blob: a1266af659fc4e1cdd784d4f0d0855a6c29f9520 [file] [log] [blame]
// Copyright 2016 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/laser/laser_pointer_view.h"
#include "ash/laser/laser_segment_utils.h"
#include "third_party/skia/include/core/SkColor.h"
#include "third_party/skia/include/core/SkTypes.h"
#include "ui/aura/window.h"
#include "ui/events/base_event_utils.h"
#include "ui/gfx/canvas.h"
#include "ui/views/widget/widget.h"
namespace ash {
namespace {
// Variables for rendering the laser. Radius in DIP.
const float kPointInitialRadius = 5.0f;
const float kPointFinalRadius = 0.25f;
const int kPointInitialOpacity = 200;
const int kPointFinalOpacity = 10;
const SkColor kPointColor = SkColorSetRGB(255, 0, 0);
// Change this when debugging prediction code.
const SkColor kPredictionPointColor = kPointColor;
float DistanceBetweenPoints(const gfx::PointF& point1,
const gfx::PointF& point2) {
return (point1 - point2).Length();
}
float LinearInterpolate(float initial_value,
float final_value,
float progress) {
return initial_value + (final_value - initial_value) * progress;
}
} // namespace
////////////////////////////////////////////////////////////////////////////////
// The laser segment calcuates the path needed to draw a laser segment. A laser
// segment is used instead of just a regular line segments to avoid overlapping.
// A laser segment looks as follows:
// _______ _________ _________ _________
// / \ \ / / / / \ |
// | A | 2|. B .|1 2|. C .|1 2|. D \.1 |
// | | | | | | | / |
// \_____/ /_______\ \_________\ \_________/ |
//
//
// Given a start and end point (represented by the periods in the above
// diagrams), we create each segment by projecting each point along the normal
// to the line segment formed by the start(1) and end(2) points. We then
// create a path using arcs and lines. There are three types of laser segments:
// head(B), regular(C) and tail(D). A typical laser is created by rendering one
// tail(D), zero or more regular segments(C), one head(B) and a circle at the
// end(A). They are meant to fit perfectly with the previous and next segments,
// so that no whitespace/overlap is shown.
// A more detailed version of this is located at https://goo.gl/qixdux.
class LaserSegment {
public:
LaserSegment(const std::vector<gfx::PointF>& previous_points,
const gfx::PointF& start_point,
const gfx::PointF& end_point,
float start_radius,
float end_radius,
bool is_last_segment) {
DCHECK(previous_points.empty() || previous_points.size() == 2u);
bool is_first_segment = previous_points.empty();
// Calculate the variables for the equation of the lines which pass through
// the start and end points, and are perpendicular to the line segment
// between the start and end points.
float slope, start_y_intercept, end_y_intercept;
ComputeNormalLineVariables(start_point, end_point, &slope,
&start_y_intercept, &end_y_intercept);
// Project the points along normal line by the given radius.
gfx::PointF end_first_projection, end_second_projection;
ComputeProjectedPoints(end_point, slope, end_y_intercept, end_radius,
&end_first_projection, &end_second_projection);
// Create a collection of the points used to create the path and reorder
// them as needed.
std::vector<gfx::PointF> ordered_points;
ordered_points.reserve(4);
if (!is_first_segment) {
ordered_points.push_back(previous_points[1]);
ordered_points.push_back(previous_points[0]);
} else {
// We push two of the same point, so that for both cases we have 4 points,
// and we can use the same indexes when creating the path.
ordered_points.push_back(start_point);
ordered_points.push_back(start_point);
}
// Push the projected points so that the the smaller angle relative to the
// line segment between the two data points is first. This will ensure there
// is always a anticlockwise arc between the last two points, and always a
// clockwise arc for these two points if and when they are used in the next
// segment.
if (IsFirstPointSmallerAngle(start_point, end_point, end_first_projection,
end_second_projection)) {
ordered_points.push_back(end_first_projection);
ordered_points.push_back(end_second_projection);
} else {
ordered_points.push_back(end_second_projection);
ordered_points.push_back(end_first_projection);
}
// Create the path. The path always goes as follows:
// 1. Move to point 0.
// 2. Arc clockwise from point 0 to point 1. This step is skipped if it
// is the tail segment.
// 3. Line from point 1 to point 2.
// 4. Arc anticlockwise from point 2 to point 3. Arc clockwise if this is
// the head segment.
// 5. Line from point 3 to point 0.
// 2 1
// *---------* |
// / / |
// | | |
// | | |
// \ \ |
// *--------*
// 3 0
DCHECK_EQ(4u, ordered_points.size());
path_.moveTo(ordered_points[0].x(), ordered_points[0].y());
if (!is_first_segment) {
path_.arcTo(start_radius, start_radius, 180.0f, gfx::Path::kSmall_ArcSize,
gfx::Path::kCW_Direction, ordered_points[1].x(),
ordered_points[1].y());
}
path_.lineTo(ordered_points[2].x(), ordered_points[2].y());
path_.arcTo(
end_radius, end_radius, 180.0f, gfx::Path::kSmall_ArcSize,
is_last_segment ? gfx::Path::kCW_Direction : gfx::Path::kCCW_Direction,
ordered_points[3].x(), ordered_points[3].y());
path_.lineTo(ordered_points[0].x(), ordered_points[0].y());
// Store data to be used by the next segment.
path_points_.push_back(ordered_points[2]);
path_points_.push_back(ordered_points[3]);
}
SkPath path() const { return path_; }
std::vector<gfx::PointF> path_points() const { return path_points_; }
private:
SkPath path_;
std::vector<gfx::PointF> path_points_;
DISALLOW_COPY_AND_ASSIGN(LaserSegment);
};
// LaserPointerView
LaserPointerView::LaserPointerView(base::TimeDelta life_duration,
base::TimeDelta presentation_delay,
base::TimeDelta stationary_point_delay,
aura::Window* root_window)
: FastInkView(root_window),
laser_points_(life_duration),
predicted_laser_points_(life_duration),
presentation_delay_(presentation_delay),
stationary_timer_(new base::Timer(
FROM_HERE,
stationary_point_delay,
base::Bind(&LaserPointerView::UpdateTime, base::Unretained(this)),
true /* is_repeating */)) {}
LaserPointerView::~LaserPointerView() {}
void LaserPointerView::AddNewPoint(const gfx::PointF& new_point,
const base::TimeTicks& new_time) {
TRACE_EVENT1("ui", "LaserPointerView::AddNewPoint", "new_point",
new_point.ToString());
TRACE_COUNTER1("ui", "LaserPointerPredictionError",
predicted_laser_points_.GetNumberOfPoints()
? std::round((new_point -
predicted_laser_points_.GetOldest().location)
.Length())
: 0);
AddPoint(new_point, new_time);
stationary_timer_->Reset();
}
void LaserPointerView::AddPoint(const gfx::PointF& point,
const base::TimeTicks& time) {
UpdateDamageRect(GetBoundingBox());
laser_points_.AddPoint(point, time);
// Current time is needed to determine presentation time and the number of
// predicted points to add.
base::TimeTicks current_time = ui::EventTimeForNow();
predicted_laser_points_.Predict(
laser_points_, current_time, presentation_delay_,
GetWidget()->GetNativeView()->GetBoundsInScreen().size());
// Move forward to next presentation time.
base::TimeTicks next_presentation_time = current_time + presentation_delay_;
laser_points_.MoveForwardToTime(next_presentation_time);
predicted_laser_points_.MoveForwardToTime(next_presentation_time);
UpdateDamageRect(GetBoundingBox());
RequestRedraw();
}
void LaserPointerView::FadeOut(const base::Closure& done) {
fadeout_done_ = done;
}
void LaserPointerView::UpdateTime() {
if (fadeout_done_.is_null()) {
// Pointer still active but stationary, repeat the most recent position.
DCHECK(!laser_points_.IsEmpty());
AddPoint(laser_points_.GetNewest().location, ui::EventTimeForNow());
return;
}
if (laser_points_.IsEmpty() && predicted_laser_points_.IsEmpty()) {
// No points left to show, complete the fadeout.
fadeout_done_.Run(); // this will delete this LaserPointerView instance.
return;
}
// Continue fading out the existing points
UpdateDamageRect(GetBoundingBox());
// Do not add the point but advance the time if the view is in process of
// fading away.
base::TimeTicks next_presentation_time =
ui::EventTimeForNow() + presentation_delay_;
laser_points_.MoveForwardToTime(next_presentation_time);
predicted_laser_points_.MoveForwardToTime(next_presentation_time);
UpdateDamageRect(GetBoundingBox());
RequestRedraw();
}
gfx::Rect LaserPointerView::GetBoundingBox() {
// Expand the bounding box so that it includes the radius of the points on the
// edges and antialiasing.
gfx::Rect bounding_box = laser_points_.GetBoundingBox();
bounding_box.Union(predicted_laser_points_.GetBoundingBox());
const int kOutsetForAntialiasing = 1;
int outset = kPointInitialRadius + kOutsetForAntialiasing;
bounding_box.Inset(-outset, -outset);
return bounding_box;
}
void LaserPointerView::OnRedraw(gfx::Canvas& canvas,
const gfx::Vector2d& offset) {
cc::PaintFlags flags;
flags.setStyle(cc::PaintFlags::kFill_Style);
flags.setAntiAlias(true);
int num_points = laser_points_.GetNumberOfPoints() +
predicted_laser_points_.GetNumberOfPoints();
if (!num_points)
return;
gfx::PointF previous_point;
std::vector<gfx::PointF> previous_segment_points;
float previous_radius;
for (int i = 0; i < num_points; ++i) {
gfx::PointF current_point;
float fadeout_factor;
if (i < laser_points_.GetNumberOfPoints()) {
current_point = laser_points_.points()[i].location - offset;
fadeout_factor = laser_points_.GetFadeoutFactor(i);
} else {
int index = i - laser_points_.GetNumberOfPoints();
current_point = predicted_laser_points_.points()[index].location - offset;
fadeout_factor = predicted_laser_points_.GetFadeoutFactor(index);
}
// Set the radius and opacity based on the age of the point.
float current_radius = LinearInterpolate(kPointInitialRadius,
kPointFinalRadius, fadeout_factor);
int current_opacity = static_cast<int>(LinearInterpolate(
kPointInitialOpacity, kPointFinalOpacity, fadeout_factor));
if (i < laser_points_.GetNumberOfPoints())
flags.setColor(SkColorSetA(kPointColor, current_opacity));
else
flags.setColor(SkColorSetA(kPredictionPointColor, current_opacity));
if (i != 0) {
// If we draw laser_points_ that are within a stroke width of each other,
// the result will be very jagged, unless we are on the last point, then
// we draw regardless.
float distance_threshold = current_radius * 2.0f;
if (DistanceBetweenPoints(previous_point, current_point) <=
distance_threshold &&
i != num_points - 1) {
continue;
}
LaserSegment current_segment(previous_segment_points,
gfx::PointF(previous_point),
gfx::PointF(current_point), previous_radius,
current_radius, i == num_points - 1);
canvas.DrawPath(current_segment.path(), flags);
previous_segment_points = current_segment.path_points();
}
previous_radius = current_radius;
previous_point = current_point;
}
// Draw the last point as a circle.
flags.setStyle(cc::PaintFlags::kFill_Style);
canvas.DrawCircle(previous_point, kPointInitialRadius, flags);
}
} // namespace ash