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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.
#ifndef ASH_WM_WINDOW_STATE_H_
#define ASH_WM_WINDOW_STATE_H_
#include "ash/ash_export.h"
#include "ash/wm/drag_details.h"
#include "ash/wm/wm_types.h"
#include "base/gtest_prod_util.h"
#include "base/macros.h"
#include "base/memory/scoped_ptr.h"
#include "base/observer_list.h"
#include "ui/aura/window_observer.h"
#include "ui/base/ui_base_types.h"
namespace aura {
class Window;
}
namespace gfx {
class Rect;
}
namespace ash {
class WorkspaceLayoutManager;
class LockWindowState;
class MaximizeModeWindowState;
namespace wm {
class WindowStateDelegate;
class WindowStateObserver;
class WMEvent;
// WindowState manages and defines ash specific window state and
// behavior. Ash specific per-window state (such as ones that controls
// window manager behavior) and ash specific window behavior (such as
// maximize, minimize, snap sizing etc) should be added here instead
// of defining separate functions (like |MaximizeWindow(aura::Window*
// window)|) or using aura Window property.
// The WindowState gets created when first accessed by
// |wm::GetWindowState|, and deleted when the window is deleted.
// Prefer using this class instead of passing aura::Window* around in
// ash code as this is often what you need to interact with, and
// accessing the window using |window()| is cheap.
class ASH_EXPORT WindowState : public aura::WindowObserver {
public:
// A subclass of State class represents one of the window's states
// that corresponds to WindowStateType in Ash environment, e.g.
// maximized, minimized or side snapped, as subclass.
// Each subclass defines its own behavior and transition for each WMEvent.
class State {
public:
State() {}
virtual ~State() {}
// Update WindowState based on |event|.
virtual void OnWMEvent(WindowState* window_state, const WMEvent* event) = 0;
virtual WindowStateType GetType() const = 0;
// Gets called when the state object became active and the managed window
// needs to be adjusted to the State's requirement.
// The passed |previous_state| may be used to properly implement state
// transitions such as bound animations from the previous state.
// Note: This only gets called when the state object gets changed.
virtual void AttachState(WindowState* window_state,
State* previous_state) = 0;
// Gets called before the state objects gets deactivated / detached from the
// window, so that it can save the various states it is interested in.
// Note: This only gets called when the state object gets changed.
virtual void DetachState(WindowState* window_state) = 0;
private:
DISALLOW_COPY_AND_ASSIGN(State);
};
// Call GetWindowState() to instantiate this class.
~WindowState() override;
aura::Window* window() { return window_; }
const aura::Window* window() const { return window_; }
bool HasDelegate() const;
void SetDelegate(scoped_ptr<WindowStateDelegate> delegate);
// Returns the window's current ash state type.
// Refer to WindowStateType definition in wm_types.h as for why Ash
// has its own state type.
WindowStateType GetStateType() const;
// Predicates to check window state.
bool IsMinimized() const;
bool IsMaximized() const;
bool IsFullscreen() const;
bool IsMaximizedOrFullscreen() const;
bool IsSnapped() const;
// True if the window's state type is WINDOW_STATE_TYPE_NORMAL or
// WINDOW_STATE_TYPE_DEFAULT.
bool IsNormalStateType() const;
bool IsNormalOrSnapped() const;
bool IsActive() const;
bool IsDocked() const;
// Returns true if the window's location can be controlled by the user.
bool IsUserPositionable() const;
// Checks if the window can change its state accordingly.
bool CanMaximize() const;
bool CanMinimize() const;
bool CanResize() const;
bool CanSnap() const;
bool CanActivate() const;
// Returns true if the window has restore bounds.
bool HasRestoreBounds() const;
// These methods use aura::WindowProperty to change the window's state
// instead of using WMEvent directly. This is to use the same mechanism as
// what views::Widget is using.
void Maximize();
void Minimize();
void Unminimize();
void Activate();
void Deactivate();
// Set the window state to normal.
// TODO(oshima): Change to use RESTORE event.
void Restore();
// Caches, then disables always on top state and then stacks |window_| below
// |window_on_top| if a |window_| is currently in always on top state.
void DisableAlwaysOnTop(aura::Window* window_on_top);
// Restores always on top state that a window might have cached.
void RestoreAlwaysOnTop();
// Invoked when a WMevent occurs, which drives the internal
// state machine.
void OnWMEvent(const WMEvent* event);
// TODO(oshima): Try hiding these methods and making them accessible only to
// state impl. State changes should happen through events (as much
// as possible).
// Saves the current bounds to be used as a restore bounds.
void SaveCurrentBoundsForRestore();
// Same as |GetRestoreBoundsInScreen| except that it returns the
// bounds in the parent's coordinates.
gfx::Rect GetRestoreBoundsInParent() const;
// Returns the restore bounds property on the window in the virtual screen
// coordinates. The bounds can be NULL if the bounds property does not
// exist for the window. The window owns the bounds object.
gfx::Rect GetRestoreBoundsInScreen() const;
// Same as |SetRestoreBoundsInScreen| except that the bounds is in the
// parent's coordinates.
void SetRestoreBoundsInParent(const gfx::Rect& bounds_in_parent);
// Sets the restore bounds property on the window in the virtual screen
// coordinates. Deletes existing bounds value if exists.
void SetRestoreBoundsInScreen(const gfx::Rect& bounds_in_screen);
// Deletes and clears the restore bounds property on the window.
void ClearRestoreBounds();
// Replace the State object of a window with a state handler which can
// implement a new window manager type. The passed object will be owned
// by this object and the returned object will be owned by the caller.
scoped_ptr<State> SetStateObject(scoped_ptr<State> new_state);
// True if the window should be unminimized to the restore bounds, as
// opposed to the window's current bounds. |unminimized_to_restore_bounds_| is
// reset to the default value after the window is unminimized.
bool unminimize_to_restore_bounds() const {
return unminimize_to_restore_bounds_;
}
void set_unminimize_to_restore_bounds(bool value) {
unminimize_to_restore_bounds_ = value;
}
// Gets/sets whether the shelf should be hidden when this window is
// fullscreen.
bool hide_shelf_when_fullscreen() const {
return hide_shelf_when_fullscreen_;
}
void set_hide_shelf_when_fullscreen(bool value) {
hide_shelf_when_fullscreen_ = value;
}
// If the minimum visibility is true, ash will try to keep a
// minimum amount of the window is always visible on the work area
// when shown.
// TODO(oshima): Consolidate this and window_position_managed
// into single parameter to control the window placement.
bool minimum_visibility() const {
return minimum_visibility_;
}
void set_minimum_visibility(bool minimum_visibility) {
minimum_visibility_ = minimum_visibility;
}
// Specifies if the window can be dragged by the user via the caption or not.
bool can_be_dragged() const {
return can_be_dragged_;
}
void set_can_be_dragged(bool can_be_dragged) {
can_be_dragged_ = can_be_dragged;
}
// Gets/Sets the bounds of the window before it was moved by the auto window
// management. As long as it was not auto-managed, it will return NULL.
const gfx::Rect* pre_auto_manage_window_bounds() const {
return pre_auto_manage_window_bounds_.get();
}
void SetPreAutoManageWindowBounds(const gfx::Rect& bounds);
// Layout related properties
void AddObserver(WindowStateObserver* observer);
void RemoveObserver(WindowStateObserver* observer);
// Whether the window is being dragged.
bool is_dragged() const { return !!drag_details_; }
// Whether or not the window's position can be managed by the
// auto management logic.
bool window_position_managed() const { return window_position_managed_; }
void set_window_position_managed(bool window_position_managed) {
window_position_managed_ = window_position_managed;
}
// Whether or not the window's position or size was changed by a user.
bool bounds_changed_by_user() const { return bounds_changed_by_user_; }
void set_bounds_changed_by_user(bool bounds_changed_by_user);
// True if this window is an attached panel.
bool panel_attached() const {
return panel_attached_;
}
void set_panel_attached(bool panel_attached) {
panel_attached_ = panel_attached;
}
// True if the window is ignored by the shelf layout manager for
// purposes of darkening the shelf.
bool ignored_by_shelf() const { return ignored_by_shelf_; }
void set_ignored_by_shelf(bool ignored_by_shelf) {
ignored_by_shelf_ = ignored_by_shelf;
}
// True if the window should be offered a chance to consume special system
// keys such as brightness, volume, etc. that are usually handled by the
// shell.
bool can_consume_system_keys() const { return can_consume_system_keys_; }
void set_can_consume_system_keys(bool can_consume_system_keys) {
can_consume_system_keys_ = can_consume_system_keys;
}
// True if this window has requested that the top-row keys (back, forward,
// brightness, volume) should be treated as function keys.
bool top_row_keys_are_function_keys() const {
return top_row_keys_are_function_keys_;
}
void set_top_row_keys_are_function_keys(bool value) {
top_row_keys_are_function_keys_ = value;
}
// True if the window is in "immersive full screen mode" which is slightly
// different from the normal fullscreen mode by allowing the user to reveal
// the top portion of the window through a touch / mouse gesture. It might
// also allow the shelf to be shown in some situations.
bool in_immersive_fullscreen() const {
return in_immersive_fullscreen_;
}
void set_in_immersive_fullscreen(bool enable) {
in_immersive_fullscreen_ = enable;
}
// Creates and takes ownership of a pointer to DragDetails when resizing is
// active. This should be done before a resizer gets created.
void CreateDragDetails(aura::Window* window,
const gfx::Point& point_in_parent,
int window_component,
aura::client::WindowMoveSource source);
// Deletes and clears a pointer to DragDetails. This should be done when the
// resizer gets destroyed.
void DeleteDragDetails();
// Sets the currently stored restore bounds and clears the restore bounds.
void SetAndClearRestoreBounds();
// Returns a pointer to DragDetails during drag operations.
const DragDetails* drag_details() const { return drag_details_.get(); }
DragDetails* drag_details() { return drag_details_.get(); }
// aura::WindowObserver overrides:
void OnWindowPropertyChanged(aura::Window* window,
const void* key,
intptr_t old) override;
private:
friend class DefaultState;
friend class ash::LockWindowState;
friend class ash::MaximizeModeWindowState;
friend ASH_EXPORT WindowState* GetWindowState(aura::Window*);
FRIEND_TEST_ALL_PREFIXES(WindowAnimationsTest, CrossFadeToBounds);
FRIEND_TEST_ALL_PREFIXES(WindowAnimationsTest,
CrossFadeToBoundsFromTransform);
explicit WindowState(aura::Window* window);
WindowStateDelegate* delegate() { return delegate_.get(); }
// Returns the window's current always_on_top state.
bool GetAlwaysOnTop() const;
// Returns the window's current show state.
ui::WindowShowState GetShowState() const;
// Sets the window's bounds in screen coordinates.
void SetBoundsInScreen(const gfx::Rect& bounds_in_screen);
// Adjusts the |bounds| so that they are flush with the edge of the
// workspace if the window represented by |window_state| is side snapped.
void AdjustSnappedBounds(gfx::Rect* bounds);
// Updates the window show state according to the current window state type.
// Note that this does not update the window bounds.
void UpdateWindowShowStateFromStateType();
void NotifyPreStateTypeChange(WindowStateType old_window_state_type);
void NotifyPostStateTypeChange(WindowStateType old_window_state_type);
// Sets |bounds| as is and ensure the layer is aligned with pixel boundary.
void SetBoundsDirect(const gfx::Rect& bounds);
// Sets the window's |bounds| with constraint where the size of the
// new bounds will not exceeds the size of the work area.
void SetBoundsConstrained(const gfx::Rect& bounds);
// Sets the wndow's |bounds| and transitions to the new bounds with
// a scale animation.
void SetBoundsDirectAnimated(const gfx::Rect& bounds);
// Sets the window's |bounds| and transition to the new bounds with
// a cross fade animation.
void SetBoundsDirectCrossFade(const gfx::Rect& bounds);
// The owner of this window settings.
aura::Window* window_;
scoped_ptr<WindowStateDelegate> delegate_;
bool window_position_managed_;
bool bounds_changed_by_user_;
bool panel_attached_;
bool ignored_by_shelf_;
bool can_consume_system_keys_;
bool top_row_keys_are_function_keys_;
scoped_ptr<DragDetails> drag_details_;
bool unminimize_to_restore_bounds_;
bool in_immersive_fullscreen_;
bool hide_shelf_when_fullscreen_;
bool minimum_visibility_;
bool can_be_dragged_;
bool cached_always_on_top_;
// A property to remember the window position which was set before the
// auto window position manager changed the window bounds, so that it can get
// restored when only this one window gets shown.
scoped_ptr<gfx::Rect> pre_auto_manage_window_bounds_;
base::ObserverList<WindowStateObserver> observer_list_;
// True to ignore a property change event to avoid reentrance in
// UpdateWindowStateType()
bool ignore_property_change_;
scoped_ptr<State> current_state_;
DISALLOW_COPY_AND_ASSIGN(WindowState);
};
// Returns the WindowState for active window. Returns |NULL|
// if there is no active window.
ASH_EXPORT WindowState* GetActiveWindowState();
// Returns the WindowState for |window|. Creates WindowState
// if it didn't exist. The settings object is owned by |window|.
ASH_EXPORT WindowState* GetWindowState(aura::Window* window);
// const version of GetWindowState.
ASH_EXPORT const WindowState*
GetWindowState(const aura::Window* window);
} // namespace wm
} // namespace ash
#endif // ASH_WM_WINDOW_STATE_H_