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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/wm/window_animations.h"
#include "ash/ash_switches.h"
#include "base/command_line.h"
#include "base/compiler_specific.h"
#include "base/logging.h"
#include "base/message_loop.h"
#include "base/stl_util.h"
#include "base/time.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/window.h"
#include "ui/aura/window_observer.h"
#include "ui/aura/window_property.h"
#include "ui/gfx/compositor/layer_animation_observer.h"
#include "ui/gfx/compositor/layer_animator.h"
#include "ui/gfx/compositor/scoped_layer_animation_settings.h"
DECLARE_WINDOW_PROPERTY_TYPE(int)
DECLARE_WINDOW_PROPERTY_TYPE(ash::WindowVisibilityAnimationType)
DECLARE_WINDOW_PROPERTY_TYPE(ash::WindowVisibilityAnimationTransition)
using base::TimeDelta;
namespace ash {
namespace internal {
namespace {
const aura::WindowProperty<WindowVisibilityAnimationType>
kWindowVisibilityAnimationTypeProp =
{WINDOW_VISIBILITY_ANIMATION_TYPE_DEFAULT};
const aura::WindowProperty<int> kWindowVisibilityAnimationDurationProp = {0};
const aura::WindowProperty<WindowVisibilityAnimationTransition>
kWindowVisibilityAnimationTransitionProp = {ANIMATE_BOTH};
} // namespace
const aura::WindowProperty<WindowVisibilityAnimationType>* const
kWindowVisibilityAnimationTypeKey = &kWindowVisibilityAnimationTypeProp;
const aura::WindowProperty<int>* const kWindowVisibilityAnimationDurationKey =
&kWindowVisibilityAnimationDurationProp;
const aura::WindowProperty<WindowVisibilityAnimationTransition>* const
kWindowVisibilityAnimationTransitionKey =
&kWindowVisibilityAnimationTransitionProp;
} // namespace internal
void SetWindowVisibilityAnimationType(aura::Window* window,
WindowVisibilityAnimationType type) {
window->SetProperty(internal::kWindowVisibilityAnimationTypeKey, type);
}
void SetWindowVisibilityAnimationTransition(
aura::Window* window,
WindowVisibilityAnimationTransition transition) {
window->SetProperty(internal::kWindowVisibilityAnimationTransitionKey,
transition);
}
void SetWindowVisibilityAnimationDuration(aura::Window* window,
const TimeDelta& duration) {
window->SetProperty(internal::kWindowVisibilityAnimationDurationKey,
static_cast<int>(duration.ToInternalValue()));
}
bool HasWindowVisibilityAnimationTransition(
aura::Window* window,
WindowVisibilityAnimationTransition transition) {
WindowVisibilityAnimationTransition prop = window->GetProperty(
internal::kWindowVisibilityAnimationTransitionKey);
return (prop & transition) != 0;
}
namespace internal {
namespace {
const float kWindowAnimation_HideOpacity = 0.f;
const float kWindowAnimation_ShowOpacity = 1.f;
const float kWindowAnimation_TranslateFactor = -0.025f;
const float kWindowAnimation_ScaleFactor = 1.05f;
const float kWindowAnimation_Vertical_TranslateY = 15.f;
// Amount windows are scaled during workspace animations.
const float kWorkspaceScale = .95f;
// Gets/sets the WindowVisibilityAnimationType associated with a window.
WindowVisibilityAnimationType GetWindowVisibilityAnimationType(
aura::Window* window) {
WindowVisibilityAnimationType type =
window->GetProperty(kWindowVisibilityAnimationTypeKey);
if (type == WINDOW_VISIBILITY_ANIMATION_TYPE_DEFAULT) {
return (window->type() == aura::client::WINDOW_TYPE_MENU ||
window->type() == aura::client::WINDOW_TYPE_TOOLTIP) ?
WINDOW_VISIBILITY_ANIMATION_TYPE_FADE :
WINDOW_VISIBILITY_ANIMATION_TYPE_DROP;
}
return type;
}
// Observes a hide animation.
// A window can be hidden for a variety of reasons. Sometimes, Hide() will be
// called and life is simple. Sometimes, the window is actually bound to a
// views::Widget and that Widget is closed, and life is a little more
// complicated. When a Widget is closed the aura::Window* is actually not
// destroyed immediately - it is actually just immediately hidden and then
// destroyed when the stack unwinds. To handle this case, we start the hide
// animation immediately when the window is hidden, then when the window is
// subsequently destroyed this object acquires ownership of the window's layer,
// so that it can continue animating it until the animation completes.
// Regardless of whether or not the window is destroyed, this object deletes
// itself when the animation completes.
class HidingWindowAnimationObserver : public ui::ImplicitAnimationObserver,
public aura::WindowObserver {
public:
explicit HidingWindowAnimationObserver(aura::Window* window)
: window_(window) {
window_->AddObserver(this);
}
virtual ~HidingWindowAnimationObserver() {
STLDeleteElements(&layers_);
}
private:
// Overridden from ui::ImplicitAnimationObserver:
virtual void OnImplicitAnimationsCompleted() OVERRIDE {
// Restore the correct visibility value (overridden for the duration of the
// animation in AnimateHideWindow()).
layer()->SetVisible(false);
// Window may have been destroyed by this point.
if (window_)
window_->RemoveObserver(this);
MessageLoop::current()->DeleteSoon(FROM_HERE, this);
}
// Overridden from aura::WindowObserver:
virtual void OnWindowDestroying(aura::Window* window) OVERRIDE {
DCHECK_EQ(window, window_);
DCHECK(layers_.empty());
AcquireAllLayers(window_);
window_->RemoveObserver(this);
window_ = NULL;
}
void AcquireAllLayers(aura::Window* window) {
ui::Layer* layer = window->AcquireLayer();
DCHECK(layer);
layers_.push_back(layer);
for (aura::Window::Windows::const_iterator it = window->children().begin();
it != window->children().end();
++it)
AcquireAllLayers(*it);
}
ui::Layer* layer() { return window_ ? window_->layer() : layers_[0]; }
aura::Window* window_;
std::vector<ui::Layer*> layers_;
DISALLOW_COPY_AND_ASSIGN(HidingWindowAnimationObserver);
};
// ImplicitAnimationObserver used when switching workspaces. Resets the layer
// visibility to 'false' when done. This doesn't need the complexity of
// HidingWindowAnimationObserver as the window isn't closing, and if it does a
// HidingWindowAnimationObserver will be created.
class WorkspaceHidingWindowAnimationObserver :
public ui::ImplicitAnimationObserver {
public:
explicit WorkspaceHidingWindowAnimationObserver(aura::Window* window)
: layer_(window->layer()) {
}
virtual ~WorkspaceHidingWindowAnimationObserver() {
}
private:
// Overridden from ui::ImplicitAnimationObserver:
virtual void OnImplicitAnimationsCompleted() OVERRIDE {
// Restore the correct visibility value (overridden for the duration of the
// animation in AnimateHideWindow()).
layer_->SetVisible(false);
}
ui::Layer* layer_;
DISALLOW_COPY_AND_ASSIGN(WorkspaceHidingWindowAnimationObserver);
};
// Shows a window using an animation, animating its opacity from 0.f to 1.f, and
// its transform from |start_transform| to |end_transform|.
void AnimateShowWindowCommon(aura::Window* window,
const ui::Transform& start_transform,
const ui::Transform& end_transform) {
window->layer()->set_delegate(window);
window->layer()->SetOpacity(kWindowAnimation_HideOpacity);
window->layer()->SetTransform(start_transform);
{
// Property sets within this scope will be implicitly animated.
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
int duration =
window->GetProperty(internal::kWindowVisibilityAnimationDurationKey);
if (duration > 0)
settings.SetTransitionDuration(TimeDelta::FromInternalValue(duration));
window->layer()->SetTransform(end_transform);
window->layer()->SetOpacity(kWindowAnimation_ShowOpacity);
}
}
// Hides a window using an animation, animating its opacity from 1.f to 0.f, and
// its transform to |end_transform|.
void AnimateHideWindowCommon(aura::Window* window,
const ui::Transform& end_transform) {
window->layer()->set_delegate(NULL);
// Property sets within this scope will be implicitly animated.
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
settings.AddObserver(new HidingWindowAnimationObserver(window));
int duration =
window->GetProperty(internal::kWindowVisibilityAnimationDurationKey);
if (duration > 0)
settings.SetTransitionDuration(TimeDelta::FromInternalValue(duration));
window->layer()->SetOpacity(kWindowAnimation_HideOpacity);
window->layer()->SetTransform(end_transform);
}
// Show/Hide windows using a shrink animation.
void AnimateShowWindow_Drop(aura::Window* window) {
ui::Transform transform;
transform.ConcatScale(kWindowAnimation_ScaleFactor,
kWindowAnimation_ScaleFactor);
transform.ConcatTranslate(
kWindowAnimation_TranslateFactor * window->bounds().width(),
kWindowAnimation_TranslateFactor * window->bounds().height());
AnimateShowWindowCommon(window, transform, ui::Transform());
}
void AnimateHideWindow_Drop(aura::Window* window) {
ui::Transform transform;
transform.ConcatScale(kWindowAnimation_ScaleFactor,
kWindowAnimation_ScaleFactor);
transform.ConcatTranslate(
kWindowAnimation_TranslateFactor * window->bounds().width(),
kWindowAnimation_TranslateFactor * window->bounds().height());
AnimateHideWindowCommon(window, transform);
}
// Show/Hide windows using a vertical Glenimation.
void AnimateShowWindow_Vertical(aura::Window* window) {
ui::Transform transform;
transform.ConcatTranslate(0, kWindowAnimation_Vertical_TranslateY);
AnimateShowWindowCommon(window, transform, ui::Transform());
}
void AnimateHideWindow_Vertical(aura::Window* window) {
ui::Transform transform;
transform.ConcatTranslate(0, kWindowAnimation_Vertical_TranslateY);
AnimateHideWindowCommon(window, transform);
}
// Show/Hide windows using a fade.
void AnimateShowWindow_Fade(aura::Window* window) {
AnimateShowWindowCommon(window, ui::Transform(), ui::Transform());
}
void AnimateHideWindow_Fade(aura::Window* window) {
AnimateHideWindowCommon(window, ui::Transform());
}
// Builds the transform used when switching workspaces for the specified
// window.
ui::Transform BuildWorkspaceSwitchTransform(aura::Window* window) {
// Animations for transitioning workspaces scale all windows. To give the
// effect of scaling from the center of the screen the windows are translated.
gfx::Rect parent_bounds(window->parent()->bounds());
float mid_x = static_cast<float>(parent_bounds.width()) / 2.0f;
float initial_x =
(static_cast<float>(window->bounds().x()) - mid_x) * kWorkspaceScale +
mid_x;
float mid_y = static_cast<float>(parent_bounds.height()) / 2.0f;
float initial_y =
(static_cast<float>(window->bounds().y()) - mid_y) * kWorkspaceScale +
mid_y;
ui::Transform transform;
transform.ConcatTranslate(
initial_x - static_cast<float>(window->bounds().x()),
initial_y - static_cast<float>(window->bounds().y()));
transform.ConcatScale(kWorkspaceScale, kWorkspaceScale);
return transform;
}
void AnimateShowWindow_Workspace(aura::Window* window) {
ui::Transform transform(BuildWorkspaceSwitchTransform(window));
window->layer()->SetVisible(true);
window->layer()->SetOpacity(0.0f);
window->layer()->SetTransform(transform);
{
// Property sets within this scope will be implicitly animated.
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
window->layer()->SetTransform(ui::Transform());
// Opacity animates only during the first half of the animation.
settings.SetTransitionDuration(settings.GetTransitionDuration() / 2);
window->layer()->SetOpacity(1.0f);
}
}
void AnimateHideWindow_Workspace(aura::Window* window) {
ui::Transform transform(BuildWorkspaceSwitchTransform(window));
window->layer()->SetOpacity(1.0f);
window->layer()->SetTransform(ui::Transform());
// Opacity animates from 1 to 0 only over the second half of the animation. To
// get this functionality two animations are schedule for opacity, the first
// from 1 to 1 (which effectively does nothing) the second from 1 to 0.
// Because we're scheduling two animations of the same property we need to
// change the preemption strategy.
ui::LayerAnimator* animator = window->layer()->GetAnimator();
animator->set_preemption_strategy(ui::LayerAnimator::ENQUEUE_NEW_ANIMATION);
{
// Property sets within this scope will be implicitly animated.
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
// Add an observer that sets visibility of the layer to false once animation
// completes.
settings.AddObserver(new WorkspaceHidingWindowAnimationObserver(window));
window->layer()->SetTransform(transform);
settings.SetTransitionDuration(settings.GetTransitionDuration() / 2);
window->layer()->SetOpacity(1.0f);
window->layer()->SetOpacity(0.0f);
}
animator->set_preemption_strategy(
ui::LayerAnimator::IMMEDIATELY_SET_NEW_TARGET);
}
bool AnimateShowWindow(aura::Window* window) {
if (!HasWindowVisibilityAnimationTransition(window, ANIMATE_SHOW))
return false;
switch (GetWindowVisibilityAnimationType(window)) {
case WINDOW_VISIBILITY_ANIMATION_TYPE_DROP:
AnimateShowWindow_Drop(window);
return true;
case WINDOW_VISIBILITY_ANIMATION_TYPE_VERTICAL:
AnimateShowWindow_Vertical(window);
return true;
case WINDOW_VISIBILITY_ANIMATION_TYPE_FADE:
AnimateShowWindow_Fade(window);
return true;
case WINDOW_VISIBILITY_ANIMATION_TYPE_WORKSPACE_SHOW:
AnimateShowWindow_Workspace(window);
return true;
default:
NOTREACHED();
return false;
}
}
bool AnimateHideWindow(aura::Window* window) {
if (!HasWindowVisibilityAnimationTransition(window, ANIMATE_HIDE))
return false;
switch (GetWindowVisibilityAnimationType(window)) {
case WINDOW_VISIBILITY_ANIMATION_TYPE_DROP:
AnimateHideWindow_Drop(window);
return true;
case WINDOW_VISIBILITY_ANIMATION_TYPE_VERTICAL:
AnimateHideWindow_Vertical(window);
return true;
case WINDOW_VISIBILITY_ANIMATION_TYPE_FADE:
AnimateHideWindow_Fade(window);
return true;
case WINDOW_VISIBILITY_ANIMATION_TYPE_WORKSPACE_HIDE:
AnimateHideWindow_Workspace(window);
return true;
default:
NOTREACHED();
return false;
}
}
} // namespace
////////////////////////////////////////////////////////////////////////////////
// WindowAnimation, public:
bool AnimateOnChildWindowVisibilityChanged(aura::Window* window, bool visible) {
if (window->GetProperty(aura::client::kAnimationsDisabledKey) ||
CommandLine::ForCurrentProcess()->HasSwitch(
switches::kAuraWindowAnimationsDisabled)) {
return false;
}
if (visible) {
return AnimateShowWindow(window);
} else {
// Don't start hiding the window again if it's already being hidden.
return window->layer()->GetTargetOpacity() != 0.0f &&
AnimateHideWindow(window);
}
}
} // namespace internal
} // namespace ash
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