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// Copyright 2013 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 ASH_WM_OVERVIEW_WINDOW_SELECTOR_ITEM_H_
#define ASH_WM_OVERVIEW_WINDOW_SELECTOR_ITEM_H_
#include "base/compiler_specific.h"
#include "base/memory/scoped_ptr.h"
#include "base/strings/string16.h"
#include "ui/gfx/rect.h"
namespace aura {
class Window;
}
namespace views {
class Widget;
}
namespace ash {
class TransparentActivateWindowButton;
// This class represents an item in overview mode. An item can have one or more
// windows, of which only one can be activated by keyboard (i.e. alt+tab) but
// any can be selected with a pointer (touch or mouse).
class WindowSelectorItem {
public:
WindowSelectorItem();
virtual ~WindowSelectorItem();
// The time for the close buttons and labels to fade in when initially shown
// on entering overview mode.
static const int kFadeInMilliseconds;
// Returns the root window on which this item is shown.
virtual aura::Window* GetRootWindow() = 0;
// Returns true if the window selector item has |window| as a selectable
// window.
virtual bool HasSelectableWindow(const aura::Window* window) = 0;
// Returns true if |target| is contained in this WindowSelectorItem.
virtual bool Contains(const aura::Window* target) = 0;
// Restores |window| on exiting window overview rather than returning it
// to its previous state.
virtual void RestoreWindowOnExit(aura::Window* window) = 0;
// Returns the |window| to activate on selecting of this item.
virtual aura::Window* SelectionWindow() = 0;
// Removes |window| from this item. Check empty() after calling this to see
// if the entire item is now empty.
virtual void RemoveWindow(const aura::Window* window) = 0;
// Returns true if this item has no more selectable windows (i.e. after
// calling RemoveWindow for the last contained window).
virtual bool empty() const = 0;
// Dispatched before beginning window overview. This will do any necessary
// one time actions such as restoring minimized windows.
virtual void PrepareForOverview() = 0;
// Sets the bounds of this window selector item to |target_bounds| in the
// |root_window| root window.
void SetBounds(aura::Window* root_window,
const gfx::Rect& target_bounds,
bool animate);
// Recomputes the positions for the windows in this selection item. This is
// dispatched when the bounds of a window change.
void RecomputeWindowTransforms();
const gfx::Rect& bounds() { return bounds_; }
const gfx::Rect& target_bounds() { return target_bounds_; }
protected:
// Sets the bounds of this selector's items to |target_bounds| in
// |root_window|. If |animate| the windows are animated from their current
// location.
virtual void SetItemBounds(aura::Window* root_window,
const gfx::Rect& target_bounds,
bool animate) = 0;
// Sets the bounds used by the selector item's windows.
void set_bounds(const gfx::Rect& bounds) { bounds_ = bounds; }
private:
friend class WindowSelectorTest;
// Creates a label to display under the window selector item.
void UpdateWindowLabels(const gfx::Rect& target_bounds,
aura::Window* root_window,
bool animate);
// The root window this item is being displayed on.
aura::Window* root_window_;
// The target bounds this selector item is fit within.
gfx::Rect target_bounds_;
// The actual bounds of the window(s) for this item. The aspect ratio of
// window(s) are maintained so they may not fill the target_bounds_.
gfx::Rect bounds_;
// True if running SetItemBounds. This prevents recursive calls resulting from
// the bounds update when calling ::wm::RecreateWindowLayers to copy
// a window layer for display on another monitor.
bool in_bounds_update_;
// Label under the window displaying its active tab name.
scoped_ptr<views::Widget> window_label_;
// Transparent window on top of the real windows in the overview that
// activates them on click or tap.
scoped_ptr<TransparentActivateWindowButton> activate_window_button_;
DISALLOW_COPY_AND_ASSIGN(WindowSelectorItem);
};
} // namespace ash
#endif // ASH_WM_OVERVIEW_WINDOW_SELECTOR_ITEM_H_
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