blob: c98165ccf0ddec85804f2bdfa704a1648e02caa8 [file] [log] [blame]
// 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.
#include "ui/wm/core/window_util.h"
#include "base/bind.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/window.h"
#include "ui/compositor/dip_util.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/layer_tree_owner.h"
#include "ui/wm/core/transient_window_manager.h"
#include "ui/wm/core/window_properties.h"
#include "ui/wm/public/activation_client.h"
namespace {
// Invokes |map_func| on all the children of |to_clone|, adding the newly
// cloned children to |parent|. If |map_func| returns nullptr on
// the layer owner, all its layer's children will not be cloned.
//
// WARNING: It is assumed that |parent| is ultimately owned by a LayerTreeOwner.
void CloneChildren(ui::Layer* to_clone,
ui::Layer* parent,
const wm::MapLayerFunc& map_func) {
typedef std::vector<ui::Layer*> Layers;
// Make a copy of the children since RecreateLayer() mutates it.
Layers children(to_clone->children());
for (Layers::const_iterator i = children.begin(); i != children.end(); ++i) {
ui::LayerOwner* owner = (*i)->owner();
ui::Layer* old_layer = owner ? map_func.Run(owner).release() : NULL;
if (old_layer) {
parent->Add(old_layer);
// RecreateLayer() moves the existing children to the new layer. Create a
// copy of those.
CloneChildren(owner->layer(), old_layer, map_func);
}
}
}
// Invokes Mirror() on all the children of |to_mirror|, adding the newly cloned
// children to |parent|.
//
// WARNING: It is assumed that |parent| is ultimately owned by a LayerTreeOwner.
void MirrorChildren(ui::Layer* to_mirror,
ui::Layer* parent,
bool sync_bounds) {
for (auto* child : to_mirror->children()) {
ui::Layer* mirror = child->Mirror().release();
mirror->set_sync_bounds_with_source(sync_bounds);
parent->Add(mirror);
MirrorChildren(child, mirror, sync_bounds);
}
}
} // namespace
namespace wm {
void ActivateWindow(aura::Window* window) {
DCHECK(window);
DCHECK(window->GetRootWindow());
GetActivationClient(window->GetRootWindow())->ActivateWindow(window);
}
void DeactivateWindow(aura::Window* window) {
DCHECK(window);
DCHECK(window->GetRootWindow());
GetActivationClient(window->GetRootWindow())->DeactivateWindow(window);
}
bool IsActiveWindow(const aura::Window* window) {
DCHECK(window);
if (!window->GetRootWindow())
return false;
const ActivationClient* client = GetActivationClient(window->GetRootWindow());
return client && client->GetActiveWindow() == window;
}
bool CanActivateWindow(const aura::Window* window) {
DCHECK(window);
if (!window->GetRootWindow())
return false;
const ActivationClient* client = GetActivationClient(window->GetRootWindow());
return client && client->CanActivateWindow(window);
}
void SetWindowFullscreen(aura::Window* window, bool fullscreen) {
DCHECK(window);
ui::WindowShowState current_show_state =
window->GetProperty(aura::client::kShowStateKey);
bool is_fullscreen = current_show_state == ui::SHOW_STATE_FULLSCREEN;
if (fullscreen == is_fullscreen)
return;
if (fullscreen) {
// Save the previous show state so that we can correctly restore it after
// exiting the fullscreen mode.
ui::WindowShowState pre_show_state = current_show_state;
// If the previous show state is ui::SHOW_STATE_MINIMIZED, we will use
// the show state before the window was minimized. But if the window was
// fullscreen before it was minimized, we will keep the
// PreMinimizedShowState unchanged.
if (pre_show_state == ui::SHOW_STATE_MINIMIZED) {
pre_show_state =
window->GetProperty(aura::client::kPreMinimizedShowStateKey);
}
if (pre_show_state != ui::SHOW_STATE_FULLSCREEN) {
window->SetProperty(aura::client::kPreFullscreenShowStateKey,
pre_show_state);
}
window->SetProperty(aura::client::kShowStateKey, ui::SHOW_STATE_FULLSCREEN);
} else {
ui::WindowShowState pre_fullscreen_show_state =
window->GetProperty(aura::client::kPreFullscreenShowStateKey);
DCHECK_NE(pre_fullscreen_show_state, ui::SHOW_STATE_MINIMIZED);
window->SetProperty(aura::client::kShowStateKey, pre_fullscreen_show_state);
window->ClearProperty(aura::client::kPreFullscreenShowStateKey);
}
}
bool WindowStateIs(const aura::Window* window, ui::WindowShowState state) {
return window->GetProperty(aura::client::kShowStateKey) == state;
}
void SetWindowState(aura::Window* window, ui::WindowShowState state) {
window->SetProperty(aura::client::kShowStateKey, state);
}
void Unminimize(aura::Window* window) {
DCHECK_EQ(window->GetProperty(aura::client::kShowStateKey),
ui::SHOW_STATE_MINIMIZED);
window->SetProperty(
aura::client::kShowStateKey,
window->GetProperty(aura::client::kPreMinimizedShowStateKey));
}
aura::Window* GetActivatableWindow(aura::Window* window) {
ActivationClient* client = GetActivationClient(window->GetRootWindow());
return client ? client->GetActivatableWindow(window) : NULL;
}
aura::Window* GetToplevelWindow(aura::Window* window) {
return const_cast<aura::Window*>(
GetToplevelWindow(const_cast<const aura::Window*>(window)));
}
const aura::Window* GetToplevelWindow(const aura::Window* window) {
const ActivationClient* client = GetActivationClient(window->GetRootWindow());
return client ? client->GetToplevelWindow(window) : NULL;
}
std::unique_ptr<ui::LayerTreeOwner> RecreateLayers(ui::LayerOwner* root) {
DCHECK(root->OwnsLayer());
return RecreateLayersWithClosure(
root, base::BindRepeating(
[](ui::LayerOwner* owner) { return owner->RecreateLayer(); }));
}
std::unique_ptr<ui::LayerTreeOwner> RecreateLayersWithClosure(
ui::LayerOwner* root,
const MapLayerFunc& map_func) {
DCHECK(root->OwnsLayer());
auto layer = map_func.Run(root);
if (!layer)
return nullptr;
auto old_layer = std::make_unique<ui::LayerTreeOwner>(std::move(layer));
CloneChildren(root->layer(), old_layer->root(), map_func);
return old_layer;
}
std::unique_ptr<ui::LayerTreeOwner> MirrorLayers(
ui::LayerOwner* root, bool sync_bounds) {
auto mirror = std::make_unique<ui::LayerTreeOwner>(root->layer()->Mirror());
MirrorChildren(root->layer(), mirror->root(), sync_bounds);
return mirror;
}
aura::Window* GetTransientParent(aura::Window* window) {
return const_cast<aura::Window*>(GetTransientParent(
const_cast<const aura::Window*>(window)));
}
const aura::Window* GetTransientParent(const aura::Window* window) {
const TransientWindowManager* manager =
TransientWindowManager::GetIfExists(window);
return manager ? manager->transient_parent() : nullptr;
}
const std::vector<aura::Window*>& GetTransientChildren(
const aura::Window* window) {
const TransientWindowManager* manager =
TransientWindowManager::GetIfExists(window);
if (manager)
return manager->transient_children();
static std::vector<aura::Window*>* shared = new std::vector<aura::Window*>;
return *shared;
}
aura::Window* GetTransientRoot(aura::Window* window) {
while (window && GetTransientParent(window))
window = GetTransientParent(window);
return window;
}
void AddTransientChild(aura::Window* parent, aura::Window* child) {
TransientWindowManager::GetOrCreate(parent)->AddTransientChild(child);
}
void RemoveTransientChild(aura::Window* parent, aura::Window* child) {
TransientWindowManager::GetOrCreate(parent)->RemoveTransientChild(child);
}
bool HasTransientAncestor(const aura::Window* window,
const aura::Window* ancestor) {
const aura::Window* transient_parent = GetTransientParent(window);
if (transient_parent == ancestor)
return true;
return transient_parent ?
HasTransientAncestor(transient_parent, ancestor) : false;
}
} // namespace wm