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// Copyright 2015 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/screen_rotation_animator.h"
#include <string>
#include <utility>
#include <vector>
#include "ash/display/display_info.h"
#include "ash/display/display_manager.h"
#include "ash/display/window_tree_host_manager.h"
#include "ash/rotator/screen_rotation_animation.h"
#include "ash/shell.h"
#include "base/command_line.h"
#include "base/time/time.h"
#include "ui/aura/window.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/layer_animation_observer.h"
#include "ui/compositor/layer_animation_sequence.h"
#include "ui/compositor/layer_animator.h"
#include "ui/compositor/layer_owner.h"
#include "ui/compositor/layer_tree_owner.h"
#include "ui/gfx/animation/tween.h"
#include "ui/gfx/display.h"
#include "ui/gfx/geometry/point.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/transform.h"
#include "ui/gfx/transform_util.h"
#include "ui/wm/core/window_util.h"
namespace ash {
namespace {
// The number of degrees that the rotation animations animate through.
const int kRotationDegrees = 20;
// The time it takes for the rotation animations to run.
const int kRotationDurationInMs = 250;
// Gets the current display rotation for the display with the specified
// |display_id|.
gfx::Display::Rotation GetCurrentRotation(int64_t display_id) {
return Shell::GetInstance()
->display_manager()
->GetDisplayInfo(display_id)
.GetActiveRotation();
}
// Returns true if the rotation between |initial_rotation| and |new_rotation| is
// 180 degrees.
bool Is180DegreeFlip(gfx::Display::Rotation initial_rotation,
gfx::Display::Rotation new_rotation) {
return (initial_rotation + 2) % 4 == new_rotation;
}
// A LayerAnimationObserver that will destroy the contained LayerTreeOwner when
// notified that a layer animation has ended or was aborted.
class LayerCleanupObserver : public ui::LayerAnimationObserver {
public:
explicit LayerCleanupObserver(
scoped_ptr<ui::LayerTreeOwner> layer_tree_owner);
~LayerCleanupObserver() override;
// Get the root layer of the owned layer tree.
ui::Layer* GetRootLayer();
// ui::LayerAnimationObserver:
void OnLayerAnimationEnded(ui::LayerAnimationSequence* sequence) override;
void OnLayerAnimationAborted(ui::LayerAnimationSequence* sequence) override;
void OnLayerAnimationScheduled(
ui::LayerAnimationSequence* sequence) override {}
protected:
// ui::LayerAnimationObserver:
bool RequiresNotificationWhenAnimatorDestroyed() const override {
return true;
}
void OnAttachedToSequence(ui::LayerAnimationSequence* sequence) override;
void OnDetachedFromSequence(ui::LayerAnimationSequence* sequence) override;
private:
// Aborts the active animations of the layer, and recurses upon its child
// layers.
void AbortAnimations(ui::Layer* layer);
// The owned layer tree.
scoped_ptr<ui::LayerTreeOwner> layer_tree_owner_;
// The LayerAnimationSequence that |this| has been attached to. Defaults to
// nullptr.
ui::LayerAnimationSequence* sequence_;
DISALLOW_COPY_AND_ASSIGN(LayerCleanupObserver);
};
LayerCleanupObserver::LayerCleanupObserver(
scoped_ptr<ui::LayerTreeOwner> layer_tree_owner)
: layer_tree_owner_(std::move(layer_tree_owner)), sequence_(nullptr) {}
LayerCleanupObserver::~LayerCleanupObserver() {
// We must eplicitly detach from |sequence_| because we return true from
// RequiresNotificationWhenAnimatorDestroyed.
if (sequence_)
sequence_->RemoveObserver(this);
AbortAnimations(layer_tree_owner_->root());
}
ui::Layer* LayerCleanupObserver::GetRootLayer() {
return layer_tree_owner_->root();
}
void LayerCleanupObserver::OnLayerAnimationEnded(
ui::LayerAnimationSequence* sequence) {
delete this;
}
void LayerCleanupObserver::OnLayerAnimationAborted(
ui::LayerAnimationSequence* sequence) {
delete this;
}
void LayerCleanupObserver::OnAttachedToSequence(
ui::LayerAnimationSequence* sequence) {
sequence_ = sequence;
}
void LayerCleanupObserver::OnDetachedFromSequence(
ui::LayerAnimationSequence* sequence) {
DCHECK_EQ(sequence, sequence_);
sequence_ = nullptr;
}
void LayerCleanupObserver::AbortAnimations(ui::Layer* layer) {
for (ui::Layer* child_layer : layer->children())
AbortAnimations(child_layer);
layer->GetAnimator()->AbortAllAnimations();
}
// Set the screen orientation for the given |display_id| to |new_rotation| and
// animate the change. The animation will rotate the initial orientation's
// layer towards the new orientation through |rotation_degrees| while fading
// out, and the new orientation's layer will be rotated in to the
// |new_orientation| through |rotation_degrees| arc.
void RotateScreen(int64_t display_id,
gfx::Display::Rotation new_rotation,
gfx::Display::RotationSource source) {
aura::Window* root_window = Shell::GetInstance()
->window_tree_host_manager()
->GetRootWindowForDisplayId(display_id);
const gfx::Display::Rotation initial_orientation =
GetCurrentRotation(display_id);
const gfx::Rect original_screen_bounds = root_window->GetTargetBounds();
// 180 degree rotations should animate clock-wise.
const int rotation_factor =
(initial_orientation + 3) % 4 == new_rotation ? 1 : -1;
const int old_layer_initial_rotation_degrees =
(Is180DegreeFlip(initial_orientation, new_rotation) ? 180 : 90);
const base::TimeDelta duration =
base::TimeDelta::FromMilliseconds(kRotationDurationInMs);
const gfx::Tween::Type tween_type = gfx::Tween::FAST_OUT_LINEAR_IN;
scoped_ptr<ui::LayerTreeOwner> old_layer_tree =
wm::RecreateLayers(root_window);
// Add the cloned layer tree in to the root, so it will be rendered.
root_window->layer()->Add(old_layer_tree->root());
root_window->layer()->StackAtTop(old_layer_tree->root());
scoped_ptr<LayerCleanupObserver> layer_cleanup_observer(
new LayerCleanupObserver(std::move(old_layer_tree)));
Shell::GetInstance()->display_manager()->SetDisplayRotation(
display_id, new_rotation, source);
const gfx::Rect rotated_screen_bounds = root_window->GetTargetBounds();
const gfx::Point pivot = gfx::Point(rotated_screen_bounds.width() / 2,
rotated_screen_bounds.height() / 2);
// We must animate each non-cloned child layer individually because the cloned
// layer was added as a child to |root_window|'s layer so that it will be
// rendered.
// TODO(bruthig): Add a NOT_DRAWN layer in between the root_window's layer and
// its current children so that we only need to initiate two
// LayerAnimationSequences. One for the new layers and one for the old layer.
for (ui::Layer* child_layer : root_window->layer()->children()) {
// Skip the cloned layer because it has a different animation.
if (child_layer == layer_cleanup_observer->GetRootLayer())
continue;
scoped_ptr<ScreenRotationAnimation> screen_rotation(
new ScreenRotationAnimation(
child_layer, kRotationDegrees * rotation_factor,
0 /* end_degrees */, child_layer->opacity(),
1.0f /* target_opacity */, pivot, duration, tween_type));
ui::LayerAnimator* animator = child_layer->GetAnimator();
animator->set_preemption_strategy(
ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS);
scoped_ptr<ui::LayerAnimationSequence> animation_sequence(
new ui::LayerAnimationSequence(screen_rotation.release()));
animator->StartAnimation(animation_sequence.release());
}
// The old layer will also be transformed into the new orientation. We will
// translate it so that the old layer's center point aligns with the new
// orientation's center point and use that center point as the pivot for the
// rotation animation.
gfx::Transform translate_transform;
translate_transform.Translate(
(rotated_screen_bounds.width() - original_screen_bounds.width()) / 2,
(rotated_screen_bounds.height() - original_screen_bounds.height()) / 2);
layer_cleanup_observer->GetRootLayer()->SetTransform(translate_transform);
scoped_ptr<ScreenRotationAnimation> screen_rotation(
new ScreenRotationAnimation(
layer_cleanup_observer->GetRootLayer(),
old_layer_initial_rotation_degrees * rotation_factor,
(old_layer_initial_rotation_degrees - kRotationDegrees) *
rotation_factor,
layer_cleanup_observer->GetRootLayer()->opacity(),
0.0f /* target_opacity */, pivot, duration, tween_type));
ui::LayerAnimator* animator =
layer_cleanup_observer->GetRootLayer()->GetAnimator();
animator->set_preemption_strategy(
ui::LayerAnimator::REPLACE_QUEUED_ANIMATIONS);
scoped_ptr<ui::LayerAnimationSequence> animation_sequence(
new ui::LayerAnimationSequence(screen_rotation.release()));
// Add an observer so that the cloned layers can be cleaned up with the
// animation completes/aborts.
animation_sequence->AddObserver(layer_cleanup_observer.release());
animator->StartAnimation(animation_sequence.release());
}
} // namespace
ScreenRotationAnimator::ScreenRotationAnimator(int64_t display_id)
: display_id_(display_id) {}
ScreenRotationAnimator::~ScreenRotationAnimator() {
}
bool ScreenRotationAnimator::CanAnimate() const {
return Shell::GetInstance()
->display_manager()
->GetDisplayForId(display_id_)
.is_valid();
}
void ScreenRotationAnimator::Rotate(gfx::Display::Rotation new_rotation,
gfx::Display::RotationSource source) {
const gfx::Display::Rotation current_rotation =
GetCurrentRotation(display_id_);
if (current_rotation == new_rotation)
return;
RotateScreen(display_id_, new_rotation, source);
}
} // namespace ash