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Side by Side Diff: chrome/browser/android/vr_shell/ui_elements.h

Issue 2807293002: VR: Rename ContentRectangle to UiElement (Closed)
Patch Set: Rebase onto Michael's landed GVR types CL. Created 3 years, 8 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #ifndef CHROME_BROWSER_ANDROID_VR_SHELL_UI_ELEMENTS_H_
6 #define CHROME_BROWSER_ANDROID_VR_SHELL_UI_ELEMENTS_H_
7
8 #include <memory>
9 #include <string>
10 #include <vector>
11
12 #include "base/macros.h"
13 #include "device/vr/vr_types.h"
14
15 namespace base {
16 class TimeTicks;
17 }
18
19 namespace vr_shell {
20
21 class Animation;
22
23 enum XAnchoring {
24 XNONE = 0,
25 XLEFT,
26 XRIGHT,
27 };
28
29 enum YAnchoring {
30 YNONE = 0,
31 YTOP,
32 YBOTTOM,
33 };
34
35 enum Fill {
36 NONE = 0,
37 // The element is filled with part of the HTML UI as specified by the copy
38 // rect.
39 SPRITE = 1,
40 // The element is filled with a radial gradient as specified by the edge and
41 // center color.
42 OPAQUE_GRADIENT = 2,
43 // Same as OPAQUE_GRADIENT but the element is drawn as a grid.
44 GRID_GRADIENT = 3,
45 // The element is filled with the content web site. Only one content element
46 // may be added to the
47 // scene.
48 CONTENT = 4,
49 };
50
51 struct Transform {
52 Transform();
53
54 void MakeIdentity();
55 void Rotate(const vr::Quatf& quat);
56 void Rotate(const vr::RotationAxisAngle& axis_angle);
57 void Translate(const gfx::Vector3dF& translation);
58 void Scale(const gfx::Vector3dF& scale);
59
60 vr::Mat4f to_world;
61 };
62
63 class WorldRectangle {
64 public:
65 const vr::Mat4f& TransformMatrix() const;
66 Transform* mutable_transform() { return &transform_; }
67
68 gfx::Point3F GetCenter() const;
69 gfx::Vector3dF GetNormal() const;
70
71 // Computes the distance from |ray_origin| to this rectangles's plane, along
72 // |ray_vector|. Returns true and populates |distance| if the calculation is
73 // possible, and false if the ray is parallel to the plane.
74 bool GetRayDistance(const gfx::Point3F& ray_origin,
75 const gfx::Vector3dF& ray_vector,
76 float* distance) const;
77
78 // Projects a 3D world point onto the X and Y axes of the transformed
79 // rectangle, returning 2D coordinates relative to the un-transformed unit
80 // rectangle. This allows beam intersection points to be mapped to sprite
81 // pixel coordinates. Points that fall onto the rectangle will generate X and
82 // Y values on the interval [-0.5, 0.5].
83 gfx::PointF GetUnitRectangleCoordinates(const gfx::Point3F& world_point);
84
85 private:
86 Transform transform_;
87 };
88
89 struct ContentRectangle : public WorldRectangle {
90 ContentRectangle();
91 ~ContentRectangle();
92
93 void Animate(const base::TimeTicks& time);
94
95 // Indicates whether the element should be visually rendered.
96 bool IsVisible() const;
97
98 // Indicates whether the element should be tested for cursor input.
99 bool IsHitTestable() const;
100
101 // Valid IDs are non-negative.
102 int id = -1;
103
104 // Name string for debugging and testing purposes.
105 std::string name;
106
107 // If a non-negative parent ID is specified, applicable transformations
108 // are applied relative to the parent, rather than absolutely.
109 int parent_id = -1;
110
111 // If true, this object will be visible.
112 bool visible = true;
113
114 // If false, the reticle will not hit the element, even if visible.
115 bool hit_testable = true;
116
117 // If true, transformations will be applied relative to the field of view,
118 // rather than the world.
119 bool lock_to_fov = false;
120
121 // Specifies the region (in pixels) of a texture to render.
122 gfx::Rect copy_rect = {0, 0, 0, 0};
123
124 // The size of the object. This does not affect children.
125 gfx::Vector3dF size = {1.0f, 1.0f, 1.0f};
126
127 // The scale of the object, and its children.
128 gfx::Vector3dF scale = {1.0f, 1.0f, 1.0f};
129
130 // The rotation of the object, and its children.
131 vr::RotationAxisAngle rotation = {1.0f, 0.0f, 0.0f, 0.0f};
132
133 // The translation of the object, and its children. Translation is applied
134 // after rotation and scaling.
135 gfx::Vector3dF translation = {0.0f, 0.0f, 0.0f};
136
137 // The opacity of the object (between 0.0 and 1.0).
138 float opacity = 1.0f;
139
140 // The computed opacity, incorporating opacity of parent objects.
141 float computed_opacity;
142
143 // The computed lock to the FoV, incorporating lock of parent objects.
144 bool computed_lock_to_fov;
145
146 // If anchoring is specified, the translation will be relative to the
147 // specified edge(s) of the parent, rather than the center. A parent object
148 // must be specified when using anchoring.
149 XAnchoring x_anchoring = XAnchoring::XNONE;
150 YAnchoring y_anchoring = YAnchoring::YNONE;
151
152 // Animations that affect the properties of the object over time.
153 std::vector<std::unique_ptr<Animation>> animations;
154
155 Fill fill = Fill::NONE;
156
157 vr::Colorf edge_color = {1.0f, 1.0f, 1.0f, 1.0f};
158 vr::Colorf center_color = {1.0f, 1.0f, 1.0f, 1.0f};
159
160 int gridline_count = 1;
161
162 int draw_phase = 1;
163
164 // This transform can be used by children to derive position of its parent.
165 Transform inheritable_transform;
166
167 // A flag usable during transformation calculates to avoid duplicate work.
168 bool dirty;
169
170 private:
171 DISALLOW_COPY_AND_ASSIGN(ContentRectangle);
172 };
173
174 } // namespace vr_shell
175
176 #endif // CHROME_BROWSER_ANDROID_VR_SHELL_UI_ELEMENTS_H_
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