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// Copyright 2019 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/collision_detection/collision_detection_utils.h"
#include "ash/public/cpp/shell_window_ids.h"
#include "ash/shelf/shelf.h"
#include "ash/shell.h"
#include "ash/wm/work_area_insets.h"
#include "base/macros.h"
#include "ui/aura/mus/property_converter.h"
#include "ui/base/class_property.h"
#include "ui/wm/core/coordinate_conversion.h"
DEFINE_UI_CLASS_PROPERTY_TYPE(ash::CollisionDetectionUtils::RelativePriority)
namespace ash {
namespace {
// A property key to store whether the a window should be ignored for window
// collision detection. For example, StatusBubble windows.
DEFINE_UI_CLASS_PROPERTY_KEY(bool, kIgnoreForWindowCollisionDetection, false)
// A property key to store a window's collision detection priority, used to
// resolve collisions between multiple windows which are both using
// CollisionDetectionUtils.
DEFINE_UI_CLASS_PROPERTY_KEY(
CollisionDetectionUtils::RelativePriority,
kCollisionDetectionRelativePriority,
CollisionDetectionUtils::RelativePriority::kDefault)
bool ShouldIgnoreWindowForCollision(
const aura::Window* window,
CollisionDetectionUtils::RelativePriority priority) {
if (window->GetProperty(kIgnoreForWindowCollisionDetection))
return true;
DCHECK_NE(CollisionDetectionUtils::RelativePriority::kDefault, priority);
// Only ignore a window if our priority is greater than theirs. Lower priority
// windows need to move for higher priority windows, and windows do not need
// to move for a window of their own priority.
return static_cast<int>(priority) >=
static_cast<int>(
window->GetProperty(kCollisionDetectionRelativePriority));
}
gfx::Rect ComputeCollisionRectFromBounds(const gfx::Rect& bounds,
const aura::Window* parent) {
gfx::Rect collision_rect = bounds;
::wm::ConvertRectToScreen(parent, &collision_rect);
collision_rect.Inset(-kCollisionWindowWorkAreaInsetsDp,
-kCollisionWindowWorkAreaInsetsDp);
return collision_rect;
}
std::vector<gfx::Rect> CollectCollisionRects(
const display::Display& display,
CollisionDetectionUtils::RelativePriority priority) {
DCHECK_NE(CollisionDetectionUtils::RelativePriority::kDefault, priority);
std::vector<gfx::Rect> rects;
auto* root_window = Shell::GetRootWindowForDisplayId(display.id());
if (root_window) {
// Check SettingsBubbleContainer windows.
auto* settings_bubble_container =
root_window->GetChildById(kShellWindowId_SettingBubbleContainer);
for (auto* window : settings_bubble_container->children()) {
if (!window->IsVisible() && !window->GetTargetBounds().IsEmpty())
continue;
if (ShouldIgnoreWindowForCollision(window, priority))
continue;
// Use the target bounds in case an animation is in progress.
rects.push_back(ComputeCollisionRectFromBounds(window->GetTargetBounds(),
window->parent()));
}
// Check auto-hide shelf, which isn't included normally in the work area:
auto* shelf = Shelf::ForWindow(root_window);
auto* shelf_window = shelf->GetWindow();
if (shelf->IsVisible() &&
!ShouldIgnoreWindowForCollision(shelf_window, priority))
rects.push_back(ComputeCollisionRectFromBounds(
shelf_window->GetTargetBounds(), shelf_window->parent()));
// Check the Automatic Clicks windows.
// TODO(Katie): The PIP isn't re-triggered to check the autoclick window
// when the autoclick window moves, just when the PIP moves or another
// system window. Need to ensure that changing the autoclick menu position
// triggers the PIP to re-check its bounds. crbug.com/954546.
auto* autoclick_container =
root_window->GetChildById(kShellWindowId_AutoclickContainer);
for (auto* window : autoclick_container->children()) {
if (!window->IsVisible() && !window->GetTargetBounds().IsEmpty())
continue;
if (ShouldIgnoreWindowForCollision(window, priority))
continue;
// Use the target bounds in case an animation is in progress.
rects.push_back(ComputeCollisionRectFromBounds(window->GetTargetBounds(),
window->parent()));
}
}
auto* keyboard_controller = keyboard::KeyboardController::Get();
if (keyboard_controller->IsEnabled() &&
keyboard_controller->GetActiveContainerType() ==
keyboard::mojom::ContainerType::kFloating &&
keyboard_controller->GetRootWindow() == root_window &&
!keyboard_controller->GetVisualBoundsInScreen().IsEmpty() &&
!ShouldIgnoreWindowForCollision(keyboard_controller->GetKeyboardWindow(),
priority)) {
rects.push_back(ComputeCollisionRectFromBounds(
keyboard_controller->visual_bounds_in_root(),
/*parent=*/root_window));
}
return rects;
}
// Finds the candidate points |center| could be moved to. One of these points
// is guaranteed to be the minimum distance to move |center| to make it not
// intersect any of the rectangles in |collision_rects|.
std::vector<gfx::Point> CollectCandidatePoints(
const gfx::Point& center,
const std::vector<gfx::Rect>& collision_rects) {
std::vector<gfx::Point> candidate_points;
candidate_points.reserve(4 * collision_rects.size() * collision_rects.size() +
4 * collision_rects.size() + 1);
// There are four cases for how the window will move.
// Case #1: Touches 0 obstacles. This corresponds to not moving.
// Case #2: Touches 1 obstacle.
// The result window will be touching one edge of the obstacle.
// Case #3: Touches 2 obstacles.
// The result window will be touching one horizontal and one vertical edge
// from two different obstacles.
// Case #4: Touches more than 2 obstacles. This is handled in case #3.
// Case #2.
// Rects include the left and top edges, so subtract 1 for those.
// Prioritize horizontal movement before vertical movement.
bool intersects = false;
for (const auto& rectA : collision_rects) {
intersects = intersects || rectA.Contains(center);
candidate_points.emplace_back(rectA.x() - 1, center.y());
candidate_points.emplace_back(rectA.right(), center.y());
candidate_points.emplace_back(center.x(), rectA.y() - 1);
candidate_points.emplace_back(center.x(), rectA.bottom());
}
// Case #1: Touching zero obstacles, so don't move the window.
if (!intersects)
return {};
// Case #3: Add candidate points corresponding to each pair of horizontal
// and vertical edges.
for (const auto& rectA : collision_rects) {
for (const auto& rectB : collision_rects) {
// Continuing early here isn't necessary but makes fewer candidate points.
if (&rectA == &rectB)
continue;
candidate_points.emplace_back(rectA.x() - 1, rectB.y() - 1);
candidate_points.emplace_back(rectA.x() - 1, rectB.bottom());
candidate_points.emplace_back(rectA.right(), rectB.y() - 1);
candidate_points.emplace_back(rectA.right(), rectB.bottom());
}
}
return candidate_points;
}
// Finds the candidate point with the shortest distance to |center| that is
// inside |work_area| and does not intersect any gfx::Rect in |rects|.
gfx::Point ComputeBestCandidatePoint(const gfx::Point& center,
const gfx::Rect& work_area,
const std::vector<gfx::Rect>& rects) {
auto candidate_points = CollectCandidatePoints(center, rects);
int64_t best_dist = -1;
gfx::Point best_point = center;
for (const auto& point : candidate_points) {
if (!work_area.Contains(point))
continue;
bool viable = true;
for (const auto& rect : rects) {
if (rect.Contains(point)) {
viable = false;
break;
}
}
if (!viable)
continue;
int64_t dist = (point - center).LengthSquared();
if (dist < best_dist || best_dist == -1) {
best_dist = dist;
best_point = point;
}
}
return best_point;
}
} // namespace
gfx::Rect CollisionDetectionUtils::GetMovementArea(
const display::Display& display) {
gfx::Rect work_area =
WorkAreaInsets::ForWindow(Shell::GetRootWindowForDisplayId(display.id()))
->user_work_area_bounds();
work_area.Inset(kCollisionWindowWorkAreaInsetsDp,
kCollisionWindowWorkAreaInsetsDp);
return work_area;
}
gfx::Rect CollisionDetectionUtils::GetRestingPosition(
const display::Display& display,
const gfx::Rect& bounds_in_screen,
CollisionDetectionUtils::RelativePriority priority) {
gfx::Rect resting_bounds = bounds_in_screen;
gfx::Rect area = GetMovementArea(display);
resting_bounds.AdjustToFit(area);
const CollisionDetectionUtils::Gravity gravity =
GetGravityToClosestEdge(resting_bounds, area);
resting_bounds = GetAdjustedBoundsByGravity(resting_bounds, area, gravity);
return AvoidObstacles(display, resting_bounds, priority);
}
void CollisionDetectionUtils::IgnoreWindowForCollisionDetection(
aura::Window* window) {
window->SetProperty(kIgnoreForWindowCollisionDetection, true);
}
void CollisionDetectionUtils::MarkWindowPriorityForCollisionDetection(
aura::Window* window,
RelativePriority priority) {
window->SetProperty(kCollisionDetectionRelativePriority, priority);
}
gfx::Rect CollisionDetectionUtils::AvoidObstacles(
const display::Display& display,
const gfx::Rect& bounds_in_screen,
RelativePriority priority) {
gfx::Rect work_area = GetMovementArea(display);
auto rects = CollectCollisionRects(display, priority);
// The worst case for this should be: floating keyboard + one system tray +
// the volume shifter + autoclick bubble menu, which is 4 windows.
DCHECK(rects.size() <= 15)
<< "CollisionDetectionUtils::AvoidObstacles is N^3 and "
"should be optimized if there are a lot of "
"windows. Please see crrev.com/c/1221427 for a "
"description of an N^2 algorithm.";
return AvoidObstaclesInternal(work_area, rects, bounds_in_screen, priority);
}
// Returns the result of adjusting |bounds| according to |gravity| inside
// |region|.
gfx::Rect CollisionDetectionUtils::GetAdjustedBoundsByGravity(
const gfx::Rect& bounds,
const gfx::Rect& region,
CollisionDetectionUtils::Gravity gravity) {
switch (gravity) {
case CollisionDetectionUtils::Gravity::kGravityLeft:
return gfx::Rect(region.x(), bounds.y(), bounds.width(), bounds.height());
case CollisionDetectionUtils::Gravity::kGravityRight:
return gfx::Rect(region.right() - bounds.width(), bounds.y(),
bounds.width(), bounds.height());
case CollisionDetectionUtils::Gravity::kGravityTop:
return gfx::Rect(bounds.x(), region.y(), bounds.width(), bounds.height());
case CollisionDetectionUtils::Gravity::kGravityBottom:
return gfx::Rect(bounds.x(), region.bottom() - bounds.height(),
bounds.width(), bounds.height());
default:
NOTREACHED();
}
return bounds;
}
CollisionDetectionUtils::Gravity
CollisionDetectionUtils::GetGravityToClosestEdge(const gfx::Rect& bounds,
const gfx::Rect& region) {
const gfx::Insets insets = region.InsetsFrom(bounds);
int minimum_edge_dist = std::min(insets.left(), insets.right());
minimum_edge_dist = std::min(minimum_edge_dist, insets.top());
minimum_edge_dist = std::min(minimum_edge_dist, insets.bottom());
if (insets.left() == minimum_edge_dist) {
return CollisionDetectionUtils::Gravity::kGravityLeft;
} else if (insets.right() == minimum_edge_dist) {
return CollisionDetectionUtils::Gravity::kGravityRight;
} else if (insets.top() == minimum_edge_dist) {
return CollisionDetectionUtils::Gravity::kGravityTop;
} else {
return CollisionDetectionUtils::Gravity::kGravityBottom;
}
}
gfx::Rect CollisionDetectionUtils::AvoidObstaclesInternal(
const gfx::Rect& work_area,
const std::vector<gfx::Rect>& rects,
const gfx::Rect& bounds_in_screen,
RelativePriority priority) {
gfx::Rect inset_work_area = work_area;
// For even sized bounds, there is no 'center' integer point, so we need
// to adjust the obstacles and work area to account for this.
inset_work_area.Inset(
bounds_in_screen.width() / 2, bounds_in_screen.height() / 2,
(bounds_in_screen.width() - 1) / 2, (bounds_in_screen.height() - 1) / 2);
std::vector<gfx::Rect> inset_rects(rects);
for (auto& rect : inset_rects) {
// Reduce the collision resolution problem from rectangles-rectangle
// resolution to rectangles-point resolution, by expanding each obstacle
// by |bounds_in_screen| size.
rect.Inset(-(bounds_in_screen.width() - 1) / 2,
-(bounds_in_screen.height() - 1) / 2,
-bounds_in_screen.width() / 2, -bounds_in_screen.height() / 2);
}
gfx::Point moved_center = ComputeBestCandidatePoint(
bounds_in_screen.CenterPoint(), inset_work_area, inset_rects);
gfx::Rect moved_bounds = bounds_in_screen;
moved_bounds.Offset(moved_center - bounds_in_screen.CenterPoint());
return moved_bounds;
}
} // namespace ash