taken
+// once some animation successfully completes (i.e. it was not aborted).
+// Observer will count a number of sequences it is attached to, and a number of
+// finished sequences (either Ended or Aborted). Once these two numbers are
+// equal, observer will delete itself, calling callback passed to constructor if
+// there were no aborted animations.
+// This way it can be either used to wait for some animation to be finished in
+// multiple layers, to wait once a sequence of animations is finished in one
+// layer or the mixture of both.
+class AnimationFinishedObserver : public ui::LayerAnimationObserver {
+ public:
+ explicit AnimationFinishedObserver(base::Closure &callback)
+ : callback_(callback),
+ sequences_attached_(0),
+ sequences_completed_(0),
+ paused_(false) {
+ }
+
+ // Pauses observer: no checks will be made while paused. It can be used when
+ // a sequence has some immediate animations in the beginning, and for
+ // animations that can be tested with flag that makes all animations
+ // immediate.
+ void Pause() {
+ paused_ = true;
+ }
+
+ // Unpauses observer. It does a check and calls callback if conditions are
+ // met.
+ void Unpause() {
+ if (!paused_)
+ return;
+ paused_ = false;
+ if (sequences_completed_ == sequences_attached_) {
+ callback_.Run();
+ delete this;
+ }
+ }
+
+ private:
+ virtual ~AnimationFinishedObserver() {
+ }
+
+ // LayerAnimationObserver implementation
+ virtual void OnLayerAnimationEnded(
+ ui::LayerAnimationSequence* sequence) OVERRIDE {
+ sequences_completed_++;
+ if ((sequences_completed_ == sequences_attached_) && !paused_) {
+ callback_.Run();
+ delete this;
+ }
+ }
+
+ virtual void OnLayerAnimationAborted(
+ ui::LayerAnimationSequence* sequence) OVERRIDE {
+ sequences_completed_++;
+ if ((sequences_completed_ == sequences_attached_) && !paused_)
+ delete this;
+ }
+
+ virtual void OnLayerAnimationScheduled(
+ ui::LayerAnimationSequence* sequence) OVERRIDE {
+ }
+
+ virtual void OnAttachedToSequence(
+ ui::LayerAnimationSequence* sequence) OVERRIDE {
+ LayerAnimationObserver::OnAttachedToSequence(sequence);
+ sequences_attached_++;
+ }
+
+ // Callback to be called.
+ base::Closure callback_;
+
+ // Number of sequences this observer was attached to.
+ int sequences_attached_;
+
+ // Number of sequences either ended or aborted.
+ int sequences_completed_;
+
+ bool paused_;
+
+ DISALLOW_COPY_AND_ASSIGN(AnimationFinishedObserver);
+};
+
+} // namespace
+
const int LockStateController::kLockTimeoutMs = 400;
const int LockStateController::kShutdownTimeoutMs = 400;
const int LockStateController::kLockFailTimeoutMs = 8000;
const int LockStateController::kLockToShutdownTimeoutMs = 150;
const int LockStateController::kShutdownRequestDelayMs = 50;
+LockStateController::TestApi::TestApi(LockStateController* controller)
+ : controller_(controller) {
+}
+
+LockStateController::TestApi::~TestApi() {
+}
+
LockStateController::LockStateController()
- : animator_(new internal::SessionStateAnimator()) {
+ : animator_(new internal::SessionStateAnimator()),
+ login_status_(user::LOGGED_IN_NONE),
+ system_is_locked_(false),
+ shutting_down_(false),
+ shutdown_after_lock_(false),
+ animating_lock_(false),
+ can_cancel_lock_animation_(false) {
+ Shell::GetPrimaryRootWindow()->AddRootWindowObserver(this);
}
LockStateController::~LockStateController() {
+ Shell::GetPrimaryRootWindow()->RemoveRootWindowObserver(this);
}
void LockStateController::SetDelegate(LockStateControllerDelegate* delegate) {
@@ -44,5 +179,479 @@ bool LockStateController::HasObserver(LockStateObserver* observer) {
return observers_.HasObserver(observer);
}
+void LockStateController::StartLockAnimation(
+ bool shutdown_after_lock) {
+ if (animating_lock_)
+ return;
+ shutdown_after_lock_ = shutdown_after_lock;
+ can_cancel_lock_animation_ = true;
+
+ StartCancellablePreLockAnimation();
+}
+
+void LockStateController::StartShutdownAnimation() {
+ StartCancellableShutdownAnimation();
+}
+
+void LockStateController::StartLockAnimationAndLockImmediately() {
+ if (animating_lock_)
+ return;
+ StartImmediatePreLockAnimation(true /* request_lock_on_completion */);
+}
+
+bool LockStateController::LockRequested() {
+ return lock_fail_timer_.IsRunning();
+}
+
+bool LockStateController::ShutdownRequested() {
+ return shutting_down_;
+}
+
+bool LockStateController::CanCancelLockAnimation() {
+ return can_cancel_lock_animation_;
+}
+
+void LockStateController::CancelLockAnimation() {
+ if (!CanCancelLockAnimation())
+ return;
+ shutdown_after_lock_ = false;
+ animating_lock_ = false;
+ CancelPreLockAnimation();
+}
+
+bool LockStateController::CanCancelShutdownAnimation() {
+ return pre_shutdown_timer_.IsRunning() ||
+ shutdown_after_lock_ ||
+ lock_to_shutdown_timer_.IsRunning();
+}
+
+void LockStateController::CancelShutdownAnimation() {
+ if (!CanCancelShutdownAnimation())
+ return;
+ if (lock_to_shutdown_timer_.IsRunning()) {
+ lock_to_shutdown_timer_.Stop();
+ return;
+ }
+ if (shutdown_after_lock_) {
+ shutdown_after_lock_ = false;
+ return;
+ }
+
+ animator_->StartGlobalAnimation(
+ internal::SessionStateAnimator::ANIMATION_UNDO_GRAYSCALE_BRIGHTNESS,
+ internal::SessionStateAnimator::ANIMATION_SPEED_REVERT_SHUTDOWN);
+ pre_shutdown_timer_.Stop();
+}
+
+void LockStateController::OnStartingLock() {
+ if (shutting_down_ || system_is_locked_)
+ return;
+ if (animating_lock_)
+ return;
+ StartImmediatePreLockAnimation(false /* request_lock_on_completion */);
+}
+
+void LockStateController::RequestShutdown() {
+ if (shutting_down_)
+ return;
+
+ shutting_down_ = true;
+
+ Shell* shell = ash::Shell::GetInstance();
+ shell->env_filter()->set_cursor_hidden_by_filter(false);
+ shell->cursor_manager()->HideCursor();
+
+ animator_->StartGlobalAnimation(
+ internal::SessionStateAnimator::ANIMATION_GRAYSCALE_BRIGHTNESS,
+ internal::SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN);
+ StartRealShutdownTimer(true);
+}
+
+void LockStateController::OnLockScreenHide(
+ base::Callback<void(void)>& callback) {
+ StartUnlockAnimationBeforeUIDestroyed(callback);
+}
+
+void LockStateController::SetLockScreenDisplayedCallback(
+ base::Closure& callback) {
+ lock_screen_displayed_callback_ = callback;
+}
+
+void LockStateController::OnRootWindowHostCloseRequested(
+ const aura::RootWindow*) {
+ Shell::GetInstance()->delegate()->Exit();
+}
+
+void LockStateController::OnLoginStateChanged(
+ user::LoginStatus status) {
+ if (status != user::LOGGED_IN_LOCKED)
+ login_status_ = status;
+ system_is_locked_ = (status == user::LOGGED_IN_LOCKED);
+}
+
+void LockStateController::OnAppTerminating() {
+ // If we hear that Chrome is exiting but didn't request it ourselves, all we
+ // can really hope for is that we'll have time to clear the screen.
+ // This is also the case when the user signs off.
+ if (!shutting_down_) {
+ shutting_down_ = true;
+ Shell* shell = ash::Shell::GetInstance();
+ shell->env_filter()->set_cursor_hidden_by_filter(false);
+ shell->cursor_manager()->HideCursor();
+ animator_->StartAnimation(
+ internal::SessionStateAnimator::kAllContainersMask,
+ internal::SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY,
+ internal::SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE);
+ }
+}
+
+void LockStateController::OnLockStateChanged(bool locked) {
+ if (shutting_down_ || (system_is_locked_ == locked))
+ return;
+
+ system_is_locked_ = locked;
+
+ if (locked) {
+ StartPostLockAnimation();
+ lock_fail_timer_.Stop();
+ } else {
+ StartUnlockAnimationAfterUIDestroyed();
+ }
+}
+
+void LockStateController::OnLockFailTimeout() {
+ DCHECK(!system_is_locked_);
+ // Undo lock animation.
+ StartUnlockAnimationAfterUIDestroyed();
+}
+
+void LockStateController::StartLockToShutdownTimer() {
+ shutdown_after_lock_ = false;
+ lock_to_shutdown_timer_.Stop();
+ lock_to_shutdown_timer_.Start(
+ FROM_HERE,
+ base::TimeDelta::FromMilliseconds(kLockToShutdownTimeoutMs),
+ this, &LockStateController::OnLockToShutdownTimeout);
+}
+
+void LockStateController::OnLockToShutdownTimeout() {
+ DCHECK(system_is_locked_);
+ StartCancellableShutdownAnimation();
+}
+
+void LockStateController::StartPreShutdownAnimationTimer() {
+ pre_shutdown_timer_.Stop();
+ pre_shutdown_timer_.Start(
+ FROM_HERE,
+ animator_->
+ GetDuration(internal::SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN),
+ this,
+ &LockStateController::OnPreShutdownAnimationTimeout);
+}
+
+void LockStateController::OnPreShutdownAnimationTimeout() {
+ shutting_down_ = true;
+
+ Shell* shell = ash::Shell::GetInstance();
+ shell->env_filter()->set_cursor_hidden_by_filter(false);
+ shell->cursor_manager()->HideCursor();
+
+ StartRealShutdownTimer(false);
+}
+
+void LockStateController::StartRealShutdownTimer(
+ bool with_animation_time) {
+ base::TimeDelta duration =
+ base::TimeDelta::FromMilliseconds(kShutdownRequestDelayMs);
+ if (with_animation_time) {
+ duration += animator_->GetDuration(
+ internal::SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN);
+ }
+ real_shutdown_timer_.Start(
+ FROM_HERE,
+ duration,
+ this,
+ &LockStateController::OnRealShutdownTimeout);
+}
+
+void LockStateController::OnRealShutdownTimeout() {
+ DCHECK(shutting_down_);
+#if defined(OS_CHROMEOS)
+ if (!base::SysInfo::IsRunningOnChromeOS()) {
+ ShellDelegate* delegate = Shell::GetInstance()->delegate();
+ if (delegate) {
+ delegate->Exit();
+ return;
+ }
+ }
+#endif
+ Shell::GetInstance()->delegate()->RecordUserMetricsAction(
+ UMA_ACCEL_SHUT_DOWN_POWER_BUTTON);
+ delegate_->RequestShutdown();
+}
+
+void LockStateController::StartCancellableShutdownAnimation() {
+ Shell* shell = ash::Shell::GetInstance();
+ // Hide cursor, but let it reappear if the mouse moves.
+ shell->env_filter()->set_cursor_hidden_by_filter(true);
+ shell->cursor_manager()->HideCursor();
+
+ animator_->StartGlobalAnimation(
+ internal::SessionStateAnimator::ANIMATION_GRAYSCALE_BRIGHTNESS,
+ internal::SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN);
+ StartPreShutdownAnimationTimer();
+}
+
+void LockStateController::StartImmediatePreLockAnimation(
+ bool request_lock_on_completion) {
+ animating_lock_ = true;
+
+ StoreUnlockedProperties();
+
+ base::Closure next_animation_starter =
+ base::Bind(&LockStateController::PreLockAnimationFinished,
+ base::Unretained(this), request_lock_on_completion);
+ AnimationFinishedObserver* observer =
+ new AnimationFinishedObserver(next_animation_starter);
+
+ observer->Pause();
+
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS,
+ internal::SessionStateAnimator::ANIMATION_LIFT,
+ internal::SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
+ observer);
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::LAUNCHER,
+ internal::SessionStateAnimator::ANIMATION_FADE_OUT,
+ internal::SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
+ observer);
+ // Hide the screen locker containers so we can raise them later.
+ animator_->StartAnimation(
+ internal::SessionStateAnimator::LOCK_SCREEN_CONTAINERS,
+ internal::SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY,
+ internal::SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE);
+ AnimateBackgroundAppearanceIfNecessary(
+ internal::SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
+ observer);
+
+ observer->Unpause();
+
+ DispatchCancelMode();
+ FOR_EACH_OBSERVER(LockStateObserver, observers_,
+ OnLockStateEvent(LockStateObserver::EVENT_LOCK_ANIMATION_STARTED));
+}
+
+void LockStateController::StartCancellablePreLockAnimation() {
+ animating_lock_ = true;
+ StoreUnlockedProperties();
+
+ base::Closure next_animation_starter =
+ base::Bind(&LockStateController::PreLockAnimationFinished,
+ base::Unretained(this), true /* request_lock */);
+ AnimationFinishedObserver* observer =
+ new AnimationFinishedObserver(next_animation_starter);
+
+ observer->Pause();
+
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS,
+ internal::SessionStateAnimator::ANIMATION_LIFT,
+ internal::SessionStateAnimator::ANIMATION_SPEED_UNDOABLE,
+ observer);
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::LAUNCHER,
+ internal::SessionStateAnimator::ANIMATION_FADE_OUT,
+ internal::SessionStateAnimator::ANIMATION_SPEED_UNDOABLE,
+ observer);
+ // Hide the screen locker containers so we can raise them later.
+ animator_->StartAnimation(
+ internal::SessionStateAnimator::LOCK_SCREEN_CONTAINERS,
+ internal::SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY,
+ internal::SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE);
+ AnimateBackgroundAppearanceIfNecessary(
+ internal::SessionStateAnimator::ANIMATION_SPEED_UNDOABLE,
+ observer);
+
+ DispatchCancelMode();
+ FOR_EACH_OBSERVER(LockStateObserver, observers_,
+ OnLockStateEvent(LockStateObserver::EVENT_PRELOCK_ANIMATION_STARTED));
+ observer->Unpause();
+}
+
+void LockStateController::CancelPreLockAnimation() {
+ base::Closure next_animation_starter =
+ base::Bind(&LockStateController::LockAnimationCancelled,
+ base::Unretained(this));
+ AnimationFinishedObserver* observer =
+ new AnimationFinishedObserver(next_animation_starter);
+
+ observer->Pause();
+
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS,
+ internal::SessionStateAnimator::ANIMATION_UNDO_LIFT,
+ internal::SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS,
+ observer);
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::LAUNCHER,
+ internal::SessionStateAnimator::ANIMATION_FADE_IN,
+ internal::SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS,
+ observer);
+ AnimateBackgroundHidingIfNecessary(
+ internal::SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS,
+ observer);
+
+ observer->Unpause();
+}
+
+void LockStateController::StartPostLockAnimation() {
+ base::Closure next_animation_starter =
+ base::Bind(&LockStateController::PostLockAnimationFinished,
+ base::Unretained(this));
+
+ AnimationFinishedObserver* observer =
+ new AnimationFinishedObserver(next_animation_starter);
+
+ observer->Pause();
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::LOCK_SCREEN_CONTAINERS,
+ internal::SessionStateAnimator::ANIMATION_RAISE_TO_SCREEN,
+ internal::SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
+ observer);
+ observer->Unpause();
+}
+
+void LockStateController::StartUnlockAnimationBeforeUIDestroyed(
+ base::Closure& callback) {
+ animator_->StartAnimationWithCallback(
+ internal::SessionStateAnimator::LOCK_SCREEN_CONTAINERS,
+ internal::SessionStateAnimator::ANIMATION_LIFT,
+ internal::SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
+ callback);
+}
+
+void LockStateController::StartUnlockAnimationAfterUIDestroyed() {
+ base::Closure next_animation_starter =
+ base::Bind(&LockStateController::UnlockAnimationAfterUIDestroyedFinished,
+ base::Unretained(this));
+
+ AnimationFinishedObserver* observer =
+ new AnimationFinishedObserver(next_animation_starter);
+
+ observer->Pause();
+
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS,
+ internal::SessionStateAnimator::ANIMATION_DROP,
+ internal::SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
+ observer);
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::LAUNCHER,
+ internal::SessionStateAnimator::ANIMATION_FADE_IN,
+ internal::SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
+ observer);
+ AnimateBackgroundHidingIfNecessary(
+ internal::SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
+ observer);
+ observer->Unpause();
+}
+
+void LockStateController::LockAnimationCancelled() {
+ can_cancel_lock_animation_ = false;
+ RestoreUnlockedProperties();
+}
+
+void LockStateController::PreLockAnimationFinished(bool request_lock) {
+ can_cancel_lock_animation_ = false;
+
+ if (request_lock) {
+ Shell::GetInstance()->delegate()->RecordUserMetricsAction(
+ shutdown_after_lock_ ?
+ UMA_ACCEL_LOCK_SCREEN_POWER_BUTTON :
+ UMA_ACCEL_LOCK_SCREEN_LOCK_BUTTON);
+ delegate_->RequestLockScreen();
+ }
+
+ lock_fail_timer_.Start(
+ FROM_HERE,
+ base::TimeDelta::FromMilliseconds(kLockFailTimeoutMs),
+ this,
+ &LockStateController::OnLockFailTimeout);
+}
+
+void LockStateController::PostLockAnimationFinished() {
+ animating_lock_ = false;
+
+ FOR_EACH_OBSERVER(LockStateObserver, observers_,
+ OnLockStateEvent(LockStateObserver::EVENT_LOCK_ANIMATION_FINISHED));
+ if (!lock_screen_displayed_callback_.is_null()) {
+ lock_screen_displayed_callback_.Run();
+ lock_screen_displayed_callback_.Reset();
+ }
+ if (shutdown_after_lock_) {
+ shutdown_after_lock_ = false;
+ StartLockToShutdownTimer();
+ }
+}
+
+void LockStateController::UnlockAnimationAfterUIDestroyedFinished() {
+ RestoreUnlockedProperties();
+}
+
+void LockStateController::StoreUnlockedProperties() {
+ if (!unlocked_properties_) {
+ unlocked_properties_.reset(new UnlockedStateProperties());
+ unlocked_properties_->background_is_hidden = IsBackgroundHidden();
+ }
+ if (unlocked_properties_->background_is_hidden) {
+ // Hide background so that it can be animated later.
+ animator_->StartAnimation(
+ internal::SessionStateAnimator::DESKTOP_BACKGROUND,
+ internal::SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY,
+ internal::SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE);
+ ShowBackground();
+ }
+}
+
+void LockStateController::RestoreUnlockedProperties() {
+ if (!unlocked_properties_)
+ return;
+ if (unlocked_properties_->background_is_hidden) {
+ HideBackground();
+ // Restore background visibility.
+ animator_->StartAnimation(
+ internal::SessionStateAnimator::DESKTOP_BACKGROUND,
+ internal::SessionStateAnimator::ANIMATION_FADE_IN,
+ internal::SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE);
+ }
+ unlocked_properties_.reset();
+}
+
+void LockStateController::AnimateBackgroundAppearanceIfNecessary(
+ internal::SessionStateAnimator::AnimationSpeed speed,
+ ui::LayerAnimationObserver* observer) {
+ if (unlocked_properties_.get() &&
+ unlocked_properties_->background_is_hidden) {
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::DESKTOP_BACKGROUND,
+ internal::SessionStateAnimator::ANIMATION_FADE_IN,
+ speed,
+ observer);
+ }
+}
+
+void LockStateController::AnimateBackgroundHidingIfNecessary(
+ internal::SessionStateAnimator::AnimationSpeed speed,
+ ui::LayerAnimationObserver* observer) {
+ if (unlocked_properties_.get() &&
+ unlocked_properties_->background_is_hidden) {
+ animator_->StartAnimationWithObserver(
+ internal::SessionStateAnimator::DESKTOP_BACKGROUND,
+ internal::SessionStateAnimator::ANIMATION_FADE_OUT,
+ speed,
+ observer);
+ }
+}
} // namespace ash
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