// 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. #include "ash/wm/lock_state_controller.h" #include <algorithm> #include "ash/accessibility_delegate.h" #include "ash/ash_switches.h" #include "ash/cancel_mode.h" #include "ash/metrics/user_metrics_recorder.h" #include "ash/shell.h" #include "ash/shell_delegate.h" #include "ash/shell_window_ids.h" #include "ash/wm/session_state_animator.h" #include "base/bind_helpers.h" #include "base/command_line.h" #include "base/strings/string_util.h" #include "base/timer/timer.h" #include "ui/aura/window_tree_host.h" #include "ui/compositor/layer_animation_sequence.h" #include "ui/compositor/scoped_layer_animation_settings.h" #include "ui/views/controls/menu/menu_controller.h" #include "ui/wm/core/compound_event_filter.h" #if defined(OS_CHROMEOS) #include "base/sys_info.h" #include "media/audio/sounds/sounds_manager.h" #endif #if defined(OS_CHROMEOS) using media::SoundsManager; #endif namespace ash { namespace { #if defined(OS_CHROMEOS) const int kMaxShutdownSoundDurationMs = 1500; #endif aura::Window* GetBackground() { aura::Window* root_window = Shell::GetPrimaryRootWindow(); return Shell::GetContainer(root_window, kShellWindowId_DesktopBackgroundContainer); } bool IsBackgroundHidden() { return !GetBackground()->IsVisible(); } void ShowBackground() { ui::ScopedLayerAnimationSettings settings( GetBackground()->layer()->GetAnimator()); settings.SetTransitionDuration(base::TimeDelta()); GetBackground()->Show(); } void HideBackground() { ui::ScopedLayerAnimationSettings settings( GetBackground()->layer()->GetAnimator()); settings.SetTransitionDuration(base::TimeDelta()); GetBackground()->Hide(); } // This observer is intended to use in cases when some action has to be taken // once some animation successfully completes (i.e. it was not aborted). // Observer will count a number of sequences it is attached to, and a number of // finished sequences (either Ended or Aborted). Once these two numbers are // equal, observer will delete itself, calling callback passed to constructor if // there were no aborted animations. // This way it can be either used to wait for some animation to be finished in // multiple layers, to wait once a sequence of animations is finished in one // layer or the mixture of both. class AnimationFinishedObserver : public ui::LayerAnimationObserver { public: explicit AnimationFinishedObserver(base::Closure &callback) : callback_(callback), sequences_attached_(0), sequences_completed_(0), paused_(false) { } // Pauses observer: no checks will be made while paused. It can be used when // a sequence has some immediate animations in the beginning, and for // animations that can be tested with flag that makes all animations // immediate. void Pause() { paused_ = true; } // Unpauses observer. It does a check and calls callback if conditions are // met. void Unpause() { if (!paused_) return; paused_ = false; if (sequences_completed_ == sequences_attached_) { callback_.Run(); delete this; } } private: virtual ~AnimationFinishedObserver() { } // LayerAnimationObserver implementation virtual void OnLayerAnimationEnded( ui::LayerAnimationSequence* sequence) OVERRIDE { sequences_completed_++; if ((sequences_completed_ == sequences_attached_) && !paused_) { callback_.Run(); delete this; } } virtual void OnLayerAnimationAborted( ui::LayerAnimationSequence* sequence) OVERRIDE { sequences_completed_++; if ((sequences_completed_ == sequences_attached_) && !paused_) delete this; } virtual void OnLayerAnimationScheduled( ui::LayerAnimationSequence* sequence) OVERRIDE { } virtual void OnAttachedToSequence( ui::LayerAnimationSequence* sequence) OVERRIDE { LayerAnimationObserver::OnAttachedToSequence(sequence); sequences_attached_++; } // Callback to be called. base::Closure callback_; // Number of sequences this observer was attached to. int sequences_attached_; // Number of sequences either ended or aborted. int sequences_completed_; bool paused_; DISALLOW_COPY_AND_ASSIGN(AnimationFinishedObserver); }; } // namespace const int LockStateController::kLockTimeoutMs = 400; const int LockStateController::kShutdownTimeoutMs = 400; const int LockStateController::kLockFailTimeoutMs = 8000; const int LockStateController::kLockToShutdownTimeoutMs = 150; const int LockStateController::kShutdownRequestDelayMs = 50; LockStateController::TestApi::TestApi(LockStateController* controller) : controller_(controller) { } LockStateController::TestApi::~TestApi() { } LockStateController::LockStateController() : animator_(new SessionStateAnimator()), login_status_(user::LOGGED_IN_NONE), system_is_locked_(false), shutting_down_(false), shutdown_after_lock_(false), animating_lock_(false), can_cancel_lock_animation_(false), weak_ptr_factory_(this) { Shell::GetPrimaryRootWindow()->GetHost()->AddObserver(this); } LockStateController::~LockStateController() { Shell::GetPrimaryRootWindow()->GetHost()->RemoveObserver(this); } void LockStateController::SetDelegate(LockStateControllerDelegate* delegate) { delegate_.reset(delegate); } void LockStateController::AddObserver(LockStateObserver* observer) { observers_.AddObserver(observer); } void LockStateController::RemoveObserver(LockStateObserver* observer) { observers_.RemoveObserver(observer); } bool LockStateController::HasObserver(LockStateObserver* observer) { return observers_.HasObserver(observer); } void LockStateController::StartLockAnimation( bool shutdown_after_lock) { if (animating_lock_) return; shutdown_after_lock_ = shutdown_after_lock; can_cancel_lock_animation_ = true; StartCancellablePreLockAnimation(); } void LockStateController::StartShutdownAnimation() { StartCancellableShutdownAnimation(); } void LockStateController::StartLockAnimationAndLockImmediately() { if (animating_lock_) return; StartImmediatePreLockAnimation(true /* request_lock_on_completion */); } bool LockStateController::LockRequested() { return lock_fail_timer_.IsRunning(); } bool LockStateController::ShutdownRequested() { return shutting_down_; } bool LockStateController::CanCancelLockAnimation() { return can_cancel_lock_animation_; } void LockStateController::CancelLockAnimation() { if (!CanCancelLockAnimation()) return; shutdown_after_lock_ = false; animating_lock_ = false; CancelPreLockAnimation(); } bool LockStateController::CanCancelShutdownAnimation() { return pre_shutdown_timer_.IsRunning() || shutdown_after_lock_ || lock_to_shutdown_timer_.IsRunning(); } void LockStateController::CancelShutdownAnimation() { if (!CanCancelShutdownAnimation()) return; if (lock_to_shutdown_timer_.IsRunning()) { lock_to_shutdown_timer_.Stop(); return; } if (shutdown_after_lock_) { shutdown_after_lock_ = false; return; } animator_->StartGlobalAnimation( SessionStateAnimator::ANIMATION_UNDO_GRAYSCALE_BRIGHTNESS, SessionStateAnimator::ANIMATION_SPEED_REVERT_SHUTDOWN); pre_shutdown_timer_.Stop(); } void LockStateController::OnStartingLock() { if (shutting_down_ || system_is_locked_) return; if (animating_lock_) return; StartImmediatePreLockAnimation(false /* request_lock_on_completion */); } void LockStateController::RequestShutdown() { if (shutting_down_) return; shutting_down_ = true; Shell* shell = ash::Shell::GetInstance(); shell->cursor_manager()->HideCursor(); shell->cursor_manager()->LockCursor(); animator_->StartGlobalAnimation( SessionStateAnimator::ANIMATION_GRAYSCALE_BRIGHTNESS, SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); StartRealShutdownTimer(true); } void LockStateController::OnLockScreenHide( base::Callback<void(void)>& callback) { StartUnlockAnimationBeforeUIDestroyed(callback); } void LockStateController::SetLockScreenDisplayedCallback( const base::Closure& callback) { lock_screen_displayed_callback_ = callback; } void LockStateController::OnHostCloseRequested( const aura::WindowTreeHost* host) { Shell::GetInstance()->delegate()->Exit(); } void LockStateController::OnLoginStateChanged( user::LoginStatus status) { if (status != user::LOGGED_IN_LOCKED) login_status_ = status; system_is_locked_ = (status == user::LOGGED_IN_LOCKED); } void LockStateController::OnAppTerminating() { // If we hear that Chrome is exiting but didn't request it ourselves, all we // can really hope for is that we'll have time to clear the screen. // This is also the case when the user signs off. if (!shutting_down_) { shutting_down_ = true; Shell* shell = ash::Shell::GetInstance(); shell->cursor_manager()->HideCursor(); shell->cursor_manager()->LockCursor(); animator_->StartAnimation(SessionStateAnimator::kAllContainersMask, SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY, SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE); } } void LockStateController::OnLockStateChanged(bool locked) { VLOG(1) << "OnLockStateChanged " << locked; if (shutting_down_ || (system_is_locked_ == locked)) return; system_is_locked_ = locked; if (locked) { StartPostLockAnimation(); lock_fail_timer_.Stop(); } else { StartUnlockAnimationAfterUIDestroyed(); } } void LockStateController::OnLockFailTimeout() { DCHECK(!system_is_locked_); CHECK(false) << "We can not be sure about the lock state. Crash and let the " << "SessionManager end the session"; } void LockStateController::StartLockToShutdownTimer() { shutdown_after_lock_ = false; lock_to_shutdown_timer_.Stop(); lock_to_shutdown_timer_.Start( FROM_HERE, base::TimeDelta::FromMilliseconds(kLockToShutdownTimeoutMs), this, &LockStateController::OnLockToShutdownTimeout); } void LockStateController::OnLockToShutdownTimeout() { DCHECK(system_is_locked_); StartCancellableShutdownAnimation(); } void LockStateController::StartPreShutdownAnimationTimer() { pre_shutdown_timer_.Stop(); pre_shutdown_timer_.Start( FROM_HERE, animator_->GetDuration(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN), this, &LockStateController::OnPreShutdownAnimationTimeout); } void LockStateController::OnPreShutdownAnimationTimeout() { VLOG(1) << "OnPreShutdownAnimationTimeout"; shutting_down_ = true; Shell* shell = ash::Shell::GetInstance(); shell->cursor_manager()->HideCursor(); StartRealShutdownTimer(false); } void LockStateController::StartRealShutdownTimer(bool with_animation_time) { base::TimeDelta duration = base::TimeDelta::FromMilliseconds(kShutdownRequestDelayMs); if (with_animation_time) { duration += animator_->GetDuration(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); } #if defined(OS_CHROMEOS) const AccessibilityDelegate* const delegate = Shell::GetInstance()->accessibility_delegate(); base::TimeDelta sound_duration = delegate->PlayShutdownSound(); sound_duration = std::min(sound_duration, base::TimeDelta::FromMilliseconds(kMaxShutdownSoundDurationMs)); duration = std::max(duration, sound_duration); #endif real_shutdown_timer_.Start( FROM_HERE, duration, this, &LockStateController::OnRealShutdownTimeout); } void LockStateController::OnRealShutdownTimeout() { VLOG(1) << "OnRealShutdownTimeout"; DCHECK(shutting_down_); #if defined(OS_CHROMEOS) if (!base::SysInfo::IsRunningOnChromeOS()) { ShellDelegate* delegate = Shell::GetInstance()->delegate(); if (delegate) { delegate->Exit(); return; } } #endif Shell::GetInstance()->metrics()->RecordUserMetricsAction( UMA_ACCEL_SHUT_DOWN_POWER_BUTTON); delegate_->RequestShutdown(); } void LockStateController::StartCancellableShutdownAnimation() { Shell* shell = ash::Shell::GetInstance(); // Hide cursor, but let it reappear if the mouse moves. shell->cursor_manager()->HideCursor(); animator_->StartGlobalAnimation( SessionStateAnimator::ANIMATION_GRAYSCALE_BRIGHTNESS, SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN); StartPreShutdownAnimationTimer(); } void LockStateController::StartImmediatePreLockAnimation( bool request_lock_on_completion) { VLOG(1) << "StartImmediatePreLockAnimation " << request_lock_on_completion; animating_lock_ = true; StoreUnlockedProperties(); base::Closure next_animation_starter = base::Bind(&LockStateController::PreLockAnimationFinished, weak_ptr_factory_.GetWeakPtr(), request_lock_on_completion); AnimationFinishedObserver* observer = new AnimationFinishedObserver(next_animation_starter); observer->Pause(); animator_->StartAnimationWithObserver( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT, SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, observer); animator_->StartAnimationWithObserver( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_OUT, SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, observer); // Hide the screen locker containers so we can raise them later. animator_->StartAnimation(SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY, SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE); AnimateBackgroundAppearanceIfNecessary( SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, observer); observer->Unpause(); DispatchCancelMode(); FOR_EACH_OBSERVER(LockStateObserver, observers_, OnLockStateEvent(LockStateObserver::EVENT_LOCK_ANIMATION_STARTED)); } void LockStateController::StartCancellablePreLockAnimation() { animating_lock_ = true; StoreUnlockedProperties(); VLOG(1) << "StartCancellablePreLockAnimation"; base::Closure next_animation_starter = base::Bind(&LockStateController::PreLockAnimationFinished, weak_ptr_factory_.GetWeakPtr(), true /* request_lock */); AnimationFinishedObserver* observer = new AnimationFinishedObserver(next_animation_starter); observer->Pause(); animator_->StartAnimationWithObserver( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT, SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, observer); animator_->StartAnimationWithObserver( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_OUT, SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, observer); // Hide the screen locker containers so we can raise them later. animator_->StartAnimation(SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY, SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE); AnimateBackgroundAppearanceIfNecessary( SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, observer); DispatchCancelMode(); FOR_EACH_OBSERVER(LockStateObserver, observers_, OnLockStateEvent(LockStateObserver::EVENT_PRELOCK_ANIMATION_STARTED)); observer->Unpause(); } void LockStateController::CancelPreLockAnimation() { VLOG(1) << "CancelPreLockAnimation"; base::Closure next_animation_starter = base::Bind(&LockStateController::LockAnimationCancelled, weak_ptr_factory_.GetWeakPtr()); AnimationFinishedObserver* observer = new AnimationFinishedObserver(next_animation_starter); observer->Pause(); animator_->StartAnimationWithObserver( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_UNDO_LIFT, SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS, observer); animator_->StartAnimationWithObserver( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_IN, SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS, observer); AnimateBackgroundHidingIfNecessary( SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS, observer); observer->Unpause(); } void LockStateController::StartPostLockAnimation() { VLOG(1) << "StartPostLockAnimation"; base::Closure next_animation_starter = base::Bind(&LockStateController::PostLockAnimationFinished, weak_ptr_factory_.GetWeakPtr()); AnimationFinishedObserver* observer = new AnimationFinishedObserver(next_animation_starter); observer->Pause(); animator_->StartAnimationWithObserver( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_RAISE_TO_SCREEN, SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, observer); observer->Unpause(); } void LockStateController::StartUnlockAnimationBeforeUIDestroyed( base::Closure& callback) { VLOG(1) << "StartUnlockAnimationBeforeUIDestroyed"; animator_->StartAnimationWithCallback( SessionStateAnimator::LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_LIFT, SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, callback); } void LockStateController::StartUnlockAnimationAfterUIDestroyed() { VLOG(1) << "StartUnlockAnimationAfterUIDestroyed"; base::Closure next_animation_starter = base::Bind(&LockStateController::UnlockAnimationAfterUIDestroyedFinished, weak_ptr_factory_.GetWeakPtr()); AnimationFinishedObserver* observer = new AnimationFinishedObserver(next_animation_starter); observer->Pause(); animator_->StartAnimationWithObserver( SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS, SessionStateAnimator::ANIMATION_DROP, SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, observer); animator_->StartAnimationWithObserver( SessionStateAnimator::LAUNCHER, SessionStateAnimator::ANIMATION_FADE_IN, SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, observer); AnimateBackgroundHidingIfNecessary( SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, observer); observer->Unpause(); } void LockStateController::LockAnimationCancelled() { can_cancel_lock_animation_ = false; RestoreUnlockedProperties(); } void LockStateController::PreLockAnimationFinished(bool request_lock) { VLOG(1) << "PreLockAnimationFinished"; can_cancel_lock_animation_ = false; // Don't do anything (including starting the lock-fail timer) if the screen // was already locked while the animation was going. if (system_is_locked_) { DCHECK(!request_lock) << "Got request to lock already-locked system " << "at completion of pre-lock animation"; return; } if (request_lock) { Shell::GetInstance()->metrics()->RecordUserMetricsAction( shutdown_after_lock_ ? UMA_ACCEL_LOCK_SCREEN_POWER_BUTTON : UMA_ACCEL_LOCK_SCREEN_LOCK_BUTTON); delegate_->RequestLockScreen(); } base::TimeDelta timeout = base::TimeDelta::FromMilliseconds(kLockFailTimeoutMs); #if defined(OS_CHROMEOS) // Increase lock timeout for slower hardware, see http://crbug.com/350628 const std::string board = base::SysInfo::GetLsbReleaseBoard(); if (board == "x86-mario" || StartsWithASCII(board, "x86-alex", true /* case_sensitive */) || StartsWithASCII(board, "x86-zgb", true /* case_sensitive */)) { timeout *= 2; } #endif lock_fail_timer_.Start( FROM_HERE, timeout, this, &LockStateController::OnLockFailTimeout); } void LockStateController::PostLockAnimationFinished() { animating_lock_ = false; VLOG(1) << "PostLockAnimationFinished"; FOR_EACH_OBSERVER(LockStateObserver, observers_, OnLockStateEvent(LockStateObserver::EVENT_LOCK_ANIMATION_FINISHED)); if (!lock_screen_displayed_callback_.is_null()) { lock_screen_displayed_callback_.Run(); lock_screen_displayed_callback_.Reset(); } CHECK(!views::MenuController::GetActiveInstance()); if (shutdown_after_lock_) { shutdown_after_lock_ = false; StartLockToShutdownTimer(); } } void LockStateController::UnlockAnimationAfterUIDestroyedFinished() { RestoreUnlockedProperties(); } void LockStateController::StoreUnlockedProperties() { if (!unlocked_properties_) { unlocked_properties_.reset(new UnlockedStateProperties()); unlocked_properties_->background_is_hidden = IsBackgroundHidden(); } if (unlocked_properties_->background_is_hidden) { // Hide background so that it can be animated later. animator_->StartAnimation(SessionStateAnimator::DESKTOP_BACKGROUND, SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY, SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE); ShowBackground(); } } void LockStateController::RestoreUnlockedProperties() { if (!unlocked_properties_) return; if (unlocked_properties_->background_is_hidden) { HideBackground(); // Restore background visibility. animator_->StartAnimation(SessionStateAnimator::DESKTOP_BACKGROUND, SessionStateAnimator::ANIMATION_FADE_IN, SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE); } unlocked_properties_.reset(); } void LockStateController::AnimateBackgroundAppearanceIfNecessary( SessionStateAnimator::AnimationSpeed speed, ui::LayerAnimationObserver* observer) { if (unlocked_properties_.get() && unlocked_properties_->background_is_hidden) { animator_->StartAnimationWithObserver( SessionStateAnimator::DESKTOP_BACKGROUND, SessionStateAnimator::ANIMATION_FADE_IN, speed, observer); } } void LockStateController::AnimateBackgroundHidingIfNecessary( SessionStateAnimator::AnimationSpeed speed, ui::LayerAnimationObserver* observer) { if (unlocked_properties_.get() && unlocked_properties_->background_is_hidden) { animator_->StartAnimationWithObserver( SessionStateAnimator::DESKTOP_BACKGROUND, SessionStateAnimator::ANIMATION_FADE_OUT, speed, observer); } } } // namespace ash