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// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ash/display/display_animator.h"
#include <memory>
#include "ash/public/cpp/shell_window_ids.h"
#include "ash/shell.h"
#include "base/containers/contains.h"
#include "base/functional/bind.h"
#include "base/memory/ptr_util.h"
#include "base/memory/raw_ptr.h"
#include "base/task/single_thread_task_runner.h"
#include "base/time/time.h"
#include "ui/aura/window.h"
#include "ui/aura/window_event_dispatcher.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"
namespace ash {
namespace {
const int kFadingAnimationDurationInMS = 200;
const int kFadingTimeoutDurationInSeconds = 10;
// CallbackRunningObserver accepts multiple layer animations and
// runs the specified |callback| when all of the animations have finished.
class CallbackRunningObserver {
public:
explicit CallbackRunningObserver(base::OnceClosure callback)
: completed_counter_(0),
animation_aborted_(false),
callback_(std::move(callback)) {}
CallbackRunningObserver(const CallbackRunningObserver&) = delete;
CallbackRunningObserver& operator=(const CallbackRunningObserver&) = delete;
void AddNewAnimator(ui::LayerAnimator* animator) {
auto observer = std::make_unique<Observer>(animator, this);
animator->AddObserver(observer.get());
observer_list_.push_back(std::move(observer));
}
private:
void OnSingleTaskCompleted() {
completed_counter_++;
if (completed_counter_ >= observer_list_.size()) {
base::SingleThreadTaskRunner::GetCurrentDefault()->DeleteSoon(FROM_HERE,
this);
if (!animation_aborted_)
base::SingleThreadTaskRunner::GetCurrentDefault()->PostTask(
FROM_HERE, std::move(callback_));
}
}
void OnSingleTaskAborted() {
animation_aborted_ = true;
OnSingleTaskCompleted();
}
// The actual observer to listen each animation completion.
class Observer : public ui::LayerAnimationObserver {
public:
Observer(ui::LayerAnimator* animator, CallbackRunningObserver* observer)
: animator_(animator), observer_(observer) {}
Observer(const Observer&) = delete;
Observer& operator=(const Observer&) = delete;
protected:
// ui::LayerAnimationObserver overrides:
void OnLayerAnimationEnded(ui::LayerAnimationSequence* sequence) override {
animator_->RemoveObserver(this);
observer_->OnSingleTaskCompleted();
}
void OnLayerAnimationAborted(
ui::LayerAnimationSequence* sequence) override {
animator_->RemoveObserver(this);
observer_->OnSingleTaskAborted();
}
void OnLayerAnimationScheduled(
ui::LayerAnimationSequence* sequence) override {}
bool RequiresNotificationWhenAnimatorDestroyed() const override {
return true;
}
private:
raw_ptr<ui::LayerAnimator> animator_;
raw_ptr<CallbackRunningObserver> observer_;
};
size_t completed_counter_;
bool animation_aborted_;
std::vector<std::unique_ptr<Observer>> observer_list_;
base::OnceClosure callback_;
};
} // namespace
DisplayAnimator::DisplayAnimator() {
Shell::Get()->display_configurator()->AddObserver(this);
}
DisplayAnimator::~DisplayAnimator() {
Shell::Get()->display_configurator()->RemoveObserver(this);
ClearHidingLayers();
}
void DisplayAnimator::StartFadeOutAnimation(base::OnceClosure callback) {
CallbackRunningObserver* observer =
new CallbackRunningObserver(std::move(callback));
ClearHidingLayers();
// Make the fade-out animation for all root windows. Instead of actually
// hiding the root windows, we put a black layer over a root window for
// safety. These layers remain to hide root windows and will be deleted
// after the animation of OnDisplayModeChanged().
for (aura::Window* root_window : Shell::Get()->GetAllRootWindows()) {
std::unique_ptr<ui::Layer> hiding_layer =
std::make_unique<ui::Layer>(ui::LAYER_SOLID_COLOR);
hiding_layer->SetColor(SK_ColorBLACK);
hiding_layer->SetBounds(root_window->bounds());
ui::Layer* parent =
Shell::GetContainer(root_window, kShellWindowId_OverlayContainer)
->layer();
parent->Add(hiding_layer.get());
hiding_layer->SetOpacity(0.0);
ui::ScopedLayerAnimationSettings settings(hiding_layer->GetAnimator());
settings.SetTransitionDuration(
base::Milliseconds(kFadingAnimationDurationInMS));
observer->AddNewAnimator(hiding_layer->GetAnimator());
hiding_layer->SetOpacity(1.0f);
hiding_layer->SetVisible(true);
hiding_layers_[root_window] = std::move(hiding_layer);
}
// In case that OnDisplayModeChanged() isn't called or its animator is
// canceled due to some unknown errors, we set a timer to clear these
// hiding layers.
timer_ = std::make_unique<base::OneShotTimer>();
timer_->Start(FROM_HERE, base::Seconds(kFadingTimeoutDurationInSeconds), this,
&DisplayAnimator::ClearHidingLayers);
}
void DisplayAnimator::StartFadeInAnimation() {
// We want to make sure clearing all of hiding layers after the animation
// finished. Note that this callback can be canceled, but the cancel only
// happens when the next animation is scheduled. Thus the hiding layers
// should be deleted eventually.
CallbackRunningObserver* observer =
new CallbackRunningObserver(base::BindOnce(
&DisplayAnimator::ClearHidingLayers, weak_ptr_factory_.GetWeakPtr()));
// Ensure that layers are not animating.
for (auto& e : hiding_layers_) {
ui::LayerAnimator* animator = e.second->GetAnimator();
if (animator->is_animating())
animator->StopAnimating();
}
// Schedules the fade-in effect for all root windows. Because we put the
// black layers for fade-out, here we actually turn those black layers
// invisible.
for (aura::Window* root_window : Shell::Get()->GetAllRootWindows()) {
ui::Layer* hiding_layer = nullptr;
if (!base::Contains(hiding_layers_, root_window)) {
// In case of the transition from mirroring->non-mirroring, new root
// windows appear and we do not have the black layers for them. Thus
// we need to create the layer and make it visible.
hiding_layer = new ui::Layer(ui::LAYER_SOLID_COLOR);
hiding_layer->SetColor(SK_ColorBLACK);
hiding_layer->SetBounds(root_window->bounds());
ui::Layer* parent =
Shell::GetContainer(root_window, kShellWindowId_OverlayContainer)
->layer();
parent->Add(hiding_layer);
hiding_layer->SetOpacity(1.0f);
hiding_layer->SetVisible(true);
hiding_layers_[root_window] = base::WrapUnique(hiding_layer);
} else {
hiding_layer = hiding_layers_[root_window].get();
if (hiding_layer->bounds() != root_window->bounds())
hiding_layer->SetBounds(root_window->bounds());
}
ui::ScopedLayerAnimationSettings settings(hiding_layer->GetAnimator());
settings.SetTransitionDuration(
base::Milliseconds(kFadingAnimationDurationInMS));
observer->AddNewAnimator(hiding_layer->GetAnimator());
hiding_layer->SetOpacity(0.0f);
hiding_layer->SetVisible(false);
}
}
void DisplayAnimator::OnDisplayConfigurationChanged(
const display::DisplayConfigurator::DisplayStateList& displays) {
if (!hiding_layers_.empty())
StartFadeInAnimation();
}
void DisplayAnimator::OnDisplayConfigurationChangeFailed(
const display::DisplayConfigurator::DisplayStateList& displays,
display::MultipleDisplayState failed_new_state) {
if (!hiding_layers_.empty())
StartFadeInAnimation();
}
void DisplayAnimator::ClearHidingLayers() {
if (timer_) {
timer_->Stop();
timer_.reset();
}
hiding_layers_.clear();
}
} // namespace ash
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