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Unified Diff: ash/rotator/screen_rotation_animator.cc

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, 10 months ago
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Index: ash/rotator/screen_rotation_animator.cc
diff --git a/ash/rotator/screen_rotation_animator.cc b/ash/rotator/screen_rotation_animator.cc
new file mode 100644
index 0000000000000000000000000000000000000000..9568890b33d630c262a6a947eae673d8be4ece9d
--- /dev/null
+++ b/ash/rotator/screen_rotation_animator.cc
@@ -0,0 +1,329 @@
+// Copyright 2015 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 "ash/rotator/screen_rotation_animator.h"
+
+#include <string>
+#include <vector>
+
+#include "ash/ash_switches.h"
+#include "ash/display/display_controller.h"
+#include "ash/display/display_info.h"
+#include "ash/display/display_manager.h"
+#include "ash/rotator/screen_rotation_animation.h"
+#include "ash/shell.h"
+#include "base/command_line.h"
+#include "base/time/time.h"
+#include "ui/aura/window.h"
+#include "ui/compositor/layer.h"
+#include "ui/compositor/layer_animation_observer.h"
+#include "ui/compositor/layer_animation_sequence.h"
+#include "ui/compositor/layer_animator.h"
+#include "ui/compositor/layer_owner.h"
+#include "ui/compositor/layer_tree_owner.h"
+#include "ui/gfx/animation/tween.h"
+#include "ui/gfx/display.h"
+#include "ui/gfx/geometry/point.h"
+#include "ui/gfx/geometry/rect.h"
+#include "ui/gfx/geometry/rect_f.h"
+#include "ui/gfx/transform.h"
+#include "ui/gfx/transform_util.h"
+
+namespace ash {
+
+namespace {
+
+// The number of degrees the partial rotation animations animate through.
+const int kPartialRotationDegrees = 20;
+
+// The time it takes for the normal speed rotation animations to run.
+const int kRotationDurationInMs = 250;
+
+// The time it takes for the slow speed rotation animations to run.
+const int kRotationDurationSlowInMs = 2500;
+
+// Clones all child layers of |to_clone| and adds the clones as children to
+// |parent|. Recurses on each child of |to_clone|.
+void CloneChildren(ui::Layer* to_clone, ui::Layer* parent) {
+ typedef std::vector<ui::Layer*> Layers;
+ // Make a copy of the children since RecreateLayer() mutates it.
+ Layers children(to_clone->children());
+ for (Layers::const_iterator i = children.begin(); i != children.end(); ++i) {
+ ui::LayerOwner* owner = (*i)->owner();
+ ui::Layer* clone = owner ? owner->RecreateLayer().release() : NULL;
+ if (clone) {
+ parent->Add(clone);
+ // RecreateLayer() moves the existing children to the new layer. Create a
+ // copy of those.
+ CloneChildren(owner->layer(), clone);
+ }
+ }
+}
+
+// Clones the layer tree owned by |window| and adds the cloned layer tree as a
+// child of |window|'s layer.
+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
+ scoped_ptr<ui::LayerTreeOwner> cloned_layer_tree(
+ new ui::LayerTreeOwner(new ui::Layer()));
+ CloneChildren(window->layer(), cloned_layer_tree->root());
+
+ DCHECK(cloned_layer_tree->root());
+ DCHECK(window->layer());
+
+ // Add the cloned layer tree into the root, so it will be rendered.
+ window->layer()->Add(cloned_layer_tree->root());
+ window->layer()->StackAtTop(cloned_layer_tree->root());
+
+ return cloned_layer_tree.Pass();
+}
+
+// Gets the current display rotation for the display with the specified
+// |display_id|.
+gfx::Display::Rotation GetCurrentRotation(int64 display_id) {
+ return Shell::GetInstance()
+ ->display_manager()
+ ->GetDisplayInfo(display_id)
+ .rotation();
+}
+
+// Returns true if the rotation between |initial_rotation| and |new_rotation| is
+// 180 degrees.
+bool Is180DegreeFlip(gfx::Display::Rotation initial_rotation,
+ gfx::Display::Rotation new_rotation) {
+ return (initial_rotation + 2) % 4 == new_rotation;
+}
+
+// A LayerAnimationObserver that will destroy the contained LayerTreeOwner when
+// notified that a layer animation has ended or was aborted.
+class LayerCleanupObserver : public ui::LayerAnimationObserver {
+ public:
+ explicit LayerCleanupObserver(
+ scoped_ptr<ui::LayerTreeOwner> layer_tree_owner);
+ ~LayerCleanupObserver() override;
+
+ // Get the root layer of the owned layer tree.
+ ui::Layer* GetRootLayer();
+
+ // ui::LayerAnimationObserver:
+ void OnLayerAnimationEnded(ui::LayerAnimationSequence* sequence) override;
+ void OnLayerAnimationAborted(ui::LayerAnimationSequence* sequence) override;
+ void OnLayerAnimationScheduled(
+ ui::LayerAnimationSequence* sequence) override {}
+
+ protected:
+ // ui::LayerAnimationObserver:
+ bool RequiresNotificationWhenAnimatorDestroyed() const override {
+ return true;
+ }
+ void OnAttachedToSequence(ui::LayerAnimationSequence* sequence) override;
+ void OnDetachedFromSequence(ui::LayerAnimationSequence* sequence) override;
+
+ private:
+ // The owned layer tree.
+ scoped_ptr<ui::LayerTreeOwner> layer_tree_owner_;
+
+ // The LayerAnimationSequence that |this| has been attached to. Defaults to
+ // nullptr.
+ ui::LayerAnimationSequence* sequence_;
+
+ DISALLOW_COPY_AND_ASSIGN(LayerCleanupObserver);
+};
+
+LayerCleanupObserver::LayerCleanupObserver(
+ scoped_ptr<ui::LayerTreeOwner> layer_tree_owner)
+ : layer_tree_owner_(layer_tree_owner.Pass()), sequence_(nullptr) {
+}
+
+LayerCleanupObserver::~LayerCleanupObserver() {
+ // We must eplicitly detach from |sequence_| because we return true from
+ // RequiresNotificationWhenAnimatorDestroyed.
+ if (sequence_)
+ sequence_->RemoveObserver(this);
+}
+
+ui::Layer* LayerCleanupObserver::GetRootLayer() {
+ return layer_tree_owner_->root();
+}
+
+void LayerCleanupObserver::OnLayerAnimationEnded(
+ ui::LayerAnimationSequence* sequence) {
+ delete this;
+}
+
+void LayerCleanupObserver::OnLayerAnimationAborted(
+ ui::LayerAnimationSequence* sequence) {
+ delete this;
+}
+
+void LayerCleanupObserver::OnAttachedToSequence(
+ ui::LayerAnimationSequence* sequence) {
+ sequence_ = sequence;
+}
+
+void LayerCleanupObserver::OnDetachedFromSequence(
+ ui::LayerAnimationSequence* sequence) {
+ DCHECK(sequence == sequence_);
+ sequence_ = nullptr;
+}
+
+// Set the screen orientation for the given |display| to |new_rotation| and
+// animate the change.
+void RotateScreen(gfx::Display display,
+ gfx::Display::Rotation new_rotation,
+ base::TimeDelta duration,
+ int rotation_degrees,
+ int rotation_degree_offset,
+ gfx::Tween::Type tween_type,
+ bool should_scale) {
+ aura::Window* root_window =
+ Shell::GetInstance()->display_controller()->GetRootWindowForDisplayId(
+ display.id());
+
+ 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
+ // 180 degree rotations should animation clock-wise.
+ const int rotation_factor =
+ (GetCurrentRotation(display.id()) + 3) % 4 == new_rotation ? 1 : -1;
+ scoped_ptr<LayerCleanupObserver> layer_cleanup_observer(
+ new LayerCleanupObserver(CloneWindowLayers(root_window).Pass()));
+
+ Shell::GetInstance()->display_manager()->SetDisplayRotation(display.id(),
+ new_rotation);
+
+ const gfx::RectF rotated_screen_bounds = root_window->GetTargetBounds();
+ const gfx::Point pivot =
+ Is180DegreeFlip(GetCurrentRotation(display.id()), new_rotation)
+ ? gfx::Point(rotated_screen_bounds.height() / 2,
+ rotated_screen_bounds.width() / 2)
+ : gfx::Point(rotated_screen_bounds.width() / 2,
+ rotated_screen_bounds.height() / 2);
+
+ gfx::Point3F new_layer_initial_scale = gfx::Point3F(1.0f, 1.0f, 1.0f);
+ gfx::Point3F old_layer_target_scale = gfx::Point3F(1.0f, 1.0f, 1.0f);
+
+ if (should_scale) {
+ new_layer_initial_scale = gfx::Point3F(
+ original_screen_bounds.width() / rotated_screen_bounds.width(),
+ original_screen_bounds.height() / rotated_screen_bounds.height(), 1.0f);
+
+ old_layer_target_scale = gfx::Point3F(
+ rotated_screen_bounds.width() / original_screen_bounds.width(),
+ rotated_screen_bounds.height() / original_screen_bounds.height(), 1.0f);
+ }
+
+ // We must animate each non-cloned child layer individually because the cloned
+ // layer was added as a child to |root_window|'s layer so that it will be
+ // rendered.
+ for (ui::Layer* child_layer : root_window->layer()->children()) {
+ // Skip the cloned layer because it has a different animation.
+ if (child_layer == layer_cleanup_observer->GetRootLayer())
+ continue;
+
+ scoped_ptr<ScreenRotationAnimation> screen_rotation(
+ new ScreenRotationAnimation(
+ child_layer, rotation_degrees * rotation_factor,
+ 0 /* end_degrees */, new_layer_initial_scale,
+ gfx::Point3F(1.0f, 1.0f, 1.0f), pivot, duration));
+
+ screen_rotation->set_tween_type(tween_type);
+ screen_rotation->set_target_opacity(1.0f);
+
+ ui::LayerAnimator* animator = child_layer->GetAnimator();
+ animator->set_preemption_strategy(
+ ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS);
+ scoped_ptr<ui::LayerAnimationSequence> animation_sequence(
+ new ui::LayerAnimationSequence(screen_rotation.release()));
+ animator->StartAnimation(animation_sequence.release());
+ }
+
+ // The old layer will also be transformed into the new orientation. We will
+ // translate it so that the old layer's center point aligns with the new
+ // orientation's center point and use that center point as the pivot for the
+ // rotation animation.
+ gfx::Transform translate_transform =
+ layer_cleanup_observer->GetRootLayer()->GetTargetTransform();
+ translate_transform.Translate(
+ (rotated_screen_bounds.width() - original_screen_bounds.width()) / 2,
+ (rotated_screen_bounds.height() - original_screen_bounds.height()) / 2);
+ layer_cleanup_observer->GetRootLayer()->SetTransform(translate_transform);
+
+ scoped_ptr<ScreenRotationAnimation> screen_rotation(
+ new ScreenRotationAnimation(
+ layer_cleanup_observer->GetRootLayer(),
+ (rotation_degrees + rotation_degree_offset) * rotation_factor,
+ rotation_degree_offset * rotation_factor,
+ gfx::Point3F(1.0f, 1.0f, 1.0f), old_layer_target_scale, pivot,
+ duration));
+
+ screen_rotation->set_tween_type(tween_type);
+ screen_rotation->set_target_opacity(0.0f);
+
+ ui::LayerAnimator* animator =
+ layer_cleanup_observer->GetRootLayer()->GetAnimator();
+ animator->set_preemption_strategy(
+ ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS);
+ scoped_ptr<ui::LayerAnimationSequence> animation_sequence(
+ new ui::LayerAnimationSequence(screen_rotation.release()));
+ // Add an observer so that the cloned layers can be cleaned up with the
+ // animation completes/aborts.
+ animation_sequence->AddObserver(layer_cleanup_observer.release());
+ animator->StartAnimation(animation_sequence.release());
+}
+
+} // namespace
+
+ScreenRotationAnimator::ScreenRotationAnimator(int64 display_id)
+ : display_(Shell::GetInstance()->display_manager()->GetDisplayForId(
+ display_id)) {
+}
+
+ScreenRotationAnimator::ScreenRotationAnimator(gfx::Display display)
+ : display_(display) {
+}
+
+ScreenRotationAnimator::~ScreenRotationAnimator() {
+}
+
+void ScreenRotationAnimator::Rotate(gfx::Display::Rotation new_rotation) {
+ const gfx::Display::Rotation current_rotation =
+ GetCurrentRotation(display_.id());
+
+ if (current_rotation == new_rotation)
+ return;
+
+ const std::string switch_value =
+ base::CommandLine::ForCurrentProcess()->GetSwitchValueASCII(
+ switches::kAshEnableScreenRotationAnimation);
+
+ if ("" == switch_value) {
oshima 2015/03/04 21:31:35 switch_value.empty()
bruthig 2015/03/06 16:00:33 Done.
+ Shell::GetInstance()->display_manager()->SetDisplayRotation(display_.id(),
+ new_rotation);
+ return;
+ }
+
+ if ("partial-rotation" == switch_value ||
+ "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.
+ RotateScreen(
+ display_, new_rotation,
+ base::TimeDelta::FromMilliseconds("partial-rotation" == switch_value
+ ? kRotationDurationInMs
+ : kRotationDurationSlowInMs),
+ kPartialRotationDegrees, Is180DegreeFlip(current_rotation, new_rotation)
+ ? 180 - kPartialRotationDegrees
+ : 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.
+ gfx::Tween::FAST_OUT_LINEAR_IN, false /* should_scale */);
+ } else if ("full-rotation" == switch_value ||
+ "full-rotation-slow" == switch_value) {
+ RotateScreen(display_, new_rotation, base::TimeDelta::FromMilliseconds(
+ "full-rotation" == switch_value
+ ? kRotationDurationInMs
+ : kRotationDurationSlowInMs),
oshima 2015/03/04 21:31:35 ditto
bruthig 2015/03/06 16:00:33 Done.
+ Is180DegreeFlip(current_rotation, new_rotation) ? 180 : 90,
+ 0 /* rotation_degree_offset */, gfx::Tween::FAST_OUT_LINEAR_IN,
+ true /* should_scale */);
+ } else {
+ DCHECK(false);
oshima 2015/03/04 21:31:35 NOTREACHED()
bruthig 2015/03/06 16:00:33 Done.
+ }
+}
+
+} // namespace ash

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