blob: d756b3fac3c7fea299e4f180bcb0a4b7779ee554 [file] [log] [blame]
// Copyright 2016 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 "ash/wm/immersive_context_ash.h"
#include "ash/public/cpp/immersive/immersive_fullscreen_controller.h"
#include "ash/shelf/shelf.h"
#include "ash/shell.h"
#include "ash/wm/window_state.h"
#include "ash/wm/window_util.h"
#include "base/logging.h"
#include "ui/display/screen.h"
#include "ui/views/widget/widget.h"
namespace ash {
ImmersiveContextAsh::ImmersiveContextAsh() = default;
ImmersiveContextAsh::~ImmersiveContextAsh() = default;
void ImmersiveContextAsh::OnEnteringOrExitingImmersive(
ImmersiveFullscreenController* controller,
bool entering) {
aura::Window* window = controller->widget()->GetNativeWindow();
wm::WindowState* window_state = wm::GetWindowState(window);
// Auto hide the shelf in immersive fullscreen instead of hiding it.
window_state->SetHideShelfWhenFullscreen(!entering);
for (aura::Window* root_window : Shell::GetAllRootWindows())
Shelf::ForWindow(root_window)->UpdateVisibilityState();
}
gfx::Rect ImmersiveContextAsh::GetDisplayBoundsInScreen(views::Widget* widget) {
display::Display display =
display::Screen::GetScreen()->GetDisplayNearestWindow(
widget->GetNativeWindow());
return display.bounds();
}
bool ImmersiveContextAsh::DoesAnyWindowHaveCapture() {
return wm::GetCaptureWindow() != nullptr;
}
} // namespace ash