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| 1 // Copyright 2017 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 #include "remoting/client/desktop_viewport.h" | |
| 6 | |
| 7 #include <algorithm> | |
| 8 | |
| 9 #include "base/logging.h" | |
| 10 | |
| 11 namespace remoting { | |
| 12 | |
| 13 namespace { | |
| 14 | |
| 15 float MAX_ZOOM_LEVEL = 100.f; | |
| 16 | |
| 17 } // namespace | |
| 18 | |
| 19 DesktopViewport::DesktopViewport() : desktop_to_surface_(0.f, {0.f, 0.f}) {} | |
|
joedow
2017/04/28 21:29:52
Add a default c'tor to SimpleMatrix so you don't n
Yuwei
2017/04/28 23:53:40
Done.
| |
| 20 | |
| 21 DesktopViewport::~DesktopViewport() {} | |
| 22 | |
| 23 void DesktopViewport::SetDesktopSize(int desktop_width, int desktop_height) { | |
| 24 bool need_resize_to_fit = !desktop_size_ready_ && surface_size_ready_; | |
| 25 desktop_size_.x = desktop_width; | |
| 26 desktop_size_.y = desktop_height; | |
| 27 desktop_size_ready_ = true; | |
| 28 if (need_resize_to_fit) { | |
| 29 ResizeToFit(); | |
| 30 } else if (IsViewportReady()) { | |
| 31 UpdateViewport(); | |
| 32 } | |
| 33 } | |
| 34 | |
| 35 void DesktopViewport::SetSurfaceSize(int surface_width, int surface_height) { | |
| 36 bool need_resize_to_fit = desktop_size_ready_ && !surface_size_ready_; | |
| 37 surface_size_.x = surface_width; | |
| 38 surface_size_.y = surface_height; | |
| 39 surface_size_ready_ = true; | |
| 40 if (need_resize_to_fit) { | |
| 41 ResizeToFit(); | |
| 42 } else if (IsViewportReady()) { | |
| 43 UpdateViewport(); | |
| 44 } | |
| 45 } | |
| 46 | |
| 47 void DesktopViewport::ResizeToFit() { | |
| 48 if (!IsViewportReady()) { | |
| 49 LOG(ERROR) << "Viewport is not ready."; | |
|
joedow
2017/04/28 21:29:52
Should this be a DCHECK? It seems like this is un
Yuwei
2017/04/28 23:53:40
Done.
| |
| 50 return; | |
| 51 } | |
| 52 | |
| 53 // <---Desktop Width----> | |
|
joedow
2017/04/28 21:29:52
I like the ASCII art, I think it would be good to
Yuwei
2017/04/28 23:53:40
Done.
| |
| 54 // +==========+---------+ | |
| 55 // | | | | |
| 56 // | Viewport | Desktop | | |
| 57 // | | | | |
| 58 // +==========+---------+ | |
| 59 // | |
| 60 // +==========+ ^ | |
| 61 // | | | | |
| 62 // | Viewport | | | |
| 63 // | | | | |
| 64 // +==========+ | Desktop | |
| 65 // | | | Height | |
| 66 // | Desktop | | | |
| 67 // | | | | |
| 68 // +----------+ v | |
| 69 | |
| 70 float scale = std::max(surface_size_.x / desktop_size_.x, | |
| 71 surface_size_.y / desktop_size_.y); | |
| 72 desktop_to_surface_.SetScale(scale); | |
| 73 UpdateViewport(); | |
| 74 } | |
| 75 | |
| 76 void DesktopViewport::MoveDesktop(float dx, float dy) { | |
| 77 desktop_to_surface_.PostTranslate({dx, dy}); | |
| 78 UpdateViewport(); | |
| 79 } | |
| 80 | |
| 81 void DesktopViewport::ScaleDesktop(float px, float py, float scale) { | |
| 82 desktop_to_surface_.PostScale({px, py}, scale); | |
| 83 UpdateViewport(); | |
| 84 } | |
| 85 | |
| 86 void DesktopViewport::SetViewportCenter(float x, float y) { | |
| 87 Point old_center = GetViewportCenter(); | |
| 88 MoveViewportCenterWithoutUpdate(x - old_center.x, y - old_center.y); | |
| 89 UpdateViewport(); | |
| 90 } | |
| 91 | |
| 92 void DesktopViewport::RegisterOnTransformationChangedCallback( | |
| 93 const TransformationCallback& callback, | |
| 94 bool run_immediately) { | |
| 95 on_transformation_changed_ = callback; | |
| 96 if (IsViewportReady() && run_immediately) { | |
| 97 callback.Run(desktop_to_surface_.ToMatrixArray()); | |
| 98 } | |
| 99 } | |
| 100 | |
| 101 bool DesktopViewport::IsViewportReady() const { | |
| 102 return desktop_size_ready_ && surface_size_ready_; | |
| 103 } | |
| 104 | |
| 105 void DesktopViewport::UpdateViewport() { | |
| 106 // Adjust zoom level. | |
| 107 float zoom_level = desktop_to_surface_.GetScale(); | |
| 108 if (zoom_level > MAX_ZOOM_LEVEL) { | |
| 109 // TODO(yuweih): This doesn't account for the effect of the pivot point, | |
| 110 // which will shift the desktop closer to the origin. | |
| 111 desktop_to_surface_.SetScale(MAX_ZOOM_LEVEL); | |
| 112 } | |
| 113 | |
| 114 Vector2D desktop_size_on_surface_ = | |
| 115 desktop_to_surface_.MapVector(desktop_size_); | |
| 116 if (desktop_size_on_surface_.x < surface_size_.x && | |
| 117 desktop_size_on_surface_.y < surface_size_.y) { | |
| 118 // +==============+ | |
| 119 // | VP | +==========+ | |
| 120 // | | | VP | | |
| 121 // | +----------+ | +----------+ | |
| 122 // | | DP | | ==> | DP | | |
| 123 // | +----------+ | +----------+ | |
| 124 // | | | | | |
| 125 // | | +==========+ | |
| 126 // +==============+ | |
| 127 // Displayed desktop is too small in both directions, so apply the minimum | |
| 128 // zoom level needed to fit either the width or height. | |
| 129 float scale = std::min(surface_size_.x / desktop_size_.x, | |
| 130 surface_size_.y / desktop_size_.y); | |
| 131 desktop_to_surface_.SetScale(scale); | |
| 132 } | |
| 133 | |
| 134 // Adjust position. | |
| 135 // Scenarios: | |
| 136 // 1. If the viewport can fully fit inside the desktop (smaller or equal width | |
| 137 // and height), but it doesn't overlap with any non-desktop area, it will | |
| 138 // be moved in minimum distance to be fitted inside the desktop. | |
| 139 // | |
| 140 // +========+ | |
| 141 // | VP | | |
| 142 // | +----|--------+ +========+-----+ | |
| 143 // | | | | | | | | |
| 144 // +========+ | | VP | DP | | |
| 145 // | DP | ==> | | | | |
| 146 // | | +========+ | | |
| 147 // | | | | | |
| 148 // +-------------+ +--------------+ | |
| 149 // | |
| 150 // 2. If the viewport is larger than the desktop, the viewport will always | |
| 151 // share the same center as the desktop. | |
| 152 // | |
| 153 // +==========+------+==+ +======+------+======+ | |
| 154 // | VP | DP | | ==> | VP | DP | | | |
| 155 // +==========+------+==+ +======+------+======+ | |
| 156 // | |
| 157 // This is done on the desktop's reference frame to simplify things a bit. | |
| 158 Point old_center = GetViewportCenter(); | |
| 159 Point new_center = | |
| 160 ConstrainPointToBounds(GetViewportCenterBounds(), old_center); | |
| 161 MoveViewportCenterWithoutUpdate(new_center.x - old_center.x, | |
| 162 new_center.y - old_center.y); | |
| 163 | |
| 164 if (!on_transformation_changed_.is_null()) { | |
|
joedow
2017/04/28 21:29:52
nit: You don't need to call is_null():
if (on_tra
Yuwei
2017/04/28 23:53:40
Done.
| |
| 165 on_transformation_changed_.Run(desktop_to_surface_.ToMatrixArray()); | |
| 166 } | |
| 167 } | |
| 168 | |
| 169 Bounds DesktopViewport::GetViewportCenterBounds() const { | |
| 170 Bounds bounds; | |
| 171 | |
| 172 // Viewport size on the desktop space. | |
| 173 Vector2D viewport_size = | |
| 174 desktop_to_surface_.Invert().MapVector(surface_size_); | |
| 175 | |
| 176 // Scenario 1: If VP can fully fit inside the desktop, then VP's center can be | |
| 177 // anywhere inside the desktop as long as VP doesn't overlap with the border. | |
| 178 bounds.left = viewport_size.x * 0.5f; | |
|
joedow
2017/04/28 21:29:52
divide by 2? I think that is a more natural way t
Yuwei
2017/04/28 23:53:40
Done.
| |
| 179 bounds.right = desktop_size_.x - viewport_size.x * 0.5f; | |
| 180 bounds.top = viewport_size.y * 0.5f; | |
| 181 bounds.bottom = desktop_size_.y - viewport_size.y * 0.5f; | |
| 182 | |
| 183 // Scenario 2: If VP can't fully fit inside the desktop in dimension D, then | |
| 184 // its bounds in dimension D is tightly restricted to the center of the | |
| 185 // desktop. | |
| 186 if (bounds.left > bounds.right) { | |
| 187 float desktop_width_center = desktop_size_.x * 0.5f; | |
| 188 bounds.left = desktop_width_center; | |
| 189 bounds.right = desktop_width_center; | |
| 190 } | |
| 191 | |
| 192 if (bounds.top > bounds.bottom) { | |
| 193 float desktop_height_center = desktop_size_.y * 0.5f; | |
| 194 bounds.top = desktop_height_center; | |
| 195 bounds.bottom = desktop_height_center; | |
| 196 } | |
| 197 | |
| 198 return bounds; | |
| 199 } | |
| 200 | |
| 201 Point DesktopViewport::GetViewportCenter() const { | |
| 202 return desktop_to_surface_.Invert().MapPoint( | |
| 203 {surface_size_.x * 0.5f, surface_size_.y * 0.5f}); | |
| 204 } | |
| 205 | |
| 206 void DesktopViewport::MoveViewportCenterWithoutUpdate(float dx, float dy) { | |
| 207 // <dx, dy> is defined on desktop's reference frame. Translation must be | |
| 208 // flipped and scaled. | |
| 209 desktop_to_surface_.PostTranslate(desktop_to_surface_.MapVector({-dx, -dy})); | |
| 210 } | |
| 211 | |
| 212 } // namespace remoting | |
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