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Side by Side Diff: ash/rotator/screen_rotation_animator.cc

Issue 2771713004: Adds UMA for screen rotation animation smoothness. (Closed)
Patch Set: Respond to reviewers. Created 3 years, 9 months ago
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1 // Copyright 2015 The Chromium Authors. All rights reserved. 1 // Copyright 2015 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/rotator/screen_rotation_animator.h" 5 #include "ash/rotator/screen_rotation_animator.h"
6 6
7 #include <string> 7 #include <string>
8 #include <utility> 8 #include <utility>
9 #include <vector> 9 #include <vector>
10 10
11 #include "ash/display/window_tree_host_manager.h" 11 #include "ash/display/window_tree_host_manager.h"
12 #include "ash/rotator/screen_rotation_animation.h" 12 #include "ash/rotator/screen_rotation_animation.h"
13 #include "ash/rotator/screen_rotation_animator_observer.h" 13 #include "ash/rotator/screen_rotation_animator_observer.h"
14 #include "ash/shell.h" 14 #include "ash/shell.h"
15 #include "base/command_line.h" 15 #include "base/command_line.h"
16 #include "base/memory/ptr_util.h" 16 #include "base/memory/ptr_util.h"
17 #include "base/metrics/histogram_macros.h"
17 #include "base/time/time.h" 18 #include "base/time/time.h"
18 #include "ui/aura/window.h" 19 #include "ui/aura/window.h"
19 #include "ui/compositor/layer.h" 20 #include "ui/compositor/layer.h"
20 #include "ui/compositor/layer_animation_observer.h" 21 #include "ui/compositor/layer_animation_observer.h"
21 #include "ui/compositor/layer_animation_sequence.h" 22 #include "ui/compositor/layer_animation_sequence.h"
22 #include "ui/compositor/layer_animator.h" 23 #include "ui/compositor/layer_animator.h"
23 #include "ui/compositor/layer_owner.h" 24 #include "ui/compositor/layer_owner.h"
24 #include "ui/compositor/layer_tree_owner.h" 25 #include "ui/compositor/layer_tree_owner.h"
25 #include "ui/display/display.h" 26 #include "ui/display/display.h"
26 #include "ui/display/manager/display_manager.h" 27 #include "ui/display/manager/display_manager.h"
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40 // The number of degrees that the rotation animations animate through. 41 // The number of degrees that the rotation animations animate through.
41 const int kRotationDegrees = 20; 42 const int kRotationDegrees = 20;
42 43
43 // The time it takes for the rotation animations to run. 44 // The time it takes for the rotation animations to run.
44 const int kRotationDurationInMs = 250; 45 const int kRotationDurationInMs = 250;
45 46
46 // The rotation factors. 47 // The rotation factors.
47 const int kCounterClockWiseRotationFactor = 1; 48 const int kCounterClockWiseRotationFactor = 1;
48 const int kClockWiseRotationFactor = -1; 49 const int kClockWiseRotationFactor = -1;
49 50
51 // The percentage histogram boundary.
52 const int kPercentage_MIN = 1;
53 const int kPercentage_MAX = 101;
54
50 // Aborts the active animations of the layer, and recurses upon its child 55 // Aborts the active animations of the layer, and recurses upon its child
51 // layers. 56 // layers.
52 void AbortAnimations(ui::Layer* layer) { 57 void AbortAnimations(ui::Layer* layer) {
53 for (ui::Layer* child_layer : layer->children()) 58 for (ui::Layer* child_layer : layer->children())
54 AbortAnimations(child_layer); 59 AbortAnimations(child_layer);
55 layer->GetAnimator()->AbortAllAnimations(); 60 layer->GetAnimator()->AbortAllAnimations();
56 } 61 }
57 62
58 display::Display::Rotation GetCurrentScreenRotation(int64_t display_id) { 63 display::Display::Rotation GetCurrentScreenRotation(int64_t display_id) {
59 return Shell::GetInstance() 64 return Shell::GetInstance()
(...skipping 110 matching lines...) Expand 10 before | Expand all | Expand 10 after
170 } // namespace 175 } // namespace
171 176
172 struct ScreenRotationAnimator::ScreenRotationRequest { 177 struct ScreenRotationAnimator::ScreenRotationRequest {
173 ScreenRotationRequest(display::Display::Rotation to_rotation, 178 ScreenRotationRequest(display::Display::Rotation to_rotation,
174 display::Display::RotationSource from_source) 179 display::Display::RotationSource from_source)
175 : new_rotation(to_rotation), source(from_source) {} 180 : new_rotation(to_rotation), source(from_source) {}
176 display::Display::Rotation new_rotation; 181 display::Display::Rotation new_rotation;
177 display::Display::RotationSource source; 182 display::Display::RotationSource source;
178 }; 183 };
179 184
185 class ScreenRotationAnimator::ScreenRotationAnimationMetricsReporter
186 : public ui::AnimationMetricsReporter {
187 void Report(int value) override {
188 base::LinearHistogram::FactoryGet(
189 "Ash.Rotation.AnimationSmoothness", kPercentage_MIN, kPercentage_MAX,
bruthig 2017/03/24 14:25:39 FYI You will need to add an entry to histograms.xm
wutao 2017/03/24 20:24:37 Done.
190 kPercentage_MAX + 1, base::HistogramBase::kUmaTargetedHistogramFlag)
191 ->Add(value);
192 }
193 };
194
180 ScreenRotationAnimator::ScreenRotationAnimator(int64_t display_id) 195 ScreenRotationAnimator::ScreenRotationAnimator(int64_t display_id)
181 : display_id_(display_id), 196 : display_id_(display_id),
182 is_rotating_(false), 197 is_rotating_(false),
198 metrics_reporter_(
199 base::MakeUnique<ScreenRotationAnimationMetricsReporter>()),
183 disable_animation_timers_for_test_(false), 200 disable_animation_timers_for_test_(false),
184 weak_factory_(this) {} 201 weak_factory_(this) {}
185 202
186 ScreenRotationAnimator::~ScreenRotationAnimator() {} 203 ScreenRotationAnimator::~ScreenRotationAnimator() {}
187 204
188 void ScreenRotationAnimator::AnimateRotation( 205 void ScreenRotationAnimator::AnimateRotation(
189 std::unique_ptr<ScreenRotationRequest> rotation_request) { 206 std::unique_ptr<ScreenRotationRequest> rotation_request) {
190 aura::Window* root_window = GetRootWindow(display_id_); 207 aura::Window* root_window = GetRootWindow(display_id_);
191 208
192 const gfx::Rect original_screen_bounds = root_window->GetTargetBounds(); 209 const gfx::Rect original_screen_bounds = root_window->GetTargetBounds();
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235 252
236 std::unique_ptr<ScreenRotationAnimation> screen_rotation = 253 std::unique_ptr<ScreenRotationAnimation> screen_rotation =
237 base::MakeUnique<ScreenRotationAnimation>( 254 base::MakeUnique<ScreenRotationAnimation>(
238 child_layer, kRotationDegrees * rotation_factor, 255 child_layer, kRotationDegrees * rotation_factor,
239 0 /* end_degrees */, child_layer->opacity(), 256 0 /* end_degrees */, child_layer->opacity(),
240 1.0f /* target_opacity */, pivot, duration, tween_type); 257 1.0f /* target_opacity */, pivot, duration, tween_type);
241 258
242 ui::LayerAnimator* animator = child_layer->GetAnimator(); 259 ui::LayerAnimator* animator = child_layer->GetAnimator();
243 animator->set_preemption_strategy( 260 animator->set_preemption_strategy(
244 ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS); 261 ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS);
245 std::unique_ptr<ui::LayerAnimationSequence> animation_sequence = 262 std::unique_ptr<ui::LayerAnimationSequence> animation_sequence =
bruthig 2017/03/24 14:25:39 Why don't we add the metric for this sequence?
varkha 2017/03/24 15:04:59 I think it would effectively be redundant given th
varkha 2017/03/24 16:49:32 Also, perhaps more importantly, the |child_layer|s
wutao 2017/03/24 20:24:37 Thank you to address this for me!
246 base::MakeUnique<ui::LayerAnimationSequence>( 263 base::MakeUnique<ui::LayerAnimationSequence>(
247 std::move(screen_rotation)); 264 std::move(screen_rotation));
248 animator->StartAnimation(animation_sequence.release()); 265 animator->StartAnimation(animation_sequence.release());
249 } 266 }
250 267
251 // The old layer will also be transformed into the new orientation. We will 268 // The old layer will also be transformed into the new orientation. We will
252 // translate it so that the old layer's center point aligns with the new 269 // translate it so that the old layer's center point aligns with the new
253 // orientation's center point and use that center point as the pivot for the 270 // orientation's center point and use that center point as the pivot for the
254 // rotation animation. 271 // rotation animation.
255 gfx::Transform translate_transform; 272 gfx::Transform translate_transform;
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269 ui::LayerAnimator* animator = old_root_layer->GetAnimator(); 286 ui::LayerAnimator* animator = old_root_layer->GetAnimator();
270 animator->set_preemption_strategy( 287 animator->set_preemption_strategy(
271 ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS); 288 ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS);
272 std::unique_ptr<ui::LayerAnimationSequence> animation_sequence = 289 std::unique_ptr<ui::LayerAnimationSequence> animation_sequence =
273 base::MakeUnique<ui::LayerAnimationSequence>(std::move(screen_rotation)); 290 base::MakeUnique<ui::LayerAnimationSequence>(std::move(screen_rotation));
274 // Add an observer so that the cloned layers can be cleaned up with the 291 // Add an observer so that the cloned layers can be cleaned up with the
275 // animation completes/aborts. 292 // animation completes/aborts.
276 animation_sequence->AddObserver(old_layer_cleanup_observer.release()); 293 animation_sequence->AddObserver(old_layer_cleanup_observer.release());
277 // In unit test, we can use ash::test::ScreenRotationAnimatorTestApi to 294 // In unit test, we can use ash::test::ScreenRotationAnimatorTestApi to
278 // control the animation. 295 // control the animation.
279 if (disable_animation_timers_for_test_) 296 if (disable_animation_timers_for_test_)
bruthig 2017/03/24 14:25:39 Not related to this change but shouldn't we be dis
wutao 2017/03/24 20:24:37 Ideally yes, but it will not affect the test resul
280 animator->set_disable_timer_for_test(true); 297 animator->set_disable_timer_for_test(true);
298 animation_sequence->SetAnimationMetricsReporter(metrics_reporter_.get());
281 animator->StartAnimation(animation_sequence.release()); 299 animator->StartAnimation(animation_sequence.release());
282 300
283 rotation_request.reset(); 301 rotation_request.reset();
284 } 302 }
285 303
286 void ScreenRotationAnimator::Rotate(display::Display::Rotation new_rotation, 304 void ScreenRotationAnimator::Rotate(display::Display::Rotation new_rotation,
287 display::Display::RotationSource source) { 305 display::Display::RotationSource source) {
288 if (GetCurrentScreenRotation(display_id_) == new_rotation) 306 if (GetCurrentScreenRotation(display_id_) == new_rotation)
289 return; 307 return;
290 308
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348 if (child_layer == old_layer_tree_owner_->root()) 366 if (child_layer == old_layer_tree_owner_->root())
349 continue; 367 continue;
350 368
351 child_layer->GetAnimator()->StopAnimating(); 369 child_layer->GetAnimator()->StopAnimating();
352 } 370 }
353 371
354 old_layer_tree_owner_->root()->GetAnimator()->StopAnimating(); 372 old_layer_tree_owner_->root()->GetAnimator()->StopAnimating();
355 } 373 }
356 374
357 } // namespace ash 375 } // namespace ash
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