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Unified Diff: remoting/client/desktop_viewport.cc

Issue 2879383002: [CRD iOS] Move UI stuff into a subdirectory (Closed)
Patch Set: Fix include Created 3 years, 7 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
deleted file mode 100644
index c6ffd38b6dcd42efb7d1780e284702d2040eaf12..0000000000000000000000000000000000000000
--- a/remoting/client/desktop_viewport.cc
+++ /dev/null
@@ -1,246 +0,0 @@
-// 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) {
- if (desktop_width == desktop_size_.x && desktop_height == desktop_size_.y) {
- return;
- }
-
- desktop_size_.x = desktop_width;
- desktop_size_.y = desktop_height;
- ResizeToFit();
-}
-
-void DesktopViewport::SetSurfaceSize(int surface_width, int surface_height) {
- if (surface_width == surface_size_.x && surface_height == surface_size_.y) {
- return;
- }
-
- surface_size_.x = surface_width;
- surface_size_.y = surface_height;
- ResizeToFit();
-}
-
-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::MoveViewport(float dx, float dy) {
- MoveViewportWithoutUpdate(dx, dy);
- UpdateViewport();
-}
-
-void DesktopViewport::SetViewportCenter(float x, float y) {
- ViewMatrix::Point old_center = GetViewportCenter();
- MoveViewport(x - old_center.x, y - old_center.y);
-}
-
-void DesktopViewport::RegisterOnTransformationChangedCallback(
- const TransformationCallback& callback,
- bool run_immediately) {
- on_transformation_changed_ = callback;
- if (IsViewportReady() && run_immediately) {
- callback.Run(desktop_to_surface_transform_);
- }
-}
-
-const ViewMatrix& DesktopViewport::GetTransformation() const {
- return desktop_to_surface_transform_;
-}
-
-void DesktopViewport::ResizeToFit() {
- if (!IsViewportReady()) {
- return;
- }
-
- // <---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);
- desktop_to_surface_transform_.SetOffset({0.f, 0.f});
- UpdateViewport();
-}
-
-bool DesktopViewport::IsViewportReady() const {
- return desktop_size_.x != 0 && desktop_size_.y != 0 && surface_size_.x != 0 &&
- surface_size_.y != 0;
-}
-
-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);
- MoveViewportWithoutUpdate(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::MoveViewportWithoutUpdate(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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