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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_IMPL_H_
#define ASH_WM_SESSION_STATE_CONTROLLER_IMPL_H_
#include "ash/ash_export.h"
#include "ash/shell_observer.h"
#include "ash/wm/session_state_animator.h"
#include "ash/wm/session_state_controller.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;
}
// Displays onscreen animations and locks or suspends the system in response to
// the power button being pressed or released.
class ASH_EXPORT SessionStateControllerImpl : public SessionStateController {
public:
// Helper class used by tests to access internal state.
class ASH_EXPORT TestApi {
public:
explicit TestApi(SessionStateControllerImpl* 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:
SessionStateControllerImpl* controller_; // not owned
DISALLOW_COPY_AND_ASSIGN(TestApi);
};
SessionStateControllerImpl();
virtual ~SessionStateControllerImpl();
// 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;
// SessionStateController overrides:
virtual bool IsEligibleForLock() OVERRIDE;
virtual bool IsLocked() OVERRIDE;
virtual void StartLockAnimation(bool shutdown_after_lock) OVERRIDE;
virtual void StartShutdownAnimation() OVERRIDE;
virtual void StartLockAnimationAndLockImmediately() OVERRIDE;
virtual bool LockRequested() OVERRIDE;
virtual bool ShutdownRequested() OVERRIDE;
virtual bool CanCancelLockAnimation() OVERRIDE;
virtual void CancelLockAnimation() OVERRIDE;
virtual bool CanCancelShutdownAnimation() OVERRIDE;
virtual void CancelShutdownAnimation() OVERRIDE;
virtual void OnStartingLock() OVERRIDE;
virtual void RequestShutdown() OVERRIDE;
virtual void OnLockScreenHide(base::Callback<void(void)>& callback) OVERRIDE;
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, or original login status from before we locked..
user::LoginStatus login_status_;
// Current lock status.
bool system_is_locked_;
// 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<SessionStateControllerImpl> lock_timer_;
// Started when we request that the screen be locked. When it fires, we
// assume that our request got dropped.
base::OneShotTimer<SessionStateControllerImpl> 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<SessionStateControllerImpl> 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<SessionStateControllerImpl> 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<SessionStateControllerImpl> real_shutdown_timer_;
DISALLOW_COPY_AND_ASSIGN(SessionStateControllerImpl);
};
} // namespace ash
#endif // ASH_WM_SESSION_STATE_CONTROLLER_IMPL_H_
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