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// Copyright (c) 2011 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.
#include "ui/aura/window.h"
#include <algorithm>
#include "base/logging.h"
#include "ui/aura/desktop.h"
#include "ui/aura/desktop_delegate.h"
#include "ui/aura/event.h"
#include "ui/aura/event_filter.h"
#include "ui/aura/layout_manager.h"
#include "ui/aura/window_delegate.h"
#include "ui/aura/window_types.h"
#include "ui/base/animation/multi_animation.h"
#include "ui/gfx/canvas_skia.h"
#include "ui/gfx/compositor/compositor.h"
#include "ui/gfx/compositor/layer.h"
#include "ui/gfx/screen.h"
namespace aura {
using internal::RootWindow;
Window::Window(WindowDelegate* delegate)
: type_(kWindowType_Toplevel),
delegate_(delegate),
show_state_(ui::SHOW_STATE_NORMAL),
parent_(NULL),
id_(-1),
user_data_(NULL),
stops_event_propagation_(false) {
}
Window::~Window() {
// Let the delegate know we're in the processing of destroying.
if (delegate_)
delegate_->OnWindowDestroying();
// Let the root know so that it can remove any references to us.
RootWindow* root = GetRoot();
if (root)
root->WindowDestroying(this);
// Then destroy the children.
while (!children_.empty()) {
Window* child = children_[0];
delete child;
// Deleting the child so remove it from out children_ list.
DCHECK(std::find(children_.begin(), children_.end(), child) ==
children_.end());
}
// And let the delegate do any post cleanup.
if (delegate_)
delegate_->OnWindowDestroyed();
if (parent_)
parent_->RemoveChild(this);
}
void Window::Init() {
ui::Layer::LayerType type = ui::Layer::LAYER_HAS_NO_TEXTURE;
if (delegate_)
type = ui::Layer::LAYER_HAS_TEXTURE;
layer_.reset(new ui::Layer(Desktop::GetInstance()->compositor(), type));
// Windows (and therefore their layers) should initially be hidden, except for
// controls.
layer_->SetVisible(type_ == kWindowType_Control);
layer_->set_delegate(this);
}
void Window::SetType(int type) {
// Cannot change type after the window is initialized.
DCHECK(!layer());
type_ = type;
}
void Window::Show() {
SetVisible(true);
}
void Window::Hide() {
SetVisible(false);
ReleaseCapture();
if (Desktop::GetInstance()->active_window() == this ||
!Desktop::GetInstance()->active_window()) {
Desktop::GetInstance()->ActivateTopmostWindow();
}
}
bool Window::IsVisible() const {
return layer_->IsDrawn();
}
void Window::Maximize() {
if (UpdateShowStateAndRestoreBounds(ui::SHOW_STATE_MAXIMIZED))
SetBounds(gfx::Screen::GetMonitorWorkAreaNearestWindow(this));
}
void Window::Fullscreen() {
if (UpdateShowStateAndRestoreBounds(ui::SHOW_STATE_FULLSCREEN))
SetBounds(gfx::Screen::GetMonitorAreaNearestWindow(this));
}
void Window::Restore() {
if (show_state_ != ui::SHOW_STATE_NORMAL) {
show_state_ = ui::SHOW_STATE_NORMAL;
SetBounds(restore_bounds_);
restore_bounds_.SetRect(0, 0, 0, 0);
}
}
void Window::Activate() {
// If we support minimization need to ensure this restores the window first.
aura::Desktop::GetInstance()->SetActiveWindow(this, this);
}
void Window::Deactivate() {
aura::Desktop::GetInstance()->Deactivate(this);
}
bool Window::IsActive() const {
return aura::Desktop::GetInstance()->active_window() == this;
}
ToplevelWindowContainer* Window::AsToplevelWindowContainer() {
return NULL;
}
const ToplevelWindowContainer* Window::AsToplevelWindowContainer() const {
return NULL;
}
void Window::SetLayoutManager(LayoutManager* layout_manager) {
layout_manager_.reset(layout_manager);
}
void Window::SetBounds(const gfx::Rect& new_bounds) {
// TODO: funnel this through the Desktop.
gfx::Rect old_bounds = bounds();
bool was_move = old_bounds.size() == new_bounds.size();
layer_->SetBounds(new_bounds);
if (layout_manager_.get())
layout_manager_->OnWindowResized();
if (delegate_)
delegate_->OnBoundsChanged(old_bounds, new_bounds);
if (IsVisible()) {
if (was_move)
layer()->ScheduleDraw();
else
layer()->SchedulePaint(gfx::Rect());
}
}
const gfx::Rect& Window::bounds() const {
return layer_->bounds();
}
void Window::SchedulePaintInRect(const gfx::Rect& rect) {
layer_->SchedulePaint(rect);
}
void Window::SetCanvas(const SkCanvas& canvas, const gfx::Point& origin) {
// TODO: figure out how this is going to work when animating the layer. In
// particular if we're animating the size then the underlying Texture is going
// to be unhappy if we try to set a texture on a size bigger than the size of
// the texture.
layer_->SetCanvas(canvas, origin);
}
void Window::SetParent(Window* parent) {
if (parent)
parent->AddChild(this);
else if (Desktop::GetInstance()->delegate())
Desktop::GetInstance()->delegate()->AddChildToDefaultParent(this);
else
NOTREACHED();
}
void Window::MoveChildToFront(Window* child) {
DCHECK_EQ(child->parent(), this);
const Windows::iterator i(std::find(children_.begin(), children_.end(),
child));
DCHECK(i != children_.end());
children_.erase(i);
// TODO(beng): this obviously has to handle different window types.
children_.insert(children_.begin() + children_.size(), child);
SchedulePaintInRect(gfx::Rect());
child->layer()->parent()->MoveToFront(child->layer());
}
bool Window::CanActivate() const {
return IsVisible() && delegate_ && delegate_->ShouldActivate(NULL);
}
void Window::AddChild(Window* child) {
DCHECK(std::find(children_.begin(), children_.end(), child) ==
children_.end());
if (child->parent())
child->parent()->RemoveChild(child);
child->parent_ = this;
layer_->Add(child->layer_.get());
children_.push_back(child);
}
void Window::RemoveChild(Window* child) {
Windows::iterator i = std::find(children_.begin(), children_.end(), child);
DCHECK(i != children_.end());
child->parent_ = NULL;
layer_->Remove(child->layer_.get());
children_.erase(i);
}
Window* Window::GetChildById(int id) {
return const_cast<Window*>(const_cast<const Window*>(this)->GetChildById(id));
}
const Window* Window::GetChildById(int id) const {
Windows::const_iterator i;
for (i = children_.begin(); i != children_.end(); ++i) {
if ((*i)->id() == id)
return *i;
const Window* result = (*i)->GetChildById(id);
if (result)
return result;
}
return NULL;
}
// static
void Window::ConvertPointToWindow(Window* source,
Window* target,
gfx::Point* point) {
ui::Layer::ConvertPointToLayer(source->layer(), target->layer(), point);
}
gfx::NativeCursor Window::GetCursor(const gfx::Point& point) const {
return delegate_ ? delegate_->GetCursor(point) : gfx::kNullCursor;
}
void Window::SetEventFilter(EventFilter* event_filter) {
event_filter_.reset(event_filter);
}
bool Window::OnMouseEvent(MouseEvent* event) {
if (!parent_ || !IsVisible())
return false;
if (!parent_->event_filter_.get())
parent_->SetEventFilter(new EventFilter(parent_));
return parent_->event_filter_->OnMouseEvent(this, event) ||
delegate_->OnMouseEvent(event);
}
bool Window::OnKeyEvent(KeyEvent* event) {
return IsVisible() && delegate_->OnKeyEvent(event);
}
bool Window::HitTest(const gfx::Point& point) {
gfx::Rect local_bounds(gfx::Point(), bounds().size());
// TODO(beng): hittest masks.
return local_bounds.Contains(point);
}
Window* Window::GetEventHandlerForPoint(const gfx::Point& point) {
Windows::const_reverse_iterator i = children_.rbegin();
for (; i != children_.rend(); ++i) {
Window* child = *i;
if (!child->IsVisible())
continue;
gfx::Point point_in_child_coords(point);
Window::ConvertPointToWindow(this, child, &point_in_child_coords);
if (child->HitTest(point_in_child_coords)) {
Window* handler = child->GetEventHandlerForPoint(point_in_child_coords);
if (handler && handler->delegate())
return handler;
}
if (child->StopsEventPropagation())
return NULL;
}
return delegate_ ? this : NULL;
}
void Window::Focus() {
DCHECK(GetFocusManager());
GetFocusManager()->SetFocusedWindow(this);
}
void Window::Blur() {
DCHECK(GetFocusManager());
GetFocusManager()->SetFocusedWindow(NULL);
}
bool Window::HasFocus() const {
const internal::FocusManager* focus_manager = GetFocusManager();
return focus_manager ? focus_manager->IsFocusedWindow(this) : false;
}
// For a given window, we determine its focusability by inspecting each sibling
// after it (i.e. drawn in front of it in the z-order) to see if it stops
// propagation of events that would otherwise be targeted at windows behind it.
// We then perform this same check on every window up to the root.
bool Window::CanFocus() const {
// TODO(beng): Figure out how to consult the delegate wrt. focusability also.
if (!IsVisible() || !parent_)
return false;
Windows::const_iterator i = std::find(parent_->children().begin(),
parent_->children().end(),
this);
for (++i; i != parent_->children().end(); ++i) {
if ((*i)->StopsEventPropagation())
return false;
}
return parent_->CanFocus();
}
internal::FocusManager* Window::GetFocusManager() {
return const_cast<internal::FocusManager*>(
const_cast<const Window*>(this)->GetFocusManager());
}
const internal::FocusManager* Window::GetFocusManager() const {
return parent_ ? parent_->GetFocusManager() : NULL;
}
void Window::SetCapture() {
if (!IsVisible())
return;
RootWindow* root = GetRoot();
if (!root)
return;
root->SetCapture(this);
}
void Window::ReleaseCapture() {
RootWindow* root = GetRoot();
if (!root)
return;
root->ReleaseCapture(this);
}
bool Window::HasCapture() {
RootWindow* root = GetRoot();
return root && root->capture_window() == this;
}
Window* Window::GetToplevelWindow() {
Window* window = this;
while (window && window->parent() &&
!window->parent()->AsToplevelWindowContainer())
window = window->parent();
return window && window->parent() ? window : NULL;
}
// static
ui::Animation* Window::CreateDefaultAnimation() {
std::vector<ui::MultiAnimation::Part> parts;
parts.push_back(ui::MultiAnimation::Part(200, ui::Tween::LINEAR));
ui::MultiAnimation* multi_animation = new ui::MultiAnimation(parts);
multi_animation->set_continuous(false);
return multi_animation;
}
internal::RootWindow* Window::GetRoot() {
return parent_ ? parent_->GetRoot() : NULL;
}
void Window::SetVisible(bool visible) {
bool was_visible = IsVisible();
layer_->SetVisible(visible);
bool is_visible = IsVisible();
if (was_visible != is_visible) {
SchedulePaint();
if (delegate_)
delegate_->OnWindowVisibilityChanged(is_visible);
}
}
void Window::SchedulePaint() {
SchedulePaintInRect(gfx::Rect(0, 0, bounds().width(), bounds().height()));
}
bool Window::StopsEventPropagation() const {
return stops_event_propagation_ && !children_.empty();
}
bool Window::UpdateShowStateAndRestoreBounds(
ui::WindowShowState new_show_state) {
if (show_state_ == new_show_state)
return false;
show_state_ = new_show_state;
if (restore_bounds_.IsEmpty())
restore_bounds_ = bounds();
return true;
}
void Window::OnPaintLayer(gfx::Canvas* canvas) {
delegate_->OnPaint(canvas);
}
} // namespace aura
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