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-rw-r--r--chrome/browser/ui/touch/animation/screen_rotation.cc234
1 files changed, 234 insertions, 0 deletions
diff --git a/chrome/browser/ui/touch/animation/screen_rotation.cc b/chrome/browser/ui/touch/animation/screen_rotation.cc
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index 0000000..7f3a053
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+++ b/chrome/browser/ui/touch/animation/screen_rotation.cc
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+// Copyright (c) 2011 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 "chrome/browser/ui/touch/animation/screen_rotation.h"
+
+#include "base/debug/trace_event.h"
+#include "base/message_loop.h"
+#include "base/task.h"
+#include "ui/base/animation/slide_animation.h"
+#include "ui/gfx/compositor/layer.h"
+#include "ui/gfx/interpolated_transform.h"
+#include "ui/gfx/rect.h"
+#include "ui/gfx/transform.h"
+#include "views/paint_lock.h"
+#include "views/view.h"
+#include "views/widget/widget.h"
+
+namespace {
+const int kDefaultTransitionDurationMs = 350;
+
+} // namespace
+
+////////////////////////////////////////////////////////////////////////////////
+// ScreenRotationListener public:
+//
+
+ScreenRotationListener::~ScreenRotationListener() {
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// ScreenRotation public:
+//
+
+ScreenRotation::ScreenRotation(views::View* view,
+ ScreenRotationListener* listener,
+ float old_degrees,
+ float new_degrees)
+ : view_(view),
+ widget_(view->GetWidget()),
+ listener_(listener),
+ old_degrees_(old_degrees),
+ new_degrees_(new_degrees),
+ last_t_(0.0),
+ duration_(kDefaultTransitionDurationMs),
+ animation_started_(false),
+ animation_stopped_(false) {
+ DCHECK(view);
+ DCHECK(listener);
+
+ if (!view->layer() || !widget_) {
+ Finalize();
+ } else {
+ // Screen rotations are trigged as a result of a call to SetTransform which
+ // causes a paint to be scheduled to occur. At this point, the paint has
+ // been scheduled, but has not yet been started. We will listen for this
+ // paint to be completed before we start animating.
+ view->layer()->compositor()->AddObserver(this);
+ }
+}
+
+ScreenRotation::~ScreenRotation() {
+ if (view_->layer())
+ view_->layer()->compositor()->RemoveObserver(this);
+}
+
+void ScreenRotation::SetTarget(float degrees) {
+ if (new_degrees_ == degrees)
+ return;
+
+ new_degrees_ = degrees;
+ Init();
+}
+
+void ScreenRotation::Stop() {
+ animation_.reset();
+ if (view_->layer()) {
+ if (!interpolated_transform_.get()) {
+ // attempt to initialize.
+ Init();
+ }
+ if (interpolated_transform_.get()) {
+ view_->layer()->SetTransform(interpolated_transform_->Interpolate(1.0));
+ view_->GetWidget()->SchedulePaintInRect(
+ view_->GetWidget()->GetClientAreaScreenBounds());
+ }
+ }
+ Finalize();
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// ScreenRotation private:
+//
+
+void ScreenRotation::AnimationProgressed(const ui::Animation* anim) {
+ TRACE_EVENT0("ScreenRotation", "step");
+ last_t_ = static_cast<float>(anim->GetCurrentValue());
+ view_->layer()->SetTransform(interpolated_transform_->Interpolate(last_t_));
+ widget_->SchedulePaintInRect(widget_->GetClientAreaScreenBounds());
+}
+
+void ScreenRotation::AnimationEnded(const ui::Animation* anim) {
+ TRACE_EVENT_END0("ScreenRotation", "ScreenRotation");
+ // TODO(vollick) massage matrix so that entries sufficiently close
+ // to 0, 1, or -1 are clamped to these values. The idea is to fight
+ // accumulated numeric error due to successive rotations.
+ ui::Transform xform = view_->layer()->transform();
+ gfx::Point origin;
+ xform.TransformPoint(origin);
+ ui::Transform translation;
+ translation.SetTranslate(new_origin_.x() - origin.x(),
+ new_origin_.y() - origin.y());
+ xform.ConcatTransform(translation);
+ view_->layer()->SetTransform(xform);
+ widget_->SchedulePaintInRect(widget_->GetClientAreaScreenBounds());
+ animation_stopped_ = true;
+}
+
+void ScreenRotation::OnCompositingEnded() {
+ DoPendingWork();
+}
+
+void ScreenRotation::Init() {
+ TRACE_EVENT0("ScreenRotation", "init");
+
+ ui::Transform current_transform = view_->layer()->transform();
+ int degrees = new_degrees_ - old_degrees_;
+ degrees = NormalizeAngle(degrees);
+
+ // No rotation required.
+ if (degrees == 0)
+ return;
+
+ gfx::Point old_pivot;
+ gfx::Point new_pivot;
+ int width = view_->layer()->bounds().width();
+ int height = view_->layer()->bounds().height();
+
+ switch (degrees) {
+ case 90:
+ new_origin_ = new_pivot = gfx::Point(width, 0);
+ new_size_.SetSize(height, width);
+ break;
+ case -90:
+ new_origin_ = new_pivot = gfx::Point(0, height);
+ new_size_.SetSize(height, width);
+ break;
+ case 180:
+ duration_ = 550;
+ new_pivot = old_pivot = gfx::Point(width / 2, height / 2);
+ new_origin_.SetPoint(width, height);
+ new_size_.SetSize(width, height);
+ break;
+ }
+
+ // Convert points to world space.
+ current_transform.TransformPoint(old_pivot);
+ current_transform.TransformPoint(new_pivot);
+ current_transform.TransformPoint(new_origin_);
+
+ scoped_ptr<ui::InterpolatedTransform> rotation(
+ new ui::InterpolatedTransformAboutPivot(
+ old_pivot,
+ new ui::InterpolatedRotation(0, degrees)));
+
+ scoped_ptr<ui::InterpolatedTransform> translation(
+ new ui::InterpolatedTranslation(
+ gfx::Point(0, 0),
+ gfx::Point(new_pivot.x() - old_pivot.x(),
+ new_pivot.y() - old_pivot.y())));
+
+ float scale_factor = 0.9f;
+ scoped_ptr<ui::InterpolatedTransform> scale_down(
+ new ui::InterpolatedScale(1.0f, scale_factor, 0.0f, 0.5f));
+
+ scoped_ptr<ui::InterpolatedTransform> scale_up(
+ new ui::InterpolatedScale(1.0f, 1.0f / scale_factor, 0.5f, 1.0f));
+
+ scoped_ptr<ui::InterpolatedTransform> transition(
+ new ui::InterpolatedConstantTransform(current_transform));
+
+ scale_up->SetChild(scale_down.release());
+ translation->SetChild(scale_up.release());
+ rotation->SetChild(translation.release());
+ transition->SetChild(rotation.release());
+
+ if (interpolated_transform_.get()) {
+ // We are in the middle of a transition. In this case, we need to create
+ // an interpolated transform that gets us from where we are to the target
+ // transform.
+ ui::Transform target = transition->Interpolate(1.0);
+ interpolated_transform_.reset(
+ new ui::InterpolatedTRSTransform(
+ current_transform, target, last_t_, 1.0));
+ } else {
+ interpolated_transform_.reset(transition.release());
+ }
+}
+
+void ScreenRotation::Start() {
+ TRACE_EVENT_BEGIN0("ScreenRotation", "ScreenRotation");
+ Init();
+ if (interpolated_transform_.get()) {
+ paint_lock_.reset(new views::PaintLock(view_));
+ animation_.reset(new ui::SlideAnimation(this));
+ animation_->SetTweenType(ui::Tween::LINEAR);
+ animation_->SetSlideDuration(duration_);
+ animation_->Show();
+ animation_started_ = true;
+ } else {
+ Finalize();
+ }
+}
+
+void ScreenRotation::Finalize() {
+ ui::Transform final_transform = view_->GetTransform();
+ gfx::Rect final_bounds(0, 0, new_size_.width(), new_size_.height());
+ listener_->OnScreenRotationCompleted(final_transform, final_bounds);
+}
+
+int ScreenRotation::NormalizeAngle(int degrees) {
+ while (degrees <= -180) degrees += 360;
+ while (degrees > 180) degrees -= 360;
+ return degrees;
+}
+
+void ScreenRotation::DoPendingWork() {
+ if (!animation_started_)
+ Start();
+ else if (animation_stopped_) {
+ view_->layer()->compositor()->RemoveObserver(this);
+ Finalize();
+ }
+}