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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 "ui/views/corewm/visibility_controller.h"
#include "ui/aura/window.h"
#include "ui/aura/window_property.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/layer_animation_sequence.h"
#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/views/corewm/window_animations.h"
namespace views {
namespace corewm {
namespace {
// Property set on all windows whose child windows' visibility changes are
// animated.
DEFINE_WINDOW_PROPERTY_KEY(
bool, kChildWindowVisibilityChangesAnimatedKey, false);
bool ShouldAnimateWindow(aura::Window* window) {
return window->parent() && window->parent()->GetProperty(
kChildWindowVisibilityChangesAnimatedKey);
}
} // namespace
VisibilityController::VisibilityController() {
}
VisibilityController::~VisibilityController() {
}
bool VisibilityController::CallAnimateOnChildWindowVisibilityChanged(
aura::Window* window,
bool visible) {
return AnimateOnChildWindowVisibilityChanged(window, visible);
}
void VisibilityController::UpdateLayerVisibility(aura::Window* window,
bool visible) {
bool animated = window->type() != ui::wm::WINDOW_TYPE_CONTROL &&
window->type() != ui::wm::WINDOW_TYPE_UNKNOWN &&
ShouldAnimateWindow(window);
animated = animated &&
CallAnimateOnChildWindowVisibilityChanged(window, visible);
if (!visible) {
// For window hiding animation, we want to check if the window is already
// animating, and delay calling SetVisible(false) if it is.
animated = animated || (window->layer()->GetAnimator()->
IsAnimatingProperty(ui::LayerAnimationElement::OPACITY) &&
window->layer()->GetTargetOpacity() == 0.0f);
}
// When a window is made visible, we always make its layer visible
// immediately. When a window is hidden, the layer must be left visible and
// only made not visible once the animation is complete.
if (!animated || visible)
window->layer()->SetVisible(visible);
else {
base::TimeDelta duration = base::TimeDelta::FromSeconds(0);
ui::LayerAnimator* animator = window->layer()->GetAnimator();
// Since we're likely not running a visibility animation currently (just an
// opacity animation), if we were to schedule a visibility animation now,
// it would run immediately since the property is 'free'. We don't want
// this. Scheduling a zero duration pause will fix this. The visibility
// animation will run after the "pause", and the pause won't run until the
// opacity animation is done.
animator->SchedulePauseForProperties(duration,
ui::LayerAnimationElement::OPACITY,
ui::LayerAnimationElement::VISIBILITY,
-1);
animator->ScheduleAnimation(new ui::LayerAnimationSequence(
ui::LayerAnimationElement::CreateVisibilityElement(visible, duration)));
}
}
SuspendChildWindowVisibilityAnimations::SuspendChildWindowVisibilityAnimations(
aura::Window* window)
: window_(window),
original_enabled_(window->GetProperty(
kChildWindowVisibilityChangesAnimatedKey)) {
window_->ClearProperty(kChildWindowVisibilityChangesAnimatedKey);
}
SuspendChildWindowVisibilityAnimations::
~SuspendChildWindowVisibilityAnimations() {
if (original_enabled_)
window_->SetProperty(kChildWindowVisibilityChangesAnimatedKey, true);
else
window_->ClearProperty(kChildWindowVisibilityChangesAnimatedKey);
}
void SetChildWindowVisibilityChangesAnimated(aura::Window* window) {
window->SetProperty(kChildWindowVisibilityChangesAnimatedKey, true);
}
} // namespace corewm
} // namespace views
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