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Unified Diff: remoting/client/desktop_viewport.cc

Issue 2843373005: [Remoting Client] DesktopViewport Implementation (Closed)
Patch Set: Rename SimpleMatrix to ViewMatrix Created 3 years, 8 months ago
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Index: remoting/client/desktop_viewport.cc
diff --git a/remoting/client/desktop_viewport.cc b/remoting/client/desktop_viewport.cc
new file mode 100644
index 0000000000000000000000000000000000000000..f1b3dda978bd0dc1910ea90a3914b3fca7392fad
--- /dev/null
+++ b/remoting/client/desktop_viewport.cc
@@ -0,0 +1,238 @@
+// Copyright 2017 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "remoting/client/desktop_viewport.h"
+
+#include <algorithm>
+
+#include "base/logging.h"
+
+namespace remoting {
+
+namespace {
+
+float MAX_ZOOM_LEVEL = 100.f;
+
+} // namespace
+
+DesktopViewport::DesktopViewport() : desktop_to_surface_transform_() {}
+
+DesktopViewport::~DesktopViewport() {}
+
+void DesktopViewport::SetDesktopSize(int desktop_width, int desktop_height) {
+ bool need_resize_to_fit = !desktop_size_ready_ && surface_size_ready_;
+ desktop_size_.x = desktop_width;
+ desktop_size_.y = desktop_height;
+ desktop_size_ready_ = true;
+ if (need_resize_to_fit) {
+ ResizeToFit();
+ } else if (IsViewportReady()) {
+ UpdateViewport();
+ }
+}
+
+void DesktopViewport::SetSurfaceSize(int surface_width, int surface_height) {
+ bool need_resize_to_fit = desktop_size_ready_ && !surface_size_ready_;
+ surface_size_.x = surface_width;
+ surface_size_.y = surface_height;
+ surface_size_ready_ = true;
+ if (need_resize_to_fit) {
+ ResizeToFit();
+ } else if (IsViewportReady()) {
+ UpdateViewport();
+ }
+}
+
+void DesktopViewport::MoveDesktop(float dx, float dy) {
+ desktop_to_surface_transform_.PostTranslate({dx, dy});
+ UpdateViewport();
+}
+
+void DesktopViewport::ScaleDesktop(float px, float py, float scale) {
+ desktop_to_surface_transform_.PostScale({px, py}, scale);
+ UpdateViewport();
+}
+
+void DesktopViewport::SetViewportCenter(float x, float y) {
+ ViewMatrix::Point old_center = GetViewportCenter();
+ MoveViewportCenterWithoutUpdate(x - old_center.x, y - old_center.y);
+ UpdateViewport();
+}
+
+void DesktopViewport::RegisterOnTransformationChangedCallback(
+ const TransformationCallback& callback,
+ bool run_immediately) {
+ on_transformation_changed_ = callback;
+ if (IsViewportReady() && run_immediately) {
+ callback.Run(desktop_to_surface_transform_);
+ }
+}
+
+void DesktopViewport::ResizeToFit() {
+ DCHECK(IsViewportReady());
+
+ // <---Desktop Width---->
+ // +==========+---------+
+ // | | |
+ // | Viewport | Desktop |
+ // | | |
+ // +==========+---------+
+ //
+ // +==========+ ^
+ // | | |
+ // | Viewport | |
+ // | | |
+ // +==========+ | Desktop
+ // | | | Height
+ // | Desktop | |
+ // | | |
+ // +----------+ v
+ // resize the desktop such that it fits the viewport in one dimension.
+
+ float scale = std::max(surface_size_.x / desktop_size_.x,
+ surface_size_.y / desktop_size_.y);
+ desktop_to_surface_transform_.SetScale(scale);
+ UpdateViewport();
+}
+
+bool DesktopViewport::IsViewportReady() const {
+ return desktop_size_ready_ && surface_size_ready_;
+}
+
+void DesktopViewport::UpdateViewport() {
+ if (!IsViewportReady()) {
+ // User may attempt to zoom and pan before the desktop image is received.
+ // This should be fine since the viewport will be reset once the image
+ // dimension is set.
+ VLOG(1) << "Viewport is not ready yet.";
+ return;
+ }
+
+ // Adjust zoom level.
+ float zoom_level = desktop_to_surface_transform_.GetScale();
+ if (zoom_level > MAX_ZOOM_LEVEL) {
+ // TODO(yuweih): This doesn't account for the effect of the pivot point,
+ // which will shift the desktop closer to the origin.
+ desktop_to_surface_transform_.SetScale(MAX_ZOOM_LEVEL);
+ }
+
+ ViewMatrix::Vector2D desktop_size_on_surface_ =
+ desktop_to_surface_transform_.MapVector(desktop_size_);
+ if (desktop_size_on_surface_.x < surface_size_.x &&
+ desktop_size_on_surface_.y < surface_size_.y) {
+ // +==============+
+ // | VP | +==========+
+ // | | | VP |
+ // | +----------+ | +----------+
+ // | | DP | | ==> | DP |
+ // | +----------+ | +----------+
+ // | | | |
+ // | | +==========+
+ // +==============+
+ // Displayed desktop is too small in both directions, so apply the minimum
+ // zoom level needed to fit either the width or height.
+ float scale = std::min(surface_size_.x / desktop_size_.x,
+ surface_size_.y / desktop_size_.y);
+ desktop_to_surface_transform_.SetScale(scale);
+ }
+
+ // Adjust position.
+ // Scenarios:
+ // 1. If the viewport can fully fit inside the desktop (smaller or equal width
+ // and height) but it overlaps with the border, it will be moved in minimum
+ // distance to be fitted inside the desktop.
+ //
+ // +========+
+ // | VP |
+ // | +----|--------+ +========+-----+
+ // | | | | | | |
+ // +========+ | | VP | DP |
+ // | DP | ==> | | |
+ // | | +========+ |
+ // | | | |
+ // +-------------+ +--------------+
+ //
+ // 2. If the viewport is larger than the desktop, the viewport will always
+ // share the same center as the desktop.
+ //
+ // +==========+------+==+ +======+------+======+
+ // | VP | DP | | ==> | VP | DP | |
+ // +==========+------+==+ +======+------+======+
+ //
+ // This is done on the desktop's reference frame to simplify things a bit.
+ ViewMatrix::Point old_center = GetViewportCenter();
+ ViewMatrix::Point new_center =
+ ConstrainPointToBounds(GetViewportCenterBounds(), old_center);
+ MoveViewportCenterWithoutUpdate(new_center.x - old_center.x,
+ new_center.y - old_center.y);
+
+ if (on_transformation_changed_) {
+ on_transformation_changed_.Run(desktop_to_surface_transform_);
+ }
+}
+
+DesktopViewport::Bounds DesktopViewport::GetViewportCenterBounds() const {
+ Bounds bounds;
+
+ // Viewport size on the desktop space.
+ ViewMatrix::Vector2D viewport_size =
+ desktop_to_surface_transform_.Invert().MapVector(surface_size_);
+
+ // Scenario 1: If VP can fully fit inside the desktop, then VP's center can be
+ // anywhere inside the desktop as long as VP doesn't overlap with the border.
+ bounds.left = viewport_size.x / 2.f;
+ bounds.right = desktop_size_.x - viewport_size.x / 2.f;
+ bounds.top = viewport_size.y / 2.f;
+ bounds.bottom = desktop_size_.y - viewport_size.y / 2.f;
+
+ // Scenario 2: If VP can't fully fit inside the desktop in dimension D, then
+ // its bounds in dimension D is tightly restricted to the center of the
+ // desktop.
+ if (bounds.left > bounds.right) {
+ float desktop_width_center = desktop_size_.x / 2.f;
+ bounds.left = desktop_width_center;
+ bounds.right = desktop_width_center;
+ }
+
+ if (bounds.top > bounds.bottom) {
+ float desktop_height_center = desktop_size_.y / 2.f;
+ bounds.top = desktop_height_center;
+ bounds.bottom = desktop_height_center;
+ }
+
+ return bounds;
+}
+
+ViewMatrix::Point DesktopViewport::GetViewportCenter() const {
+ return desktop_to_surface_transform_.Invert().MapPoint(
+ {surface_size_.x / 2.f, surface_size_.y / 2.f});
+}
+
+void DesktopViewport::MoveViewportCenterWithoutUpdate(float dx, float dy) {
+ // <dx, dy> is defined on desktop's reference frame. Translation must be
+ // flipped and scaled.
+ desktop_to_surface_transform_.PostTranslate(
+ desktop_to_surface_transform_.MapVector({-dx, -dy}));
+}
+
+// static
+ViewMatrix::Point DesktopViewport::ConstrainPointToBounds(
+ const Bounds& bounds,
+ const ViewMatrix::Point& point) {
+ ViewMatrix::Point new_point = point;
+ if (new_point.x < bounds.left) {
+ new_point.x = bounds.left;
+ } else if (new_point.x > bounds.right) {
+ new_point.x = bounds.right;
+ }
+
+ if (new_point.y < bounds.top) {
+ new_point.y = bounds.top;
+ } else if (new_point.y > bounds.bottom) {
+ new_point.y = bounds.bottom;
+ }
+ return new_point;
+}
+
+} // namespace remoting
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