// Copyright (c) 2012 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. #ifndef NDEBUG #define _USE_MATH_DEFINES // For VC++ to get M_PI. This has to be first. #include "ui/compositor/debug_utils.h" #include #include #include #include #include "base/logging.h" #include "base/utf_string_conversions.h" #include "ui/compositor/layer.h" #include "ui/gfx/interpolated_transform.h" #include "ui/gfx/point.h" #include "ui/gfx/point_conversions.h" #include "ui/gfx/transform.h" namespace ui { namespace { void PrintLayerHierarchyImp(const Layer* layer, int indent, gfx::Point mouse_location) { std::wostringstream buf; std::string indent_str(indent, ' '); std::string content_indent_str(indent+1, ' '); layer->transform().TransformPointReverse(mouse_location); bool mouse_inside_layer_bounds = layer->bounds().Contains(mouse_location); mouse_location.Offset(-layer->bounds().x(), -layer->bounds().y()); buf << UTF8ToWide(indent_str); if (mouse_inside_layer_bounds) buf << L'*'; else buf << L' '; buf << UTF8ToWide(layer->name()) << L' ' << layer; switch (layer->type()) { case ui::LAYER_NOT_DRAWN: buf << L" not_drawn"; break; case ui::LAYER_TEXTURED: buf << L" textured"; if (layer->fills_bounds_opaquely()) buf << L" opaque"; break; case ui::LAYER_SOLID_COLOR: buf << L" solid"; break; } if (!layer->visible()) buf << L" !visible"; std::string property_indent_str(indent+3, ' '); buf << L'\n' << UTF8ToWide(property_indent_str); buf << L"bounds: " << layer->bounds().x() << L',' << layer->bounds().y(); buf << L' ' << layer->bounds().width() << L'x' << layer->bounds().height(); if (layer->opacity() != 1.0f) { buf << L'\n' << UTF8ToWide(property_indent_str); buf << L"opacity: " << std::setprecision(2) << layer->opacity(); } gfx::DecomposedTransform decomp; if (!layer->transform().IsIdentity() && gfx::DecomposeTransform(&decomp, layer->transform())) { buf << L'\n' << UTF8ToWide(property_indent_str); buf << L"translation: " << std::fixed << decomp.translate[0]; buf << L", " << decomp.translate[1]; buf << L'\n' << UTF8ToWide(property_indent_str); buf << L"rotation: "; buf << std::acos(decomp.quaternion[3]) * 360.0 / M_PI; buf << L'\n' << UTF8ToWide(property_indent_str); buf << L"scale: " << decomp.scale[0]; buf << L", " << decomp.scale[1]; } VLOG(1) << buf.str(); std::cout << buf.str() << std::endl; for (size_t i = 0, count = layer->children().size(); i < count; ++i) PrintLayerHierarchyImp(layer->children()[i], indent + 3, mouse_location); } } // namespace void PrintLayerHierarchy(const Layer* layer, gfx::Point mouse_location) { PrintLayerHierarchyImp(layer, 0, mouse_location); } } // namespace ui #endif // NDEBUG