diff options
Diffstat (limited to 'chrome/browser/ui/touch/animation/screen_rotation.cc')
-rw-r--r-- | chrome/browser/ui/touch/animation/screen_rotation.cc | 234 |
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 new file mode 100644 index 0000000..7f3a053 --- /dev/null +++ b/chrome/browser/ui/touch/animation/screen_rotation.cc @@ -0,0 +1,234 @@ +// 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(); + } +} |