// 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 "ash/wm/overview/window_grid.h" #include "ash/ash_switches.h" #include "ash/screen_util.h" #include "ash/shell.h" #include "ash/shell_window_ids.h" #include "ash/wm/overview/scoped_transform_overview_window.h" #include "ash/wm/overview/window_selector.h" #include "ash/wm/overview/window_selector_item.h" #include "ash/wm/overview/window_selector_panels.h" #include "ash/wm/overview/window_selector_window.h" #include "ash/wm/window_state.h" #include "base/command_line.h" #include "base/i18n/string_search.h" #include "base/memory/scoped_vector.h" #include "third_party/skia/include/core/SkColor.h" #include "ui/aura/window.h" #include "ui/compositor/layer_animation_observer.h" #include "ui/compositor/scoped_layer_animation_settings.h" #include "ui/gfx/animation/tween.h" #include "ui/gfx/vector2d.h" #include "ui/views/background.h" #include "ui/views/view.h" #include "ui/views/widget/widget.h" #include "ui/wm/core/window_animations.h" namespace ash { namespace { // An observer which holds onto the passed widget until the animation is // complete. class CleanupWidgetAfterAnimationObserver : public ui::ImplicitAnimationObserver { public: explicit CleanupWidgetAfterAnimationObserver( scoped_ptr<views::Widget> widget); virtual ~CleanupWidgetAfterAnimationObserver(); // ui::ImplicitAnimationObserver: virtual void OnImplicitAnimationsCompleted() OVERRIDE; private: scoped_ptr<views::Widget> widget_; DISALLOW_COPY_AND_ASSIGN(CleanupWidgetAfterAnimationObserver); }; CleanupWidgetAfterAnimationObserver::CleanupWidgetAfterAnimationObserver( scoped_ptr<views::Widget> widget) : widget_(widget.Pass()) { } CleanupWidgetAfterAnimationObserver::~CleanupWidgetAfterAnimationObserver() { } void CleanupWidgetAfterAnimationObserver::OnImplicitAnimationsCompleted() { delete this; } // A comparator for locating a given target window. struct WindowSelectorItemComparator : public std::unary_function<WindowSelectorItem*, bool> { explicit WindowSelectorItemComparator(const aura::Window* target_window) : target(target_window) { } bool operator()(WindowSelectorItem* window) const { return window->HasSelectableWindow(target); } const aura::Window* target; }; // A comparator for locating a WindowSelectorItem given a targeted window. struct WindowSelectorItemTargetComparator : public std::unary_function<WindowSelectorItem*, bool> { explicit WindowSelectorItemTargetComparator(const aura::Window* target_window) : target(target_window) { } bool operator()(WindowSelectorItem* window) const { return window->Contains(target); } const aura::Window* target; }; // Conceptually the window overview is a table or grid of cells having this // fixed aspect ratio. The number of columns is determined by maximizing the // area of them based on the number of window_list. const float kCardAspectRatio = 4.0f / 3.0f; // The minimum number of cards along the major axis (i.e. horizontally on a // landscape orientation). const int kMinCardsMajor = 3; const int kOverviewSelectorTransitionMilliseconds = 100; // The color and opacity of the overview selector. const SkColor kWindowOverviewSelectionColor = SK_ColorBLACK; const unsigned char kWindowOverviewSelectorOpacity = 128; // The minimum amount of spacing between the bottom of the text filtering // text field and the top of the selection widget on the first row of items. const int kTextFilterBottomMargin = 5; // Returns the vector for the fade in animation. gfx::Vector2d GetSlideVectorForFadeIn(WindowSelector::Direction direction, const gfx::Rect& bounds) { gfx::Vector2d vector; switch (direction) { case WindowSelector::DOWN: vector.set_y(bounds.width()); break; case WindowSelector::RIGHT: vector.set_x(bounds.height()); break; case WindowSelector::UP: vector.set_y(-bounds.width()); break; case WindowSelector::LEFT: vector.set_x(-bounds.height()); break; } return vector; } } // namespace WindowGrid::WindowGrid(aura::Window* root_window, const std::vector<aura::Window*>& windows, WindowSelector* window_selector) : root_window_(root_window), window_selector_(window_selector) { WindowSelectorPanels* panels_item = NULL; for (aura::Window::Windows::const_iterator iter = windows.begin(); iter != windows.end(); ++iter) { if ((*iter)->GetRootWindow() != root_window) continue; (*iter)->AddObserver(this); observed_windows_.insert(*iter); if ((*iter)->type() == ui::wm::WINDOW_TYPE_PANEL && wm::GetWindowState(*iter)->panel_attached()) { // Attached panel windows are grouped into a single overview item per // grid. if (!panels_item) { panels_item = new WindowSelectorPanels(root_window_); window_list_.push_back(panels_item); } panels_item->AddWindow(*iter); } else { window_list_.push_back(new WindowSelectorWindow(*iter)); } } if (window_list_.empty()) return; } WindowGrid::~WindowGrid() { for (std::set<aura::Window*>::iterator iter = observed_windows_.begin(); iter != observed_windows_.end(); iter++) { (*iter)->RemoveObserver(this); } } void WindowGrid::PrepareForOverview() { for (ScopedVector<WindowSelectorItem>::iterator iter = window_list_.begin(); iter != window_list_.end(); ++iter) { (*iter)->PrepareForOverview(); } } void WindowGrid::PositionWindows(bool animate) { CHECK(!window_list_.empty()); gfx::Size window_size; gfx::Rect total_bounds = ScreenUtil::ConvertRectToScreen( root_window_, ScreenUtil::GetDisplayWorkAreaBoundsInParent( Shell::GetContainer(root_window_, kShellWindowId_DefaultContainer))); // If the text filtering feature is enabled, reserve space at the top for the // text filtering textbox to appear. if (!CommandLine::ForCurrentProcess()->HasSwitch( switches::kAshDisableTextFilteringInOverviewMode)) { total_bounds.Inset( 0, WindowSelector::kTextFilterBottomEdge + kTextFilterBottomMargin, 0, 0); } // Find the minimum number of windows per row that will fit all of the // windows on screen. num_columns_ = std::max( total_bounds.width() > total_bounds.height() ? kMinCardsMajor : 1, static_cast<int>(ceil(sqrt(total_bounds.width() * window_list_.size() / (kCardAspectRatio * total_bounds.height()))))); int num_rows = ((window_list_.size() + num_columns_ - 1) / num_columns_); window_size.set_width(std::min( static_cast<int>(total_bounds.width() / num_columns_), static_cast<int>(total_bounds.height() * kCardAspectRatio / num_rows))); window_size.set_height(window_size.width() / kCardAspectRatio); // Calculate the X and Y offsets necessary to center the grid. int x_offset = total_bounds.x() + ((window_list_.size() >= num_columns_ ? 0 : (num_columns_ - window_list_.size()) * window_size.width()) + (total_bounds.width() - num_columns_ * window_size.width())) / 2; int y_offset = total_bounds.y() + (total_bounds.height() - num_rows * window_size.height()) / 2; for (size_t i = 0; i < window_list_.size(); ++i) { gfx::Transform transform; int column = i % num_columns_; int row = i / num_columns_; gfx::Rect target_bounds(window_size.width() * column + x_offset, window_size.height() * row + y_offset, window_size.width(), window_size.height()); window_list_[i]->SetBounds(root_window_, target_bounds, animate); } // If we have less than |kMinCardsMajor| windows, adjust the column_ value to // reflect how many "real" columns we have. if (num_columns_ > window_list_.size()) num_columns_ = window_list_.size(); // If the selection widget is active, reposition it without any animation. if (selection_widget_) MoveSelectionWidgetToTarget(animate); } bool WindowGrid::Move(WindowSelector::Direction direction, bool animate) { bool recreate_selection_widget = false; bool out_of_bounds = false; if (!selection_widget_) { switch (direction) { case WindowSelector::LEFT: selected_index_ = window_list_.size() - 1; break; case WindowSelector::UP: selected_index_ = (window_list_.size() / num_columns_) * num_columns_ - 1; break; case WindowSelector::RIGHT: case WindowSelector::DOWN: selected_index_ = 0; break; } } while (SelectedWindow()->dimmed() || selection_widget_) { switch (direction) { case WindowSelector::RIGHT: if (selected_index_ >= window_list_.size() - 1) out_of_bounds = true; selected_index_++; if (selected_index_ % num_columns_ == 0) recreate_selection_widget = true; break; case WindowSelector::LEFT: if (selected_index_ == 0) out_of_bounds = true; selected_index_--; if ((selected_index_ + 1) % num_columns_ == 0) recreate_selection_widget = true; break; case WindowSelector::DOWN: selected_index_ += num_columns_; if (selected_index_ >= window_list_.size()) { selected_index_ = (selected_index_ + 1) % num_columns_; if (selected_index_ == 0) out_of_bounds = true; recreate_selection_widget = true; } break; case WindowSelector::UP: if (selected_index_ == 0) out_of_bounds = true; if (selected_index_ < num_columns_) { selected_index_ += num_columns_ * ((window_list_.size() - selected_index_) / num_columns_) - 1; recreate_selection_widget = true; } else { selected_index_ -= num_columns_; } break; } // Exit the loop if we broke free from the grid or found an active item. if (out_of_bounds || !SelectedWindow()->dimmed()) break; } MoveSelectionWidget(direction, recreate_selection_widget, out_of_bounds, animate); return out_of_bounds; } WindowSelectorItem* WindowGrid::SelectedWindow() const { CHECK(selected_index_ < window_list_.size()); return window_list_[selected_index_]; } bool WindowGrid::Contains(const aura::Window* window) const { return std::find_if(window_list_.begin(), window_list_.end(), WindowSelectorItemTargetComparator(window)) != window_list_.end(); } void WindowGrid::FilterItems(const base::string16& pattern) { base::i18n::FixedPatternStringSearchIgnoringCaseAndAccents finder(pattern); for (ScopedVector<WindowSelectorItem>::iterator iter = window_list_.begin(); iter != window_list_.end(); iter++) { if (finder.Search((*iter)->SelectionWindow()->title(), NULL, NULL)) { (*iter)->SetDimmed(false); } else { (*iter)->SetDimmed(true); if (selection_widget_ && SelectedWindow() == *iter) selection_widget_.reset(); } } } void WindowGrid::OnWindowDestroying(aura::Window* window) { window->RemoveObserver(this); observed_windows_.erase(window); ScopedVector<WindowSelectorItem>::iterator iter = std::find_if(window_list_.begin(), window_list_.end(), WindowSelectorItemComparator(window)); DCHECK(iter != window_list_.end()); (*iter)->RemoveWindow(window); // If there are still windows in this selector entry then the overview is // still active and the active selection remains the same. if (!(*iter)->empty()) return; size_t removed_index = iter - window_list_.begin(); window_list_.erase(iter); if (empty()) { // If the grid is now empty, notify the window selector so that it erases us // from its grid list. window_selector_->OnGridEmpty(this); return; } // If selecting, update the selection index. if (selection_widget_) { bool send_focus_alert = selected_index_ == removed_index; if (selected_index_ >= removed_index && selected_index_ != 0) selected_index_--; if (send_focus_alert) SelectedWindow()->SendFocusAlert(); } PositionWindows(true); } void WindowGrid::OnWindowBoundsChanged(aura::Window* window, const gfx::Rect& old_bounds, const gfx::Rect& new_bounds) { ScopedVector<WindowSelectorItem>::const_iterator iter = std::find_if(window_list_.begin(), window_list_.end(), WindowSelectorItemTargetComparator(window)); DCHECK(iter != window_list_.end()); // Immediately finish any active bounds animation. window->layer()->GetAnimator()->StopAnimatingProperty( ui::LayerAnimationElement::BOUNDS); // Recompute the transform for the window. (*iter)->RecomputeWindowTransforms(); } void WindowGrid::InitSelectionWidget(WindowSelector::Direction direction) { selection_widget_.reset(new views::Widget); views::Widget::InitParams params; params.type = views::Widget::InitParams::TYPE_POPUP; params.keep_on_top = false; params.ownership = views::Widget::InitParams::WIDGET_OWNS_NATIVE_WIDGET; params.opacity = views::Widget::InitParams::TRANSLUCENT_WINDOW; params.parent = Shell::GetContainer(root_window_, kShellWindowId_DefaultContainer); params.accept_events = false; selection_widget_->set_focus_on_creation(false); selection_widget_->Init(params); // Disable the "bounce in" animation when showing the window. ::wm::SetWindowVisibilityAnimationTransition( selection_widget_->GetNativeWindow(), ::wm::ANIMATE_NONE); // The selection widget should not activate the shelf when passing under it. ash::wm::GetWindowState(selection_widget_->GetNativeWindow())-> set_ignored_by_shelf(true); views::View* content_view = new views::View; content_view->set_background( views::Background::CreateSolidBackground(kWindowOverviewSelectionColor)); selection_widget_->SetContentsView(content_view); selection_widget_->GetNativeWindow()->parent()->StackChildAtBottom( selection_widget_->GetNativeWindow()); selection_widget_->Show(); // New selection widget starts with 0 opacity and then fades in. selection_widget_->GetNativeWindow()->layer()->SetOpacity(0); const gfx::Rect target_bounds = SelectedWindow()->target_bounds(); gfx::Vector2d fade_out_direction = GetSlideVectorForFadeIn(direction, target_bounds); gfx::Display dst_display = gfx::Screen::GetScreenFor(root_window_)-> GetDisplayMatching(target_bounds); selection_widget_->GetNativeWindow()->SetBoundsInScreen( target_bounds - fade_out_direction, dst_display); } void WindowGrid::MoveSelectionWidget(WindowSelector::Direction direction, bool recreate_selection_widget, bool out_of_bounds, bool animate) { // If the selection widget is already active, fade it out in the selection // direction. if (selection_widget_ && (recreate_selection_widget || out_of_bounds)) { // Animate the old selection widget and then destroy it. views::Widget* old_selection = selection_widget_.get(); gfx::Vector2d fade_out_direction = GetSlideVectorForFadeIn( direction, old_selection->GetNativeWindow()->bounds()); ui::ScopedLayerAnimationSettings animation_settings( old_selection->GetNativeWindow()->layer()->GetAnimator()); animation_settings.SetTransitionDuration( base::TimeDelta::FromMilliseconds( kOverviewSelectorTransitionMilliseconds)); animation_settings.SetPreemptionStrategy( ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET); animation_settings.SetTweenType(gfx::Tween::FAST_OUT_LINEAR_IN); // CleanupWidgetAfterAnimationObserver will delete itself (and the // widget) when the movement animation is complete. animation_settings.AddObserver( new CleanupWidgetAfterAnimationObserver(selection_widget_.Pass())); old_selection->SetOpacity(0); old_selection->GetNativeWindow()->SetBounds( old_selection->GetNativeWindow()->bounds() + fade_out_direction); old_selection->Hide(); } if (out_of_bounds) return; if (!selection_widget_) InitSelectionWidget(direction); // Send an a11y alert so that if ChromeVox is enabled, the item label is // read. SelectedWindow()->SendFocusAlert(); // The selection widget is moved to the newly selected item in the same // grid. MoveSelectionWidgetToTarget(animate); } void WindowGrid::MoveSelectionWidgetToTarget(bool animate) { if (animate) { ui::ScopedLayerAnimationSettings animation_settings( selection_widget_->GetNativeWindow()->layer()->GetAnimator()); animation_settings.SetTransitionDuration(base::TimeDelta::FromMilliseconds( kOverviewSelectorTransitionMilliseconds)); animation_settings.SetTweenType(gfx::Tween::LINEAR_OUT_SLOW_IN); animation_settings.SetPreemptionStrategy( ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET); selection_widget_->SetBounds(SelectedWindow()->target_bounds()); selection_widget_->SetOpacity(kWindowOverviewSelectorOpacity); return; } selection_widget_->SetBounds(SelectedWindow()->target_bounds()); selection_widget_->SetOpacity(kWindowOverviewSelectorOpacity); } } // namespace ash