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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 UI_AURA_WINDOW_H_
#define UI_AURA_WINDOW_H_
#pragma once
#include <map>
#include <string>
#include <vector>
#include "base/basictypes.h"
#include "base/memory/scoped_ptr.h"
#include "base/observer_list.h"
#include "base/string16.h"
#include "ui/base/events.h"
#include "ui/aura/aura_export.h"
#include "ui/aura/client/window_types.h"
#include "ui/gfx/compositor/layer.h"
#include "ui/gfx/compositor/layer_animator.h"
#include "ui/gfx/compositor/layer_delegate.h"
#include "ui/gfx/native_widget_types.h"
#include "ui/gfx/rect.h"
class SkCanvas;
namespace ui {
class Layer;
class Texture;
class Transform;
}
namespace aura {
class EventFilter;
class LayoutManager;
class RootWindow;
class WindowDelegate;
class WindowObserver;
namespace internal {
class FocusManager;
}
// Aura window implementation. Interesting events are sent to the
// WindowDelegate.
// TODO(beng): resolve ownership.
class AURA_EXPORT Window : public ui::LayerDelegate {
public:
typedef std::vector<Window*> Windows;
class AURA_EXPORT TestApi {
public:
explicit TestApi(Window* window);
bool OwnsLayer() const;
private:
TestApi();
Window* window_;
DISALLOW_COPY_AND_ASSIGN(TestApi);
};
explicit Window(WindowDelegate* delegate);
virtual ~Window();
void Init(ui::Layer::LayerType layer_type);
// A type is used to identify a class of Windows and customize behavior such
// as event handling and parenting. This field should only be consumed by the
// shell -- Aura itself shouldn't contain type-specific logic.
client::WindowType type() const { return type_; }
void SetType(client::WindowType type);
int id() const { return id_; }
void set_id(int id) { id_ = id; }
const std::string& name() const { return name_; }
void SetName(const std::string& name);
const string16 title() const { return title_; }
void set_title(const string16& title) { title_ = title; }
bool transparent() const { return transparent_; }
void SetTransparent(bool transparent);
ui::Layer* layer() { return layer_; }
const ui::Layer* layer() const { return layer_; }
// Releases the Window's owning reference to its layer, and returns it.
// This is used when you need to animate the presentation of the Window just
// prior to destroying it. The window can be destroyed soon after calling this
// function, and the caller is then responsible for disposing of the layer
// once any animation completes. Note that layer() will remain valid until the
// end of ~Window().
ui::Layer* AcquireLayer();
WindowDelegate* delegate() { return delegate_; }
const gfx::Rect& bounds() const;
Window* parent() { return parent_; }
const Window* parent() const { return parent_; }
// Returns the RootWindow that contains this Window or NULL if the Window is
// not contained by a RootWindow.
virtual RootWindow* GetRootWindow();
virtual const RootWindow* GetRootWindow() const;
// The Window does not own this object.
void set_user_data(void* user_data) { user_data_ = user_data; }
void* user_data() const { return user_data_; }
// Changes the visibility of the window.
void Show();
void Hide();
// Returns true if this window and all its ancestors are visible.
bool IsVisible() const;
// Returns the window's bounds in screen coordinates.
gfx::Rect GetScreenBounds() const;
virtual void SetTransform(const ui::Transform& transform);
// Assigns a LayoutManager to size and place child windows.
// The Window takes ownership of the LayoutManager.
void SetLayoutManager(LayoutManager* layout_manager);
LayoutManager* layout_manager() { return layout_manager_.get(); }
// Changes the bounds of the window. If present, the window's parent's
// LayoutManager may adjust the bounds.
void SetBounds(const gfx::Rect& new_bounds);
// Returns the target bounds of the window. If the window's layer is
// not animating, it simply returns the current bounds.
gfx::Rect GetTargetBounds() const;
// Marks the a portion of window as needing to be painted.
void SchedulePaintInRect(const gfx::Rect& rect);
// Assigns a new external texture to the window's layer.
void SetExternalTexture(ui::Texture* texture);
// Sets the parent window of the window. If NULL, the window is parented to
// the root window.
void SetParent(Window* parent);
// Stacks the specified child of this Window at the front of the z-order.
void StackChildAtTop(Window* child);
// Stacks |child| above |target|. Does nothing if |child| is already above
// |target|. Does not stack on top of windows with NULL layer delegates,
// see WindowTest.StackingMadrigal for details.
void StackChildAbove(Window* child, Window* target);
// Tree operations.
// TODO(beng): Child windows are currently not owned by the hierarchy. We
// should change this.
void AddChild(Window* child);
void RemoveChild(Window* child);
const Windows& children() const { return children_; }
// Returns true if this Window contains |other| somewhere in its children.
bool Contains(const Window* other) const;
// Adds or removes |child| as a transient child of this window. Transient
// children get the following behavior:
// . The transient parent destroys any transient children when it is
// destroyed. This means a transient child is destroyed if either its parent
// or transient parent is destroyed.
// . If a transient child and its transient parent share the same parent, then
// transient children are always ordered above the transient parent.
// Transient windows are typically used for popups and menus.
void AddTransientChild(Window* child);
void RemoveTransientChild(Window* child);
const Windows& transient_children() const { return transient_children_; }
Window* transient_parent() { return transient_parent_; }
const Window* transient_parent() const { return transient_parent_; }
// Retrieves the first-level child with the specified id, or NULL if no first-
// level child is found matching |id|.
Window* GetChildById(int id);
const Window* GetChildById(int id) const;
// Converts |point| from |source|'s coordinates to |target|'s. If |source| is
// NULL, the function returns without modifying |point|. |target| cannot be
// NULL.
static void ConvertPointToWindow(const Window* source,
const Window* target,
gfx::Point* point);
// Returns the cursor for the specified point, in window coordinates.
gfx::NativeCursor GetCursor(const gfx::Point& point) const;
// Window takes ownership of the EventFilter.
void SetEventFilter(EventFilter* event_filter);
EventFilter* event_filter() { return event_filter_.get(); }
// Add/remove observer.
void AddObserver(WindowObserver* observer);
void RemoveObserver(WindowObserver* observer);
// When set to true, this Window will stop propagation of all events targeted
// at Windows below it in the z-order, but only if this Window has children.
// This is used to implement lock-screen type functionality where we do not
// want events to be sent to running logged-in windows when the lock screen is
// displayed.
void set_stops_event_propagation(bool stops_event_propagation) {
stops_event_propagation_ = stops_event_propagation;
}
void set_ignore_events(bool ignore_events) { ignore_events_ = ignore_events; }
// Returns true if the |point_in_root| in root window's coordinate falls
// within this window's bounds. Returns false if the window is detached
// from root window.
bool ContainsPointInRoot(const gfx::Point& point_in_root);
// Returns true if relative-to-this-Window's-origin |local_point| falls
// within this Window's bounds.
bool ContainsPoint(const gfx::Point& local_point);
// Returns true if the mouse pointer at relative-to-this-Window's-origin
// |local_point| can trigger an event for this Window.
// TODO(beng): A Window can supply a hit-test mask to cause some portions of
// itself to not trigger events, causing the events to fall through to the
// Window behind.
bool HitTest(const gfx::Point& local_point);
// Returns the Window that most closely encloses |local_point| for the
// purposes of event targeting.
Window* GetEventHandlerForPoint(const gfx::Point& local_point);
// Returns the topmost Window with a delegate containing |local_point|.
Window* GetTopWindowContainingPoint(const gfx::Point& local_point);
// Returns this window's toplevel window (the highest-up-the-tree anscestor
// that has a delegate set). The toplevel window may be |this|.
Window* GetToplevelWindow();
// Claims or relinquishes the claim to focus.
void Focus();
void Blur();
// Returns true if the Window is currently the focused window.
bool HasFocus() const;
// Returns true if the Window can be focused.
virtual bool CanFocus() const;
// Returns true if the Window can receive events.
virtual bool CanReceiveEvents() const;
// Returns the FocusManager for the Window, which may be attached to a parent
// Window. Can return NULL if the Window has no FocusManager.
virtual internal::FocusManager* GetFocusManager();
virtual const internal::FocusManager* GetFocusManager() const;
// Does a mouse capture on the window. This does nothing if the window isn't
// showing (VISIBILITY_SHOWN) or isn't contained in a valid window hierarchy.
void SetCapture();
// Releases a mouse capture.
void ReleaseCapture();
// Returns true if this window has a mouse capture.
bool HasCapture();
// Sets the window property |value| for given |name|. Setting NULL or 0
// removes the property. It uses |ui::ViewProp| to store the property.
// Please see the description of |prop_map_| for more details. The caller is
// responsible for the lifetime of any object set as a property on the Window.
void SetProperty(const char* name, void* value);
void SetIntProperty(const char* name, int value);
// Returns the window property for given |name|. Returns NULL or 0 if
// the property does not exist.
// TODO(oshima): Returning 0 for non existing property is problematic.
// Fix ViewProp to be able to tell if the property exists and
// change it to -1.
void* GetProperty(const char* name) const;
int GetIntProperty(const char* name) const;
// Returns true if this window is currently stopping event
// propagation for any windows behind it in the z-order.
bool StopsEventPropagation() const;
private:
friend class LayoutManager;
// Changes the bounds of the window without condition.
void SetBoundsInternal(const gfx::Rect& new_bounds);
// Updates the visible state of the layer, but does not make visible-state
// specific changes. Called from Show()/Hide().
void SetVisible(bool visible);
// Schedules a paint for the Window's entire bounds.
void SchedulePaint();
// Gets a Window (either this one or a subwindow) containing |local_point|.
// If |return_tightest| is true, returns the tightest-containing (i.e.
// furthest down the hierarchy) Window containing the point; otherwise,
// returns the loosest. If |for_event_handling| is true, then hit-test masks
// and StopsEventPropagation() are honored; otherwise, only bounds checks are
// performed.
Window* GetWindowForPoint(const gfx::Point& local_point,
bool return_tightest,
bool for_event_handling);
// Called when this window's parent has changed.
void OnParentChanged();
// Stacks |child| above |target| without checking for NULL layer delegates.
void StackChildAboveImpl(Window* child, Window* target);
// Called when this window's stacking order among its siblings is changed.
void OnStackingChanged();
// Notifies observers registered with this Window (and its subtree) when the
// Window has been added or is about to be removed from a RootWindow.
void NotifyAddedToRootWindow();
void NotifyRemovingFromRootWindow();
// Overridden from ui::LayerDelegate:
virtual void OnPaintLayer(gfx::Canvas* canvas) OVERRIDE;
// Updates the layer name with a name based on the window's name and id.
void UpdateLayerName(const std::string& name);
// Returns true if this window is behind a window that stops event
// propagation.
bool IsBehindStopEventsWindow() const;
client::WindowType type_;
WindowDelegate* delegate_;
// The Window will own its layer unless ownership is relinquished via a call
// to AcquireLayer(). After that moment |layer_| will still be valid but
// |layer_owner_| will be NULL. The reason for releasing ownership is that
// the client may wish to animate the window's layer beyond the lifetime of
// the window, e.g. fading it out when it is destroyed.
scoped_ptr<ui::Layer> layer_owner_;
ui::Layer* layer_;
// The Window's parent.
Window* parent_;
// Child windows. Topmost is last.
Windows children_;
// Transient windows.
Windows transient_children_;
Window* transient_parent_;
// The visibility state of the window as set by Show()/Hide(). This may differ
// from the visibility of the underlying layer, which may remain visible after
// the window is hidden (e.g. to animate its disappearance).
bool visible_;
int id_;
std::string name_;
string16 title_;
// Whether layer is initialized as non-opaque.
bool transparent_;
scoped_ptr<EventFilter> event_filter_;
scoped_ptr<LayoutManager> layout_manager_;
void* user_data_;
// When true, events are not sent to windows behind this one in the z-order,
// provided this window has children. See set_stops_event_propagation().
bool stops_event_propagation_;
// Makes the window pass all events through to any windows behind it.
bool ignore_events_;
ObserverList<WindowObserver> observers_;
// We're using ViewProp to store the property (for now) instead of
// just using std::map because chrome is still using |ViewProp| class
// to create and access property.
// TODO(oshima): Consolidcate ViewProp and aura::window property
// implementation.
std::map<const char*, void*> prop_map_;
DISALLOW_COPY_AND_ASSIGN(Window);
};
} // namespace aura
#endif // UI_AURA_WINDOW_H_
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