blob: ed37b7f1da31bb7d519193ea8c29d999fb91e8a8 [file] [log] [blame]
// 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 <vector>
#include "ash/ash_switches.h"
#include "ash/display/display_controller.h"
#include "ash/display/display_info.h"
#include "ash/display/display_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 {
// Switch value for the default animation.
const char kRotationAnimation_Default[] = "";
// Switch value for no animation.
const char kRotationAnimation_None[] = "none";
// Switch value for an animation that will rotate the initial orientation's
// layer towards the new orientation and the new orientation's layer in to
// position from the initial orientation through an arc of
// |kPartialRotationDegrees| degrees. The initial orientation's layer will be
// faded out as well.
const char kRotationAnimation_Partial[] = "partial-rotation";
// Switch value for an animation that will rotate both the initial and target
// orientation's layers from the initial orientation into the target
// orientation. The initial orientation's layer will be faded out as well and an
// interpolated scaling factor is applied to the animation so that the initial
// and target layers are both the same size throughout the animation.
const char kRotationAnimation_Full[] = "full-rotation";
// The number of degrees the partial rotation animations animate through.
const int kPartialRotationDegrees = 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 display_id) {
return Shell::GetInstance()
->display_manager()
->GetDisplayInfo(display_id)
.rotation();
}
// 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:
// 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_(layer_tree_owner.Pass()), sequence_(nullptr) {
}
LayerCleanupObserver::~LayerCleanupObserver() {
// We must eplicitly detach from |sequence_| because we return true from
// RequiresNotificationWhenAnimatorDestroyed.
if (sequence_)
sequence_->RemoveObserver(this);
}
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;
}
// Set the screen orientation for the given |display| to |new_rotation| and
// animate the change.
void RotateScreen(int64 display_id,
gfx::Display::Rotation new_rotation,
base::TimeDelta duration,
int rotation_degrees,
int rotation_degree_offset,
gfx::Tween::Type tween_type,
bool should_scale) {
aura::Window* root_window =
Shell::GetInstance()->display_controller()->GetRootWindowForDisplayId(
display_id);
const gfx::Display::Rotation initial_orientation =
GetCurrentRotation(display_id);
const gfx::RectF 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;
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(old_layer_tree.Pass()));
Shell::GetInstance()->display_manager()->SetDisplayRotation(display_id,
new_rotation);
const gfx::RectF rotated_screen_bounds = root_window->GetTargetBounds();
const gfx::Point pivot = gfx::Point(rotated_screen_bounds.width() / 2,
rotated_screen_bounds.height() / 2);
gfx::Point3F new_layer_initial_scale = gfx::Point3F(1.0f, 1.0f, 1.0f);
gfx::Point3F old_layer_target_scale = gfx::Point3F(1.0f, 1.0f, 1.0f);
if (should_scale) {
new_layer_initial_scale = gfx::Point3F(
original_screen_bounds.width() / rotated_screen_bounds.width(),
original_screen_bounds.height() / rotated_screen_bounds.height(), 1.0f);
old_layer_target_scale = gfx::Point3F(
rotated_screen_bounds.width() / original_screen_bounds.width(),
rotated_screen_bounds.height() / original_screen_bounds.height(), 1.0f);
}
// 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, rotation_degrees * rotation_factor,
0 /* end_degrees */, child_layer->opacity(),
1.0f /* target_opacity */, new_layer_initial_scale,
gfx::Point3F(1.0f, 1.0f, 1.0f), 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(),
(rotation_degrees + rotation_degree_offset) * rotation_factor,
rotation_degree_offset * rotation_factor,
layer_cleanup_observer->GetRootLayer()->opacity(),
0.0f /* target_opacity */, gfx::Point3F(1.0f, 1.0f, 1.0f),
old_layer_target_scale, 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 display_id)
: display_id_(display_id) {
}
ScreenRotationAnimator::~ScreenRotationAnimator() {
}
void ScreenRotationAnimator::Rotate(gfx::Display::Rotation new_rotation) {
const gfx::Display::Rotation current_rotation =
GetCurrentRotation(display_id_);
if (current_rotation == new_rotation)
return;
const std::string switch_value =
base::CommandLine::ForCurrentProcess()->GetSwitchValueASCII(
switches::kAshEnableScreenRotationAnimation);
if (switch_value == kRotationAnimation_None) {
Shell::GetInstance()->display_manager()->SetDisplayRotation(display_id_,
new_rotation);
} else if (kRotationAnimation_Default == switch_value ||
kRotationAnimation_Partial == switch_value) {
const int rotation_degree_offset =
Is180DegreeFlip(current_rotation, new_rotation)
? 180 - kPartialRotationDegrees
: 90 - kPartialRotationDegrees;
RotateScreen(display_id_, new_rotation,
base::TimeDelta::FromMilliseconds(kRotationDurationInMs),
kPartialRotationDegrees, rotation_degree_offset,
gfx::Tween::FAST_OUT_LINEAR_IN, false /* should_scale */);
} else if (kRotationAnimation_Full == switch_value) {
const int rotation_degrees =
Is180DegreeFlip(current_rotation, new_rotation) ? 180 : 90;
RotateScreen(display_id_, new_rotation,
base::TimeDelta::FromMilliseconds(kRotationDurationInMs),
rotation_degrees, 0 /* rotation_degree_offset */,
gfx::Tween::FAST_OUT_LINEAR_IN, true /* should_scale */);
} else {
NOTREACHED();
}
}
} // namespace ash