blob: 3f8442052bbc7e9fff7235cee244019e3ec7655d [file] [log] [blame]
// 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 <vector>
#include "base/observer_list.h"
#include "ui/aura/window_observer.h"
#include "ui/wm/wm_export.h"
namespace wm {
class TransientWindowObserver;
// TransientWindowManager manages the set of transient children for a window
// along with the transient parent. Transient children get the following
// behavior:
// . The transient parent destroys any transient children when it is
// destroyed. This means a transient child is destroyed if either its parent
// or transient parent is destroyed.
// . If a transient child and its transient parent share the same parent, then
// transient children are always ordered above the transient parent.
// . If a transient parent is hidden, it hides all transient children.
// For show operation, please refer to |set_parent_controls_visibility(bool)|.
// Transient windows are typically used for popups and menus.
// TODO(sky): when we nuke TransientWindowClient rename this to
// TransientWindowController.
class WM_EXPORT TransientWindowManager : public aura::WindowObserver {
typedef std::vector<aura::Window*> Windows;
~TransientWindowManager() override;
// Returns the TransientWindowManager for |window|. This never returns NULL.
static TransientWindowManager* Get(aura::Window* window);
// Returns the TransientWindowManager for |window| only if it already exists.
// WARNING: this may return NULL.
static const TransientWindowManager* Get(const aura::Window* window);
void AddObserver(TransientWindowObserver* observer);
void RemoveObserver(TransientWindowObserver* observer);
// Adds or removes a transient child.
void AddTransientChild(aura::Window* child);
void RemoveTransientChild(aura::Window* child);
// Setting true lets the transient parent show this transient
// child when the parent is shown. If this was shown when the
// transient parent is hidden, it remains hidden and gets shown
// when the transient parent is shown. This is false by default.
void set_parent_controls_visibility(bool parent_controls_visibility) {
parent_controls_visibility_ = parent_controls_visibility;
const Windows& transient_children() const { return transient_children_; }
aura::Window* transient_parent() { return transient_parent_; }
const aura::Window* transient_parent() const { return transient_parent_; }
// Returns true if in the process of stacking |window_| on top of |target|.
// That is, when the stacking order of a window changes
// (OnWindowStackingChanged()) the transients may get restacked as well. This
// function can be used to detect if TransientWindowManager is in the process
// of stacking a transient as the result of window stacking changing.
bool IsStackingTransient(const aura::Window* target) const;
explicit TransientWindowManager(aura::Window* window);
// Stacks transient descendants of this window that are its siblings just
// above it.
void RestackTransientDescendants();
// Update the window's visibility following the transient parent's
// visibility. See |set_parent_controls_visibility(bool)| for more details.
void UpdateTransientChildVisibility(bool visible);
// WindowObserver:
void OnWindowParentChanged(aura::Window* window,
aura::Window* parent) override;
void OnWindowVisibilityChanged(aura::Window* window, bool visible) override;
void OnWindowStackingChanged(aura::Window* window) override;
void OnWindowDestroying(aura::Window* window) override;
aura::Window* window_;
aura::Window* transient_parent_;
Windows transient_children_;
// If non-null we're actively restacking transient as the result of a
// transient ancestor changing.
aura::Window* stacking_target_;
bool parent_controls_visibility_;
bool show_on_parent_visible_;
bool ignore_visibility_changed_event_;
base::ObserverList<TransientWindowObserver> observers_;
} // namespace wm