blob: e5085af030ef59a81dea0e360ee408a9ab45ba47 [file] [log] [blame]
// Copyright 2017 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 <memory>
#include "base/macros.h"
#include "base/memory/ref_counted.h"
#include "components/viz/common/surfaces/surface_info.h"
#include "components/viz/common/surfaces/surface_reference_factory.h"
#include "ui/gfx/geometry/insets.h"
namespace gfx {
class Insets;
namespace ui {
class Layer;
namespace aura {
class Window;
// Used by WindowPortMus when it is embedding a client. Responsible for setting
// up layers containing content from the client, parenting them to the window's
// layer, and updating them when the client submits new surfaces.
class ClientSurfaceEmbedder {
// TODO(fsamuel): Insets might differ when the window is maximized. We should
// deal with that case as well.
ClientSurfaceEmbedder(Window* window,
bool inject_gutter,
const gfx::Insets& client_area_insets);
// Updates the clip layer and primary SurfaceId of the surface layer based
// on the provided |surface_id|.
void SetPrimarySurfaceId(const viz::SurfaceId& surface_id);
// Sets the fallback SurfaceInfo of the surface layer. The clip layer is not
// updated.
void SetFallbackSurfaceInfo(const viz::SurfaceInfo& surface_info);
// Update the surface layer size and the right and bottom gutter layers for
// the current window size.
void UpdateSizeAndGutters();
ui::Layer* RightGutterForTesting() { return right_gutter_.get(); }
ui::Layer* BottomGutterForTesting() { return bottom_gutter_.get(); }
// The window which embeds the client.
Window* window_;
// Contains the client's content.
std::unique_ptr<ui::Layer> surface_layer_;
// Information describing the currently set fallback surface.
viz::SurfaceInfo fallback_surface_info_;
// Used for showing a gutter when the content is not available.
std::unique_ptr<ui::Layer> right_gutter_;
std::unique_ptr<ui::Layer> bottom_gutter_;
bool inject_gutter_;
gfx::Insets client_area_insets_;
scoped_refptr<viz::SurfaceReferenceFactory> ref_factory_;
} // namespace aura