Remove "keyboard" from keyboard strings.
[chromium-blink-merge.git] / cc / layers / layer_utils.cc
blob4c66d1465da6e3f68701d4ad189a284ff99f159b
1 // Copyright 2014 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 #include "cc/layers/layer_utils.h"
7 #include "cc/layers/layer_impl.h"
8 #include "cc/trees/layer_tree_host_common.h"
9 #include "ui/gfx/box_f.h"
11 namespace cc {
13 namespace {
15 bool HasAnimationThatInflatesBounds(const LayerImpl& layer) {
16 return layer.layer_animation_controller()->HasAnimationThatInflatesBounds();
19 bool HasFilterAnimationThatInflatesBounds(const LayerImpl& layer) {
20 return layer.layer_animation_controller()
21 ->HasFilterAnimationThatInflatesBounds();
24 bool HasTransformAnimationThatInflatesBounds(const LayerImpl& layer) {
25 return layer.layer_animation_controller()
26 ->HasTransformAnimationThatInflatesBounds();
29 inline bool HasAncestorTransformAnimation(const LayerImpl& layer) {
30 return layer.screen_space_transform_is_animating();
33 inline bool HasAncestorFilterAnimation(const LayerImpl& layer) {
34 for (const LayerImpl* current = &layer; current;
35 current = current->parent()) {
36 if (HasFilterAnimationThatInflatesBounds(*current))
37 return true;
40 return false;
43 } // namespace
45 bool LayerUtils::GetAnimationBounds(const LayerImpl& layer_in, gfx::BoxF* out) {
46 // We don't care about animated bounds for invisible layers.
47 if (!layer_in.DrawsContent())
48 return false;
50 // We also don't care for layers that are not animated or a child of an
51 // animated layer.
52 if (!HasAncestorTransformAnimation(layer_in) &&
53 !HasAncestorFilterAnimation(layer_in))
54 return false;
56 // To compute the inflated bounds for a layer, we start by taking its bounds
57 // and converting it to a 3d box, and then we transform or inflate it
58 // repeatedly as we walk up the layer tree to the root.
60 // At each layer we apply the following transformations to the box:
61 // 1) We translate so that the anchor point is the origin.
62 // 2) We either apply the layer's transform or inflate if the layer's
63 // transform is animated.
64 // 3) We undo the translation from step 1 and apply a second translation
65 // to account for the layer's position.
67 gfx::BoxF box(layer_in.bounds().width(), layer_in.bounds().height(), 0.f);
69 // We want to inflate/transform the box as few times as possible. Each time
70 // we do this, we have to make the box axis aligned again, so if we make many
71 // small adjustments to the box by transforming it repeatedly rather than
72 // once by the product of all these matrices, we will accumulate a bunch of
73 // unnecessary inflation because of the the many axis-alignment fixes. This
74 // matrix stores said product.
75 gfx::Transform coalesced_transform;
77 for (const LayerImpl* layer = &layer_in; layer; layer = layer->parent()) {
78 int anchor_x = layer->anchor_point().x() * layer->bounds().width();
79 int anchor_y = layer->anchor_point().y() * layer->bounds().height();
80 gfx::PointF position = layer->position();
81 if (layer->parent() && !HasAnimationThatInflatesBounds(*layer)) {
82 // |composite_layer_transform| contains 1 - 4 mentioned above. We compute
83 // it separately and apply afterwards because it's a bit more efficient
84 // because post-multiplication appears a bit more expensive, so we want
85 // to do it only once.
86 gfx::Transform composite_layer_transform;
88 composite_layer_transform.Translate3d(anchor_x + position.x(),
89 anchor_y + position.y(),
90 layer->anchor_point_z());
91 composite_layer_transform.PreconcatTransform(layer->transform());
92 composite_layer_transform.Translate3d(
93 -anchor_x, -anchor_y, -layer->anchor_point_z());
95 // Add this layer's contributions to the |coalesced_transform|.
96 coalesced_transform.ConcatTransform(composite_layer_transform);
97 continue;
100 // First, apply coalesced transform we've been building and reset it.
101 coalesced_transform.TransformBox(&box);
102 coalesced_transform.MakeIdentity();
104 // We need to apply the inflation about the layer's anchor point. Rather
105 // than doing this via transforms, we'll just shift the box directly.
106 box.set_origin(box.origin() + gfx::Vector3dF(-anchor_x,
107 -anchor_y,
108 -layer->anchor_point_z()));
110 // Perform the inflation
111 if (HasFilterAnimationThatInflatesBounds(*layer)) {
112 gfx::BoxF inflated;
113 if (!layer->layer_animation_controller()->FilterAnimationBoundsForBox(
114 box, &inflated))
115 return false;
116 box = inflated;
119 if (HasTransformAnimationThatInflatesBounds(*layer)) {
120 gfx::BoxF inflated;
121 if (!layer->layer_animation_controller()->TransformAnimationBoundsForBox(
122 box, &inflated))
123 return false;
124 box = inflated;
127 // Apply step 3) mentioned above.
128 box.set_origin(box.origin() + gfx::Vector3dF(anchor_x + position.x(),
129 anchor_y + position.y(),
130 layer->anchor_point_z()));
133 // If we've got an unapplied coalesced transform at this point, it must still
134 // be applied.
135 if (!coalesced_transform.IsIdentity())
136 coalesced_transform.TransformBox(&box);
138 *out = box;
140 return true;
143 } // namespace cc