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// 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.
#include "ash/rotator/window_rotation.h"
#include "base/time/time.h"
#include "ui/compositor/layer.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/interpolated_transform.h"
#include "ui/gfx/transform.h"
namespace ash {
namespace {
const int k90DegreeTransitionDurationMs = 350;
const int k180DegreeTransitionDurationMs = 550;
const int k360DegreeTransitionDurationMs = 750;
base::TimeDelta GetTransitionDuration(int degrees) {
if (degrees == 360)
return base::TimeDelta::FromMilliseconds(k360DegreeTransitionDurationMs);
if (degrees == 180)
return base::TimeDelta::FromMilliseconds(k180DegreeTransitionDurationMs);
if (degrees == 0)
return base::TimeDelta::FromMilliseconds(0);
return base::TimeDelta::FromMilliseconds(k90DegreeTransitionDurationMs);
}
} // namespace
WindowRotation::WindowRotation(int degrees, ui::Layer* layer)
: ui::LayerAnimationElement(LayerAnimationElement::TRANSFORM,
GetTransitionDuration(degrees)),
degrees_(degrees) {
InitTransform(layer);
}
WindowRotation::~WindowRotation() {
}
void WindowRotation::InitTransform(ui::Layer* layer) {
// No rotation required, use the identity transform.
if (degrees_ == 0) {
interpolated_transform_.reset(
new ui::InterpolatedConstantTransform(gfx::Transform()));
return;
}
// Use the target transform/bounds in case the layer is already animating.
const gfx::Transform& current_transform = layer->GetTargetTransform();
const gfx::Rect& bounds = layer->GetTargetBounds();
gfx::Point old_pivot;
gfx::Point new_pivot;
int width = bounds.width();
int height = bounds.height();
switch (degrees_) {
case 90:
new_origin_ = new_pivot = gfx::Point(width, 0);
break;
case -90:
new_origin_ = new_pivot = gfx::Point(0, height);
break;
case 180:
case 360:
new_pivot = old_pivot = gfx::Point(width / 2, height / 2);
new_origin_.SetPoint(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));
interpolated_transform_.reset(
new ui::InterpolatedConstantTransform(current_transform));
scale_up->SetChild(scale_down.release());
translation->SetChild(scale_up.release());
rotation->SetChild(translation.release());
interpolated_transform_->SetChild(rotation.release());
}
void WindowRotation::OnStart(ui::LayerAnimationDelegate* delegate) {
}
bool WindowRotation::OnProgress(double t,
ui::LayerAnimationDelegate* delegate) {
delegate->SetTransformFromAnimation(interpolated_transform_->Interpolate(t));
return true;
}
void WindowRotation::OnGetTarget(TargetValue* target) const {
target->transform = interpolated_transform_->Interpolate(1.0);
}
void WindowRotation::OnAbort(ui::LayerAnimationDelegate* delegate) {
}
} // namespace ash
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