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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/wm/immersive_fullscreen_controller.h"
#include <set>
#include "ash/common/ash_constants.h"
#include "ash/common/wm/window_state.h"
#include "ash/shell.h"
#include "ash/wm/resize_handle_window_targeter.h"
#include "ash/wm/window_state_aura.h"
#include "base/metrics/histogram.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/client/capture_client.h"
#include "ui/aura/client/cursor_client.h"
#include "ui/aura/client/screen_position_client.h"
#include "ui/aura/env.h"
#include "ui/aura/window.h"
#include "ui/aura/window_event_dispatcher.h"
#include "ui/display/display.h"
#include "ui/display/screen.h"
#include "ui/gfx/animation/slide_animation.h"
#include "ui/gfx/geometry/point.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/views/bubble/bubble_dialog_delegate.h"
#include "ui/views/view.h"
#include "ui/views/widget/widget.h"
#include "ui/wm/core/transient_window_manager.h"
#include "ui/wm/core/window_util.h"
#include "ui/wm/public/activation_client.h"
using views::View;
namespace ash {
namespace {
// Duration for the reveal show/hide slide animation. The slower duration is
// used for the initial slide out to give the user more change to see what
// happened.
const int kRevealSlowAnimationDurationMs = 400;
const int kRevealFastAnimationDurationMs = 200;
// The delay in milliseconds between the mouse stopping at the top edge of the
// screen and the top-of-window views revealing.
const int kMouseRevealDelayMs = 200;
// The maximum amount of pixels that the cursor can move for the cursor to be
// considered "stopped". This allows the user to reveal the top-of-window views
// without holding the cursor completely still.
const int kMouseRevealXThresholdPixels = 3;
// Used to multiply x value of an update in check to determine if gesture is
// vertical. This is used to make sure that gesture is close to vertical instead
// of just more vertical then horizontal.
const int kSwipeVerticalThresholdMultiplier = 3;
// The height in pixels of the region above the top edge of the display which
// hosts the immersive fullscreen window in which mouse events are ignored
// (cannot reveal or unreveal the top-of-window views).
// See ShouldIgnoreMouseEventAtLocation() for more details.
const int kHeightOfDeadRegionAboveTopContainer = 10;
// Returns the BubbleDialogDelegateView corresponding to |maybe_bubble| if
// |maybe_bubble| is a bubble.
views::BubbleDialogDelegateView* AsBubbleDialogDelegate(
aura::Window* maybe_bubble) {
if (!maybe_bubble)
return nullptr;
views::Widget* widget = views::Widget::GetWidgetForNativeView(maybe_bubble);
if (!widget)
return nullptr;
return widget->widget_delegate()->AsBubbleDialogDelegate();
}
views::View* GetAnchorView(aura::Window* maybe_bubble) {
views::BubbleDialogDelegateView* bubble_dialog =
AsBubbleDialogDelegate(maybe_bubble);
return bubble_dialog ? bubble_dialog->GetAnchorView() : nullptr;
}
// Returns true if |maybe_transient| is a transient child of |toplevel|.
bool IsWindowTransientChildOf(aura::Window* maybe_transient,
aura::Window* toplevel) {
if (!maybe_transient || !toplevel)
return false;
for (aura::Window* window = maybe_transient; window;
window = ::wm::GetTransientParent(window)) {
if (window == toplevel)
return true;
}
return false;
}
// Returns the location of |event| in screen coordinates.
gfx::Point GetEventLocationInScreen(const ui::LocatedEvent& event) {
gfx::Point location_in_screen = event.location();
aura::Window* target = static_cast<aura::Window*>(event.target());
aura::client::ScreenPositionClient* screen_position_client =
aura::client::GetScreenPositionClient(target->GetRootWindow());
screen_position_client->ConvertPointToScreen(target, &location_in_screen);
return location_in_screen;
}
// Returns the bounds of the display nearest to |window| in screen coordinates.
gfx::Rect GetDisplayBoundsInScreen(aura::Window* window) {
return display::Screen::GetScreen()->GetDisplayNearestWindow(window).bounds();
}
} // namespace
// The height in pixels of the region below the top edge of the display in which
// the mouse can trigger revealing the top-of-window views.
#if defined(OS_WIN)
// Windows 8 reserves some pixels at the top of the screen for the hand icon
// that allows you to drag a metro app off the screen, so a few additional
// pixels of space must be reserved for the mouse reveal.
const int ImmersiveFullscreenController::kMouseRevealBoundsHeight = 9;
#else
// The height must be greater than 1px because the top pixel is used to trigger
// moving the cursor between displays if the user has a vertical display layout
// (primary display above/below secondary display).
const int ImmersiveFullscreenController::kMouseRevealBoundsHeight = 3;
#endif
////////////////////////////////////////////////////////////////////////////////
// Class which keeps the top-of-window views revealed as long as one of the
// bubbles it is observing is visible. The logic to keep the top-of-window
// views revealed based on the visibility of bubbles anchored to
// children of |ImmersiveFullscreenController::top_container_| is separate from
// the logic related to |ImmersiveFullscreenController::focus_revealed_lock_|
// so that bubbles which are not activatable and bubbles which do not close
// upon deactivation also keep the top-of-window views revealed for the
// duration of their visibility.
class ImmersiveFullscreenController::BubbleObserver
: public aura::WindowObserver {
public:
explicit BubbleObserver(ImmersiveFullscreenController* controller);
~BubbleObserver() override;
// Start / stop observing changes to |bubble|'s visibility.
void StartObserving(aura::Window* bubble);
void StopObserving(aura::Window* bubble);
private:
// Updates |revealed_lock_| based on whether any of |bubbles_| is visible.
void UpdateRevealedLock();
// aura::WindowObserver overrides:
void OnWindowVisibilityChanged(aura::Window* window, bool visible) override;
void OnWindowDestroying(aura::Window* window) override;
ImmersiveFullscreenController* controller_;
std::set<aura::Window*> bubbles_;
// Lock which keeps the top-of-window views revealed based on whether any of
// |bubbles_| is visible.
std::unique_ptr<ImmersiveRevealedLock> revealed_lock_;
DISALLOW_COPY_AND_ASSIGN(BubbleObserver);
};
ImmersiveFullscreenController::BubbleObserver::BubbleObserver(
ImmersiveFullscreenController* controller)
: controller_(controller) {}
ImmersiveFullscreenController::BubbleObserver::~BubbleObserver() {
for (aura::Window* bubble : bubbles_)
bubble->RemoveObserver(this);
}
void ImmersiveFullscreenController::BubbleObserver::StartObserving(
aura::Window* bubble) {
if (bubbles_.insert(bubble).second) {
bubble->AddObserver(this);
UpdateRevealedLock();
}
}
void ImmersiveFullscreenController::BubbleObserver::StopObserving(
aura::Window* bubble) {
if (bubbles_.erase(bubble)) {
bubble->RemoveObserver(this);
UpdateRevealedLock();
}
}
void ImmersiveFullscreenController::BubbleObserver::UpdateRevealedLock() {
bool has_visible_bubble = false;
for (aura::Window* bubble : bubbles_) {
if (bubble->IsVisible()) {
has_visible_bubble = true;
break;
}
}
bool was_revealed = controller_->IsRevealed();
if (has_visible_bubble) {
if (!revealed_lock_.get()) {
// Reveal the top-of-window views without animating because it looks
// weird for the top-of-window views to animate and the bubble not to
// animate along with the top-of-window views.
revealed_lock_.reset(controller_->GetRevealedLock(
ImmersiveFullscreenController::ANIMATE_REVEAL_NO));
}
} else {
revealed_lock_.reset();
}
if (!was_revealed && revealed_lock_.get()) {
// Currently, there is no nice way for bubbles to reposition themselves
// whenever the anchor view moves. Tell the bubbles to reposition themselves
// explicitly instead. The hidden bubbles are also repositioned because
// BubbleDialogDelegateView does not reposition its widget as a result of a
// visibility change.
for (aura::Window* bubble : bubbles_)
AsBubbleDialogDelegate(bubble)->OnAnchorBoundsChanged();
}
}
void ImmersiveFullscreenController::BubbleObserver::OnWindowVisibilityChanged(
aura::Window*,
bool visible) {
UpdateRevealedLock();
}
void ImmersiveFullscreenController::BubbleObserver::OnWindowDestroying(
aura::Window* window) {
StopObserving(window);
}
////////////////////////////////////////////////////////////////////////////////
ImmersiveFullscreenController::ImmersiveFullscreenController()
: delegate_(NULL),
top_container_(NULL),
widget_(NULL),
native_window_(NULL),
observers_enabled_(false),
enabled_(false),
reveal_state_(CLOSED),
revealed_lock_count_(0),
mouse_x_when_hit_top_in_screen_(-1),
gesture_begun_(false),
animation_(new gfx::SlideAnimation(this)),
animations_disabled_for_test_(false),
weak_ptr_factory_(this) {}
ImmersiveFullscreenController::~ImmersiveFullscreenController() {
EnableWindowObservers(false);
}
void ImmersiveFullscreenController::Init(Delegate* delegate,
views::Widget* widget,
views::View* top_container) {
delegate_ = delegate;
top_container_ = top_container;
widget_ = widget;
native_window_ = widget_->GetNativeWindow();
native_window_->SetEventTargeter(std::unique_ptr<ui::EventTargeter>(
new ResizeHandleWindowTargeter(native_window_, this)));
}
void ImmersiveFullscreenController::SetEnabled(WindowType window_type,
bool enabled) {
if (enabled_ == enabled)
return;
enabled_ = enabled;
EnableWindowObservers(enabled_);
ash::wm::WindowState* window_state = wm::GetWindowState(native_window_);
// Auto hide the shelf in immersive fullscreen instead of hiding it.
window_state->set_hide_shelf_when_fullscreen(!enabled);
// Update the window's immersive mode state for the window manager.
window_state->set_in_immersive_fullscreen(enabled);
Shell::GetInstance()->UpdateShelfVisibility();
if (enabled_) {
// Animate enabling immersive mode by sliding out the top-of-window views.
// No animation occurs if a lock is holding the top-of-window views open.
// Do a reveal to set the initial state for the animation. (And any
// required state in case the animation cannot run because of a lock holding
// the top-of-window views open.)
MaybeStartReveal(ANIMATE_NO);
// Reset the located event and the focus revealed locks so that they do not
// affect whether the top-of-window views are hidden.
located_event_revealed_lock_.reset();
focus_revealed_lock_.reset();
// Try doing the animation.
MaybeEndReveal(ANIMATE_SLOW);
if (reveal_state_ == REVEALED) {
// Reveal was unsuccessful. Reacquire the revealed locks if appropriate.
UpdateLocatedEventRevealedLock(NULL);
UpdateFocusRevealedLock();
}
} else {
// Stop cursor-at-top tracking.
top_edge_hover_timer_.Stop();
reveal_state_ = CLOSED;
delegate_->OnImmersiveFullscreenExited();
}
if (enabled_) {
UMA_HISTOGRAM_ENUMERATION("Ash.ImmersiveFullscreen.WindowType", window_type,
WINDOW_TYPE_COUNT);
}
}
bool ImmersiveFullscreenController::IsEnabled() const {
return enabled_;
}
bool ImmersiveFullscreenController::IsRevealed() const {
return enabled_ && reveal_state_ != CLOSED;
}
ImmersiveRevealedLock* ImmersiveFullscreenController::GetRevealedLock(
AnimateReveal animate_reveal) {
return new ImmersiveRevealedLock(weak_ptr_factory_.GetWeakPtr(),
animate_reveal);
}
////////////////////////////////////////////////////////////////////////////////
// Testing interface:
void ImmersiveFullscreenController::SetupForTest() {
DCHECK(!enabled_);
animations_disabled_for_test_ = true;
// Move the mouse off of the top-of-window views so that it does not keep the
// top-of-window views revealed.
std::vector<gfx::Rect> bounds_in_screen(
delegate_->GetVisibleBoundsInScreen());
DCHECK(!bounds_in_screen.empty());
int bottommost_in_screen = bounds_in_screen[0].bottom();
for (size_t i = 1; i < bounds_in_screen.size(); ++i) {
if (bounds_in_screen[i].bottom() > bottommost_in_screen)
bottommost_in_screen = bounds_in_screen[i].bottom();
}
gfx::Point cursor_pos(0, bottommost_in_screen + 100);
aura::Env::GetInstance()->set_last_mouse_location(cursor_pos);
UpdateLocatedEventRevealedLock(NULL);
}
////////////////////////////////////////////////////////////////////////////////
// ui::EventHandler overrides:
void ImmersiveFullscreenController::OnMouseEvent(ui::MouseEvent* event) {
if (!enabled_)
return;
if (event->type() != ui::ET_MOUSE_MOVED &&
event->type() != ui::ET_MOUSE_PRESSED &&
event->type() != ui::ET_MOUSE_RELEASED &&
event->type() != ui::ET_MOUSE_CAPTURE_CHANGED) {
return;
}
// Mouse hover can initiate revealing the top-of-window views while |widget_|
// is inactive.
if (reveal_state_ == SLIDING_OPEN || reveal_state_ == REVEALED) {
top_edge_hover_timer_.Stop();
UpdateLocatedEventRevealedLock(event);
} else if (event->type() != ui::ET_MOUSE_CAPTURE_CHANGED) {
// Trigger a reveal if the cursor pauses at the top of the screen for a
// while.
UpdateTopEdgeHoverTimer(event);
}
}
void ImmersiveFullscreenController::OnTouchEvent(ui::TouchEvent* event) {
if (!enabled_ || event->type() != ui::ET_TOUCH_PRESSED)
return;
// Touch should not initiate revealing the top-of-window views while |widget_|
// is inactive.
if (!widget_->IsActive())
return;
UpdateLocatedEventRevealedLock(event);
}
void ImmersiveFullscreenController::OnGestureEvent(ui::GestureEvent* event) {
if (!enabled_)
return;
// Touch gestures should not initiate revealing the top-of-window views while
// |widget_| is inactive.
if (!widget_->IsActive())
return;
switch (event->type()) {
#if defined(OS_WIN)
case ui::ET_GESTURE_WIN8_EDGE_SWIPE:
UpdateRevealedLocksForSwipe(GetSwipeType(event));
event->SetHandled();
break;
#endif
case ui::ET_GESTURE_SCROLL_BEGIN:
if (ShouldHandleGestureEvent(GetEventLocationInScreen(*event))) {
gesture_begun_ = true;
// Do not consume the event. Otherwise, we end up consuming all
// ui::ET_GESTURE_SCROLL_BEGIN events in the top-of-window views
// when the top-of-window views are revealed.
}
break;
case ui::ET_GESTURE_SCROLL_UPDATE:
if (gesture_begun_) {
if (UpdateRevealedLocksForSwipe(GetSwipeType(event)))
event->SetHandled();
gesture_begun_ = false;
}
break;
case ui::ET_GESTURE_SCROLL_END:
case ui::ET_SCROLL_FLING_START:
gesture_begun_ = false;
break;
default:
break;
}
}
////////////////////////////////////////////////////////////////////////////////
// views::FocusChangeListener overrides:
void ImmersiveFullscreenController::OnWillChangeFocus(
views::View* focused_before,
views::View* focused_now) {}
void ImmersiveFullscreenController::OnDidChangeFocus(
views::View* focused_before,
views::View* focused_now) {
UpdateFocusRevealedLock();
}
////////////////////////////////////////////////////////////////////////////////
// views::WidgetObserver overrides:
void ImmersiveFullscreenController::OnWidgetDestroying(views::Widget* widget) {
EnableWindowObservers(false);
native_window_ = NULL;
// Set |enabled_| to false such that any calls to MaybeStartReveal() and
// MaybeEndReveal() have no effect.
enabled_ = false;
}
void ImmersiveFullscreenController::OnWidgetActivationChanged(
views::Widget* widget,
bool active) {
UpdateFocusRevealedLock();
}
////////////////////////////////////////////////////////////////////////////////
// gfx::AnimationDelegate overrides:
void ImmersiveFullscreenController::AnimationEnded(
const gfx::Animation* animation) {
if (reveal_state_ == SLIDING_OPEN) {
OnSlideOpenAnimationCompleted();
} else if (reveal_state_ == SLIDING_CLOSED) {
OnSlideClosedAnimationCompleted();
}
}
void ImmersiveFullscreenController::AnimationProgressed(
const gfx::Animation* animation) {
delegate_->SetVisibleFraction(animation->GetCurrentValue());
}
////////////////////////////////////////////////////////////////////////////////
// aura::WindowObserver overrides:
void ImmersiveFullscreenController::OnTransientChildAdded(
aura::Window* window,
aura::Window* transient) {
views::View* anchor = GetAnchorView(transient);
if (anchor && top_container_->Contains(anchor)) {
// Observe the aura::Window because the BubbleDelegateView may not be
// parented to the widget's root view yet so |bubble_delegate->GetWidget()|
// may still return NULL.
bubble_observer_->StartObserving(transient);
}
}
void ImmersiveFullscreenController::OnTransientChildRemoved(
aura::Window* window,
aura::Window* transient) {
bubble_observer_->StopObserving(transient);
}
////////////////////////////////////////////////////////////////////////////////
// ash::ImmersiveRevealedLock::Delegate overrides:
void ImmersiveFullscreenController::LockRevealedState(
AnimateReveal animate_reveal) {
++revealed_lock_count_;
Animate animate =
(animate_reveal == ANIMATE_REVEAL_YES) ? ANIMATE_FAST : ANIMATE_NO;
MaybeStartReveal(animate);
}
void ImmersiveFullscreenController::UnlockRevealedState() {
--revealed_lock_count_;
DCHECK_GE(revealed_lock_count_, 0);
if (revealed_lock_count_ == 0) {
// Always animate ending the reveal fast.
MaybeEndReveal(ANIMATE_FAST);
}
}
////////////////////////////////////////////////////////////////////////////////
// private:
void ImmersiveFullscreenController::EnableWindowObservers(bool enable) {
if (observers_enabled_ == enable)
return;
observers_enabled_ = enable;
views::FocusManager* focus_manager = widget_->GetFocusManager();
if (enable) {
widget_->AddObserver(this);
focus_manager->AddFocusChangeListener(this);
Shell::GetInstance()->AddPreTargetHandler(this);
::wm::TransientWindowManager::Get(native_window_)->AddObserver(this);
RecreateBubbleObserver();
} else {
widget_->RemoveObserver(this);
focus_manager->RemoveFocusChangeListener(this);
Shell::GetInstance()->RemovePreTargetHandler(this);
::wm::TransientWindowManager::Get(native_window_)->RemoveObserver(this);
// We have stopped observing whether transient children are added or removed
// to |native_window_|. The set of bubbles that BubbleObserver is observing
// will become stale really quickly. Destroy BubbleObserver and recreate it
// when we start observing |native_window_| again.
bubble_observer_.reset();
animation_->Stop();
}
}
void ImmersiveFullscreenController::UpdateTopEdgeHoverTimer(
ui::MouseEvent* event) {
DCHECK(enabled_);
DCHECK(reveal_state_ == SLIDING_CLOSED || reveal_state_ == CLOSED);
// Check whether |native_window_| is the event target's parent window instead
// of checking for activation. This allows the timer to be started when
// |widget_| is inactive but prevents starting the timer if the mouse is over
// a portion of the top edge obscured by an unrelated widget.
if (!top_edge_hover_timer_.IsRunning() &&
!native_window_->Contains(static_cast<aura::Window*>(event->target()))) {
return;
}
// Mouse hover should not initiate revealing the top-of-window views while a
// window has mouse capture.
if (aura::client::GetCaptureWindow(native_window_))
return;
gfx::Point location_in_screen = GetEventLocationInScreen(*event);
if (ShouldIgnoreMouseEventAtLocation(location_in_screen))
return;
// Stop the timer if the cursor left the top edge or is on a different
// display.
gfx::Rect hit_bounds_in_screen = GetDisplayBoundsInScreen(native_window_);
hit_bounds_in_screen.set_height(kMouseRevealBoundsHeight);
if (!hit_bounds_in_screen.Contains(location_in_screen)) {
top_edge_hover_timer_.Stop();
return;
}
// The cursor is now at the top of the screen. Consider the cursor "not
// moving" even if it moves a little bit because users don't have perfect
// pointing precision. (The y position is not tested because
// |hit_bounds_in_screen| is short.)
if (top_edge_hover_timer_.IsRunning() &&
abs(location_in_screen.x() - mouse_x_when_hit_top_in_screen_) <=
kMouseRevealXThresholdPixels)
return;
// Start the reveal if the cursor doesn't move for some amount of time.
mouse_x_when_hit_top_in_screen_ = location_in_screen.x();
top_edge_hover_timer_.Stop();
// Timer is stopped when |this| is destroyed, hence Unretained() is safe.
top_edge_hover_timer_.Start(
FROM_HERE, base::TimeDelta::FromMilliseconds(kMouseRevealDelayMs),
base::Bind(
&ImmersiveFullscreenController::AcquireLocatedEventRevealedLock,
base::Unretained(this)));
}
void ImmersiveFullscreenController::UpdateLocatedEventRevealedLock(
ui::LocatedEvent* event) {
if (!enabled_)
return;
DCHECK(!event || event->IsMouseEvent() || event->IsTouchEvent());
// Neither the mouse nor touch can initiate a reveal when the top-of-window
// views are sliding closed or are closed with the following exceptions:
// - Hovering at y = 0 which is handled in OnMouseEvent().
// - Doing a SWIPE_OPEN edge gesture which is handled in OnGestureEvent().
if (reveal_state_ == CLOSED || reveal_state_ == SLIDING_CLOSED)
return;
// For the sake of simplicity, ignore |widget_|'s activation in computing
// whether the top-of-window views should stay revealed. Ideally, the
// top-of-window views would stay revealed only when the mouse cursor is
// hovered above a non-obscured portion of the top-of-window views. The
// top-of-window views may be partially obscured when |widget_| is inactive.
// Ignore all events while a window has capture. This keeps the top-of-window
// views revealed during a drag.
if (aura::client::GetCaptureWindow(native_window_))
return;
gfx::Point location_in_screen;
if (event && event->type() != ui::ET_MOUSE_CAPTURE_CHANGED) {
location_in_screen = GetEventLocationInScreen(*event);
} else {
aura::client::CursorClient* cursor_client =
aura::client::GetCursorClient(native_window_->GetRootWindow());
if (!cursor_client->IsMouseEventsEnabled()) {
// If mouse events are disabled, the user's last interaction was probably
// via touch. Do no do further processing in this case as there is no easy
// way of retrieving the position of the user's last touch.
return;
}
location_in_screen = aura::Env::GetInstance()->last_mouse_location();
}
if ((!event || event->IsMouseEvent()) &&
ShouldIgnoreMouseEventAtLocation(location_in_screen)) {
return;
}
// The visible bounds of |top_container_| should be contained in
// |hit_bounds_in_screen|.
std::vector<gfx::Rect> hit_bounds_in_screen =
delegate_->GetVisibleBoundsInScreen();
bool keep_revealed = false;
for (size_t i = 0; i < hit_bounds_in_screen.size(); ++i) {
// Allow the cursor to move slightly off the top-of-window views before
// sliding closed. In the case of ImmersiveModeControllerAsh, this helps
// when the user is attempting to click on the bookmark bar and overshoots
// slightly.
if (event && event->type() == ui::ET_MOUSE_MOVED) {
const int kBoundsOffsetY = 8;
hit_bounds_in_screen[i].Inset(0, 0, 0, -kBoundsOffsetY);
}
if (hit_bounds_in_screen[i].Contains(location_in_screen)) {
keep_revealed = true;
break;
}
}
if (keep_revealed)
AcquireLocatedEventRevealedLock();
else
located_event_revealed_lock_.reset();
}
void ImmersiveFullscreenController::AcquireLocatedEventRevealedLock() {
// CAUTION: Acquiring the lock results in a reentrant call to
// AcquireLocatedEventRevealedLock() when
// |ImmersiveFullscreenController::animations_disabled_for_test_| is true.
if (!located_event_revealed_lock_.get())
located_event_revealed_lock_.reset(GetRevealedLock(ANIMATE_REVEAL_YES));
}
void ImmersiveFullscreenController::UpdateFocusRevealedLock() {
if (!enabled_)
return;
bool hold_lock = false;
if (widget_->IsActive()) {
views::View* focused_view = widget_->GetFocusManager()->GetFocusedView();
if (top_container_->Contains(focused_view))
hold_lock = true;
} else {
aura::Window* active_window =
aura::client::GetActivationClient(native_window_->GetRootWindow())
->GetActiveWindow();
if (GetAnchorView(active_window)) {
// BubbleObserver will already have locked the top-of-window views if the
// bubble is anchored to a child of |top_container_|. Don't acquire
// |focus_revealed_lock_| here for the sake of simplicity.
// Note: Instead of checking for the existence of the |anchor_view|,
// the existence of the |anchor_widget| is performed to avoid the case
// where the view is already gone (and the widget is still running).
} else {
// The currently active window is not |native_window_| and it is not a
// bubble with an anchor view. The top-of-window views should be revealed
// if:
// 1) The active window is a transient child of |native_window_|.
// 2) The top-of-window views are already revealed. This restriction
// prevents a transient window opened by the web contents while the
// top-of-window views are hidden from from initiating a reveal.
// The top-of-window views will stay revealed till |native_window_| is
// reactivated.
if (IsRevealed() &&
IsWindowTransientChildOf(active_window, native_window_)) {
hold_lock = true;
}
}
}
if (hold_lock) {
if (!focus_revealed_lock_.get())
focus_revealed_lock_.reset(GetRevealedLock(ANIMATE_REVEAL_YES));
} else {
focus_revealed_lock_.reset();
}
}
bool ImmersiveFullscreenController::UpdateRevealedLocksForSwipe(
SwipeType swipe_type) {
if (!enabled_ || swipe_type == SWIPE_NONE)
return false;
// Swipes while |native_window_| is inactive should have been filtered out in
// OnGestureEvent().
DCHECK(widget_->IsActive());
if (reveal_state_ == SLIDING_CLOSED || reveal_state_ == CLOSED) {
if (swipe_type == SWIPE_OPEN && !located_event_revealed_lock_.get()) {
located_event_revealed_lock_.reset(GetRevealedLock(ANIMATE_REVEAL_YES));
return true;
}
} else {
if (swipe_type == SWIPE_CLOSE) {
// Attempt to end the reveal. If other code is holding onto a lock, the
// attempt will be unsuccessful.
located_event_revealed_lock_.reset();
focus_revealed_lock_.reset();
if (reveal_state_ == SLIDING_CLOSED || reveal_state_ == CLOSED) {
widget_->GetFocusManager()->ClearFocus();
return true;
}
// Ending the reveal was unsuccessful. Reaquire the locks if appropriate.
UpdateLocatedEventRevealedLock(NULL);
UpdateFocusRevealedLock();
}
}
return false;
}
int ImmersiveFullscreenController::GetAnimationDuration(Animate animate) const {
switch (animate) {
case ANIMATE_NO:
return 0;
case ANIMATE_SLOW:
return kRevealSlowAnimationDurationMs;
case ANIMATE_FAST:
return kRevealFastAnimationDurationMs;
}
NOTREACHED();
return 0;
}
void ImmersiveFullscreenController::MaybeStartReveal(Animate animate) {
if (!enabled_)
return;
if (animations_disabled_for_test_)
animate = ANIMATE_NO;
// Callers with ANIMATE_NO expect this function to synchronously reveal the
// top-of-window views.
if (reveal_state_ == REVEALED ||
(reveal_state_ == SLIDING_OPEN && animate != ANIMATE_NO)) {
return;
}
RevealState previous_reveal_state = reveal_state_;
reveal_state_ = SLIDING_OPEN;
if (previous_reveal_state == CLOSED) {
delegate_->OnImmersiveRevealStarted();
// Do not do any more processing if OnImmersiveRevealStarted() changed
// |reveal_state_|.
if (reveal_state_ != SLIDING_OPEN)
return;
}
// Slide in the reveal view.
if (animate == ANIMATE_NO) {
animation_->Reset(1);
OnSlideOpenAnimationCompleted();
} else {
animation_->SetSlideDuration(GetAnimationDuration(animate));
animation_->Show();
}
}
void ImmersiveFullscreenController::OnSlideOpenAnimationCompleted() {
DCHECK_EQ(SLIDING_OPEN, reveal_state_);
reveal_state_ = REVEALED;
delegate_->SetVisibleFraction(1);
// The user may not have moved the mouse since the reveal was initiated.
// Update the revealed lock to reflect the mouse's current state.
UpdateLocatedEventRevealedLock(NULL);
}
void ImmersiveFullscreenController::MaybeEndReveal(Animate animate) {
if (!enabled_ || revealed_lock_count_ != 0)
return;
if (animations_disabled_for_test_)
animate = ANIMATE_NO;
// Callers with ANIMATE_NO expect this function to synchronously close the
// top-of-window views.
if (reveal_state_ == CLOSED ||
(reveal_state_ == SLIDING_CLOSED && animate != ANIMATE_NO)) {
return;
}
reveal_state_ = SLIDING_CLOSED;
int duration_ms = GetAnimationDuration(animate);
if (duration_ms > 0) {
animation_->SetSlideDuration(duration_ms);
animation_->Hide();
} else {
animation_->Reset(0);
OnSlideClosedAnimationCompleted();
}
}
void ImmersiveFullscreenController::OnSlideClosedAnimationCompleted() {
DCHECK_EQ(SLIDING_CLOSED, reveal_state_);
reveal_state_ = CLOSED;
delegate_->OnImmersiveRevealEnded();
}
ImmersiveFullscreenController::SwipeType
ImmersiveFullscreenController::GetSwipeType(ui::GestureEvent* event) const {
#if defined(OS_WIN)
if (event->type() == ui::ET_GESTURE_WIN8_EDGE_SWIPE)
return SWIPE_OPEN;
#endif
if (event->type() != ui::ET_GESTURE_SCROLL_UPDATE)
return SWIPE_NONE;
// Make sure that it is a clear vertical gesture.
if (std::abs(event->details().scroll_y()) <=
kSwipeVerticalThresholdMultiplier * std::abs(event->details().scroll_x()))
return SWIPE_NONE;
if (event->details().scroll_y() < 0)
return SWIPE_CLOSE;
else if (event->details().scroll_y() > 0)
return SWIPE_OPEN;
return SWIPE_NONE;
}
bool ImmersiveFullscreenController::ShouldIgnoreMouseEventAtLocation(
const gfx::Point& location) const {
// Ignore mouse events in the region immediately above the top edge of the
// display. This is to handle the case of a user with a vertical display
// layout (primary display above/below secondary display) and the immersive
// fullscreen window on the bottom display. It is really hard to trigger a
// reveal in this case because:
// - It is hard to stop the cursor in the top |kMouseRevealBoundsHeight|
// pixels of the bottom display.
// - The cursor is warped to the top display if the cursor gets to the top
// edge of the bottom display.
// Mouse events are ignored in the bottom few pixels of the top display
// (Mouse events in this region cannot start or end a reveal). This allows a
// user to overshoot the top of the bottom display and still reveal the
// top-of-window views.
gfx::Rect dead_region = GetDisplayBoundsInScreen(native_window_);
dead_region.set_y(dead_region.y() - kHeightOfDeadRegionAboveTopContainer);
dead_region.set_height(kHeightOfDeadRegionAboveTopContainer);
return dead_region.Contains(location);
}
bool ImmersiveFullscreenController::ShouldHandleGestureEvent(
const gfx::Point& location) const {
DCHECK(widget_->IsActive());
if (reveal_state_ == REVEALED) {
std::vector<gfx::Rect> hit_bounds_in_screen(
delegate_->GetVisibleBoundsInScreen());
for (size_t i = 0; i < hit_bounds_in_screen.size(); ++i) {
if (hit_bounds_in_screen[i].Contains(location))
return true;
}
return false;
}
// When the top-of-window views are not fully revealed, handle gestures which
// start in the top few pixels of the screen.
gfx::Rect hit_bounds_in_screen(GetDisplayBoundsInScreen(native_window_));
hit_bounds_in_screen.set_height(kImmersiveFullscreenTopEdgeInset);
if (hit_bounds_in_screen.Contains(location))
return true;
// There may be a bezel sensor off screen logically above
// |hit_bounds_in_screen|. The check for the event not contained by the
// closest screen ensures that the event is from a valid bezel (as opposed to
// another screen in an extended desktop).
gfx::Rect screen_bounds =
display::Screen::GetScreen()->GetDisplayNearestPoint(location).bounds();
return (!screen_bounds.Contains(location) &&
location.y() < hit_bounds_in_screen.y() &&
location.x() >= hit_bounds_in_screen.x() &&
location.x() < hit_bounds_in_screen.right());
}
void ImmersiveFullscreenController::RecreateBubbleObserver() {
bubble_observer_.reset(new BubbleObserver(this));
const std::vector<aura::Window*> transient_children =
::wm::GetTransientChildren(native_window_);
for (size_t i = 0; i < transient_children.size(); ++i) {
aura::Window* transient_child = transient_children[i];
views::View* anchor_view = GetAnchorView(transient_child);
if (anchor_view && top_container_->Contains(anchor_view))
bubble_observer_->StartObserving(transient_child);
}
}
} // namespace ash