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// 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 <map>
#include <string>
#include <vector>
#include "base/basictypes.h"
#include "base/compiler_specific.h"
#include "base/memory/scoped_ptr.h"
#include "base/observer_list.h"
#include "base/strings/string16.h"
#include "ui/aura/aura_export.h"
#include "ui/aura/window_layer_type.h"
#include "ui/aura/window_observer.h"
#include "ui/compositor/layer_animator.h"
#include "ui/compositor/layer_delegate.h"
#include "ui/compositor/layer_owner.h"
#include "ui/events/event_constants.h"
#include "ui/events/event_target.h"
#include "ui/events/event_targeter.h"
#include "ui/events/gestures/gesture_types.h"
#include "ui/gfx/geometry/insets.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/native_widget_types.h"
#include "ui/wm/public/window_types.h"
namespace gfx {
class Display;
class Transform;
class Vector2d;
namespace ui {
class EventHandler;
class Layer;
class TextInputClient;
class Texture;
namespace aura {
class LayoutManager;
class WindowDelegate;
class WindowObserver;
class WindowTreeHost;
// Defined in window_property.h (which we do not include)
template<typename T>
struct WindowProperty;
namespace subtle {
class PropertyHelper;
namespace test {
class WindowTestApi;
// Aura window implementation. Interesting events are sent to the
// WindowDelegate.
// TODO(beng): resolve ownership.
class AURA_EXPORT Window : public ui::LayerDelegate,
public ui::LayerOwner,
public ui::EventTarget,
public ui::GestureConsumer {
// Used when stacking windows.
enum StackDirection {
typedef std::vector<Window*> Windows;
explicit Window(WindowDelegate* delegate);
~Window() override;
// Initializes the window. This creates the window's layer.
void Init(WindowLayerType layer_type);
void set_owned_by_parent(bool owned_by_parent) {
owned_by_parent_ = owned_by_parent;
bool owned_by_parent() const { return owned_by_parent_; }
// A type is used to identify a class of Windows and customize behavior such
// as event handling and parenting. This field should only be consumed by the
// shell -- Aura itself shouldn't contain type-specific logic.
ui::wm::WindowType type() const { return type_; }
void SetType(ui::wm::WindowType type);
int id() const { return id_; }
void set_id(int id) { id_ = id; }
const std::string& name() const { return name_; }
void SetName(const std::string& name);
const base::string16 title() const { return title_; }
void SetTitle(const base::string16& title);
bool transparent() const { return transparent_; }
void SetTransparent(bool transparent);
// See description in Layer::SetFillsBoundsCompletely.
void SetFillsBoundsCompletely(bool fills_bounds);
WindowDelegate* delegate() { return delegate_; }
const WindowDelegate* delegate() const { return delegate_; }
const gfx::Rect& bounds() const { return bounds_; }
Window* parent() { return parent_; }
const Window* parent() const { return parent_; }
// Returns the root Window that contains this Window. The root Window is
// defined as the Window that has a dispatcher. These functions return NULL if
// the Window is contained in a hierarchy that does not have a dispatcher at
// its root.
Window* GetRootWindow();
const Window* GetRootWindow() const;
WindowTreeHost* GetHost();
const WindowTreeHost* GetHost() const;
void set_host(WindowTreeHost* host) { host_ = host; }
bool IsRootWindow() const { return !!host_; }
// The Window does not own this object.
void set_user_data(void* user_data) { user_data_ = user_data; }
void* user_data() const { return user_data_; }
// Changes the visibility of the window.
void Show();
void Hide();
// Returns true if this window and all its ancestors are visible.
bool IsVisible() const;
// Returns the visibility requested by this window. IsVisible() takes into
// account the visibility of the layer and ancestors, where as this tracks
// whether Show() without a Hide() has been invoked.
bool TargetVisibility() const { return visible_; }
// Returns the window's bounds in root window's coordinates.
gfx::Rect GetBoundsInRootWindow() const;
// Returns the window's bounds in screen coordinates.
// How the root window's coordinates is mapped to screen's coordinates
// is platform dependent and defined in the implementation of the
// |aura::client::ScreenPositionClient| interface.
gfx::Rect GetBoundsInScreen() const;
void SetTransform(const gfx::Transform& transform);
// Assigns a LayoutManager to size and place child windows.
// The Window takes ownership of the LayoutManager.
void SetLayoutManager(LayoutManager* layout_manager);
LayoutManager* layout_manager() { return layout_manager_.get(); }
// Sets a new event-targeter for the window, and returns the previous
// event-targeter.
scoped_ptr<ui::EventTargeter> SetEventTargeter(
scoped_ptr<ui::EventTargeter> targeter);
// Changes the bounds of the window. If present, the window's parent's
// LayoutManager may adjust the bounds.
void SetBounds(const gfx::Rect& new_bounds);
// Changes the bounds of the window in the screen coordintates.
// If present, the window's parent's LayoutManager may adjust the bounds.
void SetBoundsInScreen(const gfx::Rect& new_bounds_in_screen_coords,
const gfx::Display& dst_display);
// Returns the target bounds of the window. If the window's layer is
// not animating, it simply returns the current bounds.
gfx::Rect GetTargetBounds() const;
// Marks the a portion of window as needing to be painted.
void SchedulePaintInRect(const gfx::Rect& rect);
// Stacks the specified child of this Window at the front of the z-order.
void StackChildAtTop(Window* child);
// Stacks |child| above |target|. Does nothing if |child| is already above
// |target|. Does not stack on top of windows with NULL layer delegates,
// see WindowTest.StackingMadrigal for details.
void StackChildAbove(Window* child, Window* target);
// Stacks the specified child of this window at the bottom of the z-order.
void StackChildAtBottom(Window* child);
// Stacks |child| below |target|. Does nothing if |child| is already below
// |target|.
void StackChildBelow(Window* child, Window* target);
// Tree operations.
void AddChild(Window* child);
void RemoveChild(Window* child);
const Windows& children() const { return children_; }
// Returns true if this Window contains |other| somewhere in its children.
bool Contains(const Window* other) const;
// Retrieves the first-level child with the specified id, or NULL if no first-
// level child is found matching |id|.
Window* GetChildById(int id);
const Window* GetChildById(int id) const;
// Converts |point| from |source|'s coordinates to |target|'s. If |source| is
// NULL, the function returns without modifying |point|. |target| cannot be
// NULL.
static void ConvertPointToTarget(const Window* source,
const Window* target,
gfx::Point* point);
static void ConvertRectToTarget(const Window* source,
const Window* target,
gfx::Rect* rect);
// Returns the focused text input client within this window.
// This function does not look at child windows.
ui::TextInputClient* GetFocusedTextInputClient();
// Moves the cursor to the specified location relative to the window.
void MoveCursorTo(const gfx::Point& point_in_window);
// Returns the cursor for the specified point, in window coordinates.
gfx::NativeCursor GetCursor(const gfx::Point& point) const;
// Add/remove observer.
void AddObserver(WindowObserver* observer);
void RemoveObserver(WindowObserver* observer);
bool HasObserver(const WindowObserver* observer) const;
void set_ignore_events(bool ignore_events) { ignore_events_ = ignore_events; }
bool ignore_events() const { return ignore_events_; }
// Sets the window to grab hits for an area extending |insets| pixels inside
// its bounds (even if that inner region overlaps a child window). This can be
// used to create an invisible non-client area that overlaps the client area.
void set_hit_test_bounds_override_inner(const gfx::Insets& insets) {
hit_test_bounds_override_inner_ = insets;
gfx::Insets hit_test_bounds_override_inner() const {
return hit_test_bounds_override_inner_;
// Returns true if the |point_in_root| in root window's coordinate falls
// within this window's bounds. Returns false if the window is detached
// from root window.
bool ContainsPointInRoot(const gfx::Point& point_in_root) const;
// Returns true if relative-to-this-Window's-origin |local_point| falls
// within this Window's bounds.
bool ContainsPoint(const gfx::Point& local_point) const;
// Returns the Window that most closely encloses |local_point| for the
// purposes of event targeting.
Window* GetEventHandlerForPoint(const gfx::Point& local_point);
// Returns the topmost Window with a delegate containing |local_point|.
Window* GetTopWindowContainingPoint(const gfx::Point& local_point);
// Returns this window's toplevel window (the highest-up-the-tree anscestor
// that has a delegate set). The toplevel window may be |this|.
Window* GetToplevelWindow();
// Claims or relinquishes the claim to focus.
void Focus();
void Blur();
// Returns true if the Window is currently the focused window.
bool HasFocus() const;
// Returns true if the Window can be focused.
bool CanFocus() const;
// Returns true if the Window can receive events.
bool CanReceiveEvents() const;
// Does a capture on the window. This does nothing if the window isn't showing
// (VISIBILITY_SHOWN) or isn't contained in a valid window hierarchy.
void SetCapture();
// Releases a capture.
void ReleaseCapture();
// Returns true if this window has capture.
bool HasCapture();
// Suppresses painting window content by disgarding damaged rect and ignoring
// new paint requests. This is a one way operation and there is no way to
// reenable painting.
void SuppressPaint();
// Sets the |value| of the given window |property|. Setting to the default
// value (e.g., NULL) removes the property. The caller is responsible for the
// lifetime of any object set as a property on the Window.
template<typename T>
void SetProperty(const WindowProperty<T>* property, T value);
// Returns the value of the given window |property|. Returns the
// property-specific default value if the property was not previously set.
template<typename T>
T GetProperty(const WindowProperty<T>* property) const;
// Sets the |property| to its default value. Useful for avoiding a cast when
// setting to NULL.
template<typename T>
void ClearProperty(const WindowProperty<T>* property);
// NativeWidget::[GS]etNativeWindowProperty use strings as keys, and this is
// difficult to change while retaining compatibility with other platforms.
// TODO(benrg): Find a better solution.
void SetNativeWindowProperty(const char* key, void* value);
void* GetNativeWindowProperty(const char* key) const;
// Type of a function to delete a property that this window owns.
typedef void (*PropertyDeallocator)(int64 value);
// Overridden from ui::LayerDelegate:
void OnDeviceScaleFactorChanged(float device_scale_factor) override;
#if !defined(NDEBUG)
// These methods are useful when debugging.
std::string GetDebugInfo() const;
void PrintWindowHierarchy(int depth) const;
// Returns true if there was state needing to be cleaned up.
bool CleanupGestureState();
// Deletes (or removes if not owned by parent) all child windows. Intended for
// use from the destructor.
void RemoveOrDestroyChildren();
friend class test::WindowTestApi;
friend class LayoutManager;
friend class WindowTargeter;
friend class subtle::PropertyHelper;
// Called by the public {Set,Get,Clear}Property functions.
int64 SetPropertyInternal(const void* key,
const char* name,
PropertyDeallocator deallocator,
int64 value,
int64 default_value);
int64 GetPropertyInternal(const void* key, int64 default_value) const;
// Returns true if the mouse pointer at relative-to-this-Window's-origin
// |local_point| can trigger an event for this Window.
// TODO(beng): A Window can supply a hit-test mask to cause some portions of
// itself to not trigger events, causing the events to fall through to the
// Window behind.
bool HitTest(const gfx::Point& local_point);
// Changes the bounds of the window without condition.
void SetBoundsInternal(const gfx::Rect& new_bounds);
// Updates the visible state of the layer, but does not make visible-state
// specific changes. Called from Show()/Hide().
void SetVisible(bool visible);
// Schedules a paint for the Window's entire bounds.
void SchedulePaint();
// Asks the delegate to paint the window and invokes PaintLayerlessChildren()
// to paint any children with no layers.
void Paint(gfx::Canvas* canvas);
// Paints any layerless children to |canvas|.
void PaintLayerlessChildren(gfx::Canvas* canvas);
// Gets a Window (either this one or a subwindow) containing |local_point|.
// If |return_tightest| is true, returns the tightest-containing (i.e.
// furthest down the hierarchy) Window containing the point; otherwise,
// returns the loosest. If |for_event_handling| is true, then hit-test masks
// are honored; otherwise, only bounds checks are performed.
Window* GetWindowForPoint(const gfx::Point& local_point,
bool return_tightest,
bool for_event_handling);
// Implementation of RemoveChild(). If |child| is being removed as the result
// of an add, |new_parent| is the new parent |child| is going to be parented
// to.
void RemoveChildImpl(Window* child, Window* new_parent);
// If this Window has a layer the layer's parent is set to NULL, otherwise
// UnparentLayers() is invoked on all the children. |offset| is the offset
// relative to the nearest ancestor with a layer.
void UnparentLayers(bool has_layerless_ancestor,
const gfx::Vector2d& offset);
// If this Window has a layer it is added to |parent| and the origin set to
// |offset|. Otherwise this recurses through the children invoking
// ReparentLayers(). The net effect is both setting the parent of layers to
// |parent| as well as updating bounds of windows with a layerless ancestor.
void ReparentLayers(ui::Layer* parent, const gfx::Vector2d& offset);
// Offsets the first encountered Windows with layers by |offset|. This
// recurses through all layerless Windows, stopping at windows with layers.
void OffsetLayerBounds(const gfx::Vector2d& offset);
// Called when this window's parent has changed.
void OnParentChanged();
// The various stacking functions call into this to do the actual stacking.
void StackChildRelativeTo(Window* child,
Window* target,
StackDirection direction);
// Invoked from StackChildRelativeTo() to stack the layers appropriately
// when stacking |child| relative to |target|.
void StackChildLayerRelativeTo(Window* child,
Window* target,
StackDirection direction);
// Called when this window's stacking order among its siblings is changed.
void OnStackingChanged();
// Notifies observers registered with this Window (and its subtree) when the
// Window has been added or is about to be removed from a RootWindow.
void NotifyRemovingFromRootWindow(Window* new_root);
void NotifyAddedToRootWindow();
// Methods implementing hierarchy change notifications. See WindowObserver for
// more details.
void NotifyWindowHierarchyChange(
const WindowObserver::HierarchyChangeParams& params);
// Notifies this window and its child hierarchy.
void NotifyWindowHierarchyChangeDown(
const WindowObserver::HierarchyChangeParams& params);
// Notifies this window and its parent hierarchy.
void NotifyWindowHierarchyChangeUp(
const WindowObserver::HierarchyChangeParams& params);
// Notifies this window's observers.
void NotifyWindowHierarchyChangeAtReceiver(
const WindowObserver::HierarchyChangeParams& params);
// Methods implementing visibility change notifications. See WindowObserver
// for more details.
void NotifyWindowVisibilityChanged(aura::Window* target, bool visible);
// Notifies this window's observers. Returns false if |this| was deleted
// during the call (by an observer), otherwise true.
bool NotifyWindowVisibilityChangedAtReceiver(aura::Window* target,
bool visible);
// Notifies this window and its child hierarchy. Returns false if
// |this| was deleted during the call (by an observer), otherwise
// true.
bool NotifyWindowVisibilityChangedDown(aura::Window* target, bool visible);
// Notifies this window and its parent hierarchy.
void NotifyWindowVisibilityChangedUp(aura::Window* target, bool visible);
// Notifies this window and its child hierarchy of a transform applied to
// |source|.
void NotifyAncestorWindowTransformed(Window* source);
// Invoked when the bounds of the window changes. This may be invoked directly
// by us, or from the closure returned by PrepareForLayerBoundsChange() after
// the bounds of the layer has changed. |old_bounds| is the previous bounds.
void OnWindowBoundsChanged(const gfx::Rect& old_bounds);
// Overridden from ui::LayerDelegate:
void OnPaintLayer(gfx::Canvas* canvas) override;
void OnDelegatedFrameDamage(const gfx::Rect& damage_rect_in_dip) override;
base::Closure PrepareForLayerBoundsChange() override;
// Overridden from ui::EventTarget:
bool CanAcceptEvent(const ui::Event& event) override;
EventTarget* GetParentTarget() override;
scoped_ptr<ui::EventTargetIterator> GetChildIterator() const override;
ui::EventTargeter* GetEventTargeter() override;
void ConvertEventToTarget(ui::EventTarget* target,
ui::LocatedEvent* event) override;
// Updates the layer name based on the window's name and id.
void UpdateLayerName();
// Returns the first ancestor (starting at |this|) with a layer. |offset| is
// set to the offset from |this| to the first ancestor with a layer. |offset|
// may be NULL.
Window* GetAncestorWithLayer(gfx::Vector2d* offset) {
return const_cast<Window*>(
const_cast<const Window*>(this)->GetAncestorWithLayer(offset));
const Window* GetAncestorWithLayer(gfx::Vector2d* offset) const;
// Bounds of this window relative to the parent. This is cached as the bounds
// of the Layer and Window are not necessarily the same. In particular bounds
// of the Layer are relative to the first ancestor with a Layer, where as this
// is relative to the parent Window.
gfx::Rect bounds_;
WindowTreeHost* host_;
ui::wm::WindowType type_;
// True if the Window is owned by its parent - i.e. it will be deleted by its
// parent during its parents destruction. True is the default.
bool owned_by_parent_;
WindowDelegate* delegate_;
// The Window's parent.
Window* parent_;
// Child windows. Topmost is last.
Windows children_;
// The visibility state of the window as set by Show()/Hide(). This may differ
// from the visibility of the underlying layer, which may remain visible after
// the window is hidden (e.g. to animate its disappearance).
bool visible_;
int id_;
std::string name_;
base::string16 title_;
// Whether layer is initialized as non-opaque.
bool transparent_;
scoped_ptr<LayoutManager> layout_manager_;
scoped_ptr<ui::EventTargeter> targeter_;
void* user_data_;
// Makes the window pass all events through to any windows behind it.
bool ignore_events_;
// See set_hit_test_bounds_override_inner().
gfx::Insets hit_test_bounds_override_inner_;
ObserverList<WindowObserver, true> observers_;
// Value struct to keep the name and deallocator for this property.
// Key cannot be used for this purpose because it can be char* or
// WindowProperty<>.
struct Value {
const char* name;
int64 value;
PropertyDeallocator deallocator;
std::map<const void*, Value> prop_map_;
} // namespace aura
#endif // UI_AURA_WINDOW_H_