blob: 9bd41062c5ccede7311d81f1f7de7fd9fe0054cc [file]
// Copyright 2017 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/aura/mus/client_surface_embedder.h"
#include "cc/surfaces/surface_reference_factory.h"
#include "ui/aura/window.h"
namespace aura {
namespace {
// TODO(mfomitchev, samans): Remove these stub classes once the SurfaceReference
// work is complete.
class StubSurfaceReferenceFactory : public cc::SurfaceReferenceFactory {
public:
StubSurfaceReferenceFactory() = default;
// cc::SurfaceReferenceFactory:
base::Closure CreateReference(
cc::SurfaceReferenceOwner* owner,
const cc::SurfaceId& surface_id) const override {
return base::Closure();
}
protected:
~StubSurfaceReferenceFactory() override = default;
DISALLOW_COPY_AND_ASSIGN(StubSurfaceReferenceFactory);
};
} // namespace
ClientSurfaceEmbedder::ClientSurfaceEmbedder(Window* window) : window_(window) {
surface_layer_ = base::MakeUnique<ui::Layer>(ui::LAYER_TEXTURED);
surface_layer_->SetVisible(true);
// The frame provided by the parent window->layer() needs to show through
// the surface layer.
surface_layer_->SetFillsBoundsOpaquely(false);
clip_layer_ = base::MakeUnique<ui::Layer>(ui::LAYER_NOT_DRAWN);
clip_layer_->SetFillsBoundsOpaquely(false);
clip_layer_->Add(surface_layer_.get());
window_->layer()->Add(clip_layer_.get());
// Window's layer may contain content from this client (the embedder), e.g.
// this is the case with window decorations provided by Window Manager.
// This content should appear underneath the content of the embedded client.
window_->layer()->StackAtTop(clip_layer_.get());
// We can't set this on window's layer, because that would clip the window
// shadow.
clip_layer_->SetMasksToBounds(true);
}
ClientSurfaceEmbedder::~ClientSurfaceEmbedder() = default;
void ClientSurfaceEmbedder::UpdateSurface(const cc::SurfaceInfo& surface_info) {
// TODO(mfomitchev): Currently the frame size may not match the window size.
// In the future the surface id will be created by Ash (and used with the
// surface layer) when the window resize happens, which will ensure that the
// surface size matches the window size (unless a timeout occurs).
gfx::Size frame_size = surface_info.size_in_pixels();
surface_layer_->SetBounds(
gfx::Rect(0, 0, frame_size.width(), frame_size.height()));
// Clip to window bounds.
clip_layer_->SetBounds(
gfx::Rect(0, 0, window_->bounds().width(), window_->bounds().height()));
surface_layer_->SetShowPrimarySurface(
surface_info, make_scoped_refptr(new StubSurfaceReferenceFactory));
}
} // namespace aura