// 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_VIEWS_COREWM_FOCUS_CONTROLLER_H_ #define UI_VIEWS_COREWM_FOCUS_CONTROLLER_H_ #include "base/compiler_specific.h" #include "base/scoped_observer.h" #include "ui/aura/client/activation_client.h" #include "ui/aura/client/focus_client.h" #include "ui/aura/env_observer.h" #include "ui/aura/window_observer.h" #include "ui/views/views_export.h" namespace views { namespace corewm { class FocusRules; // FocusController handles focus and activation changes for an environment // encompassing one or more RootWindows. Within an environment there can be // only one focused and one active window at a time. When focus or activation // changes notifications are sent using the // aura::client::Focus/ActivationChangeObserver interfaces. // Changes to focus and activation can be from three sources: // . the Aura Client API (implemented here in aura::client::ActivationClient). // (The FocusController must be set as the ActivationClient implementation // for all RootWindows). // . input events (implemented here in ui::EventHandler). // (The FocusController must be registered as a pre-target handler for // the applicable environment owner, either a RootWindow or another type). // . Window disposition changes (implemented here in aura::WindowObserver). // (The FocusController registers itself as an observer of the active and // focused windows). class VIEWS_EXPORT FocusController : public aura::client::ActivationClient, public aura::client::FocusClient, public ui::EventHandler, public aura::WindowObserver, public aura::EnvObserver { public: // |rules| cannot be NULL. explicit FocusController(FocusRules* rules); virtual ~FocusController(); private: // Overridden from aura::client::ActivationClient: virtual void AddObserver( aura::client::ActivationChangeObserver* observer) OVERRIDE; virtual void RemoveObserver( aura::client::ActivationChangeObserver* observer) OVERRIDE; virtual void ActivateWindow(aura::Window* window) OVERRIDE; virtual void DeactivateWindow(aura::Window* window) OVERRIDE; virtual aura::Window* GetActiveWindow() OVERRIDE; virtual aura::Window* GetActivatableWindow(aura::Window* window) OVERRIDE; virtual aura::Window* GetToplevelWindow(aura::Window* window) OVERRIDE; virtual bool OnWillFocusWindow(aura::Window* window, const ui::Event* event) OVERRIDE; virtual bool CanActivateWindow(aura::Window* window) const OVERRIDE; // Overridden from aura::client::FocusClient: virtual void AddObserver( aura::client::FocusChangeObserver* observer) OVERRIDE; virtual void RemoveObserver( aura::client::FocusChangeObserver* observer) OVERRIDE; virtual void FocusWindow(aura::Window* window, const ui::Event* event) OVERRIDE; virtual aura::Window* GetFocusedWindow() OVERRIDE; virtual void OnWindowHiddenInRootWindow(aura::Window* window, aura::RootWindow* root_window, bool destroyed) OVERRIDE; // Overridden from ui::EventHandler: virtual void OnKeyEvent(ui::KeyEvent* event) OVERRIDE; virtual void OnMouseEvent(ui::MouseEvent* event) OVERRIDE; virtual void OnScrollEvent(ui::ScrollEvent* event) OVERRIDE; virtual void OnTouchEvent(ui::TouchEvent* event) OVERRIDE; virtual void OnGestureEvent(ui::GestureEvent* event) OVERRIDE; // Overridden from aura::WindowObserver: virtual void OnWindowVisibilityChanged(aura::Window* window, bool visible) OVERRIDE; virtual void OnWindowDestroying(aura::Window* window) OVERRIDE; virtual void OnWindowDestroyed(aura::Window* window) OVERRIDE; virtual void OnWindowRemovingFromRootWindow(aura::Window* window) OVERRIDE; // Overridden from aura::EnvObserver: virtual void OnWindowInitialized(aura::Window* window) OVERRIDE; // Internal implementations that set the focused/active windows, fire events // etc. These functions must be called with valid focusable/activatable // windows. void SetFocusedWindow(aura::Window* window); void SetActiveWindow(aura::Window* window); // Called when a window's disposition changed such that it and its hierarchy // are no longer focusable/activatable. The system must determine what window // to focus next based on rules. void WindowLostFocusFromDispositionChange(aura::Window* window); // Called when an attempt is made to focus or activate a window via an input // event targeted at that window. Rules determine the best focusable window // for the input window. void WindowFocusedFromInputEvent(aura::Window* window); aura::Window* active_window_; aura::Window* focused_window_; bool updating_focus_; scoped_ptr rules_; ObserverList activation_observers_; ObserverList focus_observers_; ScopedObserver observer_manager_; DISALLOW_COPY_AND_ASSIGN(FocusController); }; } // namespace corewm } // namespace views #endif // UI_VIEWS_COREWM_FOCUS_CONTROLLER_H_