// 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/base/events.h" #include "ui/aura/aura_export.h" #include "ui/aura/client/window_types.h" #include "ui/gfx/compositor/layer.h" #include "ui/gfx/compositor/layer_animator.h" #include "ui/gfx/compositor/layer_delegate.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; } // 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; 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(); void Init(ui::Layer::LayerType layer_type); // 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 window's bounds in screen coordinates. gfx::Rect GetScreenBounds() const; // Returns true if this window is active. bool IsActive() 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 |other|. Does nothing if |child| is already above // |other|. void StackChildAbove(Window* child, Window* other); // 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_; } // 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 trasient 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); // When set to true, this Window will stop propagation of all events targeted // at Windows below it in the z-order, but only if this Window has children. // This is used to implement lock-screen type functionality where we do not // want events to be sent to running logged-in windows when the lock screen is // displayed. void set_stops_event_propagation(bool stops_event_propagation) { stops_event_propagation_ = stops_event_propagation; } void set_ignore_events(bool ignore_events) { ignore_events_ = ignore_events; } // 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; // 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(); // Sets the window property |value| for given |name|. Setting NULL or 0 // removes the property. It uses |ui::ViewProp| to store the property. // Please see the description of |prop_map_| for more details. The caller is // responsible for the lifetime of any object set as a property on the Window. void SetProperty(const char* name, void* value); void SetIntProperty(const char* name, int value); // Returns the window property for given |name|. Returns NULL or 0 if // the property does not exist. // TODO(oshima): Returning 0 for non existing property is problematic. // Fix ViewProp to be able to tell if the property exists and // change it to -1. void* GetProperty(const char* name) const; int GetIntProperty(const char* name) const; // Returns true if this window is currently stopping event // propagation for any windows behind it in the z-order. bool StopsEventPropagation() const; private: friend class LayoutManager; // 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 // and StopsEventPropagation() 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(); // 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); // Returns true if this window is behind a window that stops event // propagation. bool IsBehindStopEventsWindow() const; client::WindowType type_; 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_; // When true, events are not sent to windows behind this one in the z-order, // provided this window has children. See set_stops_event_propagation(). bool stops_event_propagation_; // Makes the window pass all events through to any windows behind it. bool ignore_events_; ObserverList observers_; // We're using ViewProp to store the property (for now) instead of // just using std::map because chrome is still using |ViewProp| class // to create and access property. // TODO(oshima): Consolidcate ViewProp and aura::window property // implementation. std::map prop_map_; DISALLOW_COPY_AND_ASSIGN(Window); }; } // namespace aura #endif // UI_AURA_WINDOW_H_