// 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. #ifndef UI_AURA_WINDOW_H_ #define UI_AURA_WINDOW_H_ #pragma once #include #include "base/basictypes.h" #include "base/memory/scoped_ptr.h" #include "base/string16.h" #include "ui/aura/aura_export.h" #include "ui/gfx/compositor/layer_delegate.h" #include "ui/gfx/rect.h" class SkCanvas; namespace ui { class Animation; class Compositor; class Layer; } namespace aura { class Desktop; class EventFilter; class KeyEvent; class LayoutManager; class MouseEvent; class WindowDelegate; namespace internal { class FocusManager; class RootWindow; } // Aura window implementation. Interesting events are sent to the // WindowDelegate. // TODO(beng): resolve ownership. class AURA_EXPORT Window : public ui::LayerDelegate { public: typedef std::vector Windows; explicit Window(WindowDelegate* delegate); ~Window(); void Init(); int id() const { return id_; } void set_id(int id) { id_ = id; } const std::string& name() const { return name_; } void set_name(const std::string& name) { name_ = name; } ui::Layer* layer() { return layer_.get(); } const ui::Layer* layer() const { return layer_.get(); } // Changes the visibility of the window. void Show(); void Hide(); bool visible() const { return visible_; } // Assigns a LayoutManager to size and place child windows. // The Window takes ownership of the LayoutManager. void SetLayoutManager(LayoutManager* layout_manager); // Changes the bounds of the window. void SetBounds(const gfx::Rect& new_bounds); const gfx::Rect& bounds() const; // Marks the a portion of window as needing to be painted. void SchedulePaintInRect(const gfx::Rect& rect); // Sets the contents of the window. void SetCanvas(const SkCanvas& canvas, const gfx::Point& origin); // Sets the parent window of the window. If NULL, the window is parented to // the desktop's window. void SetParent(Window* parent); Window* parent() { return parent_; } // Returns true if this Window is the container for toplevel windows. virtual bool IsToplevelWindowContainer() const; // Move the specified child of this Window to the front of the z-order. // TODO(beng): this is (obviously) feeble. void MoveChildToFront(Window* child); // Tree operations. // TODO(beng): Child windows are currently not owned by the hierarchy. We // should change this. void AddChild(Window* child); void RemoveChild(Window* child); const Windows& children() const { return children_; } // Retrieves the first-level child with the specified id, or NULL if no first- // level child is found matching |id|. Window* GetChildById(int id); static void ConvertPointToWindow(Window* source, Window* target, gfx::Point* point); // Window takes ownership of the EventFilter. void SetEventFilter(EventFilter* event_filter); // Handles a mouse event. Returns true if handled. bool OnMouseEvent(MouseEvent* event); // Handles a key event. Returns true if handled. bool OnKeyEvent(KeyEvent* event); WindowDelegate* delegate() { return delegate_; } // Returns true if the mouse pointer at the specified |point| can trigger an // event for this Window. // TODO(beng): // A Window can supply a hit-test mask to cause some portions of itself to not // trigger events, causing the events to fall through to the Window behind. bool HitTest(const gfx::Point& point); // Returns the Window that most closely encloses |point| for the purposes of // event targeting. Window* GetEventHandlerForPoint(const gfx::Point& point); // Returns the FocusManager for the Window, which may be attached to a parent // Window. Can return NULL if the Window has no FocusManager. virtual internal::FocusManager* GetFocusManager(); // The Window does not own this object. void set_user_data(void* user_data) { user_data_ = user_data; } void* user_data() const { return user_data_; } // Does a mouse capture on the window. This does nothing if the window isn't // showing (VISIBILITY_SHOWN) or isn't contained in a valid window hierarchy. void SetCapture(); // Releases a mouse capture. void ReleaseCapture(); // Returns true if this window has a mouse capture. bool HasCapture(); // Returns an animation configured with the default duration. All animations // should use this. Caller owns returned value. static ui::Animation* CreateDefaultAnimation(); protected: // Returns the RootWindow or NULL if we don't yet have a RootWindow. virtual internal::RootWindow* GetRoot(); private: // Updates the visible state of the layer, but does not make visible-state // specific changes. Called from Show()/Hide(). void SetVisible(bool visible); // Schedules a paint for the Window's entire bounds. void SchedulePaint(); // Overridden from ui::LayerDelegate: virtual void OnPaintLayer(gfx::Canvas* canvas) OVERRIDE; WindowDelegate* delegate_; bool visible_; scoped_ptr layer_; // The Window's parent. // TODO(beng): Implement NULL-ness for toplevels. Window* parent_; // Child windows. Topmost is last. Windows children_; int id_; std::string name_; scoped_ptr event_filter_; scoped_ptr layout_manager_; void* user_data_; DISALLOW_COPY_AND_ASSIGN(Window); }; } // namespace aura #endif // UI_AURA_WINDOW_H_