// Copyright (c) 2013 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/tabs/tab_audio_indicator.h" #include "grit/theme_resources.h" #include "ui/base/animation/animation_container.h" #include "ui/base/animation/linear_animation.h" #include "ui/base/resource/resource_bundle.h" #include "ui/gfx/canvas.h" #include "ui/gfx/rect.h" #include "ui/gfx/skia_util.h" namespace { // The number of columns to draw for the equalizer graphic. const size_t kEqualizerColumnCount = 3; // The equalizer cycles between these frames. An equalizer frame is 2 columns // where each column ranges from 0 to 4. const size_t kEqualizerFrames[][kEqualizerColumnCount] = { { 1, 1, 1 }, { 1, 2, 2 }, { 2, 2, 3 }, { 3, 3, 2 }, { 3, 2, 1 }, { 2, 1, 2 }, { 1, 2, 3 }, { 2, 1, 2 }, { 3, 2, 1 }, { 3, 2, 1 }, { 2, 3, 2 }, { 1, 2, 3 }, { 2, 1, 2 }, }; // The space between equalizer levels. const int kEqualizerColumnPadding = 1; // The duration of each equalizer frame. const size_t kAnimationCycleDurationMs = 250; // The duration of the "ending" animation once audio stops playing. const size_t kAnimationEndingDurationMs = 1000; // Target frames per second. In reality fewer frames are drawn because the // equalizer levels change slowly. const int kFPS = 15; } // namespace TabAudioIndicator::TabAudioIndicator(Delegate* delegate) : delegate_(delegate), frame_index_(0), state_(STATE_NOT_ANIMATING) { } TabAudioIndicator::~TabAudioIndicator() { } void TabAudioIndicator::SetAnimationContainer( ui::AnimationContainer* animation_container) { animation_container_ = animation_container; } void TabAudioIndicator::SetIsPlayingAudio(bool is_playing_audio) { if (is_playing_audio && state_ != STATE_ANIMATING) { state_ = STATE_ANIMATING; animation_.reset( new ui::LinearAnimation(kAnimationCycleDurationMs, kFPS, this)); animation_->SetContainer(animation_container_); animation_->Start(); } else if (!is_playing_audio && state_ == STATE_ANIMATING) { state_ = STATE_ANIMATION_ENDING; animation_.reset( new ui::LinearAnimation(kAnimationEndingDurationMs, kFPS, this)); animation_->SetContainer(animation_container_); animation_->Start(); } } bool TabAudioIndicator::IsAnimating() { return state_ != STATE_NOT_ANIMATING; } void TabAudioIndicator::Paint(gfx::Canvas* canvas, const gfx::Rect& rect) { canvas->Save(); canvas->ClipRect(rect); // Draw 3 equalizer columns. |IDR_AUDIO_EQUALIZER_COLUMN| is a column of the // equalizer with 4 levels. The current level is between 0 and 4 so the // image is shifted down and then drawn. if (state_ != STATE_NOT_ANIMATING) { ui::ResourceBundle& rb = ResourceBundle::GetSharedInstance(); gfx::ImageSkia* image(rb.GetImageSkiaNamed(IDR_AUDIO_EQUALIZER_COLUMN)); int x = rect.right(); std::vector levels = GetCurrentEqualizerLevels(); for (int i = levels.size() - 1; i >= 0; --i) { x -= image->width(); if (levels[i] == 0) continue; // Shift the image down by the level. int y = rect.bottom() - levels[i] * 2; canvas->DrawImageInt(*image, x, y); // Clip the equalizer column so the favicon doesn't obscure it. gfx::Rect equalizer_rect(x, y, image->width(), image->height()); canvas->sk_canvas()->clipRect( gfx::RectToSkRect(equalizer_rect), SkRegion::kDifference_Op); // Padding is baked into both sides of the icons so overlap the images. x += kEqualizerColumnPadding; } // Cache the levels that were just drawn. This is used to prevent // unnecessary drawing when animation progress doesn't result in equalizer // levels changing. last_displayed_equalizer_levels_ = levels; } if (!favicon_.isNull()) { int dst_x = rect.x() - (favicon_.width() - rect.width()) / 2; int dst_y = rect.y() - (favicon_.height()- rect.height()) / 2; canvas->DrawImageInt(favicon_, dst_x, dst_y); } canvas->Restore(); } void TabAudioIndicator::AnimationProgressed(const ui::Animation* animation) { std::vector levels = GetCurrentEqualizerLevels(); if (last_displayed_equalizer_levels_ != levels) delegate_->ScheduleAudioIndicatorPaint(); } void TabAudioIndicator::AnimationEnded(const ui::Animation* animation) { if (state_ == STATE_ANIMATING) { // The current equalizer frame animation has finished. Start animating the // next frame. frame_index_ = (frame_index_ + 1) % arraysize(kEqualizerFrames); animation_->Start(); } else if (state_ == STATE_ANIMATION_ENDING) { // The "ending" animation has stopped. Update the tab state so that the UI // can update the tab icon. state_ = STATE_NOT_ANIMATING; delegate_->ScheduleAudioIndicatorPaint(); } } std::vector TabAudioIndicator::GetCurrentEqualizerLevels() const { int next_frame_index = (frame_index_ + 1) % arraysize(kEqualizerFrames); std::vector levels; // For all 2 columsn of the equalizer, tween between the current equalizer // level and the target equalizer level. for (size_t i = 0; i < kEqualizerColumnCount; ++i) { int start = kEqualizerFrames[frame_index_][i]; int end = state_ == STATE_ANIMATION_ENDING ? 0 : kEqualizerFrames[next_frame_index][i]; levels.push_back(animation_->CurrentValueBetween(start, end)); } return levels; }