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Issue 12494011: Keyboard shortcut to log views, layers, windows (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: cleanup Created 7 years, 9 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 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 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #ifndef NDEBUG
6
7 #define _USE_MATH_DEFINES // For VC++ to get M_PI. This has to be first. 5 #define _USE_MATH_DEFINES // For VC++ to get M_PI. This has to be first.
8 6
9 #include "ui/compositor/debug_utils.h" 7 #include "ui/compositor/debug_utils.h"
10 8
11 #include <cmath> 9 #include <cmath>
12 #include <iomanip> 10 #include <iomanip>
13 #include <iostream> 11 #include <iostream>
14 #include <string> 12 #include <string>
15 13
16 #include "base/logging.h" 14 #include "base/logging.h"
17 #include "base/utf_string_conversions.h" 15 #include "base/utf_string_conversions.h"
18 #include "ui/compositor/layer.h" 16 #include "ui/compositor/layer.h"
19 #include "ui/gfx/interpolated_transform.h" 17 #include "ui/gfx/interpolated_transform.h"
20 #include "ui/gfx/point.h" 18 #include "ui/gfx/point.h"
21 #include "ui/gfx/point_conversions.h" 19 #include "ui/gfx/point_conversions.h"
22 #include "ui/gfx/transform.h" 20 #include "ui/gfx/transform.h"
23 21
24 namespace ui { 22 namespace ui {
25 23
26 namespace { 24 namespace {
27 25
28 void PrintLayerHierarchyImp(const Layer* layer, int indent, 26 void PrintLayerHierarchyImp(const Layer* layer,
29 gfx::Point mouse_location) { 27 int indent,
30 std::wostringstream buf; 28 gfx::Point mouse_location,
29 std::wostringstream* out) {
31 std::string indent_str(indent, ' '); 30 std::string indent_str(indent, ' ');
32 std::string content_indent_str(indent+1, ' '); 31 std::string content_indent_str(indent+1, ' ');
33 32
34 layer->transform().TransformPointReverse(mouse_location); 33 layer->transform().TransformPointReverse(mouse_location);
35 bool mouse_inside_layer_bounds = layer->bounds().Contains(mouse_location); 34 bool mouse_inside_layer_bounds = layer->bounds().Contains(mouse_location);
36 mouse_location.Offset(-layer->bounds().x(), -layer->bounds().y()); 35 mouse_location.Offset(-layer->bounds().x(), -layer->bounds().y());
37 36
38 buf << UTF8ToWide(indent_str); 37 *out << UTF8ToWide(indent_str);
39 if (mouse_inside_layer_bounds) 38 if (mouse_inside_layer_bounds)
40 buf << L'*'; 39 *out << L'*';
41 else 40 else
42 buf << L' '; 41 *out << L' ';
43 42
44 buf << UTF8ToWide(layer->name()) << L' ' << layer; 43 *out << UTF8ToWide(layer->name()) << L' ' << layer;
45 44
46 switch (layer->type()) { 45 switch (layer->type()) {
47 case ui::LAYER_NOT_DRAWN: 46 case ui::LAYER_NOT_DRAWN:
48 buf << L" not_drawn"; 47 *out << L" not_drawn";
49 break; 48 break;
50 case ui::LAYER_TEXTURED: 49 case ui::LAYER_TEXTURED:
51 buf << L" textured"; 50 *out << L" textured";
52 if (layer->fills_bounds_opaquely()) 51 if (layer->fills_bounds_opaquely())
53 buf << L" opaque"; 52 *out << L" opaque";
54 break; 53 break;
55 case ui::LAYER_SOLID_COLOR: 54 case ui::LAYER_SOLID_COLOR:
56 buf << L" solid"; 55 *out << L" solid";
57 break; 56 break;
58 } 57 }
59 58
60 if (!layer->visible()) 59 if (!layer->visible())
61 buf << L" !visible"; 60 *out << L" !visible";
62 61
63 std::string property_indent_str(indent+3, ' '); 62 std::string property_indent_str(indent+3, ' ');
64 buf << L'\n' << UTF8ToWide(property_indent_str); 63 *out << L'\n' << UTF8ToWide(property_indent_str);
65 buf << L"bounds: " << layer->bounds().x() << L',' << layer->bounds().y(); 64 *out << L"bounds: " << layer->bounds().x() << L',' << layer->bounds().y();
66 buf << L' ' << layer->bounds().width() << L'x' << layer->bounds().height(); 65 *out << L' ' << layer->bounds().width() << L'x' << layer->bounds().height();
67 66
68 if (layer->opacity() != 1.0f) { 67 if (layer->opacity() != 1.0f) {
69 buf << L'\n' << UTF8ToWide(property_indent_str); 68 *out << L'\n' << UTF8ToWide(property_indent_str);
70 buf << L"opacity: " << std::setprecision(2) << layer->opacity(); 69 *out << L"opacity: " << std::setprecision(2) << layer->opacity();
71 } 70 }
72 71
73 gfx::DecomposedTransform decomp; 72 gfx::DecomposedTransform decomp;
74 if (!layer->transform().IsIdentity() && 73 if (!layer->transform().IsIdentity() &&
75 gfx::DecomposeTransform(&decomp, layer->transform())) { 74 gfx::DecomposeTransform(&decomp, layer->transform())) {
76 buf << L'\n' << UTF8ToWide(property_indent_str); 75 *out << L'\n' << UTF8ToWide(property_indent_str);
77 buf << L"translation: " << std::fixed << decomp.translate[0]; 76 *out << L"translation: " << std::fixed << decomp.translate[0];
78 buf << L", " << decomp.translate[1]; 77 *out << L", " << decomp.translate[1];
79 78
80 buf << L'\n' << UTF8ToWide(property_indent_str); 79 *out << L'\n' << UTF8ToWide(property_indent_str);
81 buf << L"rotation: "; 80 *out << L"rotation: ";
82 buf << std::acos(decomp.quaternion[3]) * 360.0 / M_PI; 81 *out << std::acos(decomp.quaternion[3]) * 360.0 / M_PI;
83 82
84 buf << L'\n' << UTF8ToWide(property_indent_str); 83 *out << L'\n' << UTF8ToWide(property_indent_str);
85 buf << L"scale: " << decomp.scale[0]; 84 *out << L"scale: " << decomp.scale[0];
86 buf << L", " << decomp.scale[1]; 85 *out << L", " << decomp.scale[1];
87 } 86 }
88 87
89 VLOG(1) << buf.str(); 88 *out << L'\n';
90 std::cout << buf.str() << std::endl;
91 89
92 for (size_t i = 0, count = layer->children().size(); i < count; ++i) 90 for (size_t i = 0, count = layer->children().size(); i < count; ++i) {
93 PrintLayerHierarchyImp(layer->children()[i], indent + 3, mouse_location); 91 PrintLayerHierarchyImp(
92 layer->children()[i], indent + 3, mouse_location, out);
93 }
94 } 94 }
95 95
96 } // namespace 96 } // namespace
97 97
98 void PrintLayerHierarchy(const Layer* layer, gfx::Point mouse_location) { 98 void PrintLayerHierarchy(const Layer* layer, gfx::Point mouse_location) {
99 PrintLayerHierarchyImp(layer, 0, mouse_location); 99 std::wostringstream out;
100 out << L"Layer hierarchy:\n";
101 PrintLayerHierarchyImp(layer, 0, mouse_location, &out);
102 // Error so logs can be collected from end-users.
103 LOG(ERROR) << out.str();
100 } 104 }
101 105
102 } // namespace ui 106 } // namespace ui
103
104 #endif // NDEBUG
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