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// Copyright 2018 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/assistant/util/animation_util.h"
#include "ash/public/cpp/metrics_util.h"
#include "base/functional/bind.h"
#include "base/time/time.h"
#include "ui/compositor/animation_throughput_reporter.h"
#include "ui/compositor/callback_layer_animation_observer.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/layer_animation_element.h"
#include "ui/compositor/layer_animation_observer.h"
#include "ui/compositor/layer_animation_sequence.h"
#include "ui/compositor/layer_animator.h"
#include "ui/views/view.h"
namespace ash {
namespace assistant {
namespace util {
namespace {
// Returns an observer that will hide |view| when it fires.
// The observer will delete itself after firing (by returning true).
ui::CallbackLayerAnimationObserver* BuildObserverToHideView(views::View* view) {
return new ui::CallbackLayerAnimationObserver(base::BindRepeating(
/*animation_ended_callback=*/
[](views::View* view,
const ui::CallbackLayerAnimationObserver& observer) {
// If the animation was aborted, we just return true to delete our
// observer. No further action is needed, as |view| might no longer
// be valid.
if (observer.aborted_count())
return true;
view->SetVisible(false);
// We return true to delete our observer.
return true;
},
view));
}
} // namespace
::ui::LayerAnimationSequence* CreateLayerAnimationSequence(
std::unique_ptr<::ui::LayerAnimationElement> a,
const LayerAnimationSequenceParams& params) {
return CreateLayerAnimationSequence(std::move(a), nullptr, nullptr, nullptr,
params);
}
::ui::LayerAnimationSequence* CreateLayerAnimationSequence(
std::unique_ptr<::ui::LayerAnimationElement> a,
std::unique_ptr<::ui::LayerAnimationElement> b,
const LayerAnimationSequenceParams& params) {
return CreateLayerAnimationSequence(std::move(a), std::move(b), nullptr,
nullptr, params);
}
::ui::LayerAnimationSequence* CreateLayerAnimationSequence(
std::unique_ptr<::ui::LayerAnimationElement> a,
std::unique_ptr<::ui::LayerAnimationElement> b,
std::unique_ptr<::ui::LayerAnimationElement> c,
const LayerAnimationSequenceParams& params) {
return CreateLayerAnimationSequence(std::move(a), std::move(b), std::move(c),
nullptr, params);
}
::ui::LayerAnimationSequence* CreateLayerAnimationSequence(
std::unique_ptr<::ui::LayerAnimationElement> a,
std::unique_ptr<::ui::LayerAnimationElement> b,
std::unique_ptr<::ui::LayerAnimationElement> c,
std::unique_ptr<::ui::LayerAnimationElement> d,
const LayerAnimationSequenceParams& params) {
ui::LayerAnimationSequence* layer_animation_sequence =
new ui::LayerAnimationSequence();
layer_animation_sequence->AddElement(std::move(a));
if (b)
layer_animation_sequence->AddElement(std::move(b));
if (c)
layer_animation_sequence->AddElement(std::move(c));
if (d)
layer_animation_sequence->AddElement(std::move(d));
layer_animation_sequence->set_is_repeating(params.is_cyclic);
return layer_animation_sequence;
}
std::unique_ptr<::ui::LayerAnimationElement> CreateOpacityElement(
float opacity,
const base::TimeDelta& duration,
const gfx::Tween::Type& tween) {
std::unique_ptr<::ui::LayerAnimationElement> layer_animation_element =
::ui::LayerAnimationElement::CreateOpacityElement(opacity, duration);
layer_animation_element->set_tween_type(tween);
return layer_animation_element;
}
std::unique_ptr<::ui::LayerAnimationElement> CreateTransformElement(
const gfx::Transform& transform,
const base::TimeDelta& duration,
const gfx::Tween::Type& tween) {
std::unique_ptr<::ui::LayerAnimationElement> layer_animation_element =
::ui::LayerAnimationElement::CreateTransformElement(transform, duration);
layer_animation_element->set_tween_type(tween);
return layer_animation_element;
}
void StartLayerAnimationSequence(
::ui::LayerAnimator* layer_animator,
::ui::LayerAnimationSequence* layer_animation_sequence,
::ui::LayerAnimationObserver* observer,
std::optional<AnimationSmoothnessCallback> smoothness_callback) {
if (observer)
layer_animation_sequence->AddObserver(observer);
std::optional<ui::AnimationThroughputReporter> reporter;
if (smoothness_callback) {
reporter.emplace(layer_animator, ash::metrics_util::ForSmoothnessV3(
smoothness_callback.value()));
}
layer_animator->StartAnimation(layer_animation_sequence);
}
void StartLayerAnimationSequence(
views::View* view,
::ui::LayerAnimationSequence* layer_animation_sequence,
::ui::LayerAnimationObserver* observer,
std::optional<AnimationSmoothnessCallback> smoothness_callback) {
DCHECK(view->layer());
StartLayerAnimationSequence(view->layer()->GetAnimator(),
layer_animation_sequence, observer,
smoothness_callback);
}
void StartLayerAnimationSequencesTogether(
::ui::LayerAnimator* layer_animator,
const std::vector<ui::LayerAnimationSequence*>& layer_animation_sequences,
::ui::LayerAnimationObserver* observer) {
if (observer) {
for (::ui::LayerAnimationSequence* layer_animation_sequence :
layer_animation_sequences) {
layer_animation_sequence->AddObserver(observer);
}
}
layer_animator->StartTogether(layer_animation_sequences);
}
void FadeOutAndHide(views::View* view, base::TimeDelta fade_out_duration) {
// Note: We are deliberately not simply setting the layer's visibility to
// false by ending the animation with a |CreateVisibilityElement|.
// The reason is that this would hide the layer but not the view, leaving the
// view in the accessibility tree, causing issues like b/142672872.
auto* animation_observer = BuildObserverToHideView(view);
StartLayerAnimationSequence(view,
CreateLayerAnimationSequence(
CreateOpacityElement(0.f, fade_out_duration)),
animation_observer);
animation_observer->SetActive();
}
} // namespace util
} // namespace assistant
} // namespace ash
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