blob: 251f3e08ffd91a51939821485a0b744fab0609b2 [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/shadow_controller.h"
#include <utility>
#include "base/command_line.h"
#include "base/containers/flat_set.h"
#include "base/logging.h"
#include "base/macros.h"
#include "base/no_destructor.h"
#include "base/scoped_observer.h"
#include "base/stl_util.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/env.h"
#include "ui/aura/env_observer.h"
#include "ui/aura/window.h"
#include "ui/aura/window_observer.h"
#include "ui/base/class_property.h"
#include "ui/base/ui_base_types.h"
#include "ui/compositor/layer.h"
#include "ui/compositor_extra/shadow.h"
#include "ui/wm/core/shadow_controller_delegate.h"
#include "ui/wm/core/shadow_types.h"
#include "ui/wm/core/window_util.h"
#include "ui/wm/public/activation_client.h"
using std::make_pair;
DEFINE_UI_CLASS_PROPERTY_TYPE(ui::Shadow*);
DEFINE_OWNED_UI_CLASS_PROPERTY_KEY(ui::Shadow, kShadowLayerKey, nullptr);
namespace wm {
namespace {
int GetShadowElevationForActiveState(aura::Window* window) {
int elevation = window->GetProperty(kShadowElevationKey);
if (elevation != kShadowElevationDefault)
return elevation;
if (IsActiveWindow(window))
return kShadowElevationActiveWindow;
return GetDefaultShadowElevationForWindow(window);
}
// Returns the shadow style to be applied to |losing_active| when it is losing
// active to |gaining_active|. |gaining_active| may be of a type that hides when
// inactive, and as such we do not want to render |losing_active| as inactive.
int GetShadowElevationForWindowLosingActive(aura::Window* losing_active,
aura::Window* gaining_active) {
if (gaining_active && GetHideOnDeactivate(gaining_active)) {
if (base::ContainsValue(GetTransientChildren(losing_active),
gaining_active))
return kShadowElevationActiveWindow;
}
return kShadowElevationInactiveWindow;
}
} // namespace
// ShadowController::Impl ------------------------------------------------------
// Real implementation of the ShadowController. ShadowController observes
// ActivationChangeObserver, which are per ActivationClient, where as there is
// only a single Impl (as it observes all window creation by way of an
// EnvObserver).
class ShadowController::Impl :
public aura::EnvObserver,
public aura::WindowObserver,
public base::RefCounted<Impl> {
public:
// Returns the singleton instance for the specified Env.
static Impl* GetInstance(aura::Env* env);
void set_delegate(std::unique_ptr<ShadowControllerDelegate> delegate) {
delegate_ = std::move(delegate);
}
bool IsShadowVisibleForWindow(aura::Window* window);
void UpdateShadowForWindow(aura::Window* window);
// aura::EnvObserver override:
void OnWindowInitialized(aura::Window* window) override;
// aura::WindowObserver overrides:
void OnWindowPropertyChanged(aura::Window* window,
const void* key,
intptr_t old) override;
void OnWindowVisibilityChanging(aura::Window* window, bool visible) override;
void OnWindowBoundsChanged(aura::Window* window,
const gfx::Rect& old_bounds,
const gfx::Rect& new_bounds,
ui::PropertyChangeReason reason) override;
void OnWindowDestroyed(aura::Window* window) override;
private:
friend class base::RefCounted<Impl>;
friend class ShadowController;
explicit Impl(aura::Env* env);
~Impl() override;
static base::flat_set<Impl*>* GetInstances();
// Forwarded from ShadowController.
void OnWindowActivated(ActivationReason reason,
aura::Window* gained_active,
aura::Window* lost_active);
// Checks if |window| is visible and contains a property requesting a shadow.
bool ShouldShowShadowForWindow(aura::Window* window) const;
// Updates the shadow for windows when activation changes.
void HandleWindowActivationChange(aura::Window* gaining_active,
aura::Window* losing_active);
// Shows or hides |window|'s shadow as needed (creating the shadow if
// necessary).
void HandlePossibleShadowVisibilityChange(aura::Window* window);
// Creates a new shadow for |window| and stores it with the |kShadowLayerKey|
// key.
// The shadow's bounds are initialized and it is added to the window's layer.
void CreateShadowForWindow(aura::Window* window);
aura::Env* const env_;
ScopedObserver<aura::Window, aura::WindowObserver> observer_manager_;
std::unique_ptr<ShadowControllerDelegate> delegate_;
DISALLOW_COPY_AND_ASSIGN(Impl);
};
// static
ShadowController::Impl* ShadowController::Impl::GetInstance(aura::Env* env) {
for (Impl* impl : *GetInstances()) {
if (impl->env_ == env)
return impl;
}
return new Impl(env);
}
bool ShadowController::Impl::IsShadowVisibleForWindow(aura::Window* window) {
if (!observer_manager_.IsObserving(window))
return false;
ui::Shadow* shadow = GetShadowForWindow(window);
return shadow && shadow->layer()->visible();
}
void ShadowController::Impl::UpdateShadowForWindow(aura::Window* window) {
DCHECK(observer_manager_.IsObserving(window));
HandlePossibleShadowVisibilityChange(window);
}
void ShadowController::Impl::OnWindowInitialized(aura::Window* window) {
// During initialization, the window can't reliably tell whether it will be a
// root window. That must be checked in the first visibility change
DCHECK(!window->parent());
DCHECK(!window->TargetVisibility());
observer_manager_.Add(window);
}
void ShadowController::Impl::OnWindowPropertyChanged(aura::Window* window,
const void* key,
intptr_t old) {
bool shadow_will_change = key == kShadowElevationKey &&
window->GetProperty(kShadowElevationKey) != old;
if (key == aura::client::kShowStateKey) {
shadow_will_change = window->GetProperty(aura::client::kShowStateKey) !=
static_cast<ui::WindowShowState>(old);
}
// Check the target visibility. IsVisible() may return false if a parent layer
// is hidden, but |this| only observes calls to Show()/Hide() on |window|.
if (shadow_will_change && window->TargetVisibility())
HandlePossibleShadowVisibilityChange(window);
}
void ShadowController::Impl::OnWindowVisibilityChanging(aura::Window* window,
bool visible) {
// At the time of the first visibility change, |window| will give a correct
// answer for whether or not it is a root window. If it is, don't bother
// observing: a shadow should never be added. Root windows can only have
// shadows in the WindowServer (where a corresponding aura::Window may no
// longer be a root window). Without this check, a second shadow is added,
// which clips to the root window bounds; filling any rounded corners the
// window may have.
if (window->IsRootWindow()) {
observer_manager_.Remove(window);
return;
}
HandlePossibleShadowVisibilityChange(window);
}
void ShadowController::Impl::OnWindowBoundsChanged(
aura::Window* window,
const gfx::Rect& old_bounds,
const gfx::Rect& new_bounds,
ui::PropertyChangeReason reason) {
ui::Shadow* shadow = GetShadowForWindow(window);
if (shadow)
shadow->SetContentBounds(gfx::Rect(new_bounds.size()));
}
void ShadowController::Impl::OnWindowDestroyed(aura::Window* window) {
window->ClearProperty(kShadowLayerKey);
observer_manager_.Remove(window);
}
void ShadowController::Impl::OnWindowActivated(ActivationReason reason,
aura::Window* gained_active,
aura::Window* lost_active) {
if (gained_active) {
ui::Shadow* shadow = GetShadowForWindow(gained_active);
if (shadow)
shadow->SetElevation(GetShadowElevationForActiveState(gained_active));
}
if (lost_active) {
ui::Shadow* shadow = GetShadowForWindow(lost_active);
if (shadow && GetShadowElevationConvertDefault(lost_active) ==
kShadowElevationInactiveWindow) {
shadow->SetElevation(
GetShadowElevationForWindowLosingActive(lost_active, gained_active));
}
}
}
bool ShadowController::Impl::ShouldShowShadowForWindow(
aura::Window* window) const {
if (delegate_) {
const bool should_show = delegate_->ShouldShowShadowForWindow(window);
if (should_show)
DCHECK(GetShadowElevationConvertDefault(window) > 0);
return should_show;
}
ui::WindowShowState show_state =
window->GetProperty(aura::client::kShowStateKey);
if (show_state == ui::SHOW_STATE_FULLSCREEN ||
show_state == ui::SHOW_STATE_MAXIMIZED) {
return false;
}
return GetShadowElevationConvertDefault(window) > 0;
}
void ShadowController::Impl::HandlePossibleShadowVisibilityChange(
aura::Window* window) {
const bool should_show = ShouldShowShadowForWindow(window);
ui::Shadow* shadow = GetShadowForWindow(window);
if (shadow) {
shadow->SetElevation(GetShadowElevationForActiveState(window));
shadow->layer()->SetVisible(should_show);
} else if (should_show && !shadow) {
CreateShadowForWindow(window);
}
}
void ShadowController::Impl::CreateShadowForWindow(aura::Window* window) {
DCHECK(!window->IsRootWindow());
ui::Shadow* shadow = new ui::Shadow();
window->SetProperty(kShadowLayerKey, shadow);
int corner_radius = window->GetProperty(aura::client::kWindowCornerRadiusKey);
if (corner_radius >= 0)
shadow->SetRoundedCornerRadius(corner_radius);
shadow->Init(GetShadowElevationForActiveState(window));
shadow->SetContentBounds(gfx::Rect(window->bounds().size()));
shadow->layer()->SetVisible(ShouldShowShadowForWindow(window));
window->layer()->Add(shadow->layer());
window->layer()->StackAtBottom(shadow->layer());
}
ShadowController::Impl::Impl(aura::Env* env)
: env_(env), observer_manager_(this) {
GetInstances()->insert(this);
env_->AddObserver(this);
}
ShadowController::Impl::~Impl() {
env_->RemoveObserver(this);
GetInstances()->erase(this);
}
// static
base::flat_set<ShadowController::Impl*>*
ShadowController::Impl::GetInstances() {
static base::NoDestructor<base::flat_set<Impl*>> impls;
return impls.get();
}
// ShadowController ------------------------------------------------------------
ui::Shadow* ShadowController::GetShadowForWindow(aura::Window* window) {
return window->GetProperty(kShadowLayerKey);
}
ShadowController::ShadowController(
ActivationClient* activation_client,
std::unique_ptr<ShadowControllerDelegate> delegate,
aura::Env* env)
: activation_client_(activation_client),
impl_(Impl::GetInstance(env ? env : aura::Env::GetInstance())) {
// Watch for window activation changes.
activation_client_->AddObserver(this);
if (delegate)
impl_->set_delegate(std::move(delegate));
}
ShadowController::~ShadowController() {
activation_client_->RemoveObserver(this);
}
bool ShadowController::IsShadowVisibleForWindow(aura::Window* window) {
return impl_->IsShadowVisibleForWindow(window);
}
void ShadowController::UpdateShadowForWindow(aura::Window* window) {
impl_->UpdateShadowForWindow(window);
}
void ShadowController::OnWindowActivated(ActivationReason reason,
aura::Window* gained_active,
aura::Window* lost_active) {
impl_->OnWindowActivated(reason, gained_active, lost_active);
}
} // namespace wm