// 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/views/corewm/focus_controller.h" #include "base/auto_reset.h" #include "ui/aura/client/activation_change_observer.h" #include "ui/aura/client/aura_constants.h" #include "ui/aura/client/capture_client.h" #include "ui/aura/client/focus_change_observer.h" #include "ui/aura/env.h" #include "ui/base/events/event.h" #include "ui/views/corewm/focus_rules.h" namespace views { namespace corewm { namespace { // When a modal window is activated, we bring its entire transient parent chain // to the front. This function must be called before the modal transient is // stacked at the top to ensure correct stacking order. void StackTransientParentsBelowModalWindow(aura::Window* window) { if (window->GetProperty(aura::client::kModalKey) != ui::MODAL_TYPE_WINDOW) return; aura::Window* transient_parent = window->transient_parent(); while (transient_parent) { transient_parent->parent()->StackChildAtTop(transient_parent); transient_parent = transient_parent->transient_parent(); } } } // namespace //////////////////////////////////////////////////////////////////////////////// // FocusController, public: FocusController::FocusController(FocusRules* rules) : active_window_(NULL), focused_window_(NULL), updating_focus_(false), updating_activation_(false), rules_(rules), ALLOW_THIS_IN_INITIALIZER_LIST(observer_manager_(this)) { DCHECK(rules); } FocusController::~FocusController() { } //////////////////////////////////////////////////////////////////////////////// // FocusController, aura::client::ActivationClient implementation: void FocusController::AddObserver( aura::client::ActivationChangeObserver* observer) { activation_observers_.AddObserver(observer); } void FocusController::RemoveObserver( aura::client::ActivationChangeObserver* observer) { activation_observers_.RemoveObserver(observer); } void FocusController::ActivateWindow(aura::Window* window) { FocusWindow(window); } void FocusController::DeactivateWindow(aura::Window* window) { if (window) FocusWindow(rules_->GetNextActivatableWindow(window)); } aura::Window* FocusController::GetActiveWindow() { return active_window_; } aura::Window* FocusController::GetActivatableWindow(aura::Window* window) { return rules_->GetActivatableWindow(window); } aura::Window* FocusController::GetToplevelWindow(aura::Window* window) { return rules_->GetToplevelWindow(window); } bool FocusController::OnWillFocusWindow(aura::Window* window, const ui::Event* event) { NOTREACHED(); return false; } bool FocusController::CanActivateWindow(aura::Window* window) const { return rules_->CanActivateWindow(window); } //////////////////////////////////////////////////////////////////////////////// // FocusController, aura::client::FocusClient implementation: void FocusController::AddObserver( aura::client::FocusChangeObserver* observer) { focus_observers_.AddObserver(observer); } void FocusController::RemoveObserver( aura::client::FocusChangeObserver* observer) { focus_observers_.RemoveObserver(observer); } void FocusController::FocusWindow(aura::Window* window) { if (window && (window->Contains(focused_window_) || window->Contains(active_window_))) { return; } // We should not be messing with the focus if the window has capture. if (window && (aura::client::GetCaptureWindow(window) == window)) return; // Focusing a window also activates its containing activatable window. Note // that the rules could redirect activation activation and/or focus. aura::Window* focusable = rules_->GetFocusableWindow(window); aura::Window* activatable = focusable ? rules_->GetActivatableWindow(focusable) : NULL; // We need valid focusable/activatable windows in the event we're not clearing // focus. "Clearing focus" is inferred by whether or not |window| passed to // this function is non-NULL. if (window && (!focusable || !activatable)) return; DCHECK((focusable && activatable) || !window); // Activation change observers may change the focused window. If this happens // we must not adjust the focus below since this will clobber that change. aura::Window* last_focused_window = focused_window_; if (!updating_activation_) SetActiveWindow(activatable); // If the window's ActivationChangeObserver shifted focus to a valid window, // we don't want to focus the window we thought would be focused by default. bool activation_changed_focus = last_focused_window != focused_window_; if (!updating_focus_ && (!activation_changed_focus || !focused_window_)) { if (active_window_ && focusable) DCHECK(active_window_->Contains(focusable)); SetFocusedWindow(focusable); } } void FocusController::ResetFocusWithinActiveWindow(aura::Window* window) { DCHECK(window); if (!active_window_) return; if (!active_window_->Contains(window)) return; SetFocusedWindow(window); } aura::Window* FocusController::GetFocusedWindow() { return focused_window_; } void FocusController::OnWindowHiddenInRootWindow( aura::Window* window, aura::RootWindow* root_window, bool destroyed) { //NOTREACHED(); // This method is only for compat with aura::FocusManager. It should not be // needed in the new FocusController. } //////////////////////////////////////////////////////////////////////////////// // FocusController, ui::EventHandler implementation: void FocusController::OnKeyEvent(ui::KeyEvent* event) { } void FocusController::OnMouseEvent(ui::MouseEvent* event) { if (event->type() == ui::ET_MOUSE_PRESSED) WindowFocusedFromInputEvent(static_cast(event->target())); } void FocusController::OnScrollEvent(ui::ScrollEvent* event) { } void FocusController::OnTouchEvent(ui::TouchEvent* event) { } void FocusController::OnGestureEvent(ui::GestureEvent* event) { if (event->type() == ui::ET_GESTURE_BEGIN && event->details().touch_points() == 1) { WindowFocusedFromInputEvent(static_cast(event->target())); } } //////////////////////////////////////////////////////////////////////////////// // FocusController, aura::WindowObserver implementation: void FocusController::OnWindowVisibilityChanged(aura::Window* window, bool visible) { if (!visible) { WindowLostFocusFromDispositionChange(window, window->parent()); // Despite the focus change, we need to keep the window being hidden // stacked above the new window so it stays open on top as it animates away. aura::Window* next_window = GetActiveWindow(); if (next_window && next_window->parent() == window->parent()) { window->layer()->parent()->StackAbove(window->layer(), next_window->layer()); } } } void FocusController::OnWindowDestroying(aura::Window* window) { WindowLostFocusFromDispositionChange(window, window->parent()); } void FocusController::OnWindowHierarchyChanging( const HierarchyChangeParams& params) { if (params.receiver == active_window_ && params.target->Contains(params.receiver) && (!params.new_parent || aura::client::GetFocusClient(params.new_parent) != aura::client::GetFocusClient(params.receiver))) { WindowLostFocusFromDispositionChange(params.receiver, params.old_parent); } } void FocusController::OnWindowHierarchyChanged( const HierarchyChangeParams& params) { if (params.receiver == focused_window_ && params.target->Contains(params.receiver) && (!params.new_parent || aura::client::GetFocusClient(params.new_parent) != aura::client::GetFocusClient(params.receiver))) { WindowLostFocusFromDispositionChange(params.receiver, params.old_parent); } } //////////////////////////////////////////////////////////////////////////////// // FocusController, private: void FocusController::SetFocusedWindow(aura::Window* window) { if (updating_focus_ || window == focused_window_) return; DCHECK(rules_->CanFocusWindow(window)); if (window) DCHECK_EQ(window, rules_->GetFocusableWindow(window)); base::AutoReset updating_focus(&updating_focus_, true); aura::Window* lost_focus = focused_window_; if (focused_window_ && observer_manager_.IsObserving(focused_window_) && focused_window_ != active_window_) { observer_manager_.Remove(focused_window_); } focused_window_ = window; if (focused_window_ && !observer_manager_.IsObserving(focused_window_)) observer_manager_.Add(focused_window_); FOR_EACH_OBSERVER(aura::client::FocusChangeObserver, focus_observers_, OnWindowFocused(focused_window_, lost_focus)); aura::client::FocusChangeObserver* observer = aura::client::GetFocusChangeObserver(lost_focus); if (observer) observer->OnWindowFocused(focused_window_, lost_focus); observer = aura::client::GetFocusChangeObserver(focused_window_); if (observer) observer->OnWindowFocused(focused_window_, lost_focus); } void FocusController::SetActiveWindow(aura::Window* window) { if (updating_activation_ || window == active_window_) return; DCHECK(rules_->CanActivateWindow(window)); if (window) DCHECK_EQ(window, rules_->GetActivatableWindow(window)); base::AutoReset updating_activation(&updating_activation_, true); aura::Window* lost_activation = active_window_; if (active_window_ && observer_manager_.IsObserving(active_window_) && focused_window_ != active_window_) { observer_manager_.Remove(active_window_); } active_window_ = window; if (active_window_ && !observer_manager_.IsObserving(active_window_)) observer_manager_.Add(active_window_); if (active_window_) { StackTransientParentsBelowModalWindow(active_window_); active_window_->parent()->StackChildAtTop(active_window_); } FOR_EACH_OBSERVER(aura::client::ActivationChangeObserver, activation_observers_, OnWindowActivated(active_window_, lost_activation)); aura::client::ActivationChangeObserver* observer = aura::client::GetActivationChangeObserver(lost_activation); if (observer) observer->OnWindowActivated(active_window_, lost_activation); observer = aura::client::GetActivationChangeObserver(active_window_); if (observer) observer->OnWindowActivated(active_window_, lost_activation); } void FocusController::WindowLostFocusFromDispositionChange( aura::Window* window, aura::Window* next) { // A window's modality state will interfere with focus restoration during its // destruction. window->ClearProperty(aura::client::kModalKey); // TODO(beng): See if this function can be replaced by a call to // FocusWindow(). // Activation adjustments are handled first in the event of a disposition // changed. If an activation change is necessary, focus is reset as part of // that process so there's no point in updating focus independently. if (window == active_window_) { aura::Window* next_activatable = rules_->GetNextActivatableWindow(window); SetActiveWindow(next_activatable); SetFocusedWindow(next_activatable); } else if (window->Contains(focused_window_)) { // Active window isn't changing, but focused window might be. SetFocusedWindow(rules_->GetFocusableWindow(next)); } } void FocusController::WindowFocusedFromInputEvent(aura::Window* window) { FocusWindow(window); } } // namespace corewm } // namespace views