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// 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 ASH_WM_SESSION_STATE_CONTROLLER_H_
#define ASH_WM_SESSION_STATE_CONTROLLER_H_
#include "ash/ash_export.h"
#include "ash/shell_observer.h"
#include "ash/wm/session_state_animator.h"
#include "base/basictypes.h"
#include "base/memory/scoped_ptr.h"
#include "base/time.h"
#include "base/timer.h"
#include "ui/aura/root_window_observer.h"
namespace gfx {
class Rect;
class Size;
}
namespace ui {
class Layer;
}
namespace ash {
namespace test {
class PowerButtonControllerTest;
}
// Performs system-related functions on behalf of SessionStateController.
class ASH_EXPORT SessionStateControllerDelegate {
public:
SessionStateControllerDelegate() {}
virtual ~SessionStateControllerDelegate() {}
virtual void RequestLockScreen() = 0;
virtual void RequestShutdown() = 0;
private:
DISALLOW_COPY_AND_ASSIGN(SessionStateControllerDelegate);
};
// Displays onscreen animations and locks or suspends the system in response to
// the power button being pressed or released.
class ASH_EXPORT SessionStateController : public aura::RootWindowObserver,
public ShellObserver {
public:
// Amount of time that the power button needs to be held before we lock the
// screen.
static const int kLockTimeoutMs;
// Amount of time that the power button needs to be held before we shut down.
static const int kShutdownTimeoutMs;
// Amount of time to wait for our lock requests to be honored before giving
// up.
static const int kLockFailTimeoutMs;
// When the button has been held continuously from the unlocked state, amount
// of time that we wait after the screen locker window is shown before
// starting the pre-shutdown animation.
static const int kLockToShutdownTimeoutMs;
// Amount of time taken to scale the snapshot of the screen down to a
// slightly-smaller size once the user starts holding the power button. Used
// for both the pre-lock and pre-shutdown animations.
static const int kSlowCloseAnimMs;
// Amount of time taken to scale the snapshot of the screen back to its
// original size when the button is released.
static const int kUndoSlowCloseAnimMs;
// Amount of time taken to scale the snapshot down to a point in the center of
// the screen once the screen has been locked or we've been notified that the
// system is shutting down.
static const int kFastCloseAnimMs;
// Additional time (beyond kFastCloseAnimMs) to wait after starting the
// fast-close shutdown animation before actually requesting shutdown, to give
// the animation time to finish.
static const int kShutdownRequestDelayMs;
// Helper class used by tests to access internal state.
class ASH_EXPORT TestApi {
public:
explicit TestApi(SessionStateController* controller);
virtual ~TestApi();
bool lock_timer_is_running() const {
return controller_->lock_timer_.IsRunning();
}
bool lock_fail_timer_is_running() const {
return controller_->lock_fail_timer_.IsRunning();
}
bool lock_to_shutdown_timer_is_running() const {
return controller_->lock_to_shutdown_timer_.IsRunning();
}
bool shutdown_timer_is_running() const {
return controller_->pre_shutdown_timer_.IsRunning();
}
bool real_shutdown_timer_is_running() const {
return controller_->real_shutdown_timer_.IsRunning();
}
void trigger_lock_timeout() {
controller_->OnLockTimeout();
controller_->lock_timer_.Stop();
}
void trigger_lock_fail_timeout() {
controller_->OnLockFailTimeout();
controller_->lock_fail_timer_.Stop();
}
void trigger_lock_to_shutdown_timeout() {
controller_->OnLockToShutdownTimeout();
controller_->lock_to_shutdown_timer_.Stop();
}
void trigger_shutdown_timeout() {
controller_->OnPreShutdownAnimationTimeout();
controller_->pre_shutdown_timer_.Stop();
}
void trigger_real_shutdown_timeout() {
controller_->OnRealShutdownTimeout();
controller_->real_shutdown_timer_.Stop();
}
private:
SessionStateController* controller_; // not owned
DISALLOW_COPY_AND_ASSIGN(TestApi);
};
SessionStateController();
virtual ~SessionStateController();
// RootWindowObserver override:
virtual void OnRootWindowHostCloseRequested(
const aura::RootWindow* root) OVERRIDE;
// ShellObserver overrides:
virtual void OnLoginStateChanged(user::LoginStatus status) OVERRIDE;
virtual void OnAppTerminating() OVERRIDE;
virtual void OnLockStateChanged(bool locked) OVERRIDE;
void SetDelegate(SessionStateControllerDelegate* delegate);
// Returns true iff when we're in state when user session can be locked.
virtual bool IsEligibleForLock();
// Returns true if system is locked.
virtual bool IsLocked();
// Starts locking (with slow animation) that can be cancelled.
// After locking and |kLockToShutdownTimeoutMs| StartShutdownAnimation()
// will be called unless CancelShutdown() is called.
virtual void StartLockAnimation();
// Starts shutting down (with slow animation) that can be cancelled.
virtual void StartShutdownAnimation();
// Starts usual lock animation, but locks immediately.
// Unlike StartLockAnimation it does no lead to StartShutdownAnimation.
virtual void StartLockAnimationAndLockImmediately();
// Returns true if we have requested system to lock, but haven't received
// confirmation yet.
virtual bool LockRequested();
// Returns true if we are shutting down.
virtual bool ShutdownRequested();
// Returns true if we are within cancellable lock timeframe.
virtual bool CanCancelLockAnimation();
// Cancels locking and reverts lock animation.
virtual void CancelLockAnimation();
// Cancels locking and reverts lock animation with slightly different
// parameters. Seems to be some bug, but refactoring should keep all bugs.
// TODO(antrim): remove this, animations should actually be the same.
virtual void CancelLockWithOtherAnimation();
// Returns true if we are within cancellable shutdown timeframe.
virtual bool CanCancelShutdownAnimation();
// Cancels shutting down and reverts shutdown animation.
virtual void CancelShutdownAnimation();
// Called when Chrome gets a request to display the lock screen.
virtual void OnStartingLock();
// Displays the shutdown animation and requests shutdown when it's done.
virtual void RequestShutdown();
protected:
friend class test::PowerButtonControllerTest;
bool IsLoggedInAsNonGuest() const;
private:
void RequestShutdownImpl();
// Starts lock timer.
void StartLockTimer();
// Requests that the screen be locked and starts |lock_fail_timer_|.
void OnLockTimeout();
// Reverts the pre-lock animation, reports the error.
void OnLockFailTimeout();
// Starts timer for gap between lock and shutdown.
void StartLockToShutdownTimer();
// Calls StartShutdownAnimation().
void OnLockToShutdownTimeout();
// Starts timer for undoable shutdown animation.
void StartPreShutdownAnimationTimer();
// Calls RequestShutdownImpl();
void OnPreShutdownAnimationTimeout();
// Starts timer for final shutdown animation.
void StartRealShutdownTimer();
// Requests that the machine be shut down.
void OnRealShutdownTimeout();
// The current login status.
user::LoginStatus login_status_;
// Original login status from before we locked. LOGGED_IN_NONE if it's not
// locked.
user::LoginStatus unlocked_login_status_;
// Are we in the process of shutting the machine down?
bool shutting_down_;
// Indicates whether controller should proceed to (cancellable) shutdown after
// locking.
bool shutdown_after_lock_;
// Started when the user first presses the power button while in a
// logged-in-as-a-non-guest-user, unlocked state. When it fires, we lock the
// screen.
base::OneShotTimer<SessionStateController> lock_timer_;
// Started when we request that the screen be locked. When it fires, we
// assume that our request got dropped.
base::OneShotTimer<SessionStateController> lock_fail_timer_;
// Started when the screen is locked while the power button is held. Adds a
// delay between the appearance of the lock screen and the beginning of the
// pre-shutdown animation.
base::OneShotTimer<SessionStateController> lock_to_shutdown_timer_;
// Started when we begin displaying the pre-shutdown animation. When it
// fires, we start the shutdown animation and get ready to request shutdown.
base::OneShotTimer<SessionStateController> pre_shutdown_timer_;
// Started when we display the shutdown animation. When it fires, we actually
// request shutdown. Gives the animation time to complete before Chrome, X,
// etc. are shut down.
base::OneShotTimer<SessionStateController> real_shutdown_timer_;
scoped_ptr<internal::SessionStateAnimator> animator_;
scoped_ptr<SessionStateControllerDelegate> delegate_;
DISALLOW_COPY_AND_ASSIGN(SessionStateController);
};
} // namespace ash
#endif // ASH_WM_SESSION_STATE_CONTROLLER_H_
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