blob: a3c0ca80621d645670282782ad7f3a35d751fb82 [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.
#include "ash/wm/window_animations.h"
#include <math.h>
#include <algorithm>
#include <vector>
#include "ash/launcher/launcher.h"
#include "ash/screen_ash.h"
#include "ash/shelf/shelf_layout_manager.h"
#include "ash/shelf/shelf_widget.h"
#include "ash/shell.h"
#include "ash/wm/window_util.h"
#include "ash/wm/workspace_controller.h"
#include "base/command_line.h"
#include "base/compiler_specific.h"
#include "base/logging.h"
#include "base/message_loop/message_loop.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/scoped_layer_animation_settings.h"
#include "ui/gfx/interpolated_transform.h"
#include "ui/gfx/screen.h"
#include "ui/gfx/vector3d_f.h"
#include "ui/views/corewm/window_util.h"
#include "ui/views/view.h"
#include "ui/views/widget/widget.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;
// TODO(sky): if we end up sticking with 0, nuke the code doing the rotation.
const float kWindowAnimation_MinimizeRotate = 0.f;
// Tween type when cross fading a workspace window.
const ui::Tween::Type kCrossFadeTweenType = ui::Tween::EASE_IN_OUT;
// Scales for AshWindow above/below current workspace.
const float kLayerScaleAboveSize = 1.1f;
const float kLayerScaleBelowSize = .9f;
int64 Round64(float f) {
return static_cast<int64>(f + 0.5f);
}
} // 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 =
ScreenAsh::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();
scoped_ptr<ui::InterpolatedTransform> scale(
new ui::InterpolatedScale(gfx::Point3F(1, 1, 1),
gfx::Point3F(scale_x, scale_y, 1)));
scoped_ptr<ui::InterpolatedTransform> translation(
new ui::InterpolatedTranslation(
gfx::Point(),
gfx::Point(target_bounds.x() - bounds.x(),
target_bounds.y() - bounds.y())));
scoped_ptr<ui::InterpolatedTransform> rotation(
new ui::InterpolatedRotation(0, kWindowAnimation_MinimizeRotate));
scoped_ptr<ui::InterpolatedTransform> rotation_about_pivot(
new ui::InterpolatedTransformAboutPivot(
gfx::Point(bounds.width() * 0.5, bounds.height() * 0.5),
rotation.release()));
scale->SetChild(translation.release());
rotation_about_pivot->SetChild(scale.release());
rotation_about_pivot->SetReversed(show);
base::TimeDelta duration = base::TimeDelta::FromMilliseconds(
kLayerAnimationsForMinimizeDurationMS);
scoped_ptr<ui::LayerAnimationElement> transition(
ui::LayerAnimationElement::CreateInterpolatedTransformElement(
rotation_about_pivot.release(), duration));
transition->set_tween_type(
show ? ui::Tween::EASE_IN : ui::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, -1);
}
// 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)));
}
void AnimateShowWindow_Minimize(aura::Window* window) {
window->layer()->set_delegate(window);
window->layer()->SetOpacity(kWindowAnimation_HideOpacity);
AddLayerAnimationsForMinimize(window, true);
// Now that the window has been restored, we need to clear its animation style
// to default so that normal animation applies.
views::corewm::SetWindowVisibilityAnimationType(
window, views::corewm::WINDOW_VISIBILITY_ANIMATION_TYPE_DEFAULT);
}
void AnimateHideWindow_Minimize(aura::Window* window) {
window->layer()->set_delegate(NULL);
// Property sets within this scope will be implicitly animated.
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
base::TimeDelta duration = base::TimeDelta::FromMilliseconds(
kLayerAnimationsForMinimizeDurationMS);
settings.SetTransitionDuration(duration);
settings.AddObserver(
views::corewm::CreateHidingWindowAnimationObserver(window));
window->layer()->SetVisible(false);
AddLayerAnimationsForMinimize(window, false);
}
void AnimateShowHideWindowCommon_BrightnessGrayscale(aura::Window* window,
bool show) {
window->layer()->set_delegate(window);
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);
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
settings.SetTransitionDuration(duration);
if (!show) {
settings.AddObserver(
views::corewm::CreateHidingWindowAnimationObserver(window));
}
window->layer()->GetAnimator()->
ScheduleTogether(
CreateBrightnessGrayscaleAnimationSequence(end_value, duration));
if (!show) {
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 (!views::corewm::HasWindowVisibilityAnimationTransition(
window, views::corewm::ANIMATE_SHOW)) {
return false;
}
switch (views::corewm::GetWindowVisibilityAnimationType(window)) {
case WINDOW_VISIBILITY_ANIMATION_TYPE_MINIMIZE:
AnimateShowWindow_Minimize(window);
return true;
case WINDOW_VISIBILITY_ANIMATION_TYPE_BRIGHTNESS_GRAYSCALE:
AnimateShowWindow_BrightnessGrayscale(window);
return true;
default:
NOTREACHED();
return false;
}
}
bool AnimateHideWindow(aura::Window* window) {
if (!views::corewm::HasWindowVisibilityAnimationTransition(
window, views::corewm::ANIMATE_HIDE)) {
return false;
}
switch (views::corewm::GetWindowVisibilityAnimationType(window)) {
case WINDOW_VISIBILITY_ANIMATION_TYPE_MINIMIZE:
AnimateHideWindow_Minimize(window);
return true;
case 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 or compositing is aborted due to GPU crash,
// it deletes the layer and removes itself as an observer.
class CrossFadeObserver : public ui::CompositorObserver,
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, ui::Layer* layer)
: window_(window),
layer_(layer) {
window_->AddObserver(this);
layer_->GetCompositor()->AddObserver(this);
}
virtual ~CrossFadeObserver() {
window_->RemoveObserver(this);
window_ = NULL;
layer_->GetCompositor()->RemoveObserver(this);
views::corewm::DeepDeleteLayers(layer_);
layer_ = NULL;
}
// ui::CompositorObserver overrides:
virtual void OnCompositingDidCommit(ui::Compositor* compositor) OVERRIDE {
}
virtual void OnCompositingStarted(ui::Compositor* compositor,
base::TimeTicks start_time) OVERRIDE {
}
virtual void OnCompositingEnded(ui::Compositor* compositor) OVERRIDE {
}
virtual void OnCompositingAborted(ui::Compositor* compositor) OVERRIDE {
// Triggers OnImplicitAnimationsCompleted() to be called and deletes us.
layer_->GetAnimator()->StopAnimating();
}
virtual void OnCompositingLockStateChanged(
ui::Compositor* compositor) OVERRIDE {
}
virtual void OnUpdateVSyncParameters(ui::Compositor* compositor,
base::TimeTicks timebase,
base::TimeDelta interval) OVERRIDE {
}
// aura::WindowObserver overrides:
virtual void OnWindowDestroying(aura::Window* window) OVERRIDE {
// Triggers OnImplicitAnimationsCompleted() to be called and deletes us.
layer_->GetAnimator()->StopAnimating();
}
// ui::ImplicitAnimationObserver overrides:
virtual void OnImplicitAnimationsCompleted() OVERRIDE {
delete this;
}
private:
aura::Window* window_; // not owned
ui::Layer* layer_; // owned
DISALLOW_COPY_AND_ASSIGN(CrossFadeObserver);
};
// Implementation of cross fading. Window is the window being cross faded. It
// should be at the target bounds. |old_layer| the previous layer from |window|.
// This takes ownership of |old_layer| and deletes when the animation is done.
// |pause_duration| is the duration to pause at the current bounds before
// animating. Returns the duration of the fade.
base::TimeDelta CrossFadeImpl(aura::Window* window,
ui::Layer* old_layer,
ui::Tween::Type tween_type) {
const gfx::Rect old_bounds(old_layer->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(old_bounds, new_bounds);
// Scale up the old layer while translating to new position.
{
old_layer->GetAnimator()->StopAnimating();
ui::ScopedLayerAnimationSettings settings(old_layer->GetAnimator());
// Animation observer owns the old layer and deletes itself.
settings.AddObserver(new CrossFadeObserver(window, old_layer));
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 = static_cast<float>(old_bounds.width()) /
static_cast<float>(new_bounds.width());
const float scale_y = static_cast<float>(old_bounds.height()) /
static_cast<float>(new_bounds.height());
in_transform.Translate(old_bounds.x() - new_bounds.x(),
old_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;
}
void CrossFadeToBounds(aura::Window* window, const gfx::Rect& new_bounds) {
// Some test results in invoking CrossFadeToBounds when window is not visible.
// No animation is necessary in that case, thus just change the bounds and
// quit.
if (!window->TargetVisibility()) {
window->SetBounds(new_bounds);
return;
}
const gfx::Rect old_bounds = window->bounds();
// Create fresh layers for the window and all its children to paint into.
// Takes ownership of the old layer and all its children, which will be
// cleaned up after the animation completes.
// Specify |set_bounds| to true here to keep the old bounds in the child
// windows of |window|.
ui::Layer* old_layer = views::corewm::RecreateWindowLayers(window, true);
ui::Layer* new_layer = window->layer();
// Resize the window to the new size, which will force a layout and paint.
window->SetBounds(new_bounds);
// Ensure the higher-resolution layer is on top.
bool old_on_top = (old_bounds.width() > new_bounds.width());
if (old_on_top)
old_layer->parent()->StackBelow(new_layer, old_layer);
else
old_layer->parent()->StackAbove(new_layer, old_layer);
CrossFadeImpl(window, old_layer, ui::Tween::EASE_OUT);
}
void CrossFadeWindowBetweenWorkspaces(aura::Window* new_workspace,
aura::Window* window,
ui::Layer* old_layer) {
ui::Layer* layer_parent = new_workspace->layer()->parent();
layer_parent->Add(old_layer);
const bool restoring = old_layer->bounds().width() > window->bounds().width();
if (restoring)
layer_parent->StackAbove(old_layer, new_workspace->layer());
else
layer_parent->StackBelow(old_layer, new_workspace->layer());
CrossFadeImpl(window, old_layer, kCrossFadeTweenType);
}
base::TimeDelta GetCrossFadeDuration(const gfx::Rect& old_bounds,
const gfx::Rect& new_bounds) {
if (views::corewm::WindowAnimationsDisabled(NULL))
return base::TimeDelta();
int old_area = 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)));
}
bool AnimateOnChildWindowVisibilityChanged(aura::Window* window, bool visible) {
if (views::corewm::WindowAnimationsDisabled(window))
return false;
// Attempt to run CoreWm supplied animation types.
if (views::corewm::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) {
ui::Tween::Type animation_type = ui::Tween::EASE_OUT;
scoped_ptr<ui::LayerAnimationSequence> brightness_sequence(
new ui::LayerAnimationSequence());
scoped_ptr<ui::LayerAnimationSequence> grayscale_sequence(
new ui::LayerAnimationSequence());
scoped_ptr<ui::LayerAnimationElement> brightness_element(
ui::LayerAnimationElement::CreateBrightnessElement(
target_value, duration));
brightness_element->set_tween_type(animation_type);
brightness_sequence->AddElement(brightness_element.release());
scoped_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;
}
// Returns scale related to the specified AshWindowScaleType.
void SetTransformForScaleAnimation(ui::Layer* layer,
LayerScaleAnimationDirection type) {
const float scale =
type == LAYER_SCALE_ANIMATION_ABOVE ? kLayerScaleAboveSize :
kLayerScaleBelowSize;
gfx::Transform transform;
transform.Translate(-layer->bounds().width() * (scale - 1.0f) / 2,
-layer->bounds().height() * (scale - 1.0f) / 2);
transform.Scale(scale, scale);
layer->SetTransform(transform);
}
gfx::Rect GetMinimizeAnimationTargetBoundsInScreen(aura::Window* window) {
Launcher* launcher = Launcher::ForWindow(window);
// Launcher is created lazily and can be NULL.
if (!launcher)
return gfx::Rect();
gfx::Rect item_rect = launcher->
GetScreenBoundsOfItemIconForWindow(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| or the icon is hidden in the overflow menu. 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) {
internal::ShelfLayoutManager* layout_manager =
internal::ShelfLayoutManager::ForLauncher(window);
if (layout_manager->visibility_state() == SHELF_AUTO_HIDE) {
gfx::Rect shelf_bounds =
launcher->shelf_widget()->GetWindowBoundsInScreen();
switch (layout_manager->GetAlignment()) {
case SHELF_ALIGNMENT_BOTTOM:
item_rect.set_y(shelf_bounds.y());
break;
case SHELF_ALIGNMENT_LEFT:
item_rect.set_x(shelf_bounds.right());
break;
case SHELF_ALIGNMENT_RIGHT:
item_rect.set_x(shelf_bounds.x());
break;
case SHELF_ALIGNMENT_TOP:
item_rect.set_y(shelf_bounds.bottom());
break;
}
return item_rect;
}
}
// Assume the launcher is overflowed, zoom off to the bottom right of the
// work area.
gfx::Rect work_area =
Shell::GetScreen()->GetDisplayNearestWindow(window).work_area();
return gfx::Rect(work_area.right(), work_area.bottom(), 0, 0);
}
} // namespace ash