// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "ash/wm/window_positioner.h" #include "ash/ash_switches.h" #include "ash/screen_util.h" #include "ash/shell.h" #include "ash/shell_window_ids.h" #include "ash/wm/mru_window_tracker.h" #include "ash/wm/window_resizer.h" #include "ash/wm/window_state.h" #include "ash/wm/window_util.h" #include "base/command_line.h" #include "ui/aura/window.h" #include "ui/aura/window_delegate.h" #include "ui/aura/window_event_dispatcher.h" #include "ui/compositor/layer.h" #include "ui/compositor/scoped_layer_animation_settings.h" #include "ui/gfx/screen.h" #include "ui/wm/core/window_animations.h" namespace ash { const int WindowPositioner::kMinimumWindowOffset = 32; // The number of pixels which are kept free top, left and right when a window // gets positioned to its default location. // static const int WindowPositioner::kDesktopBorderSize = 16; // Maximum width of a window even if there is more room on the desktop. // static const int WindowPositioner::kMaximumWindowWidth = 1100; namespace { // When a window gets opened in default mode and the screen is less than or // equal to this width, the window will get opened in maximized mode. This value // can be reduced to a "tame" number if the feature is disabled. const int kForceMaximizeWidthLimit = 1366; // The time in milliseconds which should be used to visually move a window // through an automatic "intelligent" window management option. const int kWindowAutoMoveDurationMS = 125; // If set to true all window repositioning actions will be ignored. Set through // WindowPositioner::SetIgnoreActivations(). static bool disable_auto_positioning = false; // If set to true, by default the first window in ASH will be maxmized. static bool maximize_first_window = false; // Check if any management should be performed (with a given |window|). bool UseAutoWindowManager(const aura::Window* window) { if (disable_auto_positioning) return false; const wm::WindowState* window_state = wm::GetWindowState(window); return !window_state->is_dragged() && window_state->window_position_managed(); } // Check if a given |window| can be managed. This includes that it's state is // not minimized/maximized/the user has changed it's size by hand already. // It furthermore checks for the WindowIsManaged status. bool WindowPositionCanBeManaged(const aura::Window* window) { if (disable_auto_positioning) return false; const wm::WindowState* window_state = wm::GetWindowState(window); return window_state->window_position_managed() && !window_state->IsMinimized() && !window_state->IsMaximized() && !window_state->bounds_changed_by_user(); } // Get the work area for a given |window| in parent coordinates. gfx::Rect GetWorkAreaForWindowInParent(aura::Window* window) { #if defined(OS_WIN) // On Win 8, the host window can't be resized, so // use window's bounds instead. // TODO(oshima): Emulate host window resize on win8. gfx::Rect work_area = gfx::Rect(window->parent()->bounds().size()); work_area.Inset(Shell::GetScreen()->GetDisplayMatching( window->parent()->GetBoundsInScreen()).GetWorkAreaInsets()); return work_area; #else return ScreenUtil::GetDisplayWorkAreaBoundsInParent(window); #endif } // Move the given |bounds| on the available |work_area| in the direction // indicated by |move_right|. If |move_right| is true, the rectangle gets moved // to the right edge, otherwise to the left one. bool MoveRectToOneSide(const gfx::Rect& work_area, bool move_right, gfx::Rect* bounds) { if (move_right) { if (work_area.right() > bounds->right()) { bounds->set_x(work_area.right() - bounds->width()); return true; } } else { if (work_area.x() < bounds->x()) { bounds->set_x(work_area.x()); return true; } } return false; } // Move a |window| to a new |bound|. Animate if desired by user. // Note: The function will do nothing if the bounds did not change. void SetBoundsAnimated(aura::Window* window, const gfx::Rect& bounds) { if (bounds == window->GetTargetBounds()) return; if (views::corewm::WindowAnimationsDisabled(window)) { window->SetBounds(bounds); return; } ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator()); settings.SetTransitionDuration( base::TimeDelta::FromMilliseconds(kWindowAutoMoveDurationMS)); window->SetBounds(bounds); } // Move |window| into the center of the screen - or restore it to the previous // position. void AutoPlaceSingleWindow(aura::Window* window, bool animated) { gfx::Rect work_area = GetWorkAreaForWindowInParent(window); gfx::Rect bounds = window->bounds(); const gfx::Rect* user_defined_area = wm::GetWindowState(window)->pre_auto_manage_window_bounds(); if (user_defined_area) { bounds = *user_defined_area; ash::wm::AdjustBoundsToEnsureMinimumWindowVisibility(work_area, &bounds); } else { // Center the window (only in x). bounds.set_x(work_area.x() + (work_area.width() - bounds.width()) / 2); } if (animated) SetBoundsAnimated(window, bounds); else window->SetBounds(bounds); } // Get the first open (non minimized) window which is on the screen defined. aura::Window* GetReferenceWindow(const aura::Window* root_window, const aura::Window* exclude, bool *single_window) { if (single_window) *single_window = true; // Get the active window. aura::Window* active = ash::wm::GetActiveWindow(); if (active && active->GetRootWindow() != root_window) active = NULL; // Get a list of all windows. const std::vector windows = ash::MruWindowTracker::BuildWindowList(false); if (windows.empty()) return NULL; aura::Window::Windows::const_iterator iter = windows.begin(); // Find the index of the current active window. if (active) iter = std::find(windows.begin(), windows.end(), active); int index = (iter == windows.end()) ? 0 : (iter - windows.begin()); // Scan the cycle list backwards to see which is the second topmost window // (and so on). Note that we might cycle a few indices twice if there is no // suitable window. However - since the list is fairly small this should be // very fast anyways. aura::Window* found = NULL; for (int i = index + windows.size(); i >= 0; i--) { aura::Window* window = windows[i % windows.size()]; if (window != exclude && window->type() == ui::wm::WINDOW_TYPE_NORMAL && window->GetRootWindow() == root_window && window->TargetVisibility() && wm::GetWindowState(window)->window_position_managed()) { if (found && found != window) { // no need to check !signle_window because the function must have // been already returned in the "if (!single_window)" below. *single_window = false; return found; } found = window; // If there is no need to check single window, return now. if (!single_window) return found; } } return found; } } // namespace // static int WindowPositioner::GetForceMaximizedWidthLimit() { return kForceMaximizeWidthLimit; } // static void WindowPositioner::GetBoundsAndShowStateForNewWindow( const gfx::Screen* screen, const aura::Window* new_window, bool is_saved_bounds, ui::WindowShowState show_state_in, gfx::Rect* bounds_in_out, ui::WindowShowState* show_state_out) { // Always open new window in the target display. aura::Window* target = Shell::GetTargetRootWindow(); aura::Window* top_window = GetReferenceWindow(target, NULL, NULL); // Our window should not have any impact if we are already on top. if (top_window == new_window) top_window = NULL; // If there is no valid other window we take and adjust the passed coordinates // and show state. if (!top_window) { gfx::Rect work_area = screen->GetDisplayNearestWindow(target).work_area(); bounds_in_out->AdjustToFit(work_area); // Use adjusted saved bounds, if there is one. if (is_saved_bounds) return; // When using "small screens" we want to always open in full screen mode. if (show_state_in == ui::SHOW_STATE_DEFAULT && (maximize_first_window || (work_area.width() <= GetForceMaximizedWidthLimit() && (!new_window || !wm::GetWindowState(new_window)->IsFullscreen())))) { *show_state_out = ui::SHOW_STATE_MAXIMIZED; } return; } bool maximized = wm::GetWindowState(top_window)->IsMaximized(); // We ignore the saved show state, but look instead for the top level // window's show state. if (show_state_in == ui::SHOW_STATE_DEFAULT) { *show_state_out = maximized ? ui::SHOW_STATE_MAXIMIZED : ui::SHOW_STATE_DEFAULT; } // Use the size of the other window. The window's bound will be rearranged // in ash::WorkspaceLayoutManager using this location. *bounds_in_out = top_window->GetBoundsInScreen(); } // static void WindowPositioner::RearrangeVisibleWindowOnHideOrRemove( const aura::Window* removed_window) { if (!UseAutoWindowManager(removed_window)) return; // Find a single open browser window. bool single_window; aura::Window* other_shown_window = GetReferenceWindow( removed_window->GetRootWindow(), removed_window, &single_window); if (!other_shown_window || !single_window || !WindowPositionCanBeManaged(other_shown_window)) return; AutoPlaceSingleWindow(other_shown_window, true); } // static bool WindowPositioner::DisableAutoPositioning(bool ignore) { bool old_state = disable_auto_positioning; disable_auto_positioning = ignore; return old_state; } // static void WindowPositioner::RearrangeVisibleWindowOnShow( aura::Window* added_window) { wm::WindowState* added_window_state = wm::GetWindowState(added_window); if (!added_window->TargetVisibility()) return; if (!UseAutoWindowManager(added_window) || added_window_state->bounds_changed_by_user()) { if (added_window_state->minimum_visibility()) { // Guarante minimum visibility within the work area. gfx::Rect work_area = GetWorkAreaForWindowInParent(added_window); gfx::Rect bounds = added_window->bounds(); gfx::Rect new_bounds = bounds; ash::wm::AdjustBoundsToEnsureMinimumWindowVisibility(work_area, &new_bounds); if (new_bounds != bounds) added_window->SetBounds(new_bounds); } return; } // Find a single open managed window. bool single_window; aura::Window* other_shown_window = GetReferenceWindow( added_window->GetRootWindow(), added_window, &single_window); if (!other_shown_window) { // It could be that this window is the first window joining the workspace. if (!WindowPositionCanBeManaged(added_window) || other_shown_window) return; // Since we might be going from 0 to 1 window, we have to arrange the new // window to a good default. AutoPlaceSingleWindow(added_window, false); return; } gfx::Rect other_bounds = other_shown_window->bounds(); gfx::Rect work_area = GetWorkAreaForWindowInParent(added_window); bool move_other_right = other_bounds.CenterPoint().x() > work_area.x() + work_area.width() / 2; // Push the other window to the size only if there are two windows left. if (single_window) { // When going from one to two windows both windows loose their // "positioned by user" flags. added_window_state->set_bounds_changed_by_user(false); wm::WindowState* other_window_state = wm::GetWindowState(other_shown_window); other_window_state->set_bounds_changed_by_user(false); if (WindowPositionCanBeManaged(other_shown_window)) { // Don't override pre auto managed bounds as the current bounds // may not be original. if (!other_window_state->pre_auto_manage_window_bounds()) other_window_state->SetPreAutoManageWindowBounds(other_bounds); // Push away the other window after remembering its current position. if (MoveRectToOneSide(work_area, move_other_right, &other_bounds)) SetBoundsAnimated(other_shown_window, other_bounds); } } // Remember the current location of the window if it's new and push // it also to the opposite location if needed. Since it is just // being shown, we do not need to animate it. gfx::Rect added_bounds = added_window->bounds(); if (!added_window_state->pre_auto_manage_window_bounds()) added_window_state->SetPreAutoManageWindowBounds(added_bounds); if (MoveRectToOneSide(work_area, !move_other_right, &added_bounds)) added_window->SetBounds(added_bounds); } WindowPositioner::WindowPositioner() : pop_position_offset_increment_x(0), pop_position_offset_increment_y(0), popup_position_offset_from_screen_corner_x(0), popup_position_offset_from_screen_corner_y(0), last_popup_position_x_(0), last_popup_position_y_(0) { } WindowPositioner::~WindowPositioner() { } gfx::Rect WindowPositioner::GetDefaultWindowBounds( const gfx::Display& display) { const gfx::Rect work_area = display.work_area(); // There should be a 'desktop' border around the window at the left and right // side. int default_width = work_area.width() - 2 * kDesktopBorderSize; // There should also be a 'desktop' border around the window at the top. // Since the workspace excludes the tray area we only need one border size. int default_height = work_area.height() - kDesktopBorderSize; int offset_x = kDesktopBorderSize; if (default_width > kMaximumWindowWidth) { // The window should get centered on the screen and not follow the grid. offset_x = (work_area.width() - kMaximumWindowWidth) / 2; default_width = kMaximumWindowWidth; } return gfx::Rect(work_area.x() + offset_x, work_area.y() + kDesktopBorderSize, default_width, default_height); } gfx::Rect WindowPositioner::GetPopupPosition(const gfx::Rect& old_pos) { int grid = kMinimumWindowOffset; popup_position_offset_from_screen_corner_x = grid; popup_position_offset_from_screen_corner_y = grid; if (!pop_position_offset_increment_x) { // When the popup position increment is , the last popup position // was not yet initialized. last_popup_position_x_ = popup_position_offset_from_screen_corner_x; last_popup_position_y_ = popup_position_offset_from_screen_corner_y; } pop_position_offset_increment_x = grid; pop_position_offset_increment_y = grid; // We handle the Multi monitor support by retrieving the active window's // work area. aura::Window* window = wm::GetActiveWindow(); const gfx::Rect work_area = window && window->IsVisible() ? Shell::GetScreen()->GetDisplayNearestWindow(window).work_area() : Shell::GetScreen()->GetPrimaryDisplay().work_area(); // Only try to reposition the popup when it is not spanning the entire // screen. if ((old_pos.width() + popup_position_offset_from_screen_corner_x >= work_area.width()) || (old_pos.height() + popup_position_offset_from_screen_corner_y >= work_area.height())) return AlignPopupPosition(old_pos, work_area, grid); const gfx::Rect result = SmartPopupPosition(old_pos, work_area, grid); if (!result.IsEmpty()) return AlignPopupPosition(result, work_area, grid); return NormalPopupPosition(old_pos, work_area); } // static void WindowPositioner::SetMaximizeFirstWindow(bool maximize) { maximize_first_window = maximize; } gfx::Rect WindowPositioner::NormalPopupPosition( const gfx::Rect& old_pos, const gfx::Rect& work_area) { int w = old_pos.width(); int h = old_pos.height(); // Note: The 'last_popup_position' is checked and kept relative to the // screen size. The offsetting will be done in the last step when the // target rectangle gets returned. bool reset = false; if (last_popup_position_y_ + h > work_area.height() || last_popup_position_x_ + w > work_area.width()) { // Popup does not fit on screen. Reset to next diagonal row. last_popup_position_x_ -= last_popup_position_y_ - popup_position_offset_from_screen_corner_x - pop_position_offset_increment_x; last_popup_position_y_ = popup_position_offset_from_screen_corner_y; reset = true; } if (last_popup_position_x_ + w > work_area.width()) { // Start again over. last_popup_position_x_ = popup_position_offset_from_screen_corner_x; last_popup_position_y_ = popup_position_offset_from_screen_corner_y; reset = true; } int x = last_popup_position_x_; int y = last_popup_position_y_; if (!reset) { last_popup_position_x_ += pop_position_offset_increment_x; last_popup_position_y_ += pop_position_offset_increment_y; } return gfx::Rect(x + work_area.x(), y + work_area.y(), w, h); } gfx::Rect WindowPositioner::SmartPopupPosition( const gfx::Rect& old_pos, const gfx::Rect& work_area, int grid) { const std::vector windows = MruWindowTracker::BuildWindowList(false); std::vector regions; // Process the window list and check if we can bail immediately. for (size_t i = 0; i < windows.size(); i++) { // We only include opaque and visible windows. if (windows[i] && windows[i]->IsVisible() && windows[i]->layer() && (!windows[i]->transparent() || windows[i]->layer()->GetTargetOpacity() == 1.0)) { wm::WindowState* window_state = wm::GetWindowState(windows[i]); // When any window is maximized we cannot find any free space. if (window_state->IsMaximizedOrFullscreen()) return gfx::Rect(0, 0, 0, 0); if (window_state->IsNormalOrSnapped()) regions.push_back(&windows[i]->bounds()); } } if (regions.empty()) return gfx::Rect(0, 0, 0, 0); int w = old_pos.width(); int h = old_pos.height(); int x_end = work_area.width() / 2; int x, x_increment; // We parse for a proper location on the screen. We do this in two runs: // The first run will start from the left, parsing down, skipping any // overlapping windows it will encounter until the popup's height can not // be served anymore. Then the next grid position to the right will be // taken, and the same cycle starts again. This will be repeated until we // hit the middle of the screen (or we find a suitable location). // In the second run we parse beginning from the right corner downwards and // then to the left. // When no location was found, an empty rectangle will be returned. for (int run = 0; run < 2; run++) { if (run == 0) { // First run: Start left, parse right till mid screen. x = 0; x_increment = pop_position_offset_increment_x; } else { // Second run: Start right, parse left till mid screen. x = work_area.width() - w; x_increment = -pop_position_offset_increment_x; } // Note: The passing (x,y,w,h) window is always relative to the work area's // origin. for (; x_increment > 0 ? (x < x_end) : (x > x_end); x += x_increment) { int y = 0; while (y + h <= work_area.height()) { size_t i; for (i = 0; i < regions.size(); i++) { if (regions[i]->Intersects(gfx::Rect(x + work_area.x(), y + work_area.y(), w, h))) { y = regions[i]->bottom() - work_area.y(); break; } } if (i >= regions.size()) return gfx::Rect(x + work_area.x(), y + work_area.y(), w, h); } } } return gfx::Rect(0, 0, 0, 0); } gfx::Rect WindowPositioner::AlignPopupPosition( const gfx::Rect& pos, const gfx::Rect& work_area, int grid) { if (grid <= 1) return pos; int x = pos.x() - (pos.x() - work_area.x()) % grid; int y = pos.y() - (pos.y() - work_area.y()) % grid; int w = pos.width(); int h = pos.height(); // If the alignment was pushing the window out of the screen, we ignore the // alignment for that call. if (abs(pos.right() - work_area.right()) < grid) x = work_area.right() - w; if (abs(pos.bottom() - work_area.bottom()) < grid) y = work_area.bottom() - h; return gfx::Rect(x, y, w, h); } } // namespace ash