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window_animations.cc
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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 "base/compiler_specific.h"
#include "base/logging.h"
#include "base/message_loop.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/window.h"
#include "ui/aura/window_observer.h"
#include "ui/gfx/compositor/layer_animation_observer.h"
#include "ui/gfx/compositor/scoped_layer_animation_settings.h"
namespace ash {
namespace internal {
const char kWindowVisibilityAnimationTypeKey[] =
"WindowVisibilityAnimationType";
} // namespace internal
void SetWindowVisibilityAnimationType(aura::Window* window,
WindowVisibilityAnimationType type) {
window->SetIntProperty(internal::kWindowVisibilityAnimationTypeKey, type);
}
namespace internal {
namespace {
const float kWindowAnimation_HideOpacity = 0.f;
const float kWindowAnimation_ShowOpacity = 1.f;
const float kWindowAnimation_TranslateFactor = -0.025f;
const float kWindowAnimation_ScaleFactor = 1.05f;
const float kWindowAnimation_Vertical_TranslateY = 15.f;
// Gets/sets the WindowVisibilityAnimationType associated with a window.
WindowVisibilityAnimationType GetWindowVisibilityAnimationType(
aura::Window* window) {
WindowVisibilityAnimationType type =
static_cast<WindowVisibilityAnimationType>(
window->GetIntProperty(kWindowVisibilityAnimationTypeKey));
if (type == WINDOW_VISIBILITY_ANIMATION_TYPE_DEFAULT) {
return window->type() == aura::client::WINDOW_TYPE_MENU ?
WINDOW_VISIBILITY_ANIMATION_TYPE_FADE :
WINDOW_VISIBILITY_ANIMATION_TYPE_DROP;
}
return type;
}
// Observes a hide animation.
// A window can be hidden for a variety of reasons. Sometimes, Hide() will be
// called and life is simple. Sometimes, the window is actually bound to a
// views::Widget and that Widget is closed, and life is a little more
// complicated. When a Widget is closed the aura::Window* is actually not
// destroyed immediately - it is actually just immediately hidden and then
// destroyed when the stack unwinds. To handle this case, we start the hide
// animation immediately when the window is hidden, then when the window is
// subsequently destroyed this object acquires ownership of the window's layer,
// so that it can continue animating it until the animation completes.
// Regardless of whether or not the window is destroyed, this object deletes
// itself when the animation completes.
class HidingWindowAnimationObserver : public ui::ImplicitAnimationObserver,
public aura::WindowObserver {
public:
explicit HidingWindowAnimationObserver(aura::Window* window)
: window_(window) {
window_->AddObserver(this);
}
virtual ~HidingWindowAnimationObserver() {}
private:
// Overridden from ui::ImplicitAnimationObserver:
virtual void OnImplicitAnimationsCompleted() OVERRIDE {
// Restore the correct visibility value (overridden for the duration of the
// animation in AnimateHideWindow()).
layer()->SetVisible(false);
// Window may have been destroyed by this point.
if (window_)
window_->RemoveObserver(this);
MessageLoop::current()->DeleteSoon(FROM_HERE, this);
}
// Overridden from aura::WindowObserver:
virtual void OnWindowDestroying(aura::Window* window) OVERRIDE {
DCHECK_EQ(window, window_);
layer_.reset(window_->AcquireLayer());
window_->RemoveObserver(this);
window_ = NULL;
}
ui::Layer* layer() { return window_ ? window_->layer() : layer_.get(); }
aura::Window* window_;
scoped_ptr<ui::Layer> layer_;
DISALLOW_COPY_AND_ASSIGN(HidingWindowAnimationObserver);
};
// Shows a window using an animation, animating its opacity from 0.f to 1.f, and
// its transform from |start_transform| to |end_transform|.
void AnimateShowWindowCommon(aura::Window* window,
const ui::Transform& start_transform,
const ui::Transform& end_transform) {
window->layer()->set_delegate(window);
window->layer()->SetOpacity(kWindowAnimation_HideOpacity);
window->layer()->SetTransform(start_transform);
{
// Property sets within this scope will be implicitly animated.
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
window->layer()->SetTransform(end_transform);
window->layer()->SetOpacity(kWindowAnimation_ShowOpacity);
}
}
// Hides a window using an animation, animating its opacity from 1.f to 0.f, and
// its transform to |end_transform|.
void AnimateHideWindowCommon(aura::Window* window,
const ui::Transform& end_transform) {
window->layer()->set_delegate(NULL);
// Property sets within this scope will be implicitly animated.
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
settings.AddImplicitObserver(new HidingWindowAnimationObserver(window));
window->layer()->SetOpacity(kWindowAnimation_HideOpacity);
window->layer()->SetTransform(end_transform);
}
// Show/Hide windows using a shrink animation.
void AnimateShowWindow_Drop(aura::Window* window) {
ui::Transform transform;
transform.ConcatScale(kWindowAnimation_ScaleFactor,
kWindowAnimation_ScaleFactor);
transform.ConcatTranslate(
kWindowAnimation_TranslateFactor * window->bounds().width(),
kWindowAnimation_TranslateFactor * window->bounds().height());
AnimateShowWindowCommon(window, transform, ui::Transform());
}
void AnimateHideWindow_Drop(aura::Window* window) {
ui::Transform transform;
transform.ConcatScale(kWindowAnimation_ScaleFactor,
kWindowAnimation_ScaleFactor);
transform.ConcatTranslate(
kWindowAnimation_TranslateFactor * window->bounds().width(),
kWindowAnimation_TranslateFactor * window->bounds().height());
AnimateHideWindowCommon(window, transform);
}
// Show/Hide windows using a vertical Glenimation.
void AnimateShowWindow_Vertical(aura::Window* window) {
ui::Transform transform;
transform.ConcatTranslate(0, kWindowAnimation_Vertical_TranslateY);
AnimateShowWindowCommon(window, transform, ui::Transform());
}
void AnimateHideWindow_Vertical(aura::Window* window) {
ui::Transform transform;
transform.ConcatTranslate(0, kWindowAnimation_Vertical_TranslateY);
AnimateHideWindowCommon(window, transform);
}
// Show/Hide windows using a fade.
void AnimateShowWindow_Fade(aura::Window* window) {
AnimateShowWindowCommon(window, ui::Transform(), ui::Transform());
}
void AnimateHideWindow_Fade(aura::Window* window) {
AnimateHideWindowCommon(window, ui::Transform());
}
void AnimateShowWindow(aura::Window* window) {
switch (GetWindowVisibilityAnimationType(window)) {
case WINDOW_VISIBILITY_ANIMATION_TYPE_DROP:
AnimateShowWindow_Drop(window);
break;
case WINDOW_VISIBILITY_ANIMATION_TYPE_VERTICAL:
AnimateShowWindow_Vertical(window);
break;
case WINDOW_VISIBILITY_ANIMATION_TYPE_FADE:
AnimateShowWindow_Fade(window);
break;
default:
NOTREACHED();
break;
}
}
void AnimateHideWindow(aura::Window* window) {
switch (GetWindowVisibilityAnimationType(window)) {
case WINDOW_VISIBILITY_ANIMATION_TYPE_DROP:
AnimateHideWindow_Drop(window);
break;
case WINDOW_VISIBILITY_ANIMATION_TYPE_VERTICAL:
AnimateHideWindow_Vertical(window);
break;
case WINDOW_VISIBILITY_ANIMATION_TYPE_FADE:
AnimateHideWindow_Fade(window);
break;
default:
NOTREACHED();
break;
}
}
} // namespace
////////////////////////////////////////////////////////////////////////////////
// WindowAnimation, public:
void AnimateOnChildWindowVisibilityChanged(aura::Window* window, bool visible) {
if (window->GetIntProperty(aura::client::kAnimationsDisabledKey) == 1)
return;
if (visible) {
AnimateShowWindow(window);
} else {
// Don't start hiding the window again if it's already being hidden.
if (window->layer()->GetTargetOpacity() != 0.0f)
AnimateHideWindow(window);
}
}
} // namespace internal
} // namespace ash