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// 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 <stdint.h>
#include <map>
#include <string>
#include <vector>
#include "base/macros.h"
#include "ui/views/widget/widget_delegate.h"
namespace aura {
class PropertyConverter;
class Window;
namespace ash {
// This class is used to support immersive fullscreen mode.
// Immersive fullscreen is a specialized fullscreen mode. In it the user can
// move the mouse to the top of the screen and the window header will slide down
// on top of the fullscreen window contents.
// There are two distinct ways for immersive mode to work in mash:
// 1. Mash handles it all. This is the default. In this mode a separate
// ui::Window is created for the reveal of the title area. HeaderView is used to
// render the title area of the reveal in the separate window. The client does
// nothing special here.
// 2. The client takes control of it all (as happens in chrome). To enable this
// the client sets kDisableImmersive_InitProperty on the window. In this mode
// the client creates a separate window for the reveal (similar to 1). The
// reveal window is a child of the window going into immersive mode. Mash knows
// to paint window decorations to the reveal window by way of the property
// kRenderParentTitleArea_Property set on the parent window. The client runs all
// the immersive logic, including positioning of the reveal window.
// DetachedTitleAreaRenderer comes in two variants.
// 1. DetachedTitleAreaRendererForClient is used for clients that need to draw
// into the non-client area of the widget (case 2). For example, Chrome browser
// windows draw into the non-client area of tabbed browser widgets (the tab
// strip is in the non-client area). In such a case
// DetachedTitleAreaRendererForClient is used. For these, Mash only draws the
// window controls --- the frame is rendered by the client.
// 2. If the client does not need to draw to the non-client area (case 1) then
// DetachedTitleAreaRendererInternal is used (and ash controls the whole
// immersive experience). Which is used is determined by
// |kRenderParentTitleArea_Property|. If |kRenderParentTitleArea_Property| is
// false DetachedTitleAreaRendererInternal is used.
// DetachedTitleAreaRendererInternal owns the widget it creates.
class DetachedTitleAreaRendererForInternal {
// |frame| is the Widget the decorations are configured from.
explicit DetachedTitleAreaRendererForInternal(views::Widget* frame);
views::Widget* widget() { return widget_.get(); }
std::unique_ptr<views::Widget> widget_;
// Used when the client wants to control, and possibly render to, the widget
// hosting the frame decorations. In this mode the client owns the window
// backing the widget and controls the lifetime of the window.
class DetachedTitleAreaRendererForClient : public views::WidgetDelegate {
aura::Window* parent,
aura::PropertyConverter* property_converter,
std::map<std::string, std::vector<uint8_t>>* properties);
static DetachedTitleAreaRendererForClient* ForWindow(aura::Window* window);
void Attach(views::Widget* frame);
void Detach();
bool is_attached() const { return is_attached_; }
views::Widget* widget() { return widget_; }
// views::WidgetDelegate:
bool CanActivate() const override;
views::Widget* GetWidget() override;
const views::Widget* GetWidget() const override;
void DeleteDelegate() override;
~DetachedTitleAreaRendererForClient() override;
views::Widget* widget_;
// Has Attach() been called?
bool is_attached_ = false;
} // namespace ash