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Issue 975943002: Implemented screen rotation animation experiment. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Addressed mukai@'s comments from patch set 1. Created 5 years, 9 months ago
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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
3 // found in the LICENSE file.
4
5 #include "ash/rotator/screen_rotation_animator.h"
6
7 #include <string>
8 #include <vector>
9
10 #include "ash/ash_switches.h"
11 #include "ash/display/display_controller.h"
12 #include "ash/display/display_info.h"
13 #include "ash/display/display_manager.h"
14 #include "ash/rotator/screen_rotation_animation.h"
15 #include "ash/shell.h"
16 #include "base/command_line.h"
17 #include "base/time/time.h"
18 #include "ui/aura/window.h"
19 #include "ui/compositor/layer.h"
20 #include "ui/compositor/layer_animation_observer.h"
21 #include "ui/compositor/layer_animation_sequence.h"
22 #include "ui/compositor/layer_animator.h"
23 #include "ui/compositor/layer_owner.h"
24 #include "ui/compositor/layer_tree_owner.h"
25 #include "ui/gfx/animation/tween.h"
26 #include "ui/gfx/display.h"
27 #include "ui/gfx/geometry/point.h"
28 #include "ui/gfx/geometry/rect.h"
29 #include "ui/gfx/geometry/rect_f.h"
30 #include "ui/gfx/transform.h"
31 #include "ui/gfx/transform_util.h"
32
33 namespace ash {
34
35 namespace {
36
37 // The number of degrees the partial rotation animations animate through.
38 const int kPartialRotationDegrees = 20;
39
40 // The time it takes for the normal speed rotation animations to run.
41 const int kRotationDurationInMs = 250;
42
43 // The time it takes for the slow speed rotation animations to run.
44 const int kRotationDurationSlowInMs = 2500;
45
46 // Clones all child layers of |to_clone| and adds the clones as children to
47 // |parent|. Recurses on each child of |to_clone|.
48 void CloneChildren(ui::Layer* to_clone, ui::Layer* parent) {
49 typedef std::vector<ui::Layer*> Layers;
50 // Make a copy of the children since RecreateLayer() mutates it.
51 Layers children(to_clone->children());
52 for (Layers::const_iterator i = children.begin(); i != children.end(); ++i) {
53 ui::LayerOwner* owner = (*i)->owner();
54 ui::Layer* clone = owner ? owner->RecreateLayer().release() : NULL;
55 if (clone) {
56 parent->Add(clone);
57 // RecreateLayer() moves the existing children to the new layer. Create a
58 // copy of those.
59 CloneChildren(owner->layer(), clone);
60 }
61 }
62 }
63
64 // Clones the layer tree owned by |window| and adds the cloned layer tree as a
65 // child of |window|'s layer.
66 scoped_ptr<ui::LayerTreeOwner> CloneWindowLayers(aura::Window* window) {
oshima 2015/03/04 21:31:35 Can you use wm::RecreateLayers in ui/wm/core/windo
bruthig 2015/03/06 16:00:33 Not with the current implementation of wm::Recreat
67 scoped_ptr<ui::LayerTreeOwner> cloned_layer_tree(
68 new ui::LayerTreeOwner(new ui::Layer()));
69 CloneChildren(window->layer(), cloned_layer_tree->root());
70
71 DCHECK(cloned_layer_tree->root());
72 DCHECK(window->layer());
73
74 // Add the cloned layer tree into the root, so it will be rendered.
75 window->layer()->Add(cloned_layer_tree->root());
76 window->layer()->StackAtTop(cloned_layer_tree->root());
77
78 return cloned_layer_tree.Pass();
79 }
80
81 // Gets the current display rotation for the display with the specified
82 // |display_id|.
83 gfx::Display::Rotation GetCurrentRotation(int64 display_id) {
84 return Shell::GetInstance()
85 ->display_manager()
86 ->GetDisplayInfo(display_id)
87 .rotation();
88 }
89
90 // Returns true if the rotation between |initial_rotation| and |new_rotation| is
91 // 180 degrees.
92 bool Is180DegreeFlip(gfx::Display::Rotation initial_rotation,
93 gfx::Display::Rotation new_rotation) {
94 return (initial_rotation + 2) % 4 == new_rotation;
95 }
96
97 // A LayerAnimationObserver that will destroy the contained LayerTreeOwner when
98 // notified that a layer animation has ended or was aborted.
99 class LayerCleanupObserver : public ui::LayerAnimationObserver {
100 public:
101 explicit LayerCleanupObserver(
102 scoped_ptr<ui::LayerTreeOwner> layer_tree_owner);
103 ~LayerCleanupObserver() override;
104
105 // Get the root layer of the owned layer tree.
106 ui::Layer* GetRootLayer();
107
108 // ui::LayerAnimationObserver:
109 void OnLayerAnimationEnded(ui::LayerAnimationSequence* sequence) override;
110 void OnLayerAnimationAborted(ui::LayerAnimationSequence* sequence) override;
111 void OnLayerAnimationScheduled(
112 ui::LayerAnimationSequence* sequence) override {}
113
114 protected:
115 // ui::LayerAnimationObserver:
116 bool RequiresNotificationWhenAnimatorDestroyed() const override {
117 return true;
118 }
119 void OnAttachedToSequence(ui::LayerAnimationSequence* sequence) override;
120 void OnDetachedFromSequence(ui::LayerAnimationSequence* sequence) override;
121
122 private:
123 // The owned layer tree.
124 scoped_ptr<ui::LayerTreeOwner> layer_tree_owner_;
125
126 // The LayerAnimationSequence that |this| has been attached to. Defaults to
127 // nullptr.
128 ui::LayerAnimationSequence* sequence_;
129
130 DISALLOW_COPY_AND_ASSIGN(LayerCleanupObserver);
131 };
132
133 LayerCleanupObserver::LayerCleanupObserver(
134 scoped_ptr<ui::LayerTreeOwner> layer_tree_owner)
135 : layer_tree_owner_(layer_tree_owner.Pass()), sequence_(nullptr) {
136 }
137
138 LayerCleanupObserver::~LayerCleanupObserver() {
139 // We must eplicitly detach from |sequence_| because we return true from
140 // RequiresNotificationWhenAnimatorDestroyed.
141 if (sequence_)
142 sequence_->RemoveObserver(this);
143 }
144
145 ui::Layer* LayerCleanupObserver::GetRootLayer() {
146 return layer_tree_owner_->root();
147 }
148
149 void LayerCleanupObserver::OnLayerAnimationEnded(
150 ui::LayerAnimationSequence* sequence) {
151 delete this;
152 }
153
154 void LayerCleanupObserver::OnLayerAnimationAborted(
155 ui::LayerAnimationSequence* sequence) {
156 delete this;
157 }
158
159 void LayerCleanupObserver::OnAttachedToSequence(
160 ui::LayerAnimationSequence* sequence) {
161 sequence_ = sequence;
162 }
163
164 void LayerCleanupObserver::OnDetachedFromSequence(
165 ui::LayerAnimationSequence* sequence) {
166 DCHECK(sequence == sequence_);
167 sequence_ = nullptr;
168 }
169
170 // Set the screen orientation for the given |display| to |new_rotation| and
171 // animate the change.
172 void RotateScreen(gfx::Display display,
173 gfx::Display::Rotation new_rotation,
174 base::TimeDelta duration,
175 int rotation_degrees,
176 int rotation_degree_offset,
177 gfx::Tween::Type tween_type,
178 bool should_scale) {
179 aura::Window* root_window =
180 Shell::GetInstance()->display_controller()->GetRootWindowForDisplayId(
181 display.id());
182
183 const gfx::RectF original_screen_bounds = root_window->GetTargetBounds();
oshima 2015/03/04 21:31:35 What happens if the root window is destroyed while
bruthig 2015/03/06 16:00:33 As best I can tell, the RootWindow will complete a
184 // 180 degree rotations should animation clock-wise.
185 const int rotation_factor =
186 (GetCurrentRotation(display.id()) + 3) % 4 == new_rotation ? 1 : -1;
187 scoped_ptr<LayerCleanupObserver> layer_cleanup_observer(
188 new LayerCleanupObserver(CloneWindowLayers(root_window).Pass()));
189
190 Shell::GetInstance()->display_manager()->SetDisplayRotation(display.id(),
191 new_rotation);
192
193 const gfx::RectF rotated_screen_bounds = root_window->GetTargetBounds();
194 const gfx::Point pivot =
195 Is180DegreeFlip(GetCurrentRotation(display.id()), new_rotation)
196 ? gfx::Point(rotated_screen_bounds.height() / 2,
197 rotated_screen_bounds.width() / 2)
198 : gfx::Point(rotated_screen_bounds.width() / 2,
199 rotated_screen_bounds.height() / 2);
200
201 gfx::Point3F new_layer_initial_scale = gfx::Point3F(1.0f, 1.0f, 1.0f);
202 gfx::Point3F old_layer_target_scale = gfx::Point3F(1.0f, 1.0f, 1.0f);
203
204 if (should_scale) {
205 new_layer_initial_scale = gfx::Point3F(
206 original_screen_bounds.width() / rotated_screen_bounds.width(),
207 original_screen_bounds.height() / rotated_screen_bounds.height(), 1.0f);
208
209 old_layer_target_scale = gfx::Point3F(
210 rotated_screen_bounds.width() / original_screen_bounds.width(),
211 rotated_screen_bounds.height() / original_screen_bounds.height(), 1.0f);
212 }
213
214 // We must animate each non-cloned child layer individually because the cloned
215 // layer was added as a child to |root_window|'s layer so that it will be
216 // rendered.
217 for (ui::Layer* child_layer : root_window->layer()->children()) {
218 // Skip the cloned layer because it has a different animation.
219 if (child_layer == layer_cleanup_observer->GetRootLayer())
220 continue;
221
222 scoped_ptr<ScreenRotationAnimation> screen_rotation(
223 new ScreenRotationAnimation(
224 child_layer, rotation_degrees * rotation_factor,
225 0 /* end_degrees */, new_layer_initial_scale,
226 gfx::Point3F(1.0f, 1.0f, 1.0f), pivot, duration));
227
228 screen_rotation->set_tween_type(tween_type);
229 screen_rotation->set_target_opacity(1.0f);
230
231 ui::LayerAnimator* animator = child_layer->GetAnimator();
232 animator->set_preemption_strategy(
233 ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS);
234 scoped_ptr<ui::LayerAnimationSequence> animation_sequence(
235 new ui::LayerAnimationSequence(screen_rotation.release()));
236 animator->StartAnimation(animation_sequence.release());
237 }
238
239 // The old layer will also be transformed into the new orientation. We will
240 // translate it so that the old layer's center point aligns with the new
241 // orientation's center point and use that center point as the pivot for the
242 // rotation animation.
243 gfx::Transform translate_transform =
244 layer_cleanup_observer->GetRootLayer()->GetTargetTransform();
245 translate_transform.Translate(
246 (rotated_screen_bounds.width() - original_screen_bounds.width()) / 2,
247 (rotated_screen_bounds.height() - original_screen_bounds.height()) / 2);
248 layer_cleanup_observer->GetRootLayer()->SetTransform(translate_transform);
249
250 scoped_ptr<ScreenRotationAnimation> screen_rotation(
251 new ScreenRotationAnimation(
252 layer_cleanup_observer->GetRootLayer(),
253 (rotation_degrees + rotation_degree_offset) * rotation_factor,
254 rotation_degree_offset * rotation_factor,
255 gfx::Point3F(1.0f, 1.0f, 1.0f), old_layer_target_scale, pivot,
256 duration));
257
258 screen_rotation->set_tween_type(tween_type);
259 screen_rotation->set_target_opacity(0.0f);
260
261 ui::LayerAnimator* animator =
262 layer_cleanup_observer->GetRootLayer()->GetAnimator();
263 animator->set_preemption_strategy(
264 ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS);
265 scoped_ptr<ui::LayerAnimationSequence> animation_sequence(
266 new ui::LayerAnimationSequence(screen_rotation.release()));
267 // Add an observer so that the cloned layers can be cleaned up with the
268 // animation completes/aborts.
269 animation_sequence->AddObserver(layer_cleanup_observer.release());
270 animator->StartAnimation(animation_sequence.release());
271 }
272
273 } // namespace
274
275 ScreenRotationAnimator::ScreenRotationAnimator(int64 display_id)
276 : display_(Shell::GetInstance()->display_manager()->GetDisplayForId(
277 display_id)) {
278 }
279
280 ScreenRotationAnimator::ScreenRotationAnimator(gfx::Display display)
281 : display_(display) {
282 }
283
284 ScreenRotationAnimator::~ScreenRotationAnimator() {
285 }
286
287 void ScreenRotationAnimator::Rotate(gfx::Display::Rotation new_rotation) {
288 const gfx::Display::Rotation current_rotation =
289 GetCurrentRotation(display_.id());
290
291 if (current_rotation == new_rotation)
292 return;
293
294 const std::string switch_value =
295 base::CommandLine::ForCurrentProcess()->GetSwitchValueASCII(
296 switches::kAshEnableScreenRotationAnimation);
297
298 if ("" == switch_value) {
oshima 2015/03/04 21:31:35 switch_value.empty()
bruthig 2015/03/06 16:00:33 Done.
299 Shell::GetInstance()->display_manager()->SetDisplayRotation(display_.id(),
300 new_rotation);
301 return;
302 }
303
304 if ("partial-rotation" == switch_value ||
305 "partial-rotation-slow" == switch_value) {
oshima 2015/03/04 21:31:35 can you define const with the comments that explai
bruthig 2015/03/06 16:00:33 Done.
306 RotateScreen(
307 display_, new_rotation,
308 base::TimeDelta::FromMilliseconds("partial-rotation" == switch_value
309 ? kRotationDurationInMs
310 : kRotationDurationSlowInMs),
311 kPartialRotationDegrees, Is180DegreeFlip(current_rotation, new_rotation)
312 ? 180 - kPartialRotationDegrees
313 : 90 - kPartialRotationDegrees,
oshima 2015/03/04 21:31:35 can you move this out of constructor to make this
bruthig 2015/03/06 16:00:33 Done.
314 gfx::Tween::FAST_OUT_LINEAR_IN, false /* should_scale */);
315 } else if ("full-rotation" == switch_value ||
316 "full-rotation-slow" == switch_value) {
317 RotateScreen(display_, new_rotation, base::TimeDelta::FromMilliseconds(
318 "full-rotation" == switch_value
319 ? kRotationDurationInMs
320 : kRotationDurationSlowInMs),
oshima 2015/03/04 21:31:35 ditto
bruthig 2015/03/06 16:00:33 Done.
321 Is180DegreeFlip(current_rotation, new_rotation) ? 180 : 90,
322 0 /* rotation_degree_offset */, gfx::Tween::FAST_OUT_LINEAR_IN,
323 true /* should_scale */);
324 } else {
325 DCHECK(false);
oshima 2015/03/04 21:31:35 NOTREACHED()
bruthig 2015/03/06 16:00:33 Done.
326 }
327 }
328
329 } // namespace ash
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