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// Copyright 2016 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CHROME_BROWSER_VR_UI_SCENE_H_
#define CHROME_BROWSER_VR_UI_SCENE_H_
#include <memory>
#include <vector>
#include "base/memory/raw_ptr.h"
#include "chrome/browser/vr/elements/ui_element.h"
#include "chrome/browser/vr/elements/ui_element_name.h"
#include "chrome/browser/vr/vr_ui_export.h"
#include "third_party/skia/include/core/SkColor.h"
namespace base {
class TimeTicks;
} // namespace base
namespace gfx {
class Transform;
} // namespace gfx
namespace vr {
class UiElement;
class VR_UI_EXPORT UiScene {
public:
typedef base::RepeatingCallback<void()> PerFrameCallback;
UiScene();
UiScene(const UiScene&) = delete;
UiScene& operator=(const UiScene&) = delete;
~UiScene();
void AddUiElement(UiElementName parent, std::unique_ptr<UiElement> element);
void AddParentUiElement(UiElementName child,
std::unique_ptr<UiElement> element);
std::unique_ptr<UiElement> RemoveUiElement(int element_id);
// Handles per-frame updates, giving each element the opportunity to update,
// if necessary (eg, for animations). NB: |current_time| is the shared,
// absolute begin frame time.
// Returns true if *anything* was updated.
bool OnBeginFrame(const base::TimeTicks& current_time,
const gfx::Transform& head_pose);
// Returns true if any visible textures need to be redrawn.
bool HasDirtyTextures() const;
void UpdateTextures();
UiElement& root_element();
UiElement* GetUiElementById(int element_id) const;
UiElement* GetUiElementByName(UiElementName name) const;
typedef std::vector<const UiElement*> Elements;
typedef std::vector<UiElement*> MutableElements;
std::vector<raw_ptr<UiElement, VectorExperimental>>& GetAllElements();
Elements GetElementsToDraw();
bool HasWebXrOverlayElementsToDraw();
Elements GetWebVrOverlayElementsToDraw();
float background_distance() const { return background_distance_; }
void set_background_distance(float d) { background_distance_ = d; }
void set_dirty() { is_dirty_ = true; }
void OnGlInitialized(SkiaSurfaceProvider* provider);
// The callback to call on every new frame. This is used for things we want to
// do every frame regardless of element or subtree visibility.
void AddPerFrameCallback(PerFrameCallback callback);
SkiaSurfaceProvider* SurfaceProviderForTesting() { return provider_; }
void RunFirstFrameForTest();
private:
void InitializeElement(UiElement* element);
MutableElements GetVisibleElementsMutable();
std::unique_ptr<UiElement> root_element_;
float background_distance_ = 10.0f;
bool gl_initialized_ = false;
bool initialized_scene_ = false;
// TODO(mthiesse): Convert everything that manipulates UI elements to bindings
// or layout updates. Don't allow any code to go in and manipulate UI elements
// outside of these phases so that we can more easily compute dirtiness.
bool is_dirty_ = false;
// This is used to advance animations to completion on the first frame.
bool first_frame_ = true;
std::vector<raw_ptr<UiElement, VectorExperimental>> all_elements_;
std::vector<PerFrameCallback> per_frame_callback_;
raw_ptr<SkiaSurfaceProvider, DanglingUntriaged> provider_ = nullptr;
};
} // namespace vr
#endif // CHROME_BROWSER_VR_UI_SCENE_H_
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