// 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. #include "ui/aura/window.h" #include <algorithm> #include "base/bind.h" #include "base/bind_helpers.h" #include "base/callback.h" #include "base/logging.h" #include "base/strings/string_number_conversions.h" #include "base/strings/string_util.h" #include "base/strings/stringprintf.h" #include "ui/aura/client/capture_client.h" #include "ui/aura/client/cursor_client.h" #include "ui/aura/client/event_client.h" #include "ui/aura/client/focus_client.h" #include "ui/aura/client/screen_position_client.h" #include "ui/aura/client/visibility_client.h" #include "ui/aura/client/window_stacking_client.h" #include "ui/aura/env.h" #include "ui/aura/layout_manager.h" #include "ui/aura/window_delegate.h" #include "ui/aura/window_event_dispatcher.h" #include "ui/aura/window_observer.h" #include "ui/aura/window_tracker.h" #include "ui/aura/window_tree_host.h" #include "ui/compositor/compositor.h" #include "ui/compositor/layer.h" #include "ui/events/event_target_iterator.h" #include "ui/gfx/canvas.h" #include "ui/gfx/path.h" #include "ui/gfx/scoped_canvas.h" #include "ui/gfx/screen.h" namespace aura { namespace { ui::LayerType WindowLayerTypeToUILayerType(WindowLayerType window_layer_type) { switch (window_layer_type) { case WINDOW_LAYER_NONE: break; case WINDOW_LAYER_NOT_DRAWN: return ui::LAYER_NOT_DRAWN; case WINDOW_LAYER_TEXTURED: return ui::LAYER_TEXTURED; case WINDOW_LAYER_SOLID_COLOR: return ui::LAYER_SOLID_COLOR; } NOTREACHED(); return ui::LAYER_NOT_DRAWN; } // Used when searching for a Window to stack relative to. template <class T> T IteratorForDirectionBegin(aura::Window* window); template <> Window::Windows::const_iterator IteratorForDirectionBegin( aura::Window* window) { return window->children().begin(); } template <> Window::Windows::const_reverse_iterator IteratorForDirectionBegin( aura::Window* window) { return window->children().rbegin(); } template <class T> T IteratorForDirectionEnd(aura::Window* window); template <> Window::Windows::const_iterator IteratorForDirectionEnd(aura::Window* window) { return window->children().end(); } template <> Window::Windows::const_reverse_iterator IteratorForDirectionEnd( aura::Window* window) { return window->children().rend(); } // Depth first search for the first Window with a layer to stack relative // to. Starts at target. Does not descend into |ignore|. template <class T> ui::Layer* FindStackingTargetLayerDown(aura::Window* target, aura::Window* ignore) { if (target == ignore) return NULL; if (target->layer()) return target->layer(); for (T i = IteratorForDirectionBegin<T>(target); i != IteratorForDirectionEnd<T>(target); ++i) { ui::Layer* layer = FindStackingTargetLayerDown<T>(*i, ignore); if (layer) return layer; } return NULL; } // Depth first search through the siblings of |target||. This does not search // all the siblings, only those before/after |target| (depening upon the // template type) and ignoring |ignore|. Returns the Layer of the first Window // encountered with a Layer. template <class T> ui::Layer* FindStackingLayerInSiblings(aura::Window* target, aura::Window* ignore) { aura::Window* parent = target->parent(); for (T i = std::find(IteratorForDirectionBegin<T>(parent), IteratorForDirectionEnd<T>(parent), target); i != IteratorForDirectionEnd<T>(parent); ++i) { ui::Layer* layer = FindStackingTargetLayerDown<T>(*i, ignore); if (layer) return layer; } return NULL; } // Returns the first Window that has a Layer. This does a depth first search // through the descendants of |target| first, then ascends up doing a depth // first search through siblings of all ancestors until a Layer is found or an // ancestor with a layer is found. This is intended to locate a layer to stack // other layers relative to. template <class T> ui::Layer* FindStackingTargetLayer(aura::Window* target, aura::Window* ignore) { ui::Layer* result = FindStackingTargetLayerDown<T>(target, ignore); if (result) return result; while (target->parent()) { ui::Layer* result = FindStackingLayerInSiblings<T>(target, ignore); if (result) return result; target = target->parent(); if (target->layer()) return NULL; } return NULL; } // Does a depth first search for all descendants of |child| that have layers. // This stops at any descendants that have layers (and adds them to |layers|). void GetLayersToStack(aura::Window* child, std::vector<ui::Layer*>* layers) { if (child->layer()) { layers->push_back(child->layer()); return; } for (size_t i = 0; i < child->children().size(); ++i) GetLayersToStack(child->children()[i], layers); } } // namespace class ScopedCursorHider { public: explicit ScopedCursorHider(Window* window) : window_(window), hid_cursor_(false) { if (!window_->IsRootWindow()) return; const bool cursor_is_in_bounds = window_->GetBoundsInScreen().Contains( Env::GetInstance()->last_mouse_location()); client::CursorClient* cursor_client = client::GetCursorClient(window_); if (cursor_is_in_bounds && cursor_client && cursor_client->IsCursorVisible()) { cursor_client->HideCursor(); hid_cursor_ = true; } } ~ScopedCursorHider() { if (!window_->IsRootWindow()) return; // Update the device scale factor of the cursor client only when the last // mouse location is on this root window. if (hid_cursor_) { client::CursorClient* cursor_client = client::GetCursorClient(window_); if (cursor_client) { const gfx::Display& display = gfx::Screen::GetScreenFor(window_)->GetDisplayNearestWindow( window_); cursor_client->SetDisplay(display); cursor_client->ShowCursor(); } } } private: Window* window_; bool hid_cursor_; DISALLOW_COPY_AND_ASSIGN(ScopedCursorHider); }; Window::Window(WindowDelegate* delegate) : host_(NULL), type_(ui::wm::WINDOW_TYPE_UNKNOWN), owned_by_parent_(true), delegate_(delegate), parent_(NULL), visible_(false), id_(-1), transparent_(false), user_data_(NULL), ignore_events_(false), // Don't notify newly added observers during notification. This causes // problems for code that adds an observer as part of an observer // notification (such as the workspace code). observers_(ObserverList<WindowObserver>::NOTIFY_EXISTING_ONLY) { set_target_handler(delegate_); } Window::~Window() { // |layer()| can be NULL during tests, or if this Window is layerless. if (layer()) { if (layer()->owner() == this) layer()->CompleteAllAnimations(); layer()->SuppressPaint(); } // Let the delegate know we're in the processing of destroying. if (delegate_) delegate_->OnWindowDestroying(this); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowDestroying(this)); // TODO(beng): See comment in window_event_dispatcher.h. This shouldn't be // necessary but unfortunately is right now due to ordering // peculiarities. WED must be notified _after_ other observers // are notified of pending teardown but before the hierarchy // is actually torn down. WindowTreeHost* host = GetHost(); if (host) host->dispatcher()->OnPostNotifiedWindowDestroying(this); // The window should have already had its state cleaned up in // WindowEventDispatcher::OnWindowHidden(), but there have been some crashes // involving windows being destroyed without being hidden first. See // crbug.com/342040. This should help us debug the issue. TODO(tdresser): // remove this once we determine why we have windows that are destroyed // without being hidden. bool window_incorrectly_cleaned_up = CleanupGestureState(); CHECK(!window_incorrectly_cleaned_up); // Then destroy the children. RemoveOrDestroyChildren(); // The window needs to be removed from the parent before calling the // WindowDestroyed callbacks of delegate and the observers. if (parent_) parent_->RemoveChild(this); if (delegate_) delegate_->OnWindowDestroyed(this); ObserverListBase<WindowObserver>::Iterator iter(observers_); WindowObserver* observer; while ((observer = iter.GetNext())) { RemoveObserver(observer); observer->OnWindowDestroyed(this); } // Clear properties. for (std::map<const void*, Value>::const_iterator iter = prop_map_.begin(); iter != prop_map_.end(); ++iter) { if (iter->second.deallocator) (*iter->second.deallocator)(iter->second.value); } prop_map_.clear(); // If we have layer it will either be destroyed by |layer_owner_|'s dtor, or // by whoever acquired it. We don't have a layer if Init() wasn't invoked or // we are layerless. if (layer()) layer()->set_delegate(NULL); DestroyLayer(); } void Window::Init(WindowLayerType window_layer_type) { if (window_layer_type != WINDOW_LAYER_NONE) { SetLayer(new ui::Layer(WindowLayerTypeToUILayerType(window_layer_type))); layer()->SetVisible(false); layer()->set_delegate(this); UpdateLayerName(); layer()->SetFillsBoundsOpaquely(!transparent_); } Env::GetInstance()->NotifyWindowInitialized(this); } void Window::SetType(ui::wm::WindowType type) { // Cannot change type after the window is initialized. DCHECK(!layer()); type_ = type; } void Window::SetName(const std::string& name) { name_ = name; if (layer()) UpdateLayerName(); } void Window::SetTransparent(bool transparent) { transparent_ = transparent; if (layer()) layer()->SetFillsBoundsOpaquely(!transparent_); } void Window::SetFillsBoundsCompletely(bool fills_bounds) { if (layer()) layer()->SetFillsBoundsCompletely(fills_bounds); } Window* Window::GetRootWindow() { return const_cast<Window*>( static_cast<const Window*>(this)->GetRootWindow()); } const Window* Window::GetRootWindow() const { return IsRootWindow() ? this : parent_ ? parent_->GetRootWindow() : NULL; } WindowTreeHost* Window::GetHost() { return const_cast<WindowTreeHost*>(const_cast<const Window*>(this)-> GetHost()); } const WindowTreeHost* Window::GetHost() const { const Window* root_window = GetRootWindow(); return root_window ? root_window->host_ : NULL; } void Window::Show() { if (layer()) { DCHECK_EQ(visible_, layer()->GetTargetVisibility()); // It is not allowed that a window is visible but the layers alpha is fully // transparent since the window would still be considered to be active but // could not be seen. DCHECK(!(visible_ && layer()->GetTargetOpacity() == 0.0f)); } SetVisible(true); } void Window::Hide() { // RootWindow::OnVisibilityChanged will call ReleaseCapture. SetVisible(false); } bool Window::IsVisible() const { // Layer visibility can be inconsistent with window visibility, for example // when a Window is hidden, we want this function to return false immediately // after, even though the client may decide to animate the hide effect (and // so the layer will be visible for some time after Hide() is called). for (const Window* window = this; window; window = window->parent()) { if (!window->visible_) return false; if (window->layer()) return window->layer()->IsDrawn(); } return false; } gfx::Rect Window::GetBoundsInRootWindow() const { // TODO(beng): There may be a better way to handle this, and the existing code // is likely wrong anyway in a multi-display world, but this will // do for now. if (!GetRootWindow()) return bounds(); gfx::Point origin = bounds().origin(); ConvertPointToTarget(parent_, GetRootWindow(), &origin); return gfx::Rect(origin, bounds().size()); } gfx::Rect Window::GetBoundsInScreen() const { gfx::Rect bounds(GetBoundsInRootWindow()); const Window* root = GetRootWindow(); if (root) { aura::client::ScreenPositionClient* screen_position_client = aura::client::GetScreenPositionClient(root); if (screen_position_client) { gfx::Point origin = bounds.origin(); screen_position_client->ConvertPointToScreen(root, &origin); bounds.set_origin(origin); } } return bounds; } void Window::SetTransform(const gfx::Transform& transform) { if (!layer()) { // Transforms aren't supported on layerless windows. NOTREACHED(); return; } FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowTransforming(this)); layer()->SetTransform(transform); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowTransformed(this)); } void Window::SetLayoutManager(LayoutManager* layout_manager) { if (layout_manager == layout_manager_) return; layout_manager_.reset(layout_manager); if (!layout_manager) return; // If we're changing to a new layout manager, ensure it is aware of all the // existing child windows. for (Windows::const_iterator it = children_.begin(); it != children_.end(); ++it) layout_manager_->OnWindowAddedToLayout(*it); } scoped_ptr<ui::EventTargeter> Window::SetEventTargeter(scoped_ptr<ui::EventTargeter> targeter) { scoped_ptr<ui::EventTargeter> old_targeter = targeter_.Pass(); targeter_ = targeter.Pass(); return old_targeter.Pass(); } void Window::SetBounds(const gfx::Rect& new_bounds) { if (parent_ && parent_->layout_manager()) parent_->layout_manager()->SetChildBounds(this, new_bounds); else { // Ensure we don't go smaller than our minimum bounds. gfx::Rect final_bounds(new_bounds); if (delegate_) { const gfx::Size& min_size = delegate_->GetMinimumSize(); final_bounds.set_width(std::max(min_size.width(), final_bounds.width())); final_bounds.set_height(std::max(min_size.height(), final_bounds.height())); } SetBoundsInternal(final_bounds); } } void Window::SetBoundsInScreen(const gfx::Rect& new_bounds_in_screen, const gfx::Display& dst_display) { Window* root = GetRootWindow(); if (root) { gfx::Point origin = new_bounds_in_screen.origin(); aura::client::ScreenPositionClient* screen_position_client = aura::client::GetScreenPositionClient(root); screen_position_client->SetBounds(this, new_bounds_in_screen, dst_display); return; } SetBounds(new_bounds_in_screen); } gfx::Rect Window::GetTargetBounds() const { if (!layer()) return bounds(); if (!parent_ || parent_->layer()) return layer()->GetTargetBounds(); // We have a layer but our parent (who is valid) doesn't. This means the // coordinates of the layer are relative to the first ancestor with a layer; // convert to be relative to parent. gfx::Vector2d offset; const aura::Window* ancestor_with_layer = parent_->GetAncestorWithLayer(&offset); if (!ancestor_with_layer) return layer()->GetTargetBounds(); gfx::Rect layer_target_bounds = layer()->GetTargetBounds(); layer_target_bounds -= offset; return layer_target_bounds; } void Window::SchedulePaintInRect(const gfx::Rect& rect) { if (!layer() && parent_) { // Notification of paint scheduled happens for the window with a layer. gfx::Rect parent_rect(bounds().size()); parent_rect.Intersect(rect); if (!parent_rect.IsEmpty()) { parent_rect.Offset(bounds().origin().OffsetFromOrigin()); parent_->SchedulePaintInRect(parent_rect); } } else if (layer() && layer()->SchedulePaint(rect)) { FOR_EACH_OBSERVER( WindowObserver, observers_, OnWindowPaintScheduled(this, rect)); } } void Window::StackChildAtTop(Window* child) { if (children_.size() <= 1 || child == children_.back()) return; // In the front already. StackChildAbove(child, children_.back()); } void Window::StackChildAbove(Window* child, Window* target) { StackChildRelativeTo(child, target, STACK_ABOVE); } void Window::StackChildAtBottom(Window* child) { if (children_.size() <= 1 || child == children_.front()) return; // At the bottom already. StackChildBelow(child, children_.front()); } void Window::StackChildBelow(Window* child, Window* target) { StackChildRelativeTo(child, target, STACK_BELOW); } void Window::AddChild(Window* child) { WindowObserver::HierarchyChangeParams params; params.target = child; params.new_parent = this; params.old_parent = child->parent(); params.phase = WindowObserver::HierarchyChangeParams::HIERARCHY_CHANGING; NotifyWindowHierarchyChange(params); Window* old_root = child->GetRootWindow(); DCHECK(std::find(children_.begin(), children_.end(), child) == children_.end()); if (child->parent()) child->parent()->RemoveChildImpl(child, this); gfx::Vector2d offset; aura::Window* ancestor_with_layer = GetAncestorWithLayer(&offset); child->parent_ = this; if (ancestor_with_layer) { offset += child->bounds().OffsetFromOrigin(); child->ReparentLayers(ancestor_with_layer->layer(), offset); } children_.push_back(child); if (layout_manager_) layout_manager_->OnWindowAddedToLayout(child); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowAdded(child)); child->OnParentChanged(); Window* root_window = GetRootWindow(); if (root_window && old_root != root_window) { root_window->GetHost()->dispatcher()->OnWindowAddedToRootWindow(child); child->NotifyAddedToRootWindow(); } params.phase = WindowObserver::HierarchyChangeParams::HIERARCHY_CHANGED; NotifyWindowHierarchyChange(params); } void Window::RemoveChild(Window* child) { WindowObserver::HierarchyChangeParams params; params.target = child; params.new_parent = NULL; params.old_parent = this; params.phase = WindowObserver::HierarchyChangeParams::HIERARCHY_CHANGING; NotifyWindowHierarchyChange(params); RemoveChildImpl(child, NULL); params.phase = WindowObserver::HierarchyChangeParams::HIERARCHY_CHANGED; NotifyWindowHierarchyChange(params); } bool Window::Contains(const Window* other) const { for (const Window* parent = other; parent; parent = parent->parent_) { if (parent == this) return true; } return false; } 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::ConvertPointToTarget(const Window* source, const Window* target, gfx::Point* point) { if (!source) return; if (source->GetRootWindow() != target->GetRootWindow()) { client::ScreenPositionClient* source_client = client::GetScreenPositionClient(source->GetRootWindow()); // |source_client| can be NULL in tests. if (source_client) source_client->ConvertPointToScreen(source, point); client::ScreenPositionClient* target_client = client::GetScreenPositionClient(target->GetRootWindow()); // |target_client| can be NULL in tests. if (target_client) target_client->ConvertPointFromScreen(target, point); } else if ((source != target) && (!source->layer() || !target->layer())) { if (!source->layer()) { gfx::Vector2d offset_to_layer; source = source->GetAncestorWithLayer(&offset_to_layer); *point += offset_to_layer; } if (!target->layer()) { gfx::Vector2d offset_to_layer; target = target->GetAncestorWithLayer(&offset_to_layer); *point -= offset_to_layer; } ui::Layer::ConvertPointToLayer(source->layer(), target->layer(), point); } else { ui::Layer::ConvertPointToLayer(source->layer(), target->layer(), point); } } // static void Window::ConvertRectToTarget(const Window* source, const Window* target, gfx::Rect* rect) { DCHECK(rect); gfx::Point origin = rect->origin(); ConvertPointToTarget(source, target, &origin); rect->set_origin(origin); } void Window::MoveCursorTo(const gfx::Point& point_in_window) { Window* root_window = GetRootWindow(); DCHECK(root_window); gfx::Point point_in_root(point_in_window); ConvertPointToTarget(this, root_window, &point_in_root); root_window->GetHost()->MoveCursorTo(point_in_root); } gfx::NativeCursor Window::GetCursor(const gfx::Point& point) const { return delegate_ ? delegate_->GetCursor(point) : gfx::kNullCursor; } void Window::AddObserver(WindowObserver* observer) { observer->OnObservingWindow(this); observers_.AddObserver(observer); } void Window::RemoveObserver(WindowObserver* observer) { observer->OnUnobservingWindow(this); observers_.RemoveObserver(observer); } bool Window::HasObserver(WindowObserver* observer) { return observers_.HasObserver(observer); } bool Window::ContainsPointInRoot(const gfx::Point& point_in_root) const { const Window* root_window = GetRootWindow(); if (!root_window) return false; gfx::Point local_point(point_in_root); ConvertPointToTarget(root_window, this, &local_point); return gfx::Rect(GetTargetBounds().size()).Contains(local_point); } bool Window::ContainsPoint(const gfx::Point& local_point) const { return gfx::Rect(bounds().size()).Contains(local_point); } Window* Window::GetEventHandlerForPoint(const gfx::Point& local_point) { return GetWindowForPoint(local_point, true, true); } Window* Window::GetTopWindowContainingPoint(const gfx::Point& local_point) { return GetWindowForPoint(local_point, false, false); } Window* Window::GetToplevelWindow() { Window* topmost_window_with_delegate = NULL; for (aura::Window* window = this; window != NULL; window = window->parent()) { if (window->delegate()) topmost_window_with_delegate = window; } return topmost_window_with_delegate; } void Window::Focus() { client::FocusClient* client = client::GetFocusClient(this); DCHECK(client); client->FocusWindow(this); } void Window::Blur() { client::FocusClient* client = client::GetFocusClient(this); DCHECK(client); client->FocusWindow(NULL); } bool Window::HasFocus() const { client::FocusClient* client = client::GetFocusClient(this); return client && client->GetFocusedWindow() == this; } bool Window::CanFocus() const { if (IsRootWindow()) return IsVisible(); // NOTE: as part of focusing the window the ActivationClient may make the // window visible (by way of making a hidden ancestor visible). For this // reason we can't check visibility here and assume the client is doing it. if (!parent_ || (delegate_ && !delegate_->CanFocus())) return false; // The client may forbid certain windows from receiving focus at a given point // in time. client::EventClient* client = client::GetEventClient(GetRootWindow()); if (client && !client->CanProcessEventsWithinSubtree(this)) return false; return parent_->CanFocus(); } bool Window::CanReceiveEvents() const { if (IsRootWindow()) return IsVisible(); // The client may forbid certain windows from receiving events at a given // point in time. client::EventClient* client = client::GetEventClient(GetRootWindow()); if (client && !client->CanProcessEventsWithinSubtree(this)) return false; return parent_ && IsVisible() && parent_->CanReceiveEvents(); } void Window::SetCapture() { if (!IsVisible()) return; Window* root_window = GetRootWindow(); if (!root_window) return; client::GetCaptureClient(root_window)->SetCapture(this); } void Window::ReleaseCapture() { Window* root_window = GetRootWindow(); if (!root_window) return; client::GetCaptureClient(root_window)->ReleaseCapture(this); } bool Window::HasCapture() { Window* root_window = GetRootWindow(); if (!root_window) return false; client::CaptureClient* capture_client = client::GetCaptureClient(root_window); return capture_client && capture_client->GetCaptureWindow() == this; } void Window::SuppressPaint() { if (layer()) layer()->SuppressPaint(); } // {Set,Get,Clear}Property are implemented in window_property.h. void Window::SetNativeWindowProperty(const char* key, void* value) { SetPropertyInternal( key, key, NULL, reinterpret_cast<int64>(value), 0); } void* Window::GetNativeWindowProperty(const char* key) const { return reinterpret_cast<void*>(GetPropertyInternal(key, 0)); } void Window::OnDeviceScaleFactorChanged(float device_scale_factor) { ScopedCursorHider hider(this); if (IsRootWindow()) host_->OnDeviceScaleFactorChanged(device_scale_factor); if (delegate_) delegate_->OnDeviceScaleFactorChanged(device_scale_factor); } #if !defined(NDEBUG) std::string Window::GetDebugInfo() const { return base::StringPrintf( "%s<%d> bounds(%d, %d, %d, %d) %s %s opacity=%.1f", name().empty() ? "Unknown" : name().c_str(), id(), bounds().x(), bounds().y(), bounds().width(), bounds().height(), visible_ ? "WindowVisible" : "WindowHidden", layer() ? (layer()->GetTargetVisibility() ? "LayerVisible" : "LayerHidden") : "NoLayer", layer() ? layer()->opacity() : 1.0f); } void Window::PrintWindowHierarchy(int depth) const { VLOG(0) << base::StringPrintf( "%*s%s", depth * 2, "", GetDebugInfo().c_str()); for (Windows::const_iterator it = children_.begin(); it != children_.end(); ++it) { Window* child = *it; child->PrintWindowHierarchy(depth + 1); } } #endif void Window::RemoveOrDestroyChildren() { while (!children_.empty()) { Window* child = children_[0]; if (child->owned_by_parent_) { delete child; // Deleting the child so remove it from out children_ list. DCHECK(std::find(children_.begin(), children_.end(), child) == children_.end()); } else { // Even if we can't delete the child, we still need to remove it from the // parent so that relevant bookkeeping (parent_ back-pointers etc) are // updated. RemoveChild(child); } } } /////////////////////////////////////////////////////////////////////////////// // Window, private: int64 Window::SetPropertyInternal(const void* key, const char* name, PropertyDeallocator deallocator, int64 value, int64 default_value) { int64 old = GetPropertyInternal(key, default_value); if (value == default_value) { prop_map_.erase(key); } else { Value prop_value; prop_value.name = name; prop_value.value = value; prop_value.deallocator = deallocator; prop_map_[key] = prop_value; } FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowPropertyChanged(this, key, old)); return old; } int64 Window::GetPropertyInternal(const void* key, int64 default_value) const { std::map<const void*, Value>::const_iterator iter = prop_map_.find(key); if (iter == prop_map_.end()) return default_value; return iter->second.value; } bool Window::HitTest(const gfx::Point& local_point) { gfx::Rect local_bounds(bounds().size()); if (!delegate_ || !delegate_->HasHitTestMask()) return local_bounds.Contains(local_point); gfx::Path mask; delegate_->GetHitTestMask(&mask); SkRegion clip_region; clip_region.setRect(local_bounds.x(), local_bounds.y(), local_bounds.width(), local_bounds.height()); SkRegion mask_region; return mask_region.setPath(mask, clip_region) && mask_region.contains(local_point.x(), local_point.y()); } void Window::SetBoundsInternal(const gfx::Rect& new_bounds) { gfx::Rect actual_new_bounds(new_bounds); gfx::Rect old_bounds = GetTargetBounds(); // Always need to set the layer's bounds -- even if it is to the same thing. // This may cause important side effects such as stopping animation. if (!layer()) { const gfx::Vector2d origin_delta = new_bounds.OffsetFromOrigin() - bounds_.OffsetFromOrigin(); bounds_ = new_bounds; OffsetLayerBounds(origin_delta); } else { if (parent_ && !parent_->layer()) { gfx::Vector2d offset; const aura::Window* ancestor_with_layer = parent_->GetAncestorWithLayer(&offset); if (ancestor_with_layer) actual_new_bounds.Offset(offset); } layer()->SetBounds(actual_new_bounds); } // If we are currently not the layer's delegate, we will not get bounds // changed notification from the layer (this typically happens after animating // hidden). We must notify ourselves. if (!layer() || layer()->delegate() != this) OnWindowBoundsChanged(old_bounds); } void Window::SetVisible(bool visible) { if ((layer() && visible == layer()->GetTargetVisibility()) || (!layer() && visible == visible_)) return; // No change. FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowVisibilityChanging(this, visible)); client::VisibilityClient* visibility_client = client::GetVisibilityClient(this); if (visibility_client) visibility_client->UpdateLayerVisibility(this, visible); else if (layer()) layer()->SetVisible(visible); visible_ = visible; SchedulePaint(); if (parent_ && parent_->layout_manager_) parent_->layout_manager_->OnChildWindowVisibilityChanged(this, visible); if (delegate_) delegate_->OnWindowTargetVisibilityChanged(visible); NotifyWindowVisibilityChanged(this, visible); } void Window::SchedulePaint() { SchedulePaintInRect(gfx::Rect(0, 0, bounds().width(), bounds().height())); } void Window::Paint(gfx::Canvas* canvas) { if (delegate_) delegate_->OnPaint(canvas); PaintLayerlessChildren(canvas); } void Window::PaintLayerlessChildren(gfx::Canvas* canvas) { for (size_t i = 0, count = children_.size(); i < count; ++i) { Window* child = children_[i]; if (!child->layer() && child->visible_) { gfx::ScopedCanvas scoped_canvas(canvas); canvas->ClipRect(child->bounds()); if (!canvas->IsClipEmpty()) { canvas->Translate(child->bounds().OffsetFromOrigin()); child->Paint(canvas); } } } } Window* Window::GetWindowForPoint(const gfx::Point& local_point, bool return_tightest, bool for_event_handling) { if (!IsVisible()) return NULL; if ((for_event_handling && !HitTest(local_point)) || (!for_event_handling && !ContainsPoint(local_point))) return NULL; // Check if I should claim this event and not pass it to my children because // the location is inside my hit test override area. For details, see // set_hit_test_bounds_override_inner(). if (for_event_handling && !hit_test_bounds_override_inner_.empty()) { gfx::Rect inset_local_bounds(gfx::Point(), bounds().size()); inset_local_bounds.Inset(hit_test_bounds_override_inner_); // We know we're inside the normal local bounds, so if we're outside the // inset bounds we must be in the special hit test override area. DCHECK(HitTest(local_point)); if (!inset_local_bounds.Contains(local_point)) return delegate_ ? this : NULL; } if (!return_tightest && delegate_) return this; for (Windows::const_reverse_iterator it = children_.rbegin(), rend = children_.rend(); it != rend; ++it) { Window* child = *it; if (for_event_handling) { if (child->ignore_events_) continue; // The client may not allow events to be processed by certain subtrees. client::EventClient* client = client::GetEventClient(GetRootWindow()); if (client && !client->CanProcessEventsWithinSubtree(child)) continue; if (delegate_ && !delegate_->ShouldDescendIntoChildForEventHandling( child, local_point)) continue; } gfx::Point point_in_child_coords(local_point); ConvertPointToTarget(this, child, &point_in_child_coords); Window* match = child->GetWindowForPoint(point_in_child_coords, return_tightest, for_event_handling); if (match) return match; } return delegate_ ? this : NULL; } void Window::RemoveChildImpl(Window* child, Window* new_parent) { if (layout_manager_) layout_manager_->OnWillRemoveWindowFromLayout(child); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWillRemoveWindow(child)); Window* root_window = child->GetRootWindow(); Window* new_root_window = new_parent ? new_parent->GetRootWindow() : NULL; if (root_window && root_window != new_root_window) child->NotifyRemovingFromRootWindow(new_root_window); gfx::Vector2d offset; GetAncestorWithLayer(&offset); child->UnparentLayers(!layer(), offset); child->parent_ = NULL; Windows::iterator i = std::find(children_.begin(), children_.end(), child); DCHECK(i != children_.end()); children_.erase(i); child->OnParentChanged(); if (layout_manager_) layout_manager_->OnWindowRemovedFromLayout(child); } void Window::UnparentLayers(bool has_layerless_ancestor, const gfx::Vector2d& offset) { if (!layer()) { const gfx::Vector2d new_offset = offset + bounds().OffsetFromOrigin(); for (size_t i = 0; i < children_.size(); ++i) { children_[i]->UnparentLayers(true, new_offset); } } else { // Only remove the layer if we still own it. Someone else may have acquired // ownership of it via AcquireLayer() and may expect the hierarchy to go // unchanged as the Window is destroyed. if (OwnsLayer()) { if (layer()->parent()) layer()->parent()->Remove(layer()); if (has_layerless_ancestor) { const gfx::Rect real_bounds(bounds_); gfx::Rect layer_bounds(layer()->bounds()); layer_bounds.Offset(-offset); layer()->SetBounds(layer_bounds); bounds_ = real_bounds; } } } } void Window::ReparentLayers(ui::Layer* parent_layer, const gfx::Vector2d& offset) { if (!layer()) { for (size_t i = 0; i < children_.size(); ++i) { children_[i]->ReparentLayers( parent_layer, offset + children_[i]->bounds().OffsetFromOrigin()); } } else { const gfx::Rect real_bounds(bounds()); parent_layer->Add(layer()); gfx::Rect layer_bounds(layer()->bounds().size()); layer_bounds += offset; layer()->SetBounds(layer_bounds); bounds_ = real_bounds; } } void Window::OffsetLayerBounds(const gfx::Vector2d& offset) { if (!layer()) { for (size_t i = 0; i < children_.size(); ++i) children_[i]->OffsetLayerBounds(offset); } else { gfx::Rect layer_bounds(layer()->bounds()); layer_bounds += offset; layer()->SetBounds(layer_bounds); } } void Window::OnParentChanged() { FOR_EACH_OBSERVER( WindowObserver, observers_, OnWindowParentChanged(this, parent_)); } void Window::StackChildRelativeTo(Window* child, Window* target, StackDirection direction) { DCHECK_NE(child, target); DCHECK(child); DCHECK(target); DCHECK_EQ(this, child->parent()); DCHECK_EQ(this, target->parent()); client::WindowStackingClient* stacking_client = client::GetWindowStackingClient(); if (stacking_client && !stacking_client->AdjustStacking(&child, &target, &direction)) return; const size_t child_i = std::find(children_.begin(), children_.end(), child) - children_.begin(); const size_t target_i = std::find(children_.begin(), children_.end(), target) - children_.begin(); // Don't move the child if it is already in the right place. if ((direction == STACK_ABOVE && child_i == target_i + 1) || (direction == STACK_BELOW && child_i + 1 == target_i)) return; const size_t dest_i = direction == STACK_ABOVE ? (child_i < target_i ? target_i : target_i + 1) : (child_i < target_i ? target_i - 1 : target_i); children_.erase(children_.begin() + child_i); children_.insert(children_.begin() + dest_i, child); StackChildLayerRelativeTo(child, target, direction); child->OnStackingChanged(); } void Window::StackChildLayerRelativeTo(Window* child, Window* target, StackDirection direction) { Window* ancestor_with_layer = GetAncestorWithLayer(NULL); ui::Layer* ancestor_layer = ancestor_with_layer ? ancestor_with_layer->layer() : NULL; if (!ancestor_layer) return; if (child->layer() && target->layer()) { if (direction == STACK_ABOVE) ancestor_layer->StackAbove(child->layer(), target->layer()); else ancestor_layer->StackBelow(child->layer(), target->layer()); return; } typedef std::vector<ui::Layer*> Layers; Layers layers; GetLayersToStack(child, &layers); if (layers.empty()) return; ui::Layer* target_layer; if (direction == STACK_ABOVE) { target_layer = FindStackingTargetLayer<Windows::const_reverse_iterator>(target, child); } else { target_layer = FindStackingTargetLayer<Windows::const_iterator>(target, child); } if (!target_layer) { if (direction == STACK_ABOVE) { for (Layers::const_reverse_iterator i = layers.rbegin(), rend = layers.rend(); i != rend; ++i) { ancestor_layer->StackAtBottom(*i); } } else { for (Layers::const_iterator i = layers.begin(); i != layers.end(); ++i) ancestor_layer->StackAtTop(*i); } return; } if (direction == STACK_ABOVE) { for (Layers::const_reverse_iterator i = layers.rbegin(), rend = layers.rend(); i != rend; ++i) { ancestor_layer->StackAbove(*i, target_layer); } } else { for (Layers::const_iterator i = layers.begin(); i != layers.end(); ++i) ancestor_layer->StackBelow(*i, target_layer); } } void Window::OnStackingChanged() { FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowStackingChanged(this)); } void Window::NotifyRemovingFromRootWindow(Window* new_root) { FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowRemovingFromRootWindow(this, new_root)); for (Window::Windows::const_iterator it = children_.begin(); it != children_.end(); ++it) { (*it)->NotifyRemovingFromRootWindow(new_root); } } void Window::NotifyAddedToRootWindow() { FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowAddedToRootWindow(this)); for (Window::Windows::const_iterator it = children_.begin(); it != children_.end(); ++it) { (*it)->NotifyAddedToRootWindow(); } } void Window::NotifyWindowHierarchyChange( const WindowObserver::HierarchyChangeParams& params) { params.target->NotifyWindowHierarchyChangeDown(params); switch (params.phase) { case WindowObserver::HierarchyChangeParams::HIERARCHY_CHANGING: if (params.old_parent) params.old_parent->NotifyWindowHierarchyChangeUp(params); break; case WindowObserver::HierarchyChangeParams::HIERARCHY_CHANGED: if (params.new_parent) params.new_parent->NotifyWindowHierarchyChangeUp(params); break; default: NOTREACHED(); break; } } void Window::NotifyWindowHierarchyChangeDown( const WindowObserver::HierarchyChangeParams& params) { NotifyWindowHierarchyChangeAtReceiver(params); for (Window::Windows::const_iterator it = children_.begin(); it != children_.end(); ++it) { (*it)->NotifyWindowHierarchyChangeDown(params); } } void Window::NotifyWindowHierarchyChangeUp( const WindowObserver::HierarchyChangeParams& params) { for (Window* window = this; window; window = window->parent()) window->NotifyWindowHierarchyChangeAtReceiver(params); } void Window::NotifyWindowHierarchyChangeAtReceiver( const WindowObserver::HierarchyChangeParams& params) { WindowObserver::HierarchyChangeParams local_params = params; local_params.receiver = this; switch (params.phase) { case WindowObserver::HierarchyChangeParams::HIERARCHY_CHANGING: FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowHierarchyChanging(local_params)); break; case WindowObserver::HierarchyChangeParams::HIERARCHY_CHANGED: FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowHierarchyChanged(local_params)); break; default: NOTREACHED(); break; } } void Window::NotifyWindowVisibilityChanged(aura::Window* target, bool visible) { if (!NotifyWindowVisibilityChangedDown(target, visible)) { return; // |this| has been deleted. } NotifyWindowVisibilityChangedUp(target, visible); } bool Window::NotifyWindowVisibilityChangedAtReceiver(aura::Window* target, bool visible) { // |this| may be deleted during a call to OnWindowVisibilityChanged() on one // of the observers. We create an local observer for that. In that case we // exit without further access to any members. WindowTracker tracker; tracker.Add(this); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowVisibilityChanged(target, visible)); return tracker.Contains(this); } bool Window::NotifyWindowVisibilityChangedDown(aura::Window* target, bool visible) { if (!NotifyWindowVisibilityChangedAtReceiver(target, visible)) return false; // |this| was deleted. std::set<const Window*> child_already_processed; bool child_destroyed = false; do { child_destroyed = false; for (Window::Windows::const_iterator it = children_.begin(); it != children_.end(); ++it) { if (!child_already_processed.insert(*it).second) continue; if (!(*it)->NotifyWindowVisibilityChangedDown(target, visible)) { // |*it| was deleted, |it| is invalid and |children_| has changed. // We exit the current for-loop and enter a new one. child_destroyed = true; break; } } } while (child_destroyed); return true; } void Window::NotifyWindowVisibilityChangedUp(aura::Window* target, bool visible) { for (Window* window = this; window; window = window->parent()) { bool ret = window->NotifyWindowVisibilityChangedAtReceiver(target, visible); DCHECK(ret); } } void Window::OnWindowBoundsChanged(const gfx::Rect& old_bounds) { if (layer()) { bounds_ = layer()->bounds(); if (parent_ && !parent_->layer()) { gfx::Vector2d offset; aura::Window* ancestor_with_layer = parent_->GetAncestorWithLayer(&offset); if (ancestor_with_layer) bounds_.Offset(-offset); } } if (layout_manager_) layout_manager_->OnWindowResized(); if (delegate_) delegate_->OnBoundsChanged(old_bounds, bounds()); FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowBoundsChanged(this, old_bounds, bounds())); } bool Window::CleanupGestureState() { bool state_modified = false; state_modified |= ui::GestureRecognizer::Get()->CancelActiveTouches(this); state_modified |= ui::GestureRecognizer::Get()->CleanupStateForConsumer(this); for (Window::Windows::iterator iter = children_.begin(); iter != children_.end(); ++iter) { state_modified |= (*iter)->CleanupGestureState(); } return state_modified; } void Window::OnPaintLayer(gfx::Canvas* canvas) { Paint(canvas); } base::Closure Window::PrepareForLayerBoundsChange() { return base::Bind(&Window::OnWindowBoundsChanged, base::Unretained(this), bounds()); } bool Window::CanAcceptEvent(const ui::Event& event) { // The client may forbid certain windows from receiving events at a given // point in time. client::EventClient* client = client::GetEventClient(GetRootWindow()); if (client && !client->CanProcessEventsWithinSubtree(this)) return false; // We need to make sure that a touch cancel event and any gesture events it // creates can always reach the window. This ensures that we receive a valid // touch / gesture stream. if (event.IsEndingEvent()) return true; if (!IsVisible()) return false; // The top-most window can always process an event. if (!parent_) return true; // For located events (i.e. mouse, touch etc.), an assumption is made that // windows that don't have a default event-handler cannot process the event // (see more in GetWindowForPoint()). This assumption is not made for key // events. return event.IsKeyEvent() || target_handler(); } ui::EventTarget* Window::GetParentTarget() { if (IsRootWindow()) { return client::GetEventClient(this) ? client::GetEventClient(this)->GetToplevelEventTarget() : Env::GetInstance(); } return parent_; } scoped_ptr<ui::EventTargetIterator> Window::GetChildIterator() const { return scoped_ptr<ui::EventTargetIterator>( new ui::EventTargetIteratorImpl<Window>(children())); } ui::EventTargeter* Window::GetEventTargeter() { return targeter_.get(); } void Window::ConvertEventToTarget(ui::EventTarget* target, ui::LocatedEvent* event) { event->ConvertLocationToTarget(this, static_cast<Window*>(target)); } void Window::UpdateLayerName() { #if !defined(NDEBUG) DCHECK(layer()); std::string layer_name(name_); if (layer_name.empty()) layer_name = "Unnamed Window"; if (id_ != -1) layer_name += " " + base::IntToString(id_); layer()->set_name(layer_name); #endif } bool Window::ContainsMouse() { bool contains_mouse = false; if (IsVisible()) { WindowTreeHost* host = GetHost(); contains_mouse = host && ContainsPointInRoot(host->dispatcher()->GetLastMouseLocationInRoot()); } return contains_mouse; } const Window* Window::GetAncestorWithLayer(gfx::Vector2d* offset) const { for (const aura::Window* window = this; window; window = window->parent()) { if (window->layer()) return window; if (offset) *offset += window->bounds().OffsetFromOrigin(); } if (offset) *offset = gfx::Vector2d(); return NULL; } } // namespace aura