// 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/rotator/screen_rotation.h" #include "base/time/time.h" #include "ui/compositor/layer.h" #include "ui/gfx/interpolated_transform.h" #include "ui/gfx/rect.h" #include "ui/gfx/transform.h" namespace ash { namespace { const int k90DegreeTransitionDurationMs = 350; const int k180DegreeTransitionDurationMs = 550; const int k360DegreeTransitionDurationMs = 750; base::TimeDelta GetTransitionDuration(int degrees) { if (degrees == 360) return base::TimeDelta::FromMilliseconds(k360DegreeTransitionDurationMs); if (degrees == 180) return base::TimeDelta::FromMilliseconds(k180DegreeTransitionDurationMs); if (degrees == 0) return base::TimeDelta::FromMilliseconds(0); return base::TimeDelta::FromMilliseconds(k90DegreeTransitionDurationMs); } } // namespace ScreenRotation::ScreenRotation(int degrees, ui::Layer* layer) : ui::LayerAnimationElement(LayerAnimationElement::TRANSFORM, GetTransitionDuration(degrees)), degrees_(degrees) { InitTransform(layer); } ScreenRotation::~ScreenRotation() { } void ScreenRotation::InitTransform(ui::Layer* layer) { // No rotation required, use the identity transform. if (degrees_ == 0) { interpolated_transform_.reset( new ui::InterpolatedConstantTransform(gfx::Transform())); return; } // Use the target transform/bounds in case the layer is already animating. const gfx::Transform& current_transform = layer->GetTargetTransform(); const gfx::Rect& bounds = layer->GetTargetBounds(); gfx::Point old_pivot; gfx::Point new_pivot; int width = bounds.width(); int height = bounds.height(); switch (degrees_) { case 90: new_origin_ = new_pivot = gfx::Point(width, 0); break; case -90: new_origin_ = new_pivot = gfx::Point(0, height); break; case 180: case 360: new_pivot = old_pivot = gfx::Point(width / 2, height / 2); new_origin_.SetPoint(width, height); break; } // Convert points to world space. current_transform.TransformPoint(&old_pivot); current_transform.TransformPoint(&new_pivot); current_transform.TransformPoint(&new_origin_); scoped_ptr<ui::InterpolatedTransform> rotation( new ui::InterpolatedTransformAboutPivot( old_pivot, new ui::InterpolatedRotation(0, degrees_))); scoped_ptr<ui::InterpolatedTransform> translation( new ui::InterpolatedTranslation( gfx::Point(0, 0), gfx::Point(new_pivot.x() - old_pivot.x(), new_pivot.y() - old_pivot.y()))); float scale_factor = 0.9f; scoped_ptr<ui::InterpolatedTransform> scale_down( new ui::InterpolatedScale(1.0f, scale_factor, 0.0f, 0.5f)); scoped_ptr<ui::InterpolatedTransform> scale_up( new ui::InterpolatedScale(1.0f, 1.0f / scale_factor, 0.5f, 1.0f)); interpolated_transform_.reset( new ui::InterpolatedConstantTransform(current_transform)); scale_up->SetChild(scale_down.release()); translation->SetChild(scale_up.release()); rotation->SetChild(translation.release()); interpolated_transform_->SetChild(rotation.release()); } void ScreenRotation::OnStart(ui::LayerAnimationDelegate* delegate) { } bool ScreenRotation::OnProgress(double t, ui::LayerAnimationDelegate* delegate) { delegate->SetTransformFromAnimation(interpolated_transform_->Interpolate(t)); return true; } void ScreenRotation::OnGetTarget(TargetValue* target) const { target->transform = interpolated_transform_->Interpolate(1.0); } void ScreenRotation::OnAbort(ui::LayerAnimationDelegate* delegate) { } } // namespace ash