// Copyright 2014 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 "athena/wm/window_overview_mode.h"
#include <algorithm>
#include <functional>
#include <vector>
#include "base/macros.h"
#include "ui/aura/scoped_window_targeter.h"
#include "ui/aura/window.h"
#include "ui/aura/window_delegate.h"
#include "ui/aura/window_property.h"
#include "ui/aura/window_targeter.h"
#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/events/event_handler.h"
#include "ui/gfx/transform.h"
#include "ui/wm/core/shadow.h"
namespace {
struct WindowOverviewState {
// The transform for when the window is at the topmost position.
gfx::Transform top;
// The transform for when the window is at the bottom-most position.
gfx::Transform bottom;
// The current overview state of the window. 0.f means the window is at the
// topmost position. 1.f means the window is at the bottom-most position.
float progress;
scoped_ptr<wm::Shadow> shadow;
};
} // namespace
DECLARE_WINDOW_PROPERTY_TYPE(WindowOverviewState*)
DEFINE_OWNED_WINDOW_PROPERTY_KEY(WindowOverviewState,
kWindowOverviewState,
NULL)
namespace athena {
namespace {
// Sets the progress-state for the window in the overview mode.
void SetWindowProgress(aura::Window* window, float progress) {
WindowOverviewState* state = window->GetProperty(kWindowOverviewState);
gfx::Transform transform =
gfx::Tween::TransformValueBetween(progress, state->top, state->bottom);
window->SetTransform(transform);
state->progress = progress;
}
// Resets the overview-related state for |window|.
void RestoreWindowState(aura::Window* window) {
window->ClearProperty(kWindowOverviewState);
ui::ScopedLayerAnimationSettings settings(window->layer()->GetAnimator());
settings.SetPreemptionStrategy(
ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
settings.SetTransitionDuration(base::TimeDelta::FromMilliseconds(250));
window->SetTransform(gfx::Transform());
}
// Always returns the same target.
class StaticWindowTargeter : public aura::WindowTargeter {
public:
explicit StaticWindowTargeter(aura::Window* target) : target_(target) {}
virtual ~StaticWindowTargeter() {}
private:
// aura::WindowTargeter:
virtual ui::EventTarget* FindTargetForEvent(ui::EventTarget* root,
ui::Event* event) OVERRIDE {
return target_;
}
virtual ui::EventTarget* FindTargetForLocatedEvent(
ui::EventTarget* root,
ui::LocatedEvent* event) OVERRIDE {
return target_;
}
aura::Window* target_;
DISALLOW_COPY_AND_ASSIGN(StaticWindowTargeter);
};
class WindowOverviewModeImpl : public WindowOverviewMode,
public ui::EventHandler {
public:
WindowOverviewModeImpl(aura::Window* container,
WindowOverviewModeDelegate* delegate)
: container_(container),
delegate_(delegate),
scoped_targeter_(new aura::ScopedWindowTargeter(
container,
scoped_ptr<ui::EventTargeter>(
new StaticWindowTargeter(container)))) {
container_->set_target_handler(this);
// Prepare the desired transforms for all the windows, and set the initial
// state on the windows.
ComputeTerminalStatesForAllWindows();
SetInitialWindowStates();
}
virtual ~WindowOverviewModeImpl() {
container_->set_target_handler(container_->delegate());
aura::Window::Windows windows = container_->children();
if (windows.empty())
return;
std::for_each(windows.begin(), windows.end(), &RestoreWindowState);
}
private:
// Computes the transforms for all windows in both the topmost and bottom-most
// positions. The transforms are set in the |kWindowOverviewState| property of
// the windows.
void ComputeTerminalStatesForAllWindows() {
aura::Window::Windows windows = container_->children();
size_t window_count = windows.size();
size_t index = 0;
const gfx::Size container_size = container_->bounds().size();
const int kGapBetweenWindowsBottom = 10;
const int kGapBetweenWindowsTop = 5;
const float kMinScale = 0.6f;
const float kMaxScale = 0.95f;
for (aura::Window::Windows::reverse_iterator iter = windows.rbegin();
iter != windows.rend();
++iter, ++index) {
aura::Window* window = (*iter);
gfx::Transform top_transform;
int top = (window_count - index - 1) * kGapBetweenWindowsTop;
float x_translate = container_size.width() * (1 - kMinScale) / 2.;
top_transform.Translate(x_translate, top);
top_transform.Scale(kMinScale, kMinScale);
gfx::Transform bottom_transform;
int bottom = GetScrollableHeight() - (index * kGapBetweenWindowsBottom);
x_translate = container_size.width() * (1 - kMaxScale) / 2.;
bottom_transform.Translate(x_translate, bottom - window->bounds().y());
bottom_transform.Scale(kMaxScale, kMaxScale);
WindowOverviewState* state = new WindowOverviewState;
state->top = top_transform;
state->bottom = bottom_transform;
state->progress = 0.f;
state->shadow = CreateShadowForWindow(window);
window->SetProperty(kWindowOverviewState, state);
}
}
// Sets the initial position for the windows for the overview mode.
void SetInitialWindowStates() {
aura::Window::Windows windows = container_->children();
size_t window_count = windows.size();
// The initial overview state of the topmost three windows.
const float kInitialProgress[] = { 0.5f, 0.05f, 0.01f };
for (size_t i = 0; i < window_count; ++i) {
float progress = 0.f;
aura::Window* window = windows[window_count - 1 - i];
if (i < arraysize(kInitialProgress))
progress = kInitialProgress[i];
scoped_refptr<ui::LayerAnimator> animator =
window->layer()->GetAnimator();
// Unset any in-progress animation.
{
ui::ScopedLayerAnimationSettings settings(animator);
settings.SetPreemptionStrategy(
ui::LayerAnimator::IMMEDIATELY_SET_NEW_TARGET);
window->Show();
window->SetTransform(gfx::Transform());
}
// Setup the animation.
{
ui::ScopedLayerAnimationSettings settings(animator);
settings.SetPreemptionStrategy(
ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
settings.SetTransitionDuration(base::TimeDelta::FromMilliseconds(250));
SetWindowProgress(window, progress);
}
}
}
scoped_ptr<wm::Shadow> CreateShadowForWindow(aura::Window* window) {
scoped_ptr<wm::Shadow> shadow(new wm::Shadow());
shadow->Init(wm::Shadow::STYLE_ACTIVE);
shadow->SetContentBounds(gfx::Rect(window->bounds().size()));
shadow->layer()->SetVisible(true);
window->layer()->Add(shadow->layer());
return shadow.Pass();
}
aura::Window* SelectWindowAt(ui::LocatedEvent* event) {
CHECK_EQ(container_, event->target());
// Find the old targeter to find the target of the event.
ui::EventTarget* window = container_;
ui::EventTargeter* targeter = scoped_targeter_->old_targeter();
while (!targeter && window->GetParentTarget()) {
window = window->GetParentTarget();
targeter = window->GetEventTargeter();
}
if (!targeter)
return NULL;
aura::Window* target = static_cast<aura::Window*>(
targeter->FindTargetForLocatedEvent(container_, event));
while (target && target->parent() != container_)
target = target->parent();
return target;
}
// Scroll the window list by |delta_y| amount. |delta_y| is negative when
// scrolling up; and positive when scrolling down.
void DoScroll(float delta_y) {
const float kEpsilon = 1e-3f;
aura::Window::Windows windows = container_->children();
float delta_y_p = std::abs(delta_y) / GetScrollableHeight();
if (delta_y < 0) {
// Scroll up. Start with the top-most (i.e. behind-most in terms of
// z-index) window, and try to scroll them up.
for (aura::Window::Windows::iterator iter = windows.begin();
delta_y_p > kEpsilon && iter != windows.end();
++iter) {
aura::Window* window = (*iter);
WindowOverviewState* state = window->GetProperty(kWindowOverviewState);
if (state->progress > kEpsilon) {
// It is possible to scroll |window| up. Scroll it up, and update
// |delta_y_p| for the next window.
float apply = delta_y_p * state->progress;
SetWindowProgress(window, std::max(0.f, state->progress - apply * 3));
delta_y_p -= apply;
}
}
} else {
// Scroll down. Start with the bottom-most (i.e. front-most in terms of
// z-index) window, and try to scroll them down.
for (aura::Window::Windows::reverse_iterator iter = windows.rbegin();
delta_y_p > kEpsilon && iter != windows.rend();
++iter) {
aura::Window* window = (*iter);
WindowOverviewState* state = window->GetProperty(kWindowOverviewState);
if (1.f - state->progress > kEpsilon) {
// It is possible to scroll |window| down. Scroll it down, and update
// |delta_y_p| for the next window.
SetWindowProgress(window, std::min(1.f, state->progress + delta_y_p));
delta_y_p /= 2.f;
}
}
}
}
int GetScrollableHeight() const {
const float kScrollableFraction = 0.65f;
return container_->bounds().height() * kScrollableFraction;
}
// ui::EventHandler:
virtual void OnMouseEvent(ui::MouseEvent* mouse) OVERRIDE {
if (mouse->type() == ui::ET_MOUSE_PRESSED) {
aura::Window* select = SelectWindowAt(mouse);
if (select) {
mouse->SetHandled();
delegate_->OnSelectWindow(select);
}
} else if (mouse->type() == ui::ET_MOUSEWHEEL) {
DoScroll(static_cast<ui::MouseWheelEvent*>(mouse)->y_offset());
}
}
virtual void OnScrollEvent(ui::ScrollEvent* scroll) OVERRIDE {
if (scroll->type() == ui::ET_SCROLL)
DoScroll(scroll->y_offset());
}
virtual void OnGestureEvent(ui::GestureEvent* gesture) OVERRIDE {
if (gesture->type() == ui::ET_GESTURE_TAP) {
aura::Window* select = SelectWindowAt(gesture);
if (select) {
gesture->SetHandled();
delegate_->OnSelectWindow(select);
}
} else if (gesture->type() == ui::ET_GESTURE_SCROLL_UPDATE) {
DoScroll(gesture->details().scroll_y());
}
}
aura::Window* container_;
WindowOverviewModeDelegate* delegate_;
scoped_ptr<aura::ScopedWindowTargeter> scoped_targeter_;
DISALLOW_COPY_AND_ASSIGN(WindowOverviewModeImpl);
};
} // namespace
scoped_ptr<WindowOverviewMode> WindowOverviewMode::Create(
aura::Window* window,
WindowOverviewModeDelegate* delegate) {
return scoped_ptr<WindowOverviewMode>(
new WindowOverviewModeImpl(window, delegate));
}
} // namespace athena