blob: 446e82c269fc4e852491886d1207ecfeaddc93cf [file] [log] [blame]
// 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/wm/core/focus_controller.h"
#include "base/auto_reset.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/client/capture_client.h"
#include "ui/aura/client/focus_change_observer.h"
#include "ui/aura/env.h"
#include "ui/aura/window_tracker.h"
#include "ui/base/ime/text_input_focus_manager.h"
#include "ui/events/event.h"
#include "ui/wm/core/focus_rules.h"
#include "ui/wm/core/window_util.h"
#include "ui/wm/public/activation_change_observer.h"
namespace wm {
namespace {
// When a modal window is activated, we bring its entire transient parent chain
// to the front. This function must be called before the modal transient is
// stacked at the top to ensure correct stacking order.
void StackTransientParentsBelowModalWindow(aura::Window* window) {
if (window->GetProperty(aura::client::kModalKey) != ui::MODAL_TYPE_WINDOW)
return;
aura::Window* transient_parent = wm::GetTransientParent(window);
while (transient_parent) {
transient_parent->parent()->StackChildAtTop(transient_parent);
transient_parent = wm::GetTransientParent(transient_parent);
}
}
} // namespace
////////////////////////////////////////////////////////////////////////////////
// FocusController, public:
FocusController::FocusController(FocusRules* rules)
: active_window_(NULL),
focused_window_(NULL),
updating_focus_(false),
updating_activation_(false),
rules_(rules),
observer_manager_(this) {
DCHECK(rules);
}
FocusController::~FocusController() {
}
////////////////////////////////////////////////////////////////////////////////
// FocusController, aura::client::ActivationClient implementation:
void FocusController::AddObserver(
aura::client::ActivationChangeObserver* observer) {
activation_observers_.AddObserver(observer);
}
void FocusController::RemoveObserver(
aura::client::ActivationChangeObserver* observer) {
activation_observers_.RemoveObserver(observer);
}
void FocusController::ActivateWindow(aura::Window* window) {
FocusWindow(window);
}
void FocusController::DeactivateWindow(aura::Window* window) {
if (window)
FocusWindow(rules_->GetNextActivatableWindow(window));
}
aura::Window* FocusController::GetActiveWindow() {
return active_window_;
}
aura::Window* FocusController::GetActivatableWindow(aura::Window* window) {
return rules_->GetActivatableWindow(window);
}
aura::Window* FocusController::GetToplevelWindow(aura::Window* window) {
return rules_->GetToplevelWindow(window);
}
bool FocusController::CanActivateWindow(aura::Window* window) const {
return rules_->CanActivateWindow(window);
}
////////////////////////////////////////////////////////////////////////////////
// FocusController, aura::client::FocusClient implementation:
void FocusController::AddObserver(
aura::client::FocusChangeObserver* observer) {
focus_observers_.AddObserver(observer);
}
void FocusController::RemoveObserver(
aura::client::FocusChangeObserver* observer) {
focus_observers_.RemoveObserver(observer);
}
void FocusController::FocusWindow(aura::Window* window) {
if (window &&
(window->Contains(focused_window_) || window->Contains(active_window_))) {
return;
}
// Focusing a window also activates its containing activatable window. Note
// that the rules could redirect activation activation and/or focus.
aura::Window* focusable = rules_->GetFocusableWindow(window);
aura::Window* activatable =
focusable ? rules_->GetActivatableWindow(focusable) : NULL;
// We need valid focusable/activatable windows in the event we're not clearing
// focus. "Clearing focus" is inferred by whether or not |window| passed to
// this function is non-NULL.
if (window && (!focusable || !activatable))
return;
DCHECK((focusable && activatable) || !window);
// Activation change observers may change the focused window. If this happens
// we must not adjust the focus below since this will clobber that change.
aura::Window* last_focused_window = focused_window_;
if (!updating_activation_)
SetActiveWindow(window, activatable);
// If the window's ActivationChangeObserver shifted focus to a valid window,
// we don't want to focus the window we thought would be focused by default.
bool activation_changed_focus = last_focused_window != focused_window_;
if (!updating_focus_ && (!activation_changed_focus || !focused_window_)) {
if (active_window_ && focusable)
DCHECK(active_window_->Contains(focusable));
SetFocusedWindow(focusable);
}
}
void FocusController::ResetFocusWithinActiveWindow(aura::Window* window) {
DCHECK(window);
if (!active_window_)
return;
if (!active_window_->Contains(window))
return;
SetFocusedWindow(window);
}
aura::Window* FocusController::GetFocusedWindow() {
return focused_window_;
}
////////////////////////////////////////////////////////////////////////////////
// FocusController, ui::EventHandler implementation:
void FocusController::OnKeyEvent(ui::KeyEvent* event) {
}
void FocusController::OnMouseEvent(ui::MouseEvent* event) {
if (event->type() == ui::ET_MOUSE_PRESSED && !event->handled())
WindowFocusedFromInputEvent(static_cast<aura::Window*>(event->target()));
}
void FocusController::OnScrollEvent(ui::ScrollEvent* event) {
}
void FocusController::OnTouchEvent(ui::TouchEvent* event) {
}
void FocusController::OnGestureEvent(ui::GestureEvent* event) {
if (event->type() == ui::ET_GESTURE_BEGIN &&
event->details().touch_points() == 1 &&
!event->handled()) {
WindowFocusedFromInputEvent(static_cast<aura::Window*>(event->target()));
}
}
////////////////////////////////////////////////////////////////////////////////
// FocusController, aura::WindowObserver implementation:
void FocusController::OnWindowVisibilityChanged(aura::Window* window,
bool visible) {
if (!visible)
WindowLostFocusFromDispositionChange(window, window->parent());
}
void FocusController::OnWindowDestroying(aura::Window* window) {
// A window's modality state will interfere with focus restoration during its
// destruction.
window->ClearProperty(aura::client::kModalKey);
WindowLostFocusFromDispositionChange(window, window->parent());
}
void FocusController::OnWindowHierarchyChanging(
const HierarchyChangeParams& params) {
if (params.receiver == active_window_ &&
params.target->Contains(params.receiver) && (!params.new_parent ||
aura::client::GetFocusClient(params.new_parent) !=
aura::client::GetFocusClient(params.receiver))) {
WindowLostFocusFromDispositionChange(params.receiver, params.old_parent);
}
}
void FocusController::OnWindowHierarchyChanged(
const HierarchyChangeParams& params) {
if (params.receiver == focused_window_ &&
params.target->Contains(params.receiver) && (!params.new_parent ||
aura::client::GetFocusClient(params.new_parent) !=
aura::client::GetFocusClient(params.receiver))) {
WindowLostFocusFromDispositionChange(params.receiver, params.old_parent);
}
}
////////////////////////////////////////////////////////////////////////////////
// FocusController, private:
void FocusController::SetFocusedWindow(aura::Window* window) {
if (updating_focus_ || window == focused_window_)
return;
DCHECK(rules_->CanFocusWindow(window));
if (window)
DCHECK_EQ(window, rules_->GetFocusableWindow(window));
base::AutoReset<bool> updating_focus(&updating_focus_, true);
aura::Window* lost_focus = focused_window_;
// |window| is going to get the focus, so reset the text input client.
// OnWindowFocused() may set a proper text input client if the implementation
// supports text input.
ui::TextInputFocusManager* text_input_focus_manager =
ui::TextInputFocusManager::GetInstance();
if (window)
text_input_focus_manager->FocusTextInputClient(NULL);
// Allow for the window losing focus to be deleted during dispatch. If it is
// deleted pass NULL to observers instead of a deleted window.
aura::WindowTracker window_tracker;
if (lost_focus)
window_tracker.Add(lost_focus);
if (focused_window_ && observer_manager_.IsObserving(focused_window_) &&
focused_window_ != active_window_) {
observer_manager_.Remove(focused_window_);
}
focused_window_ = window;
if (focused_window_ && !observer_manager_.IsObserving(focused_window_))
observer_manager_.Add(focused_window_);
FOR_EACH_OBSERVER(aura::client::FocusChangeObserver,
focus_observers_,
OnWindowFocused(focused_window_,
window_tracker.Contains(lost_focus) ?
lost_focus : NULL));
if (window_tracker.Contains(lost_focus)) {
aura::client::FocusChangeObserver* observer =
aura::client::GetFocusChangeObserver(lost_focus);
if (observer)
observer->OnWindowFocused(focused_window_, lost_focus);
}
aura::client::FocusChangeObserver* observer =
aura::client::GetFocusChangeObserver(focused_window_);
if (observer) {
observer->OnWindowFocused(
focused_window_,
window_tracker.Contains(lost_focus) ? lost_focus : NULL);
}
// Ensure that the text input client is reset when the window loses the focus.
if (!window)
text_input_focus_manager->FocusTextInputClient(NULL);
}
void FocusController::SetActiveWindow(aura::Window* requested_window,
aura::Window* window) {
if (updating_activation_)
return;
if (window == active_window_) {
if (requested_window) {
FOR_EACH_OBSERVER(aura::client::ActivationChangeObserver,
activation_observers_,
OnAttemptToReactivateWindow(requested_window,
active_window_));
}
return;
}
DCHECK(rules_->CanActivateWindow(window));
if (window)
DCHECK_EQ(window, rules_->GetActivatableWindow(window));
base::AutoReset<bool> updating_activation(&updating_activation_, true);
aura::Window* lost_activation = active_window_;
// Allow for the window losing activation to be deleted during dispatch. If
// it is deleted pass NULL to observers instead of a deleted window.
aura::WindowTracker window_tracker;
if (lost_activation)
window_tracker.Add(lost_activation);
if (active_window_ && observer_manager_.IsObserving(active_window_) &&
focused_window_ != active_window_) {
observer_manager_.Remove(active_window_);
}
active_window_ = window;
if (active_window_ && !observer_manager_.IsObserving(active_window_))
observer_manager_.Add(active_window_);
if (active_window_) {
StackTransientParentsBelowModalWindow(active_window_);
active_window_->parent()->StackChildAtTop(active_window_);
}
aura::client::ActivationChangeObserver* observer = NULL;
if (window_tracker.Contains(lost_activation)) {
observer = aura::client::GetActivationChangeObserver(lost_activation);
if (observer)
observer->OnWindowActivated(active_window_, lost_activation);
}
observer = aura::client::GetActivationChangeObserver(active_window_);
if (observer) {
observer->OnWindowActivated(
active_window_,
window_tracker.Contains(lost_activation) ? lost_activation : NULL);
}
FOR_EACH_OBSERVER(aura::client::ActivationChangeObserver,
activation_observers_,
OnWindowActivated(active_window_,
window_tracker.Contains(lost_activation) ?
lost_activation : NULL));
}
void FocusController::WindowLostFocusFromDispositionChange(
aura::Window* window,
aura::Window* next) {
// TODO(beng): See if this function can be replaced by a call to
// FocusWindow().
// Activation adjustments are handled first in the event of a disposition
// changed. If an activation change is necessary, focus is reset as part of
// that process so there's no point in updating focus independently.
if (window == active_window_) {
aura::Window* next_activatable = rules_->GetNextActivatableWindow(window);
SetActiveWindow(NULL, next_activatable);
if (!(active_window_ && active_window_->Contains(focused_window_)))
SetFocusedWindow(next_activatable);
} else if (window->Contains(focused_window_)) {
// Active window isn't changing, but focused window might be.
SetFocusedWindow(rules_->GetFocusableWindow(next));
}
}
void FocusController::WindowFocusedFromInputEvent(aura::Window* window) {
// Only focus |window| if it or any of its parents can be focused. Otherwise
// FocusWindow() will focus the topmost window, which may not be the
// currently focused one.
if (rules_->CanFocusWindow(GetToplevelWindow(window)))
FocusWindow(window);
}
} // namespace wm