blob: a2e4b2c688f93a531ff9d906e5d8364ac758f1b5 [file] [log] [blame]
// 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.
#define _USE_MATH_DEFINES // For VC++ to get M_PI. This has to be first.
#include "ui/compositor/debug_utils.h"
#include <cmath>
#include <iomanip>
#include <ostream>
#include <string>
#include "base/logging.h"
#include "base/strings/utf_string_conversions.h"
#include "ui/compositor/layer.h"
#include "ui/gfx/geometry/point.h"
#include "ui/gfx/geometry/point_conversions.h"
#include "ui/gfx/interpolated_transform.h"
#include "ui/gfx/transform.h"
using base::UTF8ToWide;
namespace ui {
namespace {
void PrintLayerHierarchyImp(const Layer* layer,
int indent,
gfx::Point mouse_location,
std::wostringstream* out) {
std::string indent_str(indent, ' ');
layer->transform().TransformPointReverse(&mouse_location);
bool mouse_inside_layer_bounds = layer->bounds().Contains(mouse_location);
mouse_location.Offset(-layer->bounds().x(), -layer->bounds().y());
*out << UTF8ToWide(indent_str);
if (mouse_inside_layer_bounds)
*out << L'*';
else
*out << L' ';
*out << UTF8ToWide(layer->name()) << L' ' << layer;
switch (layer->type()) {
case ui::LAYER_NOT_DRAWN:
*out << L" not_drawn";
break;
case ui::LAYER_TEXTURED:
*out << L" textured";
if (layer->fills_bounds_opaquely())
*out << L" opaque";
break;
case ui::LAYER_SOLID_COLOR:
*out << L" solid";
break;
case ui::LAYER_NINE_PATCH:
*out << L" nine_patch";
break;
}
if (!layer->visible())
*out << L" !visible";
std::string property_indent_str(indent+3, ' ');
*out << L'\n' << UTF8ToWide(property_indent_str);
*out << L"bounds: " << layer->bounds().x() << L',' << layer->bounds().y();
*out << L' ' << layer->bounds().width() << L'x' << layer->bounds().height();
if (!layer->subpixel_position_offset().IsZero())
*out << " " << UTF8ToWide(layer->subpixel_position_offset().ToString());
const ui::Layer* mask = const_cast<ui::Layer*>(layer)->layer_mask_layer();
if (mask) {
*out << L'\n' << UTF8ToWide(property_indent_str);
*out << L"mask layer: " << std::setprecision(2)
<< UTF8ToWide(mask->bounds().ToString())
<< UTF8ToWide(mask->subpixel_position_offset().ToString());
}
if (layer->opacity() != 1.0f) {
*out << L'\n' << UTF8ToWide(property_indent_str);
*out << L"opacity: " << std::setprecision(2) << layer->opacity();
}
gfx::DecomposedTransform decomp;
if (!layer->transform().IsIdentity() &&
gfx::DecomposeTransform(&decomp, layer->transform())) {
*out << L'\n' << UTF8ToWide(property_indent_str);
*out << L"translation: " << std::fixed << decomp.translate[0];
*out << L", " << decomp.translate[1];
*out << L'\n' << UTF8ToWide(property_indent_str);
*out << L"rotation: ";
*out << std::acos(decomp.quaternion[3]) * 360.0 / M_PI;
*out << L'\n' << UTF8ToWide(property_indent_str);
*out << L"scale: " << decomp.scale[0];
*out << L", " << decomp.scale[1];
}
*out << L'\n';
for (size_t i = 0, count = layer->children().size(); i < count; ++i) {
PrintLayerHierarchyImp(
layer->children()[i], indent + 3, mouse_location, out);
}
}
} // namespace
void PrintLayerHierarchy(const Layer* layer, gfx::Point mouse_location) {
std::wostringstream out;
out << L"Layer hierarchy:\n";
PrintLayerHierarchyImp(layer, 0, mouse_location, &out);
// Error so logs can be collected from end-users.
LOG(ERROR) << out.str();
}
} // namespace ui