// Copyright (c) 2011 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 "ui/aura/window.h" #include #include "base/logging.h" #include "ui/aura/desktop.h" #include "ui/aura/event.h" #include "ui/aura/event_filter.h" #include "ui/aura/focus_manager.h" #include "ui/aura/layout_manager.h" #include "ui/aura/window_delegate.h" #include "ui/gfx/canvas_skia.h" #include "ui/gfx/compositor/compositor.h" #include "ui/gfx/compositor/layer.h" namespace aura { using internal::RootWindow; Window::Window(WindowDelegate* delegate) : delegate_(delegate), visibility_(VISIBILITY_HIDDEN), parent_(NULL), id_(-1), user_data_(NULL) { } Window::~Window() { // Let the delegate know we're in the processing of destroying. if (delegate_) delegate_->OnWindowDestroying(); // Let the root know so that it can remove any references to us. RootWindow* root = GetRoot(); if (root) root->WindowDestroying(this); // Then destroy the children. while (!children_.empty()) { Window* child = children_[0]; delete child; // Deleting the child so remove it from out children_ list. DCHECK(std::find(children_.begin(), children_.end(), child) == children_.end()); } // And let the delegate do any post cleanup. if (delegate_) delegate_->OnWindowDestroyed(); if (parent_) parent_->RemoveChild(this); } void Window::Init() { ui::Layer::LayerType type = ui::Layer::LAYER_HAS_NO_TEXTURE; if (delegate_) type = ui::Layer::LAYER_HAS_TEXTURE; layer_.reset(new ui::Layer(Desktop::GetInstance()->compositor(), type)); layer_->set_delegate(this); } void Window::SetVisibility(Visibility visibility) { if (visibility_ == visibility) return; visibility_ = visibility; layer_->SetVisible(visibility_ != VISIBILITY_HIDDEN); if (layer_->visible()) SchedulePaint(); if (visibility_ != VISIBILITY_SHOWN) ReleaseCapture(); if ((visibility_ == VISIBILITY_HIDDEN && Desktop::GetInstance()->active_window() == this) || (visibility_ == VISIBILITY_HIDDEN && !Desktop::GetInstance()->active_window())) { Desktop::GetInstance()->ActivateTopmostWindow(); } } void Window::SetLayoutManager(LayoutManager* layout_manager) { layout_manager_.reset(layout_manager); } void Window::SetBounds(const gfx::Rect& bounds, int anim_ms) { // TODO: support anim_ms // TODO: funnel this through the Desktop. bool was_move = bounds_.size() == bounds.size(); gfx::Rect old_bounds = bounds_; bounds_ = bounds; layer_->SetBounds(bounds); if (layout_manager_.get()) layout_manager_->OnWindowResized(); if (delegate_) delegate_->OnBoundsChanged(old_bounds, bounds_); if (was_move) SchedulePaintInRect(gfx::Rect()); else SchedulePaint(); } void Window::SchedulePaintInRect(const gfx::Rect& rect) { layer_->SchedulePaint(rect); } void Window::SetCanvas(const SkCanvas& canvas, const gfx::Point& origin) { // TODO: figure out how this is going to work when animating the layer. In // particular if we're animating the size then the underlying Texture is going // to be unhappy if we try to set a texture on a size bigger than the size of // the texture. layer_->SetCanvas(canvas, origin); } void Window::SetParent(Window* parent) { if (parent) parent->AddChild(this); else Desktop::GetInstance()->toplevel_window_container()->AddChild(this); } bool Window::IsToplevelWindowContainer() const { return false; } void Window::MoveChildToFront(Window* child) { DCHECK_EQ(child->parent(), this); const Windows::iterator i(std::find(children_.begin(), children_.end(), child)); DCHECK(i != children_.end()); children_.erase(i); // TODO(beng): this obviously has to handle different window types. children_.insert(children_.begin() + children_.size(), child); SchedulePaintInRect(gfx::Rect()); ui::Layer* parent_layer = child->layer()->parent(); parent_layer->Remove(child->layer()); parent_layer->Add(child->layer()); } void Window::AddChild(Window* child) { DCHECK(std::find(children_.begin(), children_.end(), child) == children_.end()); child->parent_ = this; layer_->Add(child->layer_.get()); children_.push_back(child); } void Window::RemoveChild(Window* child) { Windows::iterator i = std::find(children_.begin(), children_.end(), child); DCHECK(i != children_.end()); child->parent_ = NULL; layer_->Remove(child->layer_.get()); children_.erase(i); } // static void Window::ConvertPointToWindow(Window* source, Window* target, gfx::Point* point) { ui::Layer::ConvertPointToLayer(source->layer(), target->layer(), point); } void Window::SetEventFilter(EventFilter* event_filter) { event_filter_.reset(event_filter); } bool Window::OnMouseEvent(MouseEvent* event) { if (!parent_) return false; if (!parent_->event_filter_.get()) parent_->SetEventFilter(new EventFilter(parent_)); return parent_->event_filter_->OnMouseEvent(this, event) || delegate_->OnMouseEvent(event); } bool Window::OnKeyEvent(KeyEvent* event) { return delegate_->OnKeyEvent(event); } bool Window::HitTest(const gfx::Point& point) { gfx::Rect local_bounds(gfx::Point(), bounds().size()); // TODO(beng): hittest masks. return local_bounds.Contains(point); } Window* Window::GetEventHandlerForPoint(const gfx::Point& point) { Windows::const_reverse_iterator i = children_.rbegin(); for (; i != children_.rend(); ++i) { Window* child = *i; if (child->visibility() == Window::VISIBILITY_HIDDEN) continue; gfx::Point point_in_child_coords(point); Window::ConvertPointToWindow(this, child, &point_in_child_coords); if (child->HitTest(point_in_child_coords)) { Window* handler = child->GetEventHandlerForPoint(point_in_child_coords); if (handler) return handler; } } return delegate_ ? this : NULL; } internal::FocusManager* Window::GetFocusManager() { return parent_ ? parent_->GetFocusManager() : NULL; } void Window::SetCapture() { if (visibility_ != VISIBILITY_SHOWN) return; RootWindow* root = GetRoot(); if (!root) return; root->SetCapture(this); } void Window::ReleaseCapture() { RootWindow* root = GetRoot(); if (!root) return; root->ReleaseCapture(this); } bool Window::HasCapture() { RootWindow* root = GetRoot(); return root && root->capture_window() == this; } internal::RootWindow* Window::GetRoot() { return parent_ ? parent_->GetRoot() : NULL; } void Window::SchedulePaint() { SchedulePaintInRect(gfx::Rect(0, 0, bounds_.width(), bounds_.height())); } void Window::OnPaintLayer(gfx::Canvas* canvas) { delegate_->OnPaint(canvas); } } // namespace aura