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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 outstanding comments from Patch set 1 & 2. Created 5 years, 9 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..ef5ab46bb125279d316aa9a1bac39877bbd0b5e1
--- /dev/null
+++ b/ash/rotator/screen_rotation_animator.cc
@@ -0,0 +1,325 @@
+// 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"
+#include "ui/wm/core/window_util.h"
+
+namespace ash {
+
+namespace {
+
+// Switch value for an animation that will rotate the initial orientation's
+// layer towards the new orientation and the new orientation's layer in to
+// position from the initial orientation through an arc of
+// |kPartialRotationDegrees| degrees. The initial orientation's layer will be
+// faded out as well.
+const char kPartialRotation[] = "partial-rotation";
+
+// Switch value for the same animation as |kPartialRotation| but with a much
+// longer duration.
+const char kPartialRotationSlow[] = "partial-rotation-slow";
+
+// Switch value for an animation that will rotate both the initial and target
+// orientation's layers from the initial orientation into the target
+// orientation. The initial orientation's layer will be faded out as well and an
+// interpolated scaling factor is applied to the animation so that the initial
+// and target layers are both the same size throughout the animation.
+const char kFullRotation[] = "full-rotation";
+
+// Switch value for the same animation as |kFullRotation| but with a much longer
+// duration.
+const char kFullRotationSlow[] = "full-rotation-slow";
+
+// 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;
+
+// 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_);
oshima 2015/03/06 20:59:32 nit: DCHECK_EQ
bruthig 2015/03/09 21:04:27 Done.
+ 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::Display::Rotation initial_orientation =
+ GetCurrentRotation(display.id());
+
+ const gfx::RectF original_screen_bounds = root_window->GetTargetBounds();
+ // 180 degree rotations should animate clock-wise.
+ const int rotation_factor =
+ (initial_orientation + 3) % 4 == new_rotation ? 1 : -1;
+
+ scoped_ptr<ui::LayerTreeOwner> old_layer_tree =
+ wm::RecreateLayers(root_window);
+
+ // Add the cloned layer tree in to the root, so it will be rendered.
+ root_window->layer()->Add(old_layer_tree->root());
+ root_window->layer()->StackAtTop(old_layer_tree->root());
+
+ scoped_ptr<LayerCleanupObserver> layer_cleanup_observer(
+ new LayerCleanupObserver(old_layer_tree.Pass()));
+
+ Shell::GetInstance()->display_manager()->SetDisplayRotation(display.id(),
+ new_rotation);
+
+ const gfx::RectF rotated_screen_bounds = root_window->GetTargetBounds();
+ const gfx::Point pivot = 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.
oshima 2015/03/06 20:59:32 instead, can't we simply apply the transform to th
bruthig 2015/03/09 21:04:27 I'm hesitant to implement it like that for a coupl
oshima 2015/03/10 22:20:38 We can actually have a layer with NOT_DRAWN under
bruthig 2015/03/11 14:40:07 Added a TODO to implement this.
+ 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;
oshima 2015/03/10 22:20:38 can you add old layer after animations are applied
bruthig 2015/03/11 14:40:07 Am I correct to assume that this was an alternativ
oshima 2015/03/11 22:43:43 Yes. If you're going to change, you may leave it a
+
+ scoped_ptr<ScreenRotationAnimation> screen_rotation(
+ new ScreenRotationAnimation(
+ child_layer, rotation_degrees * rotation_factor,
+ 0 /* end_degrees */, child_layer->opacity(),
+ 1.0f /* target_opacity */, new_layer_initial_scale,
+ gfx::Point3F(1.0f, 1.0f, 1.0f), pivot, duration, tween_type));
+
+ 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;
+ 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,
+ layer_cleanup_observer->GetRootLayer()->opacity(),
+ 0.0f /* target_opacity */, gfx::Point3F(1.0f, 1.0f, 1.0f),
+ old_layer_target_scale, pivot, duration, tween_type));
+
+ 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.empty()) {
+ Shell::GetInstance()->display_manager()->SetDisplayRotation(display_.id(),
+ new_rotation);
+ return;
+ }
+
+ if (kPartialRotation == switch_value ||
+ kPartialRotationSlow == switch_value) {
+ const int durationInMs = (kPartialRotation == switch_value)
+ ? kRotationDurationInMs
+ : kRotationDurationSlowInMs;
+ const int rotation_degree_offset =
+ Is180DegreeFlip(current_rotation, new_rotation)
+ ? 180 - kPartialRotationDegrees
+ : 90 - kPartialRotationDegrees;
+
+ RotateScreen(display_, new_rotation,
+ base::TimeDelta::FromMilliseconds(durationInMs),
+ kPartialRotationDegrees, rotation_degree_offset,
+ gfx::Tween::FAST_OUT_LINEAR_IN, false /* should_scale */);
+ } else if (kFullRotation == switch_value ||
+ kFullRotationSlow == switch_value) {
+ const int durationInMs = (kFullRotation == switch_value)
+ ? kRotationDurationInMs
+ : kRotationDurationSlowInMs;
+ const int rotation_degrees =
+ Is180DegreeFlip(current_rotation, new_rotation) ? 180 : 90;
+
+ RotateScreen(display_, new_rotation,
+ base::TimeDelta::FromMilliseconds(durationInMs),
+ rotation_degrees, 0 /* rotation_degree_offset */,
+ gfx::Tween::FAST_OUT_LINEAR_IN, true /* should_scale */);
oshima 2015/03/06 20:59:32 showing stretched image sounds a bit weird. Didn'
bruthig 2015/03/09 21:04:27 I showed that implementation to some developers cl
oshima 2015/03/10 22:20:38 I tried it on my desktop and showing stretched ima
+ } else {
+ NOTREACHED();
+ }
+}
+
+} // namespace ash

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