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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 <math.h>
#include <algorithm>
#include <utility>
#include <vector>
#include "ash/aura/wm_window_aura.h"
#include "ash/common/shelf/wm_shelf.h"
#include "ash/common/wm/window_animation_types.h"
#include "ash/common/wm/workspace_controller.h"
#include "ash/screen_util.h"
#include "ash/wm/window_util.h"
#include "base/i18n/rtl.h"
#include "base/logging.h"
#include "base/stl_util.h"
#include "base/time/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/compositor/compositor_observer.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_tree_owner.h"
#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/display/display.h"
#include "ui/display/screen.h"
#include "ui/gfx/interpolated_transform.h"
#include "ui/gfx/transform.h"
#include "ui/wm/core/window_util.h"
namespace ash {
namespace {
const int kLayerAnimationsForMinimizeDurationMS = 200;
// Durations for the cross-fade animation, in milliseconds.
const float kCrossFadeDurationMinMs = 200.f;
const float kCrossFadeDurationMaxMs = 400.f;
// Durations for the brightness/grayscale fade animation, in milliseconds.
const int kBrightnessGrayscaleFadeDurationMs = 1000;
// Brightness/grayscale values for hide/show window animations.
const float kWindowAnimation_HideBrightnessGrayscale = 1.f;
const float kWindowAnimation_ShowBrightnessGrayscale = 0.f;
const float kWindowAnimation_HideOpacity = 0.f;
const float kWindowAnimation_ShowOpacity = 1.f;
int64_t Round64(float f) {
return static_cast<int64_t>(f + 0.5f);
}
base::TimeDelta GetCrossFadeDuration(aura::Window* window,
const gfx::RectF& old_bounds,
const gfx::Rect& new_bounds) {
if (::wm::WindowAnimationsDisabled(window))
return base::TimeDelta();
int old_area = static_cast<int>(old_bounds.width() * old_bounds.height());
int new_area = new_bounds.width() * new_bounds.height();
int max_area = std::max(old_area, new_area);
// Avoid divide by zero.
if (max_area == 0)
return base::TimeDelta::FromMilliseconds(kCrossFadeDurationMS);
int delta_area = std::abs(old_area - new_area);
// If the area didn't change, the animation is instantaneous.
if (delta_area == 0)
return base::TimeDelta::FromMilliseconds(kCrossFadeDurationMS);
float factor = static_cast<float>(delta_area) / static_cast<float>(max_area);
const float kRange = kCrossFadeDurationMaxMs - kCrossFadeDurationMinMs;
return base::TimeDelta::FromMilliseconds(
Round64(kCrossFadeDurationMinMs + (factor * kRange)));
}
} // namespace
const int kCrossFadeDurationMS = 200;
void AddLayerAnimationsForMinimize(aura::Window* window, bool show) {
// Recalculate the transform at restore time since the launcher item may have
// moved while the window was minimized.
gfx::Rect bounds = window->bounds();
gfx::Rect target_bounds = GetMinimizeAnimationTargetBoundsInScreen(window);
target_bounds =
ScreenUtil::ConvertRectFromScreen(window->parent(), target_bounds);
float scale_x = static_cast<float>(target_bounds.width()) / bounds.width();
float scale_y = static_cast<float>(target_bounds.height()) / bounds.height();
std::unique_ptr<ui::InterpolatedTransform> scale(new ui::InterpolatedScale(
gfx::Point3F(1, 1, 1), gfx::Point3F(scale_x, scale_y, 1)));
std::unique_ptr<ui::InterpolatedTransform> translation(
new ui::InterpolatedTranslation(
gfx::PointF(), gfx::PointF(target_bounds.x() - bounds.x(),
target_bounds.y() - bounds.y())));
scale->SetChild(translation.release());
scale->SetReversed(show);
base::TimeDelta duration =
window->layer()->GetAnimator()->GetTransitionDuration();
std::unique_ptr<ui::LayerAnimationElement> transition(
ui::LayerAnimationElement::CreateInterpolatedTransformElement(
scale.release(), duration));
transition->set_tween_type(show ? gfx::Tween::EASE_IN
: gfx::Tween::EASE_IN_OUT);
window->layer()->GetAnimator()->ScheduleAnimation(
new ui::LayerAnimationSequence(transition.release()));
// When hiding a window, turn off blending until the animation is 3 / 4 done
// to save bandwidth and reduce jank.
if (!show) {
window->layer()->GetAnimator()->SchedulePauseForProperties(
(duration * 3) / 4, ui::LayerAnimationElement::OPACITY);
}
// Fade in and out quickly when the window is small to reduce jank.
float opacity = show ? 1.0f : 0.0f;
window->layer()->GetAnimator()->ScheduleAnimation(
new ui::LayerAnimationSequence(
ui::LayerAnimationElement::CreateOpacityElement(opacity,
duration / 4)));
// Reset the transform to identity when the minimize animation is completed.
window->layer()->GetAnimator()->ScheduleAnimation(
new ui::LayerAnimationSequence(
ui::LayerAnimationElement::CreateTransformElement(
gfx::Transform(), base::TimeDelta())));
}
void AnimateShowWindow_Minimize(aura::Window* window) {
window->layer()->SetOpacity(kWindowAnimation_HideOpacity);
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
base::TimeDelta duration =
base::TimeDelta::FromMilliseconds(kLayerAnimationsForMinimizeDurationMS);
settings.SetTransitionDuration(duration);
AddLayerAnimationsForMinimize(window, true);
// Now that the window has been restored, we need to clear its animation style
// to default so that normal animation applies.
::wm::SetWindowVisibilityAnimationType(
window, ::wm::WINDOW_VISIBILITY_ANIMATION_TYPE_DEFAULT);
}
void AnimateHideWindow_Minimize(aura::Window* window) {
// Property sets within this scope will be implicitly animated.
::wm::ScopedHidingAnimationSettings hiding_settings(window);
base::TimeDelta duration =
base::TimeDelta::FromMilliseconds(kLayerAnimationsForMinimizeDurationMS);
hiding_settings.layer_animation_settings()->SetTransitionDuration(duration);
window->layer()->SetVisible(false);
AddLayerAnimationsForMinimize(window, false);
}
void AnimateShowHideWindowCommon_BrightnessGrayscale(aura::Window* window,
bool show) {
float start_value, end_value;
if (show) {
start_value = kWindowAnimation_HideBrightnessGrayscale;
end_value = kWindowAnimation_ShowBrightnessGrayscale;
} else {
start_value = kWindowAnimation_ShowBrightnessGrayscale;
end_value = kWindowAnimation_HideBrightnessGrayscale;
}
window->layer()->SetLayerBrightness(start_value);
window->layer()->SetLayerGrayscale(start_value);
if (show) {
window->layer()->SetOpacity(kWindowAnimation_ShowOpacity);
window->layer()->SetVisible(true);
}
base::TimeDelta duration =
base::TimeDelta::FromMilliseconds(kBrightnessGrayscaleFadeDurationMs);
if (show) {
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
window->layer()->GetAnimator()->ScheduleTogether(
CreateBrightnessGrayscaleAnimationSequence(end_value, duration));
} else {
::wm::ScopedHidingAnimationSettings hiding_settings(window);
window->layer()->GetAnimator()->ScheduleTogether(
CreateBrightnessGrayscaleAnimationSequence(end_value, duration));
window->layer()->SetOpacity(kWindowAnimation_HideOpacity);
window->layer()->SetVisible(false);
}
}
void AnimateShowWindow_BrightnessGrayscale(aura::Window* window) {
AnimateShowHideWindowCommon_BrightnessGrayscale(window, true);
}
void AnimateHideWindow_BrightnessGrayscale(aura::Window* window) {
AnimateShowHideWindowCommon_BrightnessGrayscale(window, false);
}
bool AnimateShowWindow(aura::Window* window) {
if (!::wm::HasWindowVisibilityAnimationTransition(window,
::wm::ANIMATE_SHOW)) {
return false;
}
switch (::wm::GetWindowVisibilityAnimationType(window)) {
case wm::WINDOW_VISIBILITY_ANIMATION_TYPE_MINIMIZE:
AnimateShowWindow_Minimize(window);
return true;
case wm::WINDOW_VISIBILITY_ANIMATION_TYPE_BRIGHTNESS_GRAYSCALE:
AnimateShowWindow_BrightnessGrayscale(window);
return true;
default:
NOTREACHED();
return false;
}
}
bool AnimateHideWindow(aura::Window* window) {
if (!::wm::HasWindowVisibilityAnimationTransition(window,
::wm::ANIMATE_HIDE)) {
return false;
}
switch (::wm::GetWindowVisibilityAnimationType(window)) {
case wm::WINDOW_VISIBILITY_ANIMATION_TYPE_MINIMIZE:
AnimateHideWindow_Minimize(window);
return true;
case wm::WINDOW_VISIBILITY_ANIMATION_TYPE_BRIGHTNESS_GRAYSCALE:
AnimateHideWindow_BrightnessGrayscale(window);
return true;
default:
NOTREACHED();
return false;
}
}
// Observer for a window cross-fade animation. If either the window closes or
// the layer's animation completes, it deletes the layer and removes itself as
// an observer.
class CrossFadeObserver : public aura::WindowObserver,
public ui::ImplicitAnimationObserver {
public:
// Observes |window| for destruction, but does not take ownership.
// Takes ownership of |layer| and its child layers.
CrossFadeObserver(aura::Window* window,
std::unique_ptr<ui::LayerTreeOwner> layer_owner)
: window_(window), layer_owner_(std::move(layer_owner)) {
window_->AddObserver(this);
}
~CrossFadeObserver() override {
window_->RemoveObserver(this);
window_ = NULL;
}
// aura::WindowObserver overrides:
void OnWindowDestroying(aura::Window* window) override {
// Triggers OnImplicitAnimationsCompleted() to be called and deletes us.
layer_owner_->root()->GetAnimator()->StopAnimating();
}
void OnWindowRemovingFromRootWindow(aura::Window* window,
aura::Window* new_root) override {
layer_owner_->root()->GetAnimator()->StopAnimating();
}
// ui::ImplicitAnimationObserver overrides:
void OnImplicitAnimationsCompleted() override { delete this; }
private:
aura::Window* window_; // not owned
std::unique_ptr<ui::LayerTreeOwner> layer_owner_;
DISALLOW_COPY_AND_ASSIGN(CrossFadeObserver);
};
base::TimeDelta CrossFadeAnimation(
aura::Window* window,
std::unique_ptr<ui::LayerTreeOwner> old_layer_owner,
gfx::Tween::Type tween_type) {
DCHECK(old_layer_owner->root());
const gfx::Rect old_bounds(old_layer_owner->root()->bounds());
gfx::RectF old_transformed_bounds(old_bounds);
gfx::Transform old_transform(old_layer_owner->root()->transform());
gfx::Transform old_transform_in_root;
old_transform_in_root.Translate(old_bounds.x(), old_bounds.y());
old_transform_in_root.PreconcatTransform(old_transform);
old_transform_in_root.Translate(-old_bounds.x(), -old_bounds.y());
old_transform_in_root.TransformRect(&old_transformed_bounds);
const gfx::Rect new_bounds(window->bounds());
const bool old_on_top = (old_bounds.width() > new_bounds.width());
// Shorten the animation if there's not much visual movement.
const base::TimeDelta duration =
GetCrossFadeDuration(window, old_transformed_bounds, new_bounds);
// Scale up the old layer while translating to new position.
{
ui::Layer* old_layer = old_layer_owner->root();
old_layer->GetAnimator()->StopAnimating();
old_layer->SetTransform(old_transform);
ui::ScopedLayerAnimationSettings settings(old_layer->GetAnimator());
// Animation observer owns the old layer and deletes itself.
settings.AddObserver(
new CrossFadeObserver(window, std::move(old_layer_owner)));
settings.SetTransitionDuration(duration);
settings.SetTweenType(tween_type);
gfx::Transform out_transform;
float scale_x = static_cast<float>(new_bounds.width()) /
static_cast<float>(old_bounds.width());
float scale_y = static_cast<float>(new_bounds.height()) /
static_cast<float>(old_bounds.height());
out_transform.Translate(new_bounds.x() - old_bounds.x(),
new_bounds.y() - old_bounds.y());
out_transform.Scale(scale_x, scale_y);
old_layer->SetTransform(out_transform);
if (old_on_top) {
// The old layer is on top, and should fade out. The new layer below will
// stay opaque to block the desktop.
old_layer->SetOpacity(kWindowAnimation_HideOpacity);
}
// In tests |old_layer| is deleted here, as animations have zero duration.
old_layer = NULL;
}
// Set the new layer's current transform, such that the user sees a scaled
// version of the window with the original bounds at the original position.
gfx::Transform in_transform;
const float scale_x =
old_transformed_bounds.width() / static_cast<float>(new_bounds.width());
const float scale_y =
old_transformed_bounds.height() / static_cast<float>(new_bounds.height());
in_transform.Translate(old_transformed_bounds.x() - new_bounds.x(),
old_transformed_bounds.y() - new_bounds.y());
in_transform.Scale(scale_x, scale_y);
window->layer()->SetTransform(in_transform);
if (!old_on_top) {
// The new layer is on top and should fade in. The old layer below will
// stay opaque and block the desktop.
window->layer()->SetOpacity(kWindowAnimation_HideOpacity);
}
{
// Animate the new layer to the identity transform, so the window goes to
// its newly set bounds.
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
settings.SetTransitionDuration(duration);
settings.SetTweenType(tween_type);
window->layer()->SetTransform(gfx::Transform());
if (!old_on_top) {
// New layer is on top, fade it in.
window->layer()->SetOpacity(kWindowAnimation_ShowOpacity);
}
}
return duration;
}
bool AnimateOnChildWindowVisibilityChanged(aura::Window* window, bool visible) {
if (::wm::WindowAnimationsDisabled(window))
return false;
// Attempt to run CoreWm supplied animation types.
if (::wm::AnimateOnChildWindowVisibilityChanged(window, visible))
return true;
// Otherwise try to run an Ash-specific animation.
if (visible)
return AnimateShowWindow(window);
// Don't start hiding the window again if it's already being hidden.
return window->layer()->GetTargetOpacity() != 0.0f &&
AnimateHideWindow(window);
}
std::vector<ui::LayerAnimationSequence*>
CreateBrightnessGrayscaleAnimationSequence(float target_value,
base::TimeDelta duration) {
gfx::Tween::Type animation_type = gfx::Tween::EASE_OUT;
std::unique_ptr<ui::LayerAnimationSequence> brightness_sequence(
new ui::LayerAnimationSequence());
std::unique_ptr<ui::LayerAnimationSequence> grayscale_sequence(
new ui::LayerAnimationSequence());
std::unique_ptr<ui::LayerAnimationElement> brightness_element(
ui::LayerAnimationElement::CreateBrightnessElement(target_value,
duration));
brightness_element->set_tween_type(animation_type);
brightness_sequence->AddElement(brightness_element.release());
std::unique_ptr<ui::LayerAnimationElement> grayscale_element(
ui::LayerAnimationElement::CreateGrayscaleElement(target_value,
duration));
grayscale_element->set_tween_type(animation_type);
grayscale_sequence->AddElement(grayscale_element.release());
std::vector<ui::LayerAnimationSequence*> animations;
animations.push_back(brightness_sequence.release());
animations.push_back(grayscale_sequence.release());
return animations;
}
gfx::Rect GetMinimizeAnimationTargetBoundsInScreen(aura::Window* window) {
WmWindow* wm_window = WmWindowAura::Get(window);
WmShelf* shelf = WmShelf::ForWindow(wm_window);
gfx::Rect item_rect = shelf->GetScreenBoundsOfItemIconForWindow(wm_window);
// The launcher item is visible and has an icon.
if (!item_rect.IsEmpty())
return item_rect;
// If both the icon width and height are 0, then there is no icon in the
// launcher for |window|. If the launcher is auto hidden, one of the height or
// width will be 0 but the position in the launcher and the major dimension
// are still reported correctly and the window can be animated to the launcher
// item's light bar.
if (item_rect.width() != 0 || item_rect.height() != 0) {
if (shelf->GetVisibilityState() == SHELF_AUTO_HIDE) {
gfx::Rect shelf_bounds = shelf->GetWindow()->GetBoundsInScreen();
if (shelf->alignment() == SHELF_ALIGNMENT_LEFT)
item_rect.set_x(shelf_bounds.right());
else if (shelf->alignment() == SHELF_ALIGNMENT_RIGHT)
item_rect.set_x(shelf_bounds.x());
else
item_rect.set_y(shelf_bounds.y());
return item_rect;
}
}
// Coming here, there is no visible icon of that shelf item and we zoom back
// to the location of the application launcher (which is fixed as first item
// of the shelf).
gfx::Rect work_area =
display::Screen::GetScreen()->GetDisplayNearestWindow(window).work_area();
int ltr_adjusted_x = base::i18n::IsRTL() ? work_area.right() : work_area.x();
switch (shelf->alignment()) {
case SHELF_ALIGNMENT_BOTTOM:
case SHELF_ALIGNMENT_BOTTOM_LOCKED:
return gfx::Rect(ltr_adjusted_x, work_area.bottom(), 0, 0);
case SHELF_ALIGNMENT_LEFT:
return gfx::Rect(work_area.x(), work_area.y(), 0, 0);
case SHELF_ALIGNMENT_RIGHT:
return gfx::Rect(work_area.right(), work_area.y(), 0, 0);
}
NOTREACHED();
return gfx::Rect();
}
} // namespace ash