// Copyright (c) 2006-2008 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 VIEWS_WINDOW_WINDOW_DELEGATE_H_ #define VIEWS_WINDOW_WINDOW_DELEGATE_H_ #include #include "base/scoped_ptr.h" class SkBitmap; namespace gfx { class Rect; } namespace views { class ClientView; class DialogDelegate; class View; class Window; /////////////////////////////////////////////////////////////////////////////// // // WindowDelegate // // WindowDelegate is an interface implemented by objects that wish to show a // Window. The window that is displayed uses this interface to determine how // it should be displayed and notify the delegate object of certain events. // /////////////////////////////////////////////////////////////////////////////// class WindowDelegate { public: WindowDelegate(); virtual ~WindowDelegate(); virtual DialogDelegate* AsDialogDelegate() { return NULL; } // Returns true if the window can ever be resized. virtual bool CanResize() const { return false; } // Returns true if the window can ever be maximized. virtual bool CanMaximize() const { return false; } // Returns true if the dialog should be displayed modally to the window that // opened it. Only windows with WindowType == DIALOG can be modal. virtual bool IsModal() const { return false; } // Returns the text to be displayed in the window title. virtual std::wstring GetWindowTitle() const { return L""; } // Returns the view that should have the focus when the dialog is opened. If // NULL no view is focused. virtual View* GetInitiallyFocusedView() { return NULL; } // Returns true if the window should show a title in the title bar. virtual bool ShouldShowWindowTitle() const { return true; } // Returns the app icon for the window. On Windows, this is the ICON_BIG used // in Alt-Tab list and Win7's taskbar. virtual SkBitmap GetWindowAppIcon(); // Returns the icon to be displayed in the window. virtual SkBitmap GetWindowIcon(); // Returns true if a window icon should be shown. virtual bool ShouldShowWindowIcon() const { return false; } // Execute a command in the window's controller. Returns true if the command // was handled, false if it was not. virtual bool ExecuteWindowsCommand(int command_id) { return false; } // Returns the window's name identifier. Used to identify this window for // state restoration. virtual std::wstring GetWindowName() const { return std::wstring(); } // Saves the window's bounds and maximized states. By default this uses the // process' local state keyed by window name (See GetWindowName above). This // behavior can be overridden to provide additional functionality. virtual void SaveWindowPlacement(const gfx::Rect& bounds, bool maximized); // Retrieves the window's bounds and maximized states. // This behavior can be overridden to provide additional functionality. virtual bool GetSavedWindowBounds(gfx::Rect* bounds) const; virtual bool GetSavedMaximizedState(bool* maximized) const; // Called when the window closes. virtual void WindowClosing() { } // Called when the window is destroyed. No events must be sent or received // after this point. The delegate can use this opportunity to delete itself at // this time if necessary. virtual void DeleteDelegate() { } // Returns the View that is contained within this Window. virtual View* GetContentsView() { return NULL; } // Called by the Window to create the Client View used to host the contents // of the window. virtual ClientView* CreateClientView(Window* window); // An accessor to the Window this delegate is bound to. Window* window() const { return window_.get(); } protected: // Releases the Window* we maintain. This should be done by a delegate in its // WindowClosing handler if it intends to be re-cycled to be used on a // different Window. void ReleaseWindow(); private: friend class WindowGtk; friend class WindowWin; // This is a little unusual. We use a scoped_ptr here because it's // initialized to NULL automatically. We do this because we want to allow // people using this helper to not have to call a ctor on this object. // Instead we just release the owning ref this pointer has when we are // destroyed. scoped_ptr window_; }; } // namespace views #endif // VIEWS_WINDOW_WINDOW_DELEGATE_H_