// 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. #ifndef UI_AURA_WINDOW_H_ #define UI_AURA_WINDOW_H_ #pragma once #include #include #include #include "base/basictypes.h" #include "base/memory/scoped_ptr.h" #include "base/observer_list.h" #include "base/string16.h" #include "ui/aura/aura_export.h" #include "ui/aura/client/window_types.h" #include "ui/base/events.h" #include "ui/base/gestures/gesture_types.h" #include "ui/compositor/layer_animator.h" #include "ui/compositor/layer_delegate.h" #include "ui/compositor/layer_type.h" #include "ui/gfx/insets.h" #include "ui/gfx/native_widget_types.h" #include "ui/gfx/rect.h" class SkCanvas; namespace ui { class Layer; class Texture; class Transform; } namespace aura { class EventFilter; class LayoutManager; class RootWindow; class WindowDelegate; class WindowObserver; namespace internal { class FocusManager; } // Defined in window_property.h (which we do not include) template struct WindowProperty; // Aura window implementation. Interesting events are sent to the // WindowDelegate. // TODO(beng): resolve ownership. class AURA_EXPORT Window : public ui::LayerDelegate, public ui::GestureConsumer { public: typedef std::vector Windows; class AURA_EXPORT TestApi { public: explicit TestApi(Window* window); bool OwnsLayer() const; private: TestApi(); Window* window_; DISALLOW_COPY_AND_ASSIGN(TestApi); }; explicit Window(WindowDelegate* delegate); virtual ~Window(); // Initializes the window. This creates the window's layer. void Init(ui::LayerType layer_type); void set_owned_by_parent(bool owned_by_parent) { owned_by_parent_ = owned_by_parent; } // A type is used to identify a class of Windows and customize behavior such // as event handling and parenting. This field should only be consumed by the // shell -- Aura itself shouldn't contain type-specific logic. client::WindowType type() const { return type_; } void SetType(client::WindowType type); int id() const { return id_; } void set_id(int id) { id_ = id; } const std::string& name() const { return name_; } void SetName(const std::string& name); const string16 title() const { return title_; } void set_title(const string16& title) { title_ = title; } bool transparent() const { return transparent_; } void SetTransparent(bool transparent); ui::Layer* layer() { return layer_; } const ui::Layer* layer() const { return layer_; } // Releases the Window's owning reference to its layer, and returns it. // This is used when you need to animate the presentation of the Window just // prior to destroying it. The window can be destroyed soon after calling this // function, and the caller is then responsible for disposing of the layer // once any animation completes. Note that layer() will remain valid until the // end of ~Window(). ui::Layer* AcquireLayer(); WindowDelegate* delegate() { return delegate_; } const gfx::Rect& bounds() const; Window* parent() { return parent_; } const Window* parent() const { return parent_; } // Returns the RootWindow that contains this Window or NULL if the Window is // not contained by a RootWindow. virtual RootWindow* GetRootWindow(); virtual const RootWindow* GetRootWindow() const; // 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_; } // Changes the visibility of the window. void Show(); void Hide(); // Returns true if this window and all its ancestors are visible. bool IsVisible() const; // Returns the visibility requested by this window. IsVisible() takes into // account the visibility of the layer and ancestors, where as this tracks // whether Show() without a Hide() has been invoked. bool TargetVisibility() const { return visible_; } // Returns the window's bounds in screen coordinates. In ash, this is // effectively screen bounds. // // TODO(oshima): Fix this to return screen's coordinate for multi-monitor // support. gfx::Rect GetBoundsInRootWindow() const; virtual void SetTransform(const ui::Transform& transform); // Assigns a LayoutManager to size and place child windows. // The Window takes ownership of the LayoutManager. void SetLayoutManager(LayoutManager* layout_manager); LayoutManager* layout_manager() { return layout_manager_.get(); } // Changes the bounds of the window. If present, the window's parent's // LayoutManager may adjust the bounds. void SetBounds(const gfx::Rect& new_bounds); // Returns the target bounds of the window. If the window's layer is // not animating, it simply returns the current bounds. gfx::Rect GetTargetBounds() const; // Marks the a portion of window as needing to be painted. void SchedulePaintInRect(const gfx::Rect& rect); // Assigns a new external texture to the window's layer. void SetExternalTexture(ui::Texture* texture); // Sets the parent window of the window. If NULL, the window is parented to // the root window. void SetParent(Window* parent); // Stacks the specified child of this Window at the front of the z-order. void StackChildAtTop(Window* child); // Stacks |child| above |target|. Does nothing if |child| is already above // |target|. Does not stack on top of windows with NULL layer delegates, // see WindowTest.StackingMadrigal for details. void StackChildAbove(Window* child, Window* target); // Stacks |child| below |target|. Does nothing if |child| is already below // |target|. void StackChildBelow(Window* child, Window* target); // Tree operations. void AddChild(Window* child); void RemoveChild(Window* child); const Windows& children() const { return children_; } // Returns true if this Window contains |other| somewhere in its children. bool Contains(const Window* other) const; // Adds or removes |child| as a transient child of this window. Transient // children get the following behavior: // . The transient parent destroys any transient children when it is // destroyed. This means a transient child is destroyed if either its parent // or transient parent is destroyed. // . If a transient child and its transient parent share the same parent, then // transient children are always ordered above the transient parent. // Transient windows are typically used for popups and menus. void AddTransientChild(Window* child); void RemoveTransientChild(Window* child); const Windows& transient_children() const { return transient_children_; } Window* transient_parent() { return transient_parent_; } const Window* transient_parent() const { return transient_parent_; } // Retrieves the first-level child with the specified id, or NULL if no first- // level child is found matching |id|. Window* GetChildById(int id); const Window* GetChildById(int id) const; // Converts |point| from |source|'s coordinates to |target|'s. If |source| is // NULL, the function returns without modifying |point|. |target| cannot be // NULL. static void ConvertPointToWindow(const Window* source, const Window* target, gfx::Point* point); // Returns the cursor for the specified point, in window coordinates. gfx::NativeCursor GetCursor(const gfx::Point& point) const; // Window takes ownership of the EventFilter. void SetEventFilter(EventFilter* event_filter); EventFilter* event_filter() { return event_filter_.get(); } // Add/remove observer. void AddObserver(WindowObserver* observer); void RemoveObserver(WindowObserver* observer); void set_ignore_events(bool ignore_events) { ignore_events_ = ignore_events; } // Sets the window to grab hits for an area extending -|insets| pixels outside // its bounds. This can be used to create an invisible non- client area, for // example if your windows have no visible frames but still need to have // resize edges. void set_hit_test_bounds_override_outer(const gfx::Insets& insets) { hit_test_bounds_override_outer_ = insets; } gfx::Insets hit_test_bounds_override_outer() const { return hit_test_bounds_override_outer_; } // Sets the window to grab hits for an area extending |insets| pixels inside // its bounds (even if that inner region overlaps a child window). This can be // used to create an invisible non-client area that overlaps the client area. void set_hit_test_bounds_override_inner(const gfx::Insets& insets) { hit_test_bounds_override_inner_ = insets; } gfx::Insets hit_test_bounds_override_inner() const { return hit_test_bounds_override_inner_; } // Returns true if the |point_in_root| in root window's coordinate falls // within this window's bounds. Returns false if the window is detached // from root window. bool ContainsPointInRoot(const gfx::Point& point_in_root); // Returns true if relative-to-this-Window's-origin |local_point| falls // within this Window's bounds. bool ContainsPoint(const gfx::Point& local_point); // Returns true if the mouse pointer at relative-to-this-Window's-origin // |local_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& local_point); // Returns the Window that most closely encloses |local_point| for the // purposes of event targeting. Window* GetEventHandlerForPoint(const gfx::Point& local_point); // Returns the topmost Window with a delegate containing |local_point|. Window* GetTopWindowContainingPoint(const gfx::Point& local_point); // Returns this window's toplevel window (the highest-up-the-tree anscestor // that has a delegate set). The toplevel window may be |this|. Window* GetToplevelWindow(); // Claims or relinquishes the claim to focus. void Focus(); void Blur(); // Returns true if the Window is currently the focused window. bool HasFocus() const; // Returns true if the Window can be focused. virtual bool CanFocus() const; // Returns true if the Window can receive events. virtual bool CanReceiveEvents() const; // 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(); virtual const internal::FocusManager* GetFocusManager() const; // Sets the capture window to |window|, for events specified in // |flags|. |flags| is ui::CaptureEventFlags. This does nothing if // the window isn't showing (VISIBILITY_SHOWN), or isn't contained // in a valid window hierarchy. void SetCapture(unsigned int flags); // Stop capturing all events (mouse and touch). void ReleaseCapture(); // Returns true if there is a window capturing all event types // specified by |flags|. |flags| is ui::CaptureEventFlags. bool HasCapture(unsigned int flags); // Suppresses painting window content by disgarding damaged rect and ignoring // new paint requests. void SuppressPaint(); // Sets the |value| of the given window |property|. Setting to the default // value (e.g., NULL) removes the property. The caller is responsible for the // lifetime of any object set as a property on the Window. template void SetProperty(const WindowProperty* property, T value); // Returns the value of the given window |property|. Returns the // property-specific default value if the property was not previously set. template T GetProperty(const WindowProperty* property) const; // Sets the |property| to its default value. Useful for avoiding a cast when // setting to NULL. template void ClearProperty(const WindowProperty* property); // NativeWidget::[GS]etNativeWindowProperty use strings as keys, and this is // difficult to change while retaining compatibility with other platforms. // TODO(benrg): Find a better solution. void SetNativeWindowProperty(const char* key, void* value); void* GetNativeWindowProperty(const char* key) const; // Type of a function to delete a property that this window owns. typedef void (*PropertyDeallocator)(intptr_t value); private: friend class LayoutManager; // Used when stacking windows. enum StackDirection { STACK_ABOVE, STACK_BELOW }; // Called by the public {Set,Get,Clear}Property functions. intptr_t SetPropertyInternal(const void* key, const char* name, PropertyDeallocator deallocator, intptr_t value, intptr_t default_value); intptr_t GetPropertyInternal(const void* key, intptr_t default_value) const; // Changes the bounds of the window without condition. void SetBoundsInternal(const gfx::Rect& new_bounds); // 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(); // Gets a Window (either this one or a subwindow) containing |local_point|. // If |return_tightest| is true, returns the tightest-containing (i.e. // furthest down the hierarchy) Window containing the point; otherwise, // returns the loosest. If |for_event_handling| is true, then hit-test masks // are honored; otherwise, only bounds checks are performed. Window* GetWindowForPoint(const gfx::Point& local_point, bool return_tightest, bool for_event_handling); // Called when this window's parent has changed. void OnParentChanged(); // Determines the real location for stacking |child| and invokes // StackChildRelativeToImpl(). void StackChildRelativeTo(Window* child, Window* target, StackDirection direction); // Implementation of StackChildRelativeTo(). void StackChildRelativeToImpl(Window* child, Window* target, StackDirection direction); // Called when this window's stacking order among its siblings is changed. void OnStackingChanged(); // Notifies observers registered with this Window (and its subtree) when the // Window has been added or is about to be removed from a RootWindow. void NotifyAddedToRootWindow(); void NotifyRemovingFromRootWindow(); // Overridden from ui::LayerDelegate: virtual void OnPaintLayer(gfx::Canvas* canvas) OVERRIDE; // Updates the layer name with a name based on the window's name and id. void UpdateLayerName(const std::string& name); #ifndef NDEBUG // These methods are useful when debugging. std::string GetDebugInfo() const; void PrintWindowHierarchy(int depth) const; #endif client::WindowType type_; // True if the Window is owned by its parent - i.e. it will be deleted by its // parent during its parents destruction. True is the default. bool owned_by_parent_; WindowDelegate* delegate_; // The Window will own its layer unless ownership is relinquished via a call // to AcquireLayer(). After that moment |layer_| will still be valid but // |layer_owner_| will be NULL. The reason for releasing ownership is that // the client may wish to animate the window's layer beyond the lifetime of // the window, e.g. fading it out when it is destroyed. scoped_ptr layer_owner_; ui::Layer* layer_; // The Window's parent. Window* parent_; // Child windows. Topmost is last. Windows children_; // Transient windows. Windows transient_children_; Window* transient_parent_; // The visibility state of the window as set by Show()/Hide(). This may differ // from the visibility of the underlying layer, which may remain visible after // the window is hidden (e.g. to animate its disappearance). bool visible_; int id_; std::string name_; string16 title_; // Whether layer is initialized as non-opaque. bool transparent_; scoped_ptr event_filter_; scoped_ptr layout_manager_; void* user_data_; // Makes the window pass all events through to any windows behind it. bool ignore_events_; // See set_hit_test_outer_override(). gfx::Insets hit_test_bounds_override_outer_; gfx::Insets hit_test_bounds_override_inner_; ObserverList observers_; // Value struct to keep the name and deallocator for this property. // Key cannot be used for this purpose because it can be char* or // WindowProperty<>. struct Value { const char* name; intptr_t value; PropertyDeallocator deallocator; }; std::map prop_map_; DISALLOW_COPY_AND_ASSIGN(Window); }; } // namespace aura #endif // UI_AURA_WINDOW_H_