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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.
#ifndef UI_AURA_WINDOW_H_
#define UI_AURA_WINDOW_H_
#include <stdint.h>
#include <map>
#include <memory>
#include <set>
#include <string>
#include <vector>
#include "base/compiler_specific.h"
#include "base/containers/flat_set.h"
#include "base/macros.h"
#include "base/observer_list.h"
#include "base/optional.h"
#include "base/strings/string16.h"
#include "base/time/time.h"
#include "components/viz/common/surfaces/local_surface_id_allocation.h"
#include "components/viz/common/surfaces/scoped_surface_id_allocator.h"
#include "ui/aura/aura_export.h"
#include "ui/aura/client/window_types.h"
#include "ui/aura/window_observer.h"
#include "ui/aura/window_port.h"
#include "ui/base/class_property.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/rect.h"
#include "ui/gfx/native_widget_types.h"
namespace cc {
class LayerTreeFrameSink;
}
namespace display {
class Display;
}
namespace gfx {
class Transform;
}
namespace ui {
enum class DomCode;
class Layer;
} // namespace ui
namespace ws {
namespace mojom {
enum class EventTargetingPolicy;
}
}
namespace aura {
class Env;
class LayoutManager;
class ScopedKeyboardHook;
class WindowDelegate;
class WindowObserver;
class WindowPortForShutdown;
class WindowTargeter;
class WindowTreeHost;
// Defined in class_property.h (which we do not include)
template<typename T>
using WindowProperty = ui::ClassProperty<T>;
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,
public ui::PropertyHandler {
public:
// Initial value of id() for newly created windows.
static constexpr int kInitialId = -1;
// Used when stacking windows.
enum StackDirection {
STACK_ABOVE,
STACK_BELOW
};
// These values are persisted to logs. Entries should not be renumbered and
// numeric values should never be reused.
enum class OcclusionState {
// The window's occlusion state isn't tracked (Window::TrackOcclusionState)
// or hasn't been computed yet.
UNKNOWN = 0,
// The window or one of its descendants IsVisible() [1] and:
// - Its bounds aren't completely covered by fully opaque windows [2], or,
// - Its transform, bounds or opacity is animated.
VISIBLE = 1,
// The window or one of its descendants IsVisible() [1], but they all:
// - Have bounds completely covered by fully opaque windows [2], and,
// - Have no transform, bounds or opacity animation.
OCCLUDED = 2,
// The window is not IsVisible() [1].
HIDDEN = 3,
// [1] A window can only be IsVisible() if all its parent are IsVisible().
// [2] A window is "fully opaque" if:
// - It's visible (IsVisible()).
// - It's not transparent (transparent()).
// - It's transform, bounds and opacity aren't animated.
// - Its combined opacity is 1 (GetCombinedOpacity()).
// - It has content to draw. Either the type of its layer is not
// ui::LAYER_NOT_DRAWN, or it is a server window hosting remote client
// content in Window Service.
//
// TODO(fdoray): A window that clips its children shouldn't be VISIBLE just
// because it has an animated child.
kMaxValue = HIDDEN,
};
typedef std::vector<Window*> Windows;
explicit Window(WindowDelegate* delegate,
client::WindowType type = client::WINDOW_TYPE_UNKNOWN,
Env* env = nullptr);
Window(WindowDelegate* delegate,
std::unique_ptr<WindowPort> port,
client::WindowType type = client::WINDOW_TYPE_UNKNOWN,
Env* env = nullptr);
~Window() override;
// Initializes the window. This creates the window's layer.
void Init(ui::LayerType 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.
client::WindowType type() const { return type_; }
void SetType(client::WindowType type);
int id() const { return id_; }
void set_id(int id) { id_ = id; }
const std::string& GetName() const;
void SetName(const std::string& name);
const base::string16& GetTitle() const;
void SetTitle(const base::string16& title);
bool transparent() const { return transparent_; }
// Note: Setting a window transparent has significant performance impact,
// especially on low-end Chrome OS devices. Please ensure you are not
// adding unnecessary overdraw. When in doubt, talk to the graphics team.
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_; }
// 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 occlusion state of this window. Is UNKNOWN if the occlusion
// state of this window isn't tracked (Window::TrackOcclusionState) or
// hasn't been computed yet. Is stale if called within the scope of a
// WindowOcclusionTracker::ScopedPause.
OcclusionState occlusion_state() const { return occlusion_state_; }
// Returns the currently occluded region. This will be empty unless
// the window is tracked and has a VISIBLE occlusion state. That is,
// this is only maintained when the window is partially occluded. Further,
// this region may extend outside the window bounds. For performance reasons,
// the actual intersection with the window is not computed. The occluded
// region is the set of window rectangles that may occlude this window.
// Note that this means that the occluded region may be updated if one of
// those windows moves, even if the actual intersection of the occluded
// region with this window does not change. Clients may compute the actual
// intersection region if necessary.
const SkRegion& occluded_region() const { return occluded_region_; }
// 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);
const gfx::Transform& transform() const { return layer()->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.
std::unique_ptr<WindowTargeter> SetEventTargeter(
std::unique_ptr<WindowTargeter> targeter);
WindowTargeter* targeter() { return targeter_.get(); }
const WindowTargeter* targeter() const { return targeter_.get(); }
// 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 coordinates.
// If present, the window's parent's LayoutManager may adjust the bounds.
void SetBoundsInScreen(const gfx::Rect& new_bounds_in_screen_coords,
const display::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::PointF* point);
static void ConvertPointToTarget(const Window* source,
const Window* target,
gfx::Point* point);
static void ConvertRectToTarget(const Window* source,
const Window* target,
gfx::Rect* rect);
// Convert the native |point| in pixels to the target's host's coordiantes if
// source and target have different hosts.
static void ConvertNativePointToTargetHost(const Window* source,
const Window* target,
gfx::PointF* point);
static void ConvertNativePointToTargetHost(const Window* source,
const Window* target,
gfx::Point* point);
// 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;
// Returns true if the children of this should be restacked by the
// transient window related classes to honor transient window stacking.
bool ShouldRestackTransientChildren();
// Add/remove observer.
void AddObserver(WindowObserver* observer);
void RemoveObserver(WindowObserver* observer);
bool HasObserver(const WindowObserver* observer) const;
void SetEventTargetingPolicy(ws::mojom::EventTargetingPolicy policy);
ws::mojom::EventTargetingPolicy event_targeting_policy() const {
return event_targeting_policy_;
}
// 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 this window's toplevel window (the highest-up-the-tree ancestor
// that has a delegate set). The toplevel window may be |this|.
Window* GetToplevelWindow();
// Claims focus.
void Focus();
// Returns true if the Window is currently the focused window.
bool HasFocus() const;
// Returns true if the Window can be focused.
bool CanFocus() 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();
// Requests that |keys| be intercepted at the platform level and routed
// directly to the web content. If |codes| has no value, all keys will be
// intercepted. Returns a ScopedKeyboardHook instance which stops capturing
// system key events when destroyed.
std::unique_ptr<ScopedKeyboardHook> CaptureSystemKeyEvents(
base::Optional<base::flat_set<ui::DomCode>> codes);
// 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();
// 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_t value);
// Overridden from ui::LayerDelegate:
void OnDeviceScaleFactorChanged(float old_device_scale_factor,
float new_device_scale_factor) override;
// Overridden from ui::LayerOwner:
std::unique_ptr<ui::Layer> RecreateLayer() override;
#if !defined(NDEBUG)
// These methods are useful when debugging.
std::string GetDebugInfo() const;
void PrintWindowHierarchy(int depth) const;
#endif
// Returns true if there was state needing to be cleaned up.
bool CleanupGestureState();
// Create a LayerTreeFrameSink for the aura::Window.
std::unique_ptr<cc::LayerTreeFrameSink> CreateLayerTreeFrameSink();
// Gets the current viz::SurfaceId.
viz::SurfaceId GetSurfaceId() const;
// Forces the window to allocate a new viz::LocalSurfaceId for the next
// CompositorFrame submission in anticipation of a synchronization operation
// that does not involve a resize or a device scale factor change.
void AllocateLocalSurfaceId();
viz::ScopedSurfaceIdAllocator GetSurfaceIdAllocator(
base::OnceCallback<void()> allocation_task);
// Returns the current viz::LocalSurfaceIdAllocation.
const viz::LocalSurfaceIdAllocation& GetLocalSurfaceIdAllocation() const;
// Marks the current viz::LocalSurfaceId as invalid. AllocateLocalSurfaceId
// must be called before submitting new CompositorFrames.
void InvalidateLocalSurfaceId();
// Sets the current viz::LocalSurfaceId, in cases where the embedded client
// has allocated one. Also sets child sequence number component of the
// viz::LocalSurfaceId allocator.
void UpdateLocalSurfaceIdFromEmbeddedClient(
const base::Optional<viz::LocalSurfaceIdAllocation>&
local_surface_id_allocation);
// Returns the FrameSinkId. In LOCAL mode, this returns a valid FrameSinkId
// only if a LayerTreeFrameSink has been created. In MUS mode, this always
// return a valid FrameSinkId.
const viz::FrameSinkId& GetFrameSinkId() const;
// Use SetEmbedFrameSinkId() when this window is embedding another client.
// See comment for |frame_sink_id_| below for more details.
void SetEmbedFrameSinkId(const viz::FrameSinkId& embed_frame_sink_id);
void set_frame_sink_id(const viz::FrameSinkId& frame_sink_id) {
DCHECK(!embeds_external_client_);
DCHECK(!frame_sink_id_.is_valid());
frame_sink_id_ = frame_sink_id;
}
// Returns whether this window is embedding another client.
bool IsEmbeddingClient() const;
// Starts occlusion state tracking.
void TrackOcclusionState();
Env* env() { return env_; }
const Env* env() const { return env_; }
#if DCHECK_IS_ON()
// If passed a non-null value then a non-null aura::Env must be supplied to
// the constructor. |error_string| is the string supplied to the DCHECK
// calls.
static void SetEnvArgRequired(const char* error_string);
#endif
// ui::GestureConsumer:
bool RequiresDoubleTapGestureEvents() const override;
protected:
// Deletes (or removes if not owned by parent) all child windows. Intended for
// use from the destructor.
void RemoveOrDestroyChildren();
// Overrides from ui::PropertyHandler
std::unique_ptr<ui::PropertyData> BeforePropertyChange(const void* key)
override;
void AfterPropertyChange(const void* key,
int64_t old_value,
std::unique_ptr<ui::PropertyData> data) override;
private:
friend class DefaultWindowOcclusionChangeBuilder;
friend class HitTestDataProviderAura;
friend class LayoutManager;
friend class PropertyConverter;
friend class WindowPort;
friend class WindowPortForShutdown;
friend class WindowPortMus;
friend class WindowTargeter;
friend class test::WindowTestApi;
// 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);
// Updates the occlusion info of the window.
void SetOcclusionInfo(OcclusionState occlusion_state,
const SkRegion& occluded_region);
// Schedules a paint for the Window's entire bounds.
void SchedulePaint();
// Asks the delegate to paint the window.
void Paint(const ui::PaintContext& context);
// 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);
// 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);
// Overridden from ui::LayerDelegate:
void OnPaintLayer(const ui::PaintContext& context) override;
void OnLayerBoundsChanged(const gfx::Rect& old_bounds,
ui::PropertyChangeReason reason) override;
void OnLayerTransformed(const gfx::Transform& old_transform,
ui::PropertyChangeReason reason) override;
void OnLayerOpacityChanged(ui::PropertyChangeReason reason) override;
void OnLayerAlphaShapeChanged() override;
// Overridden from ui::EventTarget:
bool CanAcceptEvent(const ui::Event& event) override;
EventTarget* GetParentTarget() override;
std::unique_ptr<ui::EventTargetIterator> GetChildIterator() const override;
ui::EventTargeter* GetEventTargeter() override;
void ConvertEventToTarget(ui::EventTarget* target,
ui::LocatedEvent* event) override;
gfx::PointF GetScreenLocationF(const ui::LocatedEvent& event) const override;
// Updates the layer name based on the window's name and id.
void UpdateLayerName();
void RegisterFrameSinkId();
void UnregisterFrameSinkId();
// Env this window was created with. Env::GetInstance() if a null Env was
// supplied.
Env* const env_;
bool registered_frame_sink_id_ = false;
bool disable_frame_sink_id_registration_ = false;
bool created_layer_tree_frame_sink_ = false;
// Window owns its corresponding WindowPort, but the ref is held as a raw
// pointer in |port_| so that it can still be accessed during destruction.
// This is important as deleting the WindowPort may result in trying to lookup
// the WindowPort associated with the Window.
//
// NOTE: this value is reset for windows that exist when WindowTreeClient
// is deleted.
std::unique_ptr<WindowPort> port_owner_;
WindowPort* port_;
// 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_;
client::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_;
// Occlusion state of the window.
OcclusionState occlusion_state_;
// Occluded region of the window.
SkRegion occluded_region_;
int id_;
// The FrameSinkId associated with this window. If this window is embedding
// another client, then this should be set to the FrameSinkId of that client,
// and |embeds_external_client_| is turned on. However, a window can still
// have a valid FrameSinkId without embedding another client, to facilitate
// hit-testing.
viz::FrameSinkId frame_sink_id_;
bool embeds_external_client_ = false;
// Whether layer is initialized as non-opaque. Defaults to false.
bool transparent_;
std::unique_ptr<LayoutManager> layout_manager_;
std::unique_ptr<WindowTargeter> targeter_;
// Makes the window pass all events through to any windows behind it.
ws::mojom::EventTargetingPolicy event_targeting_policy_;
base::ReentrantObserverList<WindowObserver, true> observers_;
DISALLOW_COPY_AND_ASSIGN(Window);
};
} // namespace aura
#endif // UI_AURA_WINDOW_H_