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// Copyright 2013 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 ASH_WM_LOCK_STATE_CONTROLLER_H_
#define ASH_WM_LOCK_STATE_CONTROLLER_H_
#include "ash/ash_export.h"
#include "ash/shell_observer.h"
#include "ash/wm/lock_state_observer.h"
#include "ash/wm/session_state_animator.h"
#include "base/basictypes.h"
#include "base/memory/scoped_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/observer_list.h"
#include "base/time/time.h"
#include "base/timer/timer.h"
#include "ui/aura/window_tree_host_observer.h"
namespace gfx {
class Rect;
class Size;
}
namespace ui {
class Layer;
}
namespace ash {
namespace test {
class LockStateControllerTest;
class PowerButtonControllerTest;
}
// Performs system-related functions on behalf of LockStateController.
class ASH_EXPORT LockStateControllerDelegate {
public:
LockStateControllerDelegate() {}
virtual ~LockStateControllerDelegate() {}
virtual void RequestLockScreen() = 0;
virtual void RequestShutdown() = 0;
private:
DISALLOW_COPY_AND_ASSIGN(LockStateControllerDelegate);
};
// Displays onscreen animations and locks or suspends the system in response to
// the power button being pressed or released.
// Lock workflow:
// Entry points:
// * StartLockAnimation (bool shutdown after lock) - starts lock that can be
// cancelled.
// * StartLockAnimationAndLockImmediately (bool shutdown after lock) - starts
// uninterruptible lock animation.
// This leads to call of either StartImmediatePreLockAnimation or
// StartCancellablePreLockAnimation. Once they complete
// PreLockAnimationFinished is called, and system lock is requested.
// Once system locks and lock UI is created, OnLockStateChanged is called, and
// StartPostLockAnimation is called. In PostLockAnimationFinished two
// things happen : EVENT_LOCK_ANIMATION_FINISHED notification is sent (it
// triggers third part of animation within lock UI), and check for continuing to
// shutdown is made.
//
// Unlock workflow:
// WebUI does first part of animation, and calls OnLockScreenHide(callback) that
// triggers StartUnlockAnimationBeforeUIDestroyed(callback). Once callback is
// called at the end of the animation, lock UI is deleted, system unlocks, and
// OnLockStateChanged is called. It leads to
// StartUnlockAnimationAfterUIDestroyed.
class ASH_EXPORT LockStateController : public aura::WindowTreeHostObserver,
public ShellObserver {
public:
// Amount of time that the power button needs to be held before we lock the
// screen.
static const int kLockTimeoutMs;
// Amount of time that the power button needs to be held before we shut down.
static const int kShutdownTimeoutMs;
// Amount of time to wait for our lock requests to be honored before giving
// up.
static const int kLockFailTimeoutMs;
// When the button has been held continuously from the unlocked state, amount
// of time that we wait after the screen locker window is shown before
// starting the pre-shutdown animation.
static const int kLockToShutdownTimeoutMs;
// Additional time (beyond kFastCloseAnimMs) to wait after starting the
// fast-close shutdown animation before actually requesting shutdown, to give
// the animation time to finish.
static const int kShutdownRequestDelayMs;
// Helper class used by tests to access internal state.
class ASH_EXPORT TestApi {
public:
explicit TestApi(LockStateController* controller);
virtual ~TestApi();
bool lock_fail_timer_is_running() const {
return controller_->lock_fail_timer_.IsRunning();
}
bool lock_to_shutdown_timer_is_running() const {
return controller_->lock_to_shutdown_timer_.IsRunning();
}
bool shutdown_timer_is_running() const {
return controller_->pre_shutdown_timer_.IsRunning();
}
bool real_shutdown_timer_is_running() const {
return controller_->real_shutdown_timer_.IsRunning();
}
bool is_animating_lock() const {
return controller_->animating_lock_;
}
bool is_lock_cancellable() const {
return controller_->CanCancelLockAnimation();
}
void trigger_lock_fail_timeout() {
controller_->OnLockFailTimeout();
controller_->lock_fail_timer_.Stop();
}
void trigger_lock_to_shutdown_timeout() {
controller_->OnLockToShutdownTimeout();
controller_->lock_to_shutdown_timer_.Stop();
}
void trigger_shutdown_timeout() {
controller_->OnPreShutdownAnimationTimeout();
controller_->pre_shutdown_timer_.Stop();
}
void trigger_real_shutdown_timeout() {
controller_->OnRealShutdownTimeout();
controller_->real_shutdown_timer_.Stop();
}
private:
LockStateController* controller_; // not owned
DISALLOW_COPY_AND_ASSIGN(TestApi);
};
LockStateController();
virtual ~LockStateController();
void SetDelegate(scoped_ptr<LockStateControllerDelegate> delegate);
void AddObserver(LockStateObserver* observer);
void RemoveObserver(LockStateObserver* observer);
bool HasObserver(LockStateObserver* observer);
// Starts locking (with slow animation) that can be cancelled.
// After locking and |kLockToShutdownTimeoutMs| StartShutdownAnimation()
// will be called unless CancelShutdownAnimation() is called, if
// |shutdown_after_lock| is true.
void StartLockAnimation(bool shutdown_after_lock);
// Starts shutting down (with slow animation) that can be cancelled.
void StartShutdownAnimation();
// Starts usual lock animation, but locks immediately. After locking and
// |kLockToShutdownTimeoutMs| StartShutdownAnimation() will be called unless
// CancelShutdownAnimation() is called, if |shutdown_after_lock| is true.
void StartLockAnimationAndLockImmediately(bool shutdown_after_lock);
// Returns true if we have requested system to lock, but haven't received
// confirmation yet.
bool LockRequested();
// Returns true if we are shutting down.
bool ShutdownRequested();
// Returns true if we are within cancellable lock timeframe.
bool CanCancelLockAnimation();
// Cancels locking and reverts lock animation.
void CancelLockAnimation();
// Returns true if we are within cancellable shutdown timeframe.
bool CanCancelShutdownAnimation();
// Cancels shutting down and reverts shutdown animation.
void CancelShutdownAnimation();
// Called when Chrome gets a request to display the lock screen.
void OnStartingLock();
// Displays the shutdown animation and requests shutdown when it's done.
void RequestShutdown();
// Called when ScreenLocker is ready to close, but not yet destroyed.
// Can be used to display "hiding" animations on unlock.
// |callback| will be called when all animations are done.
void OnLockScreenHide(base::Closure& callback);
// Sets up the callback that should be called once lock animation is finished.
// Callback is guaranteed to be called once and then discarded.
void SetLockScreenDisplayedCallback(const base::Closure& callback);
// aura::WindowTreeHostObserver override:
virtual void OnHostCloseRequested(const aura::WindowTreeHost* host) OVERRIDE;
// ShellObserver overrides:
virtual void OnLoginStateChanged(user::LoginStatus status) OVERRIDE;
virtual void OnAppTerminating() OVERRIDE;
virtual void OnLockStateChanged(bool locked) OVERRIDE;
void set_animator_for_test(SessionStateAnimator* animator) {
animator_.reset(animator);
}
private:
friend class test::PowerButtonControllerTest;
friend class test::LockStateControllerTest;
struct UnlockedStateProperties {
bool background_is_hidden;
};
// Reverts the pre-lock animation, reports the error.
void OnLockFailTimeout();
// Starts timer for gap between lock and shutdown.
void StartLockToShutdownTimer();
// Calls StartShutdownAnimation().
void OnLockToShutdownTimeout();
// Starts timer for undoable shutdown animation.
void StartPreShutdownAnimationTimer();
// Calls StartRealShutdownTimer().
void OnPreShutdownAnimationTimeout();
// Starts timer for final shutdown animation.
// If |with_animation_time| is true, it will also include time of "fade to
// white" shutdown animation.
void StartRealShutdownTimer(bool with_animation_time);
// Requests that the machine be shut down.
void OnRealShutdownTimeout();
// Starts shutdown animation that can be cancelled and starts pre-shutdown
// timer.
void StartCancellableShutdownAnimation();
// If |request_lock_on_completion| is true, a lock request will be sent
// after the pre-lock animation completes. (The pre-lock animation is
// also displayed in response to already-in-progress lock requests; in
// these cases an additional lock request is undesirable.)
void StartImmediatePreLockAnimation(bool request_lock_on_completion);
void StartCancellablePreLockAnimation();
void CancelPreLockAnimation();
void StartPostLockAnimation();
// This method calls |callback| when animation completes.
void StartUnlockAnimationBeforeUIDestroyed(base::Closure &callback);
void StartUnlockAnimationAfterUIDestroyed();
// These methods are called when corresponding animation completes.
void LockAnimationCancelled();
void PreLockAnimationFinished(bool request_lock);
void PostLockAnimationFinished();
void UnlockAnimationAfterUIDestroyedFinished();
// Stores properties of UI that have to be temporarily modified while locking.
void StoreUnlockedProperties();
void RestoreUnlockedProperties();
// Fades in background layer with |speed| if it was hidden in unlocked state.
void AnimateBackgroundAppearanceIfNecessary(
ash::SessionStateAnimator::AnimationSpeed speed,
SessionStateAnimator::AnimationSequence* animation_sequence);
// Fades out background layer with |speed| if it was hidden in unlocked state.
void AnimateBackgroundHidingIfNecessary(
ash::SessionStateAnimator::AnimationSpeed speed,
SessionStateAnimator::AnimationSequence* animation_sequence);
scoped_ptr<SessionStateAnimator> animator_;
scoped_ptr<LockStateControllerDelegate> delegate_;
ObserverList<LockStateObserver> observers_;
// The current login status, or original login status from before we locked.
user::LoginStatus login_status_;
// Current lock status.
bool system_is_locked_;
// Are we in the process of shutting the machine down?
bool shutting_down_;
// Indicates whether controller should proceed to (cancellable) shutdown after
// locking.
bool shutdown_after_lock_;
// Indicates that controller displays lock animation.
bool animating_lock_;
// Indicates that lock animation can be undone.
bool can_cancel_lock_animation_;
scoped_ptr<UnlockedStateProperties> unlocked_properties_;
// Started when we request that the screen be locked. When it fires, we
// assume that our request got dropped.
base::OneShotTimer<LockStateController> lock_fail_timer_;
// Started when the screen is locked while the power button is held. Adds a
// delay between the appearance of the lock screen and the beginning of the
// pre-shutdown animation.
base::OneShotTimer<LockStateController> lock_to_shutdown_timer_;
// Started when we begin displaying the pre-shutdown animation. When it
// fires, we start the shutdown animation and get ready to request shutdown.
base::OneShotTimer<LockStateController> pre_shutdown_timer_;
// Started when we display the shutdown animation. When it fires, we actually
// request shutdown. Gives the animation time to complete before Chrome, X,
// etc. are shut down.
base::OneShotTimer<LockStateController> real_shutdown_timer_;
base::Closure lock_screen_displayed_callback_;
base::WeakPtrFactory<LockStateController> weak_ptr_factory_;
DISALLOW_COPY_AND_ASSIGN(LockStateController);
};
} // namespace ash
#endif // ASH_WM_LOCK_STATE_CONTROLLER_H_