[Android] Use NavigationController for pull-to-refresh activation
[chromium-blink-merge.git] / ui / compositor / debug_utils.cc
blobcae3abc9bc905175a3c93f41863250d18c16efd2
1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #define _USE_MATH_DEFINES // For VC++ to get M_PI. This has to be first.
7 #include "ui/compositor/debug_utils.h"
9 #include <cmath>
10 #include <iomanip>
11 #include <ostream>
12 #include <string>
14 #include "base/logging.h"
15 #include "base/strings/utf_string_conversions.h"
16 #include "ui/compositor/layer.h"
17 #include "ui/gfx/interpolated_transform.h"
18 #include "ui/gfx/point.h"
19 #include "ui/gfx/point_conversions.h"
20 #include "ui/gfx/transform.h"
22 using base::UTF8ToWide;
24 namespace ui {
26 namespace {
28 void PrintLayerHierarchyImp(const Layer* layer,
29 int indent,
30 gfx::Point mouse_location,
31 std::wostringstream* out) {
32 std::string indent_str(indent, ' ');
34 layer->transform().TransformPointReverse(&mouse_location);
35 bool mouse_inside_layer_bounds = layer->bounds().Contains(mouse_location);
36 mouse_location.Offset(-layer->bounds().x(), -layer->bounds().y());
38 *out << UTF8ToWide(indent_str);
39 if (mouse_inside_layer_bounds)
40 *out << L'*';
41 else
42 *out << L' ';
44 *out << UTF8ToWide(layer->name()) << L' ' << layer;
46 switch (layer->type()) {
47 case ui::LAYER_NOT_DRAWN:
48 *out << L" not_drawn";
49 break;
50 case ui::LAYER_TEXTURED:
51 *out << L" textured";
52 if (layer->fills_bounds_opaquely())
53 *out << L" opaque";
54 break;
55 case ui::LAYER_SOLID_COLOR:
56 *out << L" solid";
57 break;
58 case ui::LAYER_NINE_PATCH:
59 *out << L" nine_patch";
60 break;
63 if (!layer->visible())
64 *out << L" !visible";
66 std::string property_indent_str(indent+3, ' ');
67 *out << L'\n' << UTF8ToWide(property_indent_str);
68 *out << L"bounds: " << layer->bounds().x() << L',' << layer->bounds().y();
69 *out << L' ' << layer->bounds().width() << L'x' << layer->bounds().height();
70 if (!layer->subpixel_position_offset().IsZero())
71 *out << " " << UTF8ToWide(layer->subpixel_position_offset().ToString());
73 const ui::Layer* mask = const_cast<ui::Layer*>(layer)->layer_mask_layer();
75 if (mask) {
76 *out << L'\n' << UTF8ToWide(property_indent_str);
77 *out << L"mask layer: " << std::setprecision(2)
78 << UTF8ToWide(mask->bounds().ToString())
79 << UTF8ToWide(mask->subpixel_position_offset().ToString());
82 if (layer->opacity() != 1.0f) {
83 *out << L'\n' << UTF8ToWide(property_indent_str);
84 *out << L"opacity: " << std::setprecision(2) << layer->opacity();
87 gfx::DecomposedTransform decomp;
88 if (!layer->transform().IsIdentity() &&
89 gfx::DecomposeTransform(&decomp, layer->transform())) {
90 *out << L'\n' << UTF8ToWide(property_indent_str);
91 *out << L"translation: " << std::fixed << decomp.translate[0];
92 *out << L", " << decomp.translate[1];
94 *out << L'\n' << UTF8ToWide(property_indent_str);
95 *out << L"rotation: ";
96 *out << std::acos(decomp.quaternion[3]) * 360.0 / M_PI;
98 *out << L'\n' << UTF8ToWide(property_indent_str);
99 *out << L"scale: " << decomp.scale[0];
100 *out << L", " << decomp.scale[1];
103 *out << L'\n';
105 for (size_t i = 0, count = layer->children().size(); i < count; ++i) {
106 PrintLayerHierarchyImp(
107 layer->children()[i], indent + 3, mouse_location, out);
111 } // namespace
113 void PrintLayerHierarchy(const Layer* layer, gfx::Point mouse_location) {
114 std::wostringstream out;
115 out << L"Layer hierarchy:\n";
116 PrintLayerHierarchyImp(layer, 0, mouse_location, &out);
117 // Error so logs can be collected from end-users.
118 LOG(ERROR) << out.str();
121 } // namespace ui