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Unified Diff: ash/rotator/screen_rotation_animator.cc

Issue 2728803002: Handles users rotating screen too early (Closed)
Patch Set: Rebased, reset is_rotating in layerCleanupObserver etc. Created 3 years, 10 months ago
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Index: ash/rotator/screen_rotation_animator.cc
diff --git a/ash/rotator/screen_rotation_animator.cc b/ash/rotator/screen_rotation_animator.cc
index 5bf704e705dc7712b0bc07b3b1c096b2465d94c3..ee7584d2c6b72c3f195bb43f6d88cc3794ca317b 100644
--- a/ash/rotator/screen_rotation_animator.cc
+++ b/ash/rotator/screen_rotation_animator.cc
@@ -34,6 +34,14 @@
namespace ash {
+ScreenRotationAnimator::ScreenRotationAnimatorObserver::
+ ScreenRotationAnimatorObserver() {}
+ScreenRotationAnimator::ScreenRotationAnimatorObserver::
bruthig 2017/03/08 22:35:59 nit: newline between c'tor and d'tor.
wutao 2017/03/09 22:09:19 Done.
+ ~ScreenRotationAnimatorObserver() {}
+
+void ScreenRotationAnimator::ScreenRotationAnimatorObserver::
+ OnEndedOrAbortedAnimation(ScreenRotationAnimator* animator) {}
+
namespace {
// The number of degrees that the rotation animations animate through.
@@ -42,13 +50,14 @@ const int kRotationDegrees = 20;
// The time it takes for the rotation animations to run.
const int kRotationDurationInMs = 250;
-// Gets the current display rotation for the display with the specified
-// |display_id|.
-display::Display::Rotation GetCurrentRotation(int64_t display_id) {
- return Shell::GetInstance()
- ->display_manager()
- ->GetDisplayInfo(display_id)
- .GetActiveRotation();
+// The rotation directions
+const int kCounterClockWiseRotation = 1;
+const int kClockWiseRotation = -1;
+
+int GetRotationFactor(display::Display::Rotation initial_rotation,
+ display::Display::Rotation new_rotation) {
+ return (initial_rotation + 3) % 4 == new_rotation ? kCounterClockWiseRotation
+ : kClockWiseRotation;
}
// Returns true if the rotation between |initial_rotation| and |new_rotation| is
@@ -58,12 +67,25 @@ bool Is180DegreeFlip(display::Display::Rotation initial_rotation,
return (initial_rotation + 2) % 4 == new_rotation;
}
+// Returns the initial degrees the old layer animation to begin with.
+int GetInitialDegrees(display::Display::Rotation initial_rotation,
+ display::Display::Rotation new_rotation) {
+ return (Is180DegreeFlip(initial_rotation, new_rotation) ? 180 : 90);
+}
+
+aura::Window* GetRootWindow(int64_t display_id) {
+ return Shell::GetInstance()
+ ->window_tree_host_manager()
+ ->GetRootWindowForDisplayId(display_id);
+}
+
// A LayerAnimationObserver that will destroy the contained LayerTreeOwner when
// notified that a layer animation has ended or was aborted.
class LayerCleanupObserver : public ui::LayerAnimationObserver {
public:
explicit LayerCleanupObserver(
bruthig 2017/03/08 22:35:59 You should drop 'explicit' now that you have more
wutao 2017/03/09 22:09:19 Done.
- std::unique_ptr<ui::LayerTreeOwner> layer_tree_owner);
+ std::unique_ptr<ui::LayerTreeOwner> layer_tree_owner,
+ ScreenRotationAnimator* animator);
~LayerCleanupObserver() override;
// Get the root layer of the owned layer tree.
@@ -88,8 +110,7 @@ class LayerCleanupObserver : public ui::LayerAnimationObserver {
// layers.
void AbortAnimations(ui::Layer* layer);
- // The owned layer tree.
- std::unique_ptr<ui::LayerTreeOwner> layer_tree_owner_;
+ ScreenRotationAnimator* animator_;
// The LayerAnimationSequence that |this| has been attached to. Defaults to
// nullptr.
@@ -99,28 +120,51 @@ class LayerCleanupObserver : public ui::LayerAnimationObserver {
};
LayerCleanupObserver::LayerCleanupObserver(
- std::unique_ptr<ui::LayerTreeOwner> layer_tree_owner)
- : layer_tree_owner_(std::move(layer_tree_owner)), sequence_(nullptr) {}
+ std::unique_ptr<ui::LayerTreeOwner> layer_tree_owner,
+ ScreenRotationAnimator* animator)
+ : animator_(animator), sequence_(nullptr) {
+ animator_->set_old_layer_tree_owner(layer_tree_owner.release());
+}
LayerCleanupObserver::~LayerCleanupObserver() {
// We must eplicitly detach from |sequence_| because we return true from
// RequiresNotificationWhenAnimatorDestroyed.
if (sequence_)
sequence_->RemoveObserver(this);
- AbortAnimations(layer_tree_owner_->root());
}
ui::Layer* LayerCleanupObserver::GetRootLayer() {
- return layer_tree_owner_->root();
+ if (animator_ && animator_->old_layer_tree_owner())
+ return animator_->old_layer_tree_owner()->root();
+ else {
+ NOTREACHED();
+ return nullptr;
+ }
}
void LayerCleanupObserver::OnLayerAnimationEnded(
ui::LayerAnimationSequence* sequence) {
+ if (animator_) {
bruthig 2017/03/08 22:35:59 Double check but I believe |this| may outlive the
wutao 2017/03/09 22:09:19 At second thought, when ~ScreenRotationAnimator()
+ animator_->set_is_rotating(false);
+ animator_->reset_old_layer_tree_owner();
+ if (animator_->observer())
+ animator_->observer()->OnEndedOrAbortedAnimation(animator_);
+ }
+
delete this;
}
void LayerCleanupObserver::OnLayerAnimationAborted(
ui::LayerAnimationSequence* sequence) {
+ if (animator_) {
+ if (animator_->old_layer_tree_owner())
+ AbortAnimations(animator_->old_layer_tree_owner()->root());
+ animator_->set_is_rotating(false);
+ animator_->reset_old_layer_tree_owner();
+ if (animator_->observer())
+ animator_->observer()->OnEndedOrAbortedAnimation(animator_);
+ }
+
delete this;
}
@@ -146,23 +190,19 @@ void LayerCleanupObserver::AbortAnimations(ui::Layer* layer) {
// layer towards the new orientation through |rotation_degrees| while fading
// out, and the new orientation's layer will be rotated in to the
// |new_orientation| through |rotation_degrees| arc.
-void RotateScreen(int64_t display_id,
- display::Display::Rotation new_rotation,
- display::Display::RotationSource source) {
- aura::Window* root_window = Shell::GetInstance()
- ->window_tree_host_manager()
- ->GetRootWindowForDisplayId(display_id);
+void RotateScreen(
+ const ScreenRotationAnimator::ScreenRotationRequest& rotation_request) {
+ rotation_request.animator->set_is_rotating(true);
- const display::Display::Rotation initial_orientation =
- GetCurrentRotation(display_id);
+ aura::Window* root_window = GetRootWindow(rotation_request.display_id);
const gfx::Rect original_screen_bounds = root_window->GetTargetBounds();
// 180 degree rotations should animate clock-wise.
- const int rotation_factor =
- (initial_orientation + 3) % 4 == new_rotation ? 1 : -1;
+ const int rotation_factor = GetRotationFactor(
+ rotation_request.initial_rotation, rotation_request.new_rotation);
- const int old_layer_initial_rotation_degrees =
- (Is180DegreeFlip(initial_orientation, new_rotation) ? 180 : 90);
+ const int old_layer_initial_rotation_degrees = GetInitialDegrees(
+ rotation_request.initial_rotation, rotation_request.new_rotation);
const base::TimeDelta duration =
base::TimeDelta::FromMilliseconds(kRotationDurationInMs);
@@ -171,16 +211,19 @@ void RotateScreen(int64_t display_id,
std::unique_ptr<ui::LayerTreeOwner> old_layer_tree =
::wm::RecreateLayers(root_window);
+ old_layer_tree->root()->set_name("old_layer_tree");
bruthig 2017/03/08 22:35:59 "old_layer_tree" will be pretty ambiguous to someo
wutao 2017/03/09 22:09:19 Done.
// Add the cloned layer tree in to the root, so it will be rendered.
root_window->layer()->Add(old_layer_tree->root());
root_window->layer()->StackAtTop(old_layer_tree->root());
std::unique_ptr<LayerCleanupObserver> layer_cleanup_observer(
- new LayerCleanupObserver(std::move(old_layer_tree)));
+ new LayerCleanupObserver(std::move(old_layer_tree),
bruthig 2017/03/08 22:35:59 Is there any reason that the ScreenRotationAnimato
wutao 2017/03/09 22:09:19 No. Only reason is that I plan to remove LayerClea
+ rotation_request.animator));
Shell::GetInstance()->display_manager()->SetDisplayRotation(
- display_id, new_rotation, source);
+ rotation_request.display_id, rotation_request.new_rotation,
+ rotation_request.source);
const gfx::Rect rotated_screen_bounds = root_window->GetTargetBounds();
const gfx::Point pivot = gfx::Point(rotated_screen_bounds.width() / 2,
@@ -246,26 +289,48 @@ void RotateScreen(int64_t display_id,
} // namespace
ScreenRotationAnimator::ScreenRotationAnimator(int64_t display_id)
- : display_id_(display_id) {}
+ : display_id_(display_id), is_rotating_(false), observer_(nullptr) {}
ScreenRotationAnimator::~ScreenRotationAnimator() {}
-bool ScreenRotationAnimator::CanAnimate() const {
- return Shell::GetInstance()
- ->display_manager()
- ->GetDisplayForId(display_id_)
- .is_valid();
-}
-
void ScreenRotationAnimator::Rotate(display::Display::Rotation new_rotation,
display::Display::RotationSource source) {
- const display::Display::Rotation current_rotation =
- GetCurrentRotation(display_id_);
+ const display::Display::Rotation initial_rotation =
+ Shell::GetInstance()
+ ->display_manager()
+ ->GetDisplayInfo(display_id_)
+ .GetActiveRotation();
- if (current_rotation == new_rotation)
+ if (initial_rotation == new_rotation)
return;
- RotateScreen(display_id_, new_rotation, source);
+ std::unique_ptr<ScreenRotationRequest> rotation_request =
+ base::MakeUnique<ScreenRotationRequest>();
+ rotation_request->animator = this;
+ rotation_request->display_id = display_id_;
+ rotation_request->initial_rotation = initial_rotation;
+ rotation_request->new_rotation = new_rotation;
+ rotation_request->source = source;
+
+ if (is_rotating()) {
+ last_pending_request_.reset(rotation_request.release());
bruthig 2017/03/08 22:35:59 nit: For readability, consider wrapping this code
wutao 2017/03/09 22:09:19 Done.
+
+ aura::Window* root_window = GetRootWindow(display_id_);
+ for (ui::Layer* child_layer : root_window->layer()->children()) {
+ if (old_layer_tree_owner_ && child_layer == old_layer_tree_owner_->root())
+ continue;
+
+ child_layer->GetAnimator()->StopAnimating();
+ }
+
+ if (old_layer_tree_owner_) {
+ old_layer_tree_owner_->root()->GetAnimator()->StopAnimating();
+ }
+ } else {
+ last_pending_request_.reset();
+ RotateScreen(*rotation_request);
+ rotation_request.reset();
+ }
}
} // namespace ash

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