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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.
#include "ash/multi_user/multi_user_window_manager_impl.h"
#include <set>
#include <vector>
#include "ash/media/media_controller.h"
#include "ash/multi_user/user_switch_animator.h"
#include "ash/public/cpp/multi_user_window_manager_delegate.h"
#include "ash/public/cpp/multi_user_window_manager_observer.h"
#include "ash/public/cpp/shell_window_ids.h"
#include "ash/session/session_controller_impl.h"
#include "ash/shell.h"
#include "ash/wm/tablet_mode/tablet_mode_controller.h"
#include "base/auto_reset.h"
#include "base/macros.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/window.h"
#include "ui/base/ui_base_types.h"
#include "ui/events/event.h"
#include "ui/wm/core/transient_window_manager.h"
#include "ui/wm/core/window_animations.h"
#include "ui/wm/core/window_util.h"
namespace ash {
namespace {
// The animation time for a single window that is fading in / out.
constexpr base::TimeDelta kAnimationTime =
base::TimeDelta::FromMilliseconds(100);
// The animation time for the fade in and / or out when switching users.
constexpr base::TimeDelta kUserFadeTime =
base::TimeDelta::FromMilliseconds(110);
// The animation time in ms for a window which get teleported to another screen.
constexpr base::TimeDelta kTeleportAnimationTime =
base::TimeDelta::FromMilliseconds(300);
MultiUserWindowManagerImpl* g_instance = nullptr;
bool HasSystemModalTransientChildWindow(aura::Window* window) {
if (window == nullptr)
return false;
aura::Window* system_modal_container = window->GetRootWindow()->GetChildById(
ash::kShellWindowId_SystemModalContainer);
if (window->parent() == system_modal_container)
return true;
for (aura::Window* transient_child : ::wm::GetTransientChildren(window)) {
if (HasSystemModalTransientChildWindow(transient_child))
return true;
}
return false;
}
mojom::WallpaperUserInfoPtr WallpaperUserInfoForAccount(
const AccountId& account_id) {
DCHECK(account_id.is_valid());
mojom::WallpaperUserInfoPtr wallpaper_user_info =
mojom::WallpaperUserInfo::New();
SessionControllerImpl* session_controller =
Shell::Get()->session_controller();
for (const std::unique_ptr<UserSession>& user_session :
session_controller->GetUserSessions()) {
if (user_session->user_info.account_id == account_id) {
wallpaper_user_info->account_id = account_id;
wallpaper_user_info->type = user_session->user_info.type;
wallpaper_user_info->is_ephemeral = user_session->user_info.is_ephemeral;
wallpaper_user_info->has_gaia_account =
user_session->user_info.has_gaia_account;
return wallpaper_user_info;
}
}
NOTREACHED();
return wallpaper_user_info;
}
} // namespace
// A class to temporarily change the animation properties for a window.
class AnimationSetter {
public:
AnimationSetter(aura::Window* window, base::TimeDelta animation_time)
: window_(window),
previous_animation_type_(
::wm::GetWindowVisibilityAnimationType(window_)),
previous_animation_time_(
::wm::GetWindowVisibilityAnimationDuration(*window_)) {
::wm::SetWindowVisibilityAnimationType(
window_, ::wm::WINDOW_VISIBILITY_ANIMATION_TYPE_FADE);
::wm::SetWindowVisibilityAnimationDuration(window_, animation_time);
}
~AnimationSetter() {
::wm::SetWindowVisibilityAnimationType(window_, previous_animation_type_);
::wm::SetWindowVisibilityAnimationDuration(window_,
previous_animation_time_);
}
private:
// The window which gets used.
aura::Window* window_;
// Previous animation type.
const int previous_animation_type_;
// Previous animation time.
const base::TimeDelta previous_animation_time_;
DISALLOW_COPY_AND_ASSIGN(AnimationSetter);
};
MultiUserWindowManagerImpl::WindowEntry::WindowEntry(
const AccountId& account_id)
: owner_(account_id), show_for_user_(account_id) {}
MultiUserWindowManagerImpl::WindowEntry::~WindowEntry() = default;
MultiUserWindowManagerImpl::MultiUserWindowManagerImpl(
MultiUserWindowManagerDelegate* delegate,
const AccountId& account_id)
: delegate_(delegate), current_account_id_(account_id) {
DCHECK(delegate_);
g_instance = this;
Shell::Get()->tablet_mode_controller()->AddObserver(this);
Shell::Get()->session_controller()->AddObserver(this);
}
MultiUserWindowManagerImpl::~MultiUserWindowManagerImpl() {
// When the MultiUserWindowManager gets destroyed, ash::Shell is mostly gone.
// As such we should not try to finalize any outstanding user animations.
// Note that the destruction of the object can be done later.
if (animation_.get())
animation_->CancelAnimation();
// Remove all window observers.
while (!window_to_entry_.empty()) {
// Explicitly remove this from window observer list since OnWindowDestroyed
// no longer does that.
aura::Window* window = window_to_entry_.begin()->first;
window->RemoveObserver(this);
OnWindowDestroyed(window);
}
Shell::Get()->session_controller()->RemoveObserver(this);
Shell::Get()->tablet_mode_controller()->RemoveObserver(this);
g_instance = nullptr;
}
// static
MultiUserWindowManagerImpl* MultiUserWindowManagerImpl::Get() {
return g_instance;
}
void MultiUserWindowManagerImpl::OnDidSwitchActiveAccount() {
for (MultiUserWindowManagerObserver& observer : observers_)
observer.OnUserSwitchAnimationFinished();
}
void MultiUserWindowManagerImpl::SetWindowOwner(aura::Window* window,
const AccountId& account_id) {
// Make sure the window is valid and there was no owner yet.
DCHECK(window);
DCHECK(account_id.is_valid());
if (GetWindowOwner(window) == account_id)
return;
// Transient window ownership is tracked by the parent window's ownership.
if (GetOwningWindowInTransientChain(window))
return;
DCHECK(GetWindowOwner(window).empty());
std::unique_ptr<WindowEntry> window_entry_ptr =
std::make_unique<WindowEntry>(account_id);
WindowEntry* window_entry = window_entry_ptr.get();
window_to_entry_[window] = std::move(window_entry_ptr);
// Remember the initial visibility of the window.
window_entry->set_show(window->IsVisible());
// Add observers to track state changes.
window->AddObserver(this);
::wm::TransientWindowManager::GetOrCreate(window)->AddObserver(this);
// Check if this window was created due to a user interaction. If it was,
// transfer it to the current user.
const bool show_for_current_user =
window->GetProperty(aura::client::kCreatedByUserGesture);
if (show_for_current_user)
window_entry->set_show_for_user(current_account_id_);
// Add all transient children to our set of windows. Note that the function
// will add the children but not the owner to the transient children map.
AddTransientOwnerRecursive(window, window);
if (!IsWindowOnDesktopOfUser(window, current_account_id_))
SetWindowVisibility(window, false);
}
void MultiUserWindowManagerImpl::ShowWindowForUser(
aura::Window* window,
const AccountId& account_id) {
DCHECK(window);
const AccountId previous_owner(GetUserPresentingWindow(window));
if (!ShowWindowForUserIntern(window, account_id))
return;
// The window switched to a new desktop and we have to switch to that desktop,
// but only when it was on the visible desktop and the the target is not the
// visible desktop.
if (account_id == current_account_id_ ||
previous_owner != current_account_id_)
return;
Shell::Get()->session_controller()->SwitchActiveUser(account_id);
}
const AccountId& MultiUserWindowManagerImpl::GetWindowOwner(
const aura::Window* window) const {
WindowToEntryMap::const_iterator it =
window_to_entry_.find(const_cast<aura::Window*>(window));
return it != window_to_entry_.end() ? it->second->owner() : EmptyAccountId();
}
bool MultiUserWindowManagerImpl::AreWindowsSharedAmongUsers() const {
for (auto& window_pair : window_to_entry_) {
if (window_pair.second->owner() != window_pair.second->show_for_user())
return true;
}
return false;
}
std::set<AccountId> MultiUserWindowManagerImpl::GetOwnersOfVisibleWindows()
const {
std::set<AccountId> result;
for (auto& window_pair : window_to_entry_) {
if (window_pair.first->IsVisible())
result.insert(window_pair.second->owner());
}
return result;
}
const AccountId& MultiUserWindowManagerImpl::GetUserPresentingWindow(
const aura::Window* window) const {
auto iter = window_to_entry_.find(const_cast<aura::Window*>(window));
// If the window is not owned by anyone it is shown on all desktops and we
// return the empty string.
return (iter == window_to_entry_.end()) ? EmptyAccountId()
: iter->second->show_for_user();
}
const AccountId& MultiUserWindowManagerImpl::CurrentAccountId() const {
return current_account_id_;
}
void MultiUserWindowManagerImpl::AddObserver(
MultiUserWindowManagerObserver* observer) {
observers_.AddObserver(observer);
}
void MultiUserWindowManagerImpl::RemoveObserver(
MultiUserWindowManagerObserver* observer) {
observers_.RemoveObserver(observer);
}
bool MultiUserWindowManagerImpl::IsWindowOnDesktopOfUser(
aura::Window* window,
const AccountId& account_id) const {
const AccountId& presenting_user = GetUserPresentingWindow(window);
return (!presenting_user.is_valid()) || presenting_user == account_id;
}
const AccountId& MultiUserWindowManagerImpl::GetUserPresentingWindow(
aura::Window* window) const {
WindowToEntryMap::const_iterator it = window_to_entry_.find(window);
// If the window is not owned by anyone it is shown on all desktops and we
// return the empty string.
if (it == window_to_entry_.end())
return EmptyAccountId();
// Otherwise we ask the object for its desktop.
return it->second->show_for_user();
}
void MultiUserWindowManagerImpl::OnActiveUserSessionChanged(
const AccountId& account_id) {
// MultiUserWindowManagerImpl is created with an account before the change has
// potentially made it to SessionController. This means
// MultiUserWindowManagerImpl may be notified of a switch to the current user.
// Ignore this. Ignoring this is especially important in tests, which may be
// impacted by running the animation (when the animation closes, observers are
// notified, which may have side effects in downstream code).
if (account_id == current_account_id_)
return;
// This needs to be set before the animation starts.
current_account_id_ = account_id;
// Here to avoid a very nasty race condition, we must destruct any previously
// created animation before creating a new one. Otherwise, the newly
// constructed will hide all windows of the old user in the first step of the
// animation only to be reshown again by the destructor of the old animation.
animation_.reset();
animation_ = std::make_unique<UserSwitchAnimator>(
this, WallpaperUserInfoForAccount(current_account_id_),
GetAdjustedAnimationTime(kUserFadeTime));
// Call RequestCaptureState here instead of having MediaClient observe
// ActiveUserChanged because it must happen after
// MultiUserWindowManagerImpl is notified.
Shell::Get()->media_controller()->RequestCaptureState();
}
void MultiUserWindowManagerImpl::OnWindowDestroyed(aura::Window* window) {
if (GetWindowOwner(window).empty()) {
// This must be a window in the transient chain - remove it and its
// children from the owner.
RemoveTransientOwnerRecursive(window);
return;
}
::wm::TransientWindowManager::GetOrCreate(window)->RemoveObserver(this);
window_to_entry_.erase(window);
}
void MultiUserWindowManagerImpl::OnWindowVisibilityChanging(
aura::Window* window,
bool visible) {
// This command gets called first and immediately when show or hide gets
// called. We remember here the desired state for restoration IF we were
// not ourselves issuing the call.
// Note also that using the OnWindowVisibilityChanged callback cannot be
// used for this.
if (suppress_visibility_changes_)
return;
WindowToEntryMap::iterator it = window_to_entry_.find(window);
// If the window is not owned by anyone it is shown on all desktops.
if (it != window_to_entry_.end()) {
// Remember what was asked for so that we can restore this when the user's
// desktop gets restored.
it->second->set_show(visible);
} else {
TransientWindowToVisibility::iterator it =
transient_window_to_visibility_.find(window);
if (it != transient_window_to_visibility_.end())
it->second = visible;
}
}
void MultiUserWindowManagerImpl::OnWindowVisibilityChanged(aura::Window* window,
bool visible) {
if (suppress_visibility_changes_)
return;
// Don't allow to make the window visible if it shouldn't be.
if (visible && !IsWindowOnDesktopOfUser(window, current_account_id_)) {
SetWindowVisibility(window, false);
return;
}
aura::Window* owned_parent = GetOwningWindowInTransientChain(window);
if (owned_parent && owned_parent != window && visible &&
!IsWindowOnDesktopOfUser(owned_parent, current_account_id_))
SetWindowVisibility(window, false);
}
void MultiUserWindowManagerImpl::OnTransientChildAdded(
aura::Window* window,
aura::Window* transient_window) {
if (!GetWindowOwner(window).empty()) {
AddTransientOwnerRecursive(transient_window, window);
return;
}
aura::Window* owned_parent =
GetOwningWindowInTransientChain(transient_window);
if (!owned_parent)
return;
AddTransientOwnerRecursive(transient_window, owned_parent);
}
void MultiUserWindowManagerImpl::OnTransientChildRemoved(
aura::Window* window,
aura::Window* transient_window) {
// Remove the transient child if the window itself is owned, or one of the
// windows in its transient parents chain.
if (!GetWindowOwner(window).empty() ||
GetOwningWindowInTransientChain(window)) {
RemoveTransientOwnerRecursive(transient_window);
}
}
void MultiUserWindowManagerImpl::OnTabletModeStarted() {
for (auto& entry : window_to_entry_)
Shell::Get()->tablet_mode_controller()->AddWindow(entry.first);
}
void MultiUserWindowManagerImpl::SetAnimationSpeedForTest(
MultiUserWindowManagerImpl::AnimationSpeed speed) {
animation_speed_ = speed;
}
bool MultiUserWindowManagerImpl::IsAnimationRunningForTest() {
return animation_ && !animation_->IsAnimationFinished();
}
const AccountId& MultiUserWindowManagerImpl::GetCurrentUserForTest() const {
return current_account_id_;
}
bool MultiUserWindowManagerImpl::ShowWindowForUserIntern(
aura::Window* window,
const AccountId& account_id) {
// If there is either no owner, or the owner is the current user, no action
// is required.
const AccountId& owner = GetWindowOwner(window);
if ((!owner.is_valid()) ||
(owner == account_id && IsWindowOnDesktopOfUser(window, account_id)))
return false;
bool minimized = ::wm::WindowStateIs(window, ui::SHOW_STATE_MINIMIZED);
// Check that we are not trying to transfer ownership of a minimized window.
if (account_id != owner && minimized)
return false;
WindowEntry* window_entry = window_to_entry_[window].get();
window_entry->set_show_for_user(account_id);
const bool teleported = !IsWindowOnDesktopOfUser(window, owner);
// Show the window if the added user is the current one.
if (account_id == current_account_id_) {
// Only show the window if it should be shown according to its state.
if (window_entry->show())
SetWindowVisibility(window, true, kTeleportAnimationTime);
} else {
SetWindowVisibility(window, false, kTeleportAnimationTime);
}
delegate_->OnWindowOwnerEntryChanged(window, account_id, minimized,
teleported);
return true;
}
void MultiUserWindowManagerImpl::SetWindowVisibility(
aura::Window* window,
bool visible,
base::TimeDelta animation_time) {
if (window->IsVisible() == visible)
return;
// Hiding a system modal dialog should not be allowed. Instead we switch to
// the user which is showing the system modal window.
// Note that in some cases (e.g. unit test) windows might not have a root
// window.
if (!visible && window->GetRootWindow()) {
if (HasSystemModalTransientChildWindow(window)) {
// The window is system modal and we need to find the parent which owns
// it so that we can switch to the desktop accordingly.
AccountId account_id = GetUserPresentingWindow(window);
if (!account_id.is_valid()) {
aura::Window* owning_window = GetOwningWindowInTransientChain(window);
DCHECK(owning_window);
account_id = GetUserPresentingWindow(owning_window);
DCHECK(account_id.is_valid());
}
Shell::Get()->session_controller()->SwitchActiveUser(account_id);
return;
}
}
// To avoid that these commands are recorded as any other commands, we are
// suppressing any window entry changes while this is going on.
base::AutoReset<bool> suppressor(&suppress_visibility_changes_, true);
if (visible)
ShowWithTransientChildrenRecursive(window, animation_time);
else
SetWindowVisible(window, false, animation_time);
}
void MultiUserWindowManagerImpl::ShowWithTransientChildrenRecursive(
aura::Window* window,
base::TimeDelta animation_time) {
for (aura::Window* transient_child : ::wm::GetTransientChildren(window))
ShowWithTransientChildrenRecursive(transient_child, animation_time);
// We show all children which were not explicitly hidden.
TransientWindowToVisibility::iterator it =
transient_window_to_visibility_.find(window);
if (it == transient_window_to_visibility_.end() || it->second)
SetWindowVisible(window, true, animation_time);
}
aura::Window* MultiUserWindowManagerImpl::GetOwningWindowInTransientChain(
aura::Window* window) const {
if (!GetWindowOwner(window).empty())
return nullptr;
aura::Window* parent = ::wm::GetTransientParent(window);
while (parent) {
if (!GetWindowOwner(parent).empty())
return parent;
parent = ::wm::GetTransientParent(parent);
}
return nullptr;
}
void MultiUserWindowManagerImpl::AddTransientOwnerRecursive(
aura::Window* window,
aura::Window* owned_parent) {
// First add all child windows.
for (aura::Window* transient_child : ::wm::GetTransientChildren(window))
AddTransientOwnerRecursive(transient_child, owned_parent);
// If this window is the owned window, we do not have to handle it again.
if (window == owned_parent)
return;
// Remember the current visibility.
DCHECK(transient_window_to_visibility_.find(window) ==
transient_window_to_visibility_.end());
transient_window_to_visibility_[window] = window->IsVisible();
// Add observers to track state changes.
window->AddObserver(this);
::wm::TransientWindowManager::GetOrCreate(window)->AddObserver(this);
// Hide the window if it should not be shown. Note that this hide operation
// will hide recursively this and all children - but we have already collected
// their initial view state.
if (!IsWindowOnDesktopOfUser(owned_parent, current_account_id_))
SetWindowVisibility(window, false, kAnimationTime);
}
void MultiUserWindowManagerImpl::RemoveTransientOwnerRecursive(
aura::Window* window) {
// First remove all child windows.
for (aura::Window* transient_child : ::wm::GetTransientChildren(window))
RemoveTransientOwnerRecursive(transient_child);
// Find from transient window storage the visibility for the given window,
// set the visibility accordingly and delete the window from the map.
TransientWindowToVisibility::iterator visibility_item =
transient_window_to_visibility_.find(window);
DCHECK(visibility_item != transient_window_to_visibility_.end());
window->RemoveObserver(this);
::wm::TransientWindowManager::GetOrCreate(window)->RemoveObserver(this);
bool unowned_view_state = visibility_item->second;
transient_window_to_visibility_.erase(visibility_item);
if (unowned_view_state && !window->IsVisible()) {
// To prevent these commands from being recorded as any other commands, we
// are suppressing any window entry changes while this is going on.
// Instead of calling SetWindowVisible, only show gets called here since all
// dependents have been shown previously already.
base::AutoReset<bool> suppressor(&suppress_visibility_changes_, true);
window->Show();
}
}
void MultiUserWindowManagerImpl::SetWindowVisible(
aura::Window* window,
bool visible,
base::TimeDelta animation_time) {
// The TabletModeWindowManager will not handle invisible windows since they
// are not user activatable. Since invisible windows are not being tracked,
// we tell it to maximize / track this window now before it gets shown, to
// reduce animation jank from multiple resizes.
if (visible)
Shell::Get()->tablet_mode_controller()->AddWindow(window);
AnimationSetter animation_setter(window,
GetAdjustedAnimationTime(animation_time));
if (visible)
window->Show();
else
window->Hide();
}
base::TimeDelta MultiUserWindowManagerImpl::GetAdjustedAnimationTime(
base::TimeDelta default_time) const {
return animation_speed_ == ANIMATION_SPEED_NORMAL
? default_time
: (animation_speed_ == ANIMATION_SPEED_FAST
? base::TimeDelta::FromMilliseconds(10)
: base::TimeDelta());
}
// static
std::unique_ptr<MultiUserWindowManager> MultiUserWindowManager::Create(
MultiUserWindowManagerDelegate* delegate,
const AccountId& account_id) {
return std::make_unique<MultiUserWindowManagerImpl>(delegate, account_id);
}
} // namespace ash