// Copyright (c) 2012 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/bind.h" #include "base/bind_helpers.h" #include "base/callback.h" #include "base/logging.h" #include "base/stl_util.h" #include "base/string_util.h" #include "base/stringprintf.h" #include "ui/aura/client/capture_client.h" #include "ui/aura/client/event_client.h" #include "ui/aura/client/screen_position_client.h" #include "ui/aura/client/stacking_client.h" #include "ui/aura/client/visibility_client.h" #include "ui/aura/env.h" #include "ui/aura/focus_manager.h" #include "ui/aura/layout_manager.h" #include "ui/aura/root_window.h" #include "ui/aura/window_delegate.h" #include "ui/aura/window_observer.h" #include "ui/base/animation/multi_animation.h" #include "ui/compositor/compositor.h" #include "ui/compositor/layer.h" #include "ui/gfx/canvas.h" #include "ui/gfx/path.h" #include "ui/gfx/screen.h" namespace aura { Window::TestApi::TestApi(Window* window) : window_(window) {} bool Window::TestApi::OwnsLayer() const { return !!window_->layer_owner_.get(); } bool Window::TestApi::ContainsMouse() { return window_->ContainsMouse(); } Window::Window(WindowDelegate* delegate) : type_(client::WINDOW_TYPE_UNKNOWN), owned_by_parent_(true), delegate_(delegate), parent_(NULL), transient_parent_(NULL), visible_(false), id_(-1), transparent_(false), user_data_(NULL), ignore_events_(false), // Don't notify newly added observers during notification. This causes // problems for code that adds an observer as part of an observer // notification (such as the workspace code). observers_(ObserverList::NOTIFY_EXISTING_ONLY) { set_target_handler(delegate_); } Window::~Window() { // layer_ can be NULL if Init() wasn't invoked, which can happen // only in tests. if (layer_) layer_->SuppressPaint(); // Let the delegate know we're in the processing of destroying. if (delegate_) delegate_->OnWindowDestroying(); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowDestroying(this)); // Let the root know so that it can remove any references to us. RootWindow* root_window = GetRootWindow(); if (root_window) root_window->OnWindowDestroying(this); // Then destroy the children. while (!children_.empty()) { Window* child = children_[0]; if (child->owned_by_parent_) { delete child; // Deleting the child so remove it from out children_ list. DCHECK(std::find(children_.begin(), children_.end(), child) == children_.end()); } else { // Even if we can't delete the child, we still need to remove it from the // parent so that relevant bookkeeping (parent_ back-pointers etc) are // updated. RemoveChild(child); } } // Removes ourselves from our transient parent (if it hasn't been done by the // RootWindow). if (transient_parent_) transient_parent_->RemoveTransientChild(this); // The window needs to be removed from the parent before calling the // WindowDestroyed callbacks of delegate and the observers. if (parent_) parent_->RemoveChild(this); // And let the delegate do any post cleanup. // TODO(beng): Figure out if this notification needs to happen here, or if it // can be moved down adjacent to the observer notification. If it has to be // done here, the reason why should be documented. if (delegate_) delegate_->OnWindowDestroyed(); // Destroy transient children, only after we've removed ourselves from our // parent, as destroying an active transient child may otherwise attempt to // refocus us. Windows transient_children(transient_children_); STLDeleteElements(&transient_children); DCHECK(transient_children_.empty()); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowDestroyed(this)); // Clear properties. for (std::map::const_iterator iter = prop_map_.begin(); iter != prop_map_.end(); ++iter) { if (iter->second.deallocator) (*iter->second.deallocator)(iter->second.value); } prop_map_.clear(); // If we have layer it will either be destroyed by layer_owner_'s dtor, or by // whoever acquired it. We don't have a layer if Init() wasn't invoked, which // can happen in tests. if (layer_) layer_->set_delegate(NULL); layer_ = NULL; } void Window::Init(ui::LayerType layer_type) { layer_ = new ui::Layer(layer_type); layer_owner_.reset(layer_); layer_->SetVisible(false); layer_->set_delegate(this); UpdateLayerName(name_); layer_->SetFillsBoundsOpaquely(!transparent_); Env::GetInstance()->NotifyWindowInitialized(this); } ui::Layer* Window::RecreateLayer() { // Disconnect the old layer, but don't delete it. ui::Layer* old_layer = AcquireLayer(); if (!old_layer) return NULL; old_layer->set_delegate(NULL); if (delegate_ && old_layer->external_texture()) old_layer->SetExternalTexture(delegate_->CopyTexture()); layer_ = new ui::Layer(old_layer->type()); layer_owner_.reset(layer_); layer_->SetVisible(old_layer->visible()); layer_->set_scale_content(old_layer->scale_content()); layer_->set_delegate(this); layer_->SetMasksToBounds(old_layer->GetMasksToBounds()); UpdateLayerName(name_); layer_->SetFillsBoundsOpaquely(!transparent_); // Install new layer as a sibling of the old layer, stacked on top of it. if (old_layer->parent()) { old_layer->parent()->Add(layer_); old_layer->parent()->StackAbove(layer_, old_layer); } // Migrate all the child layers over to the new layer. Copy the list because // the items are removed during iteration. std::vector children_copy = old_layer->children(); for (std::vector::const_iterator it = children_copy.begin(); it != children_copy.end(); ++it) { ui::Layer* child = *it; layer_->Add(child); } return old_layer; } void Window::SetType(client::WindowType type) { // Cannot change type after the window is initialized. DCHECK(!layer()); type_ = type; } void Window::SetName(const std::string& name) { name_ = name; if (layer()) UpdateLayerName(name_); } void Window::SetTransparent(bool transparent) { // Cannot change transparent flag after the window is initialized. DCHECK(!layer()); transparent_ = transparent; } RootWindow* Window::GetRootWindow() { return const_cast( static_cast(this)->GetRootWindow()); } const RootWindow* Window::GetRootWindow() const { return parent_ ? parent_->GetRootWindow() : NULL; } void Window::Show() { SetVisible(true); } void Window::Hide() { for (Windows::iterator it = transient_children_.begin(); it != transient_children_.end(); ++it) { (*it)->Hide(); } SetVisible(false); ReleaseCapture(); } bool Window::IsVisible() const { // Layer visibility can be inconsistent with window visibility, for example // when a Window is hidden, we want this function to return false immediately // after, even though the client may decide to animate the hide effect (and // so the layer will be visible for some time after Hide() is called). return visible_ && layer_ && layer_->IsDrawn(); } gfx::Rect Window::GetBoundsInRootWindow() const { // TODO(beng): There may be a better way to handle this, and the existing code // is likely wrong anyway in a multi-display world, but this will // do for now. if (!GetRootWindow()) return bounds(); gfx::Point origin = bounds().origin(); ConvertPointToTarget(parent_, GetRootWindow(), &origin); return gfx::Rect(origin, bounds().size()); } gfx::Rect Window::GetBoundsInScreen() const { gfx::Rect bounds(GetBoundsInRootWindow()); const RootWindow* root = GetRootWindow(); if (root) { aura::client::ScreenPositionClient* screen_position_client = aura::client::GetScreenPositionClient(root); if (screen_position_client) { gfx::Point origin = bounds.origin(); screen_position_client->ConvertPointToScreen(root, &origin); bounds.set_origin(origin); } } return bounds; } void Window::SetTransform(const gfx::Transform& transform) { RootWindow* root_window = GetRootWindow(); bool contained_mouse = IsVisible() && root_window && ContainsPointInRoot(root_window->GetLastMouseLocationInRoot()); layer()->SetTransform(transform); if (root_window) root_window->OnWindowTransformed(this, contained_mouse); } void Window::SetLayoutManager(LayoutManager* layout_manager) { if (layout_manager == layout_manager_.get()) return; layout_manager_.reset(layout_manager); if (!layout_manager) return; // If we're changing to a new layout manager, ensure it is aware of all the // existing child windows. for (Windows::const_iterator it = children_.begin(); it != children_.end(); ++it) layout_manager_->OnWindowAddedToLayout(*it); } void Window::SetBounds(const gfx::Rect& new_bounds) { if (parent_ && parent_->layout_manager()) parent_->layout_manager()->SetChildBounds(this, new_bounds); else SetBoundsInternal(new_bounds); } void Window::SetBoundsInScreen(const gfx::Rect& new_bounds_in_screen, const gfx::Display& dst_display) { RootWindow* root = GetRootWindow(); if (root) { gfx::Point origin = new_bounds_in_screen.origin(); aura::client::ScreenPositionClient* screen_position_client = aura::client::GetScreenPositionClient(root); screen_position_client->SetBounds(this, new_bounds_in_screen, dst_display); return; } SetBounds(new_bounds_in_screen); } gfx::Rect Window::GetTargetBounds() const { return layer_->GetTargetBounds(); } const gfx::Rect& Window::bounds() const { return layer_->bounds(); } void Window::SchedulePaintInRect(const gfx::Rect& rect) { if (layer_->SchedulePaint(rect)) { FOR_EACH_OBSERVER( WindowObserver, observers_, OnWindowPaintScheduled(this, rect)); } } void Window::SetExternalTexture(ui::Texture* texture) { layer_->SetExternalTexture(texture); } void Window::SetDefaultParentByRootWindow(RootWindow* root_window, const gfx::Rect& bounds_in_screen) { // TODO(erg): Enable this DCHECK once it is safe. // DCHECK(root_window); // Stacking clients are mandatory on RootWindow objects. client::StackingClient* client = client::GetStackingClient(root_window); DCHECK(client); aura::Window* default_parent = client->GetDefaultParent( root_window, this, bounds_in_screen); default_parent->AddChild(this); } void Window::StackChildAtTop(Window* child) { if (children_.size() <= 1 || child == children_.back()) return; // In the front already. StackChildAbove(child, children_.back()); } void Window::StackChildAbove(Window* child, Window* target) { StackChildRelativeTo(child, target, STACK_ABOVE); } void Window::StackChildBelow(Window* child, Window* target) { StackChildRelativeTo(child, target, STACK_BELOW); } void Window::AddChild(Window* child) { RootWindow* old_root = child->GetRootWindow(); DCHECK(std::find(children_.begin(), children_.end(), child) == children_.end()); if (child->parent()) child->parent()->RemoveChildImpl(child, this); child->parent_ = this; layer_->Add(child->layer_); children_.push_back(child); if (layout_manager_.get()) layout_manager_->OnWindowAddedToLayout(child); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowAdded(child)); child->OnParentChanged(); RootWindow* root_window = GetRootWindow(); if (root_window && old_root != root_window) { root_window->OnWindowAddedToRootWindow(child); child->NotifyAddedToRootWindow(); } } void Window::AddTransientChild(Window* child) { if (child->transient_parent_) child->transient_parent_->RemoveTransientChild(child); DCHECK(std::find(transient_children_.begin(), transient_children_.end(), child) == transient_children_.end()); transient_children_.push_back(child); child->transient_parent_ = this; } void Window::RemoveTransientChild(Window* child) { Windows::iterator i = std::find(transient_children_.begin(), transient_children_.end(), child); DCHECK(i != transient_children_.end()); transient_children_.erase(i); if (child->transient_parent_ == this) child->transient_parent_ = NULL; } void Window::RemoveChild(Window* child) { RemoveChildImpl(child, NULL); } bool Window::Contains(const Window* other) const { for (const Window* parent = other; parent; parent = parent->parent_) { if (parent == this) return true; } return false; } Window* Window::GetChildById(int id) { return const_cast(const_cast(this)->GetChildById(id)); } const Window* Window::GetChildById(int id) const { Windows::const_iterator i; for (i = children_.begin(); i != children_.end(); ++i) { if ((*i)->id() == id) return *i; const Window* result = (*i)->GetChildById(id); if (result) return result; } return NULL; } // static void Window::ConvertPointToTarget(const Window* source, const Window* target, gfx::Point* point) { if (!source) return; if (source->GetRootWindow() != target->GetRootWindow()) { client::ScreenPositionClient* source_client = GetScreenPositionClient(source->GetRootWindow()); source_client->ConvertPointToScreen(source, point); client::ScreenPositionClient* target_client = GetScreenPositionClient(target->GetRootWindow()); target_client->ConvertPointFromScreen(target, point); } else { ui::Layer::ConvertPointToLayer(source->layer(), target->layer(), point); } } void Window::MoveCursorTo(const gfx::Point& point_in_window) { RootWindow* root_window = GetRootWindow(); DCHECK(root_window); gfx::Point point_in_root(point_in_window); ConvertPointToTarget(this, root_window, &point_in_root); root_window->MoveCursorTo(point_in_root); } gfx::NativeCursor Window::GetCursor(const gfx::Point& point) const { return delegate_ ? delegate_->GetCursor(point) : gfx::kNullCursor; } void Window::SetEventFilter(ui::EventHandler* event_filter) { if (event_filter_.get()) RemovePreTargetHandler(event_filter_.get()); event_filter_.reset(event_filter); if (event_filter) AddPreTargetHandler(event_filter); } void Window::AddObserver(WindowObserver* observer) { observers_.AddObserver(observer); } void Window::RemoveObserver(WindowObserver* observer) { observers_.RemoveObserver(observer); } bool Window::HasObserver(WindowObserver* observer) { return observers_.HasObserver(observer); } bool Window::ContainsPointInRoot(const gfx::Point& point_in_root) const { const Window* root_window = GetRootWindow(); if (!root_window) return false; gfx::Point local_point(point_in_root); ConvertPointToTarget(root_window, this, &local_point); return gfx::Rect(GetTargetBounds().size()).Contains(local_point); } bool Window::ContainsPoint(const gfx::Point& local_point) const { return gfx::Rect(bounds().size()).Contains(local_point); } bool Window::HitTest(const gfx::Point& local_point) { // Expand my bounds for hit testing (override is usually zero but it's // probably cheaper to do the math every time than to branch). gfx::Rect local_bounds(gfx::Point(), bounds().size()); local_bounds.Inset(aura::Env::GetInstance()->is_touch_down() ? hit_test_bounds_override_outer_touch_ : hit_test_bounds_override_outer_mouse_); if (!delegate_ || !delegate_->HasHitTestMask()) return local_bounds.Contains(local_point); gfx::Path mask; delegate_->GetHitTestMask(&mask); SkRegion clip_region; clip_region.setRect(local_bounds.x(), local_bounds.y(), local_bounds.width(), local_bounds.height()); SkRegion mask_region; return mask_region.setPath(mask, clip_region) && mask_region.contains(local_point.x(), local_point.y()); } Window* Window::GetEventHandlerForPoint(const gfx::Point& local_point) { return GetWindowForPoint(local_point, true, true); } Window* Window::GetTopWindowContainingPoint(const gfx::Point& local_point) { return GetWindowForPoint(local_point, false, false); } Window* Window::GetToplevelWindow() { Window* topmost_window_with_delegate = NULL; for (aura::Window* window = this; window != NULL; window = window->parent()) { if (window->delegate()) topmost_window_with_delegate = window; } return topmost_window_with_delegate; } void Window::Focus() { client::FocusClient* client = client::GetFocusClient(this); DCHECK(client); client->FocusWindow(this, NULL); } void Window::Blur() { client::FocusClient* client = client::GetFocusClient(this); DCHECK(client); client->FocusWindow(NULL, NULL); } bool Window::HasFocus() const { client::FocusClient* client = client::GetFocusClient(this); return client && client->GetFocusedWindow() == this; } bool Window::CanFocus() const { // NOTE: as part of focusing the window the ActivationClient may make the // window visible (by way of making a hidden ancestor visible). For this // reason we can't check visibility here and assume the client is doing it. if (!parent_ || (delegate_ && !delegate_->CanFocus())) return false; // The client may forbid certain windows from receiving focus at a given point // in time. client::EventClient* client = client::GetEventClient(GetRootWindow()); if (client && !client->CanProcessEventsWithinSubtree(this)) return false; return parent_->CanFocus(); } bool Window::CanReceiveEvents() const { // The client may forbid certain windows from receiving events at a given // point in time. client::EventClient* client = client::GetEventClient(GetRootWindow()); if (client && !client->CanProcessEventsWithinSubtree(this)) return false; return parent_ && IsVisible() && parent_->CanReceiveEvents(); } void Window::SetCapture() { if (!IsVisible()) return; RootWindow* root_window = GetRootWindow(); if (!root_window) return; client::GetCaptureClient(root_window)->SetCapture(this); } void Window::ReleaseCapture() { RootWindow* root_window = GetRootWindow(); if (!root_window) return; client::GetCaptureClient(root_window)->ReleaseCapture(this); } bool Window::HasCapture() { RootWindow* root_window = GetRootWindow(); return root_window && client::GetCaptureClient(root_window)->GetCaptureWindow() == this; } void Window::SuppressPaint() { layer_->SuppressPaint(); } // {Set,Get,Clear}Property are implemented in window_property.h. void Window::SetNativeWindowProperty(const char* key, void* value) { SetPropertyInternal( key, key, NULL, reinterpret_cast(value), 0); } void* Window::GetNativeWindowProperty(const char* key) const { return reinterpret_cast(GetPropertyInternal(key, 0)); } void Window::OnDeviceScaleFactorChanged(float device_scale_factor) { if (delegate_) delegate_->OnDeviceScaleFactorChanged(device_scale_factor); } #ifndef NDEBUG std::string Window::GetDebugInfo() const { return StringPrintf( "%s<%d> bounds(%d, %d, %d, %d) %s %s opacity=%.1f", name().empty() ? "Unknown" : name().c_str(), id(), bounds().x(), bounds().y(), bounds().width(), bounds().height(), visible_ ? "WindowVisible" : "WindowHidden", layer_->GetTargetVisibility() ? "LayerVisible" : "LayerHidden", layer_->opacity()); } void Window::PrintWindowHierarchy(int depth) const { printf("%*s%s\n", depth * 2, "", GetDebugInfo().c_str()); for (Windows::const_iterator it = children_.begin(); it != children_.end(); ++it) { Window* child = *it; child->PrintWindowHierarchy(depth + 1); } } #endif /////////////////////////////////////////////////////////////////////////////// // Window, private: int64 Window::SetPropertyInternal(const void* key, const char* name, PropertyDeallocator deallocator, int64 value, int64 default_value) { int64 old = GetPropertyInternal(key, default_value); if (value == default_value) { prop_map_.erase(key); } else { Value prop_value; prop_value.name = name; prop_value.value = value; prop_value.deallocator = deallocator; prop_map_[key] = prop_value; } FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowPropertyChanged(this, key, old)); return old; } int64 Window::GetPropertyInternal(const void* key, int64 default_value) const { std::map::const_iterator iter = prop_map_.find(key); if (iter == prop_map_.end()) return default_value; return iter->second.value; } void Window::SetBoundsInternal(const gfx::Rect& new_bounds) { gfx::Rect actual_new_bounds(new_bounds); // Ensure we don't go smaller than our minimum bounds. if (delegate_) { const gfx::Size& min_size = delegate_->GetMinimumSize(); actual_new_bounds.set_width( std::max(min_size.width(), actual_new_bounds.width())); actual_new_bounds.set_height( std::max(min_size.height(), actual_new_bounds.height())); } gfx::Rect old_bounds = GetTargetBounds(); // Always need to set the layer's bounds -- even if it is to the same thing. // This may cause important side effects such as stopping animation. layer_->SetBounds(actual_new_bounds); // If we are currently not the layer's delegate, we will not get bounds // changed notification from the layer (this typically happens after animating // hidden). We must notify ourselves. if (layer_->delegate() != this) OnLayerBoundsChanged(old_bounds, ContainsMouse()); } void Window::SetVisible(bool visible) { if (visible == layer_->GetTargetVisibility()) return; // No change. FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowVisibilityChanging(this, visible)); RootWindow* root_window = GetRootWindow(); if (client::GetVisibilityClient(root_window)) { client::GetVisibilityClient(root_window)->UpdateLayerVisibility( this, visible); } else { layer_->SetVisible(visible); } visible_ = visible; SchedulePaint(); if (delegate_) delegate_->OnWindowTargetVisibilityChanged(visible); if (parent_ && parent_->layout_manager_.get()) parent_->layout_manager_->OnChildWindowVisibilityChanged(this, visible); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowVisibilityChanged(this, visible)); if (root_window) root_window->OnWindowVisibilityChanged(this, visible); } void Window::SchedulePaint() { SchedulePaintInRect(gfx::Rect(0, 0, bounds().width(), bounds().height())); } Window* Window::GetWindowForPoint(const gfx::Point& local_point, bool return_tightest, bool for_event_handling) { if (!IsVisible()) return NULL; if ((for_event_handling && !HitTest(local_point)) || (!for_event_handling && !ContainsPoint(local_point))) return NULL; // Check if I should claim this event and not pass it to my children because // the location is inside my hit test override area. For details, see // set_hit_test_bounds_override_inner(). if (for_event_handling && !hit_test_bounds_override_inner_.empty()) { gfx::Rect inset_local_bounds(gfx::Point(), bounds().size()); inset_local_bounds.Inset(hit_test_bounds_override_inner_); // We know we're inside the normal local bounds, so if we're outside the // inset bounds we must be in the special hit test override area. DCHECK(HitTest(local_point)); if (!inset_local_bounds.Contains(local_point)) return delegate_ ? this : NULL; } if (!return_tightest && delegate_) return this; for (Windows::const_reverse_iterator it = children_.rbegin(), rend = children_.rend(); it != rend; ++it) { Window* child = *it; if (for_event_handling) { // The client may not allow events to be processed by certain subtrees. client::EventClient* client = client::GetEventClient(GetRootWindow()); if (client && !client->CanProcessEventsWithinSubtree(child)) continue; } // We don't process events for invisible windows or those that have asked // to ignore events. if (!child->IsVisible() || (for_event_handling && child->ignore_events_)) continue; gfx::Point point_in_child_coords(local_point); ConvertPointToTarget(this, child, &point_in_child_coords); if (for_event_handling && delegate_ && !delegate_->ShouldDescendIntoChildForEventHandling( child, local_point)) { continue; } Window* match = child->GetWindowForPoint(point_in_child_coords, return_tightest, for_event_handling); if (match) return match; } return delegate_ ? this : NULL; } void Window::RemoveChildImpl(Window* child, Window* new_parent) { if (layout_manager_.get()) layout_manager_->OnWillRemoveWindowFromLayout(child); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWillRemoveWindow(child)); RootWindow* root_window = child->GetRootWindow(); RootWindow* new_root_window = new_parent ? new_parent->GetRootWindow() : NULL; if (root_window && root_window != new_root_window) { root_window->OnWindowRemovedFromRootWindow(child, new_root_window); child->NotifyRemovingFromRootWindow(); } child->parent_ = NULL; // We should only remove the child's layer if the child still owns that layer. // Someone else may have acquired ownership of it via AcquireLayer() and may // expect the hierarchy to go unchanged as the Window is destroyed. if (child->layer_owner_.get()) layer_->Remove(child->layer_); Windows::iterator i = std::find(children_.begin(), children_.end(), child); DCHECK(i != children_.end()); children_.erase(i); child->OnParentChanged(); if (layout_manager_.get()) layout_manager_->OnWindowRemovedFromLayout(child); } void Window::OnParentChanged() { FOR_EACH_OBSERVER( WindowObserver, observers_, OnWindowParentChanged(this, parent_)); } void Window::StackChildRelativeTo(Window* child, Window* target, StackDirection direction) { DCHECK_NE(child, target); DCHECK(child); DCHECK(target); DCHECK_EQ(this, child->parent()); DCHECK_EQ(this, target->parent()); const size_t target_i = std::find(children_.begin(), children_.end(), target) - children_.begin(); // By convention we don't stack on top of windows with layers with NULL // delegates. Walk backward to find a valid target window. // See tests WindowTest.StackingMadrigal and StackOverClosingTransient // for an explanation of this. size_t final_target_i = target_i; while (final_target_i > 0 && children_[final_target_i]->layer()->delegate() == NULL) --final_target_i; Window* final_target = children_[final_target_i]; // If we couldn't find a valid target position, don't move anything. if (final_target->layer()->delegate() == NULL) return; // Don't try to stack a child above itself. if (child == final_target) return; // Move the child and all its transients. StackChildRelativeToImpl(child, final_target, direction); } void Window::StackChildRelativeToImpl(Window* child, Window* target, StackDirection direction) { DCHECK_NE(child, target); DCHECK(child); DCHECK(target); DCHECK_EQ(this, child->parent()); DCHECK_EQ(this, target->parent()); const size_t child_i = std::find(children_.begin(), children_.end(), child) - children_.begin(); const size_t target_i = std::find(children_.begin(), children_.end(), target) - children_.begin(); // Don't move the child if it is already in the right place. if ((direction == STACK_ABOVE && child_i == target_i + 1) || (direction == STACK_BELOW && child_i + 1 == target_i)) return; const size_t dest_i = direction == STACK_ABOVE ? (child_i < target_i ? target_i : target_i + 1) : (child_i < target_i ? target_i - 1 : target_i); children_.erase(children_.begin() + child_i); children_.insert(children_.begin() + dest_i, child); if (direction == STACK_ABOVE) layer()->StackAbove(child->layer(), target->layer()); else layer()->StackBelow(child->layer(), target->layer()); // Stack any transient children that share the same parent to be in front of // 'child'. Window* last_transient = child; for (Windows::iterator it = child->transient_children_.begin(); it != child->transient_children_.end(); ++it) { Window* transient_child = *it; if (transient_child->parent_ == this) { StackChildRelativeToImpl(transient_child, last_transient, STACK_ABOVE); last_transient = transient_child; } } child->OnStackingChanged(); } void Window::OnStackingChanged() { FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowStackingChanged(this)); } void Window::NotifyRemovingFromRootWindow() { FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowRemovingFromRootWindow(this)); for (Window::Windows::const_iterator it = children_.begin(); it != children_.end(); ++it) { (*it)->NotifyRemovingFromRootWindow(); } } void Window::NotifyAddedToRootWindow() { FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowAddedToRootWindow(this)); for (Window::Windows::const_iterator it = children_.begin(); it != children_.end(); ++it) { (*it)->NotifyAddedToRootWindow(); } } void Window::OnLayerBoundsChanged(const gfx::Rect& old_bounds, bool contained_mouse) { if (layout_manager_.get()) layout_manager_->OnWindowResized(); if (delegate_) delegate_->OnBoundsChanged(old_bounds, bounds()); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowBoundsChanged(this, old_bounds, bounds())); RootWindow* root_window = GetRootWindow(); if (root_window) root_window->OnWindowBoundsChanged(this, contained_mouse); } void Window::OnPaintLayer(gfx::Canvas* canvas) { if (delegate_) delegate_->OnPaint(canvas); } base::Closure Window::PrepareForLayerBoundsChange() { return base::Bind(&Window::OnLayerBoundsChanged, base::Unretained(this), bounds(), ContainsMouse()); } bool Window::CanAcceptEvent(const ui::Event& event) { // The client may forbid certain windows from receiving events at a given // point in time. client::EventClient* client = client::GetEventClient(GetRootWindow()); if (client && !client->CanProcessEventsWithinSubtree(this)) return false; bool visible = event.dispatch_to_hidden_targets() || IsVisible(); return visible && (!parent_ || parent_->CanAcceptEvent(event)); } ui::EventTarget* Window::GetParentTarget() { return parent_; } void Window::UpdateLayerName(const std::string& name) { #if !defined(NDEBUG) DCHECK(layer()); std::string layer_name(name_); if (layer_name.empty()) layer_name.append("Unnamed Window"); if (id_ != -1) { char id_buf[10]; base::snprintf(id_buf, sizeof(id_buf), " %d", id_); layer_name.append(id_buf); } layer()->set_name(layer_name); #endif } bool Window::ContainsMouse() { bool contains_mouse = false; if (IsVisible()) { RootWindow* root_window = GetRootWindow(); contains_mouse = root_window && ContainsPointInRoot(root_window->GetLastMouseLocationInRoot()); } return contains_mouse; } } // namespace aura