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// Copyright (c) 2012 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 UI_AURA_WINDOW_H_
#define UI_AURA_WINDOW_H_
#include <stdint.h>
#include <map>
#include <memory>
#include <set>
#include <string>
#include <vector>
#include "base/compiler_specific.h"
#include "base/macros.h"
#include "base/observer_list.h"
#include "base/strings/string16.h"
#include "ui/aura/aura_export.h"
#include "ui/aura/window_observer.h"
#include "ui/base/class_property.h"
#include "ui/compositor/layer_animator.h"
#include "ui/compositor/layer_delegate.h"
#include "ui/compositor/layer_owner.h"
#include "ui/events/event_constants.h"
#include "ui/events/event_target.h"
#include "ui/events/event_targeter.h"
#include "ui/events/gestures/gesture_types.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/native_widget_types.h"
#include "ui/wm/public/window_types.h"
namespace cc {
class CompositorFrameSink;
}
namespace display {
class Display;
}
namespace gfx {
class Transform;
}
namespace ui {
class Layer;
}
namespace aura {
class LayoutManager;
class WindowDelegate;
class WindowObserver;
class WindowPort;
class WindowPortForShutdown;
class WindowTreeHost;
// Defined in class_property.h (which we do not include)
template<typename T>
using WindowProperty = ui::ClassProperty<T>;
namespace test {
class WindowTestApi;
}
// Aura window implementation. Interesting events are sent to the
// WindowDelegate.
// TODO(beng): resolve ownership.
class AURA_EXPORT Window : public ui::LayerDelegate,
public ui::LayerOwner,
public ui::EventTarget,
public ui::GestureConsumer,
public ui::PropertyHandler {
public:
// Initial value of id() for newly created windows.
static constexpr int kInitialId = -1;
// Used when stacking windows.
enum StackDirection {
STACK_ABOVE,
STACK_BELOW
};
typedef std::vector<Window*> Windows;
explicit Window(WindowDelegate* delegate,
ui::wm::WindowType type = ui::wm::WINDOW_TYPE_UNKNOWN);
Window(WindowDelegate* delegate,
std::unique_ptr<WindowPort> port,
ui::wm::WindowType type = ui::wm::WINDOW_TYPE_UNKNOWN);
~Window() override;
// Initializes the window. This creates the window's layer.
void Init(ui::LayerType layer_type);
void set_owned_by_parent(bool owned_by_parent) {
owned_by_parent_ = owned_by_parent;
}
bool owned_by_parent() const { return owned_by_parent_; }
// A type is used to identify a class of Windows and customize behavior such
// as event handling and parenting. This field should only be consumed by the
// shell -- Aura itself shouldn't contain type-specific logic.
ui::wm::WindowType type() const { return type_; }
void SetType(ui::wm::WindowType type);
int id() const { return id_; }
void set_id(int id) { id_ = id; }
const std::string& GetName() const;
void SetName(const std::string& name);
const base::string16& GetTitle() const;
void SetTitle(const base::string16& title);
bool transparent() const { return transparent_; }
// Note: Setting a window transparent has significant performance impact,
// especially on low-end Chrome OS devices. Please ensure you are not
// adding unnecessary overdraw. When in doubt, talk to the graphics team.
void SetTransparent(bool transparent);
// See description in Layer::SetFillsBoundsCompletely.
void SetFillsBoundsCompletely(bool fills_bounds);
WindowDelegate* delegate() { return delegate_; }
const WindowDelegate* delegate() const { return delegate_; }
const gfx::Rect& bounds() const { return bounds_; }
Window* parent() { return parent_; }
const Window* parent() const { return parent_; }
// Returns the root Window that contains this Window. The root Window is
// defined as the Window that has a dispatcher. These functions return NULL if
// the Window is contained in a hierarchy that does not have a dispatcher at
// its root.
Window* GetRootWindow();
const Window* GetRootWindow() const;
WindowTreeHost* GetHost();
const WindowTreeHost* GetHost() const;
void set_host(WindowTreeHost* host) { host_ = host; }
bool IsRootWindow() const { return !!host_; }
// Changes the visibility of the window.
void Show();
void Hide();
// Returns true if this window and all its ancestors are visible.
bool IsVisible() const;
// Returns the visibility requested by this window. IsVisible() takes into
// account the visibility of the layer and ancestors, where as this tracks
// whether Show() without a Hide() has been invoked.
bool TargetVisibility() const { return visible_; }
// Returns the window's bounds in root window's coordinates.
gfx::Rect GetBoundsInRootWindow() const;
// Returns the window's bounds in screen coordinates.
// How the root window's coordinates is mapped to screen's coordinates
// is platform dependent and defined in the implementation of the
// |aura::client::ScreenPositionClient| interface.
gfx::Rect GetBoundsInScreen() const;
void SetTransform(const gfx::Transform& transform);
// Assigns a LayoutManager to size and place child windows.
// The Window takes ownership of the LayoutManager.
void SetLayoutManager(LayoutManager* layout_manager);
LayoutManager* layout_manager() { return layout_manager_.get(); }
// Sets a new event-targeter for the window, and returns the previous
// event-targeter.
std::unique_ptr<ui::EventTargeter> SetEventTargeter(
std::unique_ptr<ui::EventTargeter> targeter);
// Changes the bounds of the window. If present, the window's parent's
// LayoutManager may adjust the bounds.
void SetBounds(const gfx::Rect& new_bounds);
// Changes the bounds of the window in the screen coordinates.
// If present, the window's parent's LayoutManager may adjust the bounds.
void SetBoundsInScreen(const gfx::Rect& new_bounds_in_screen_coords,
const display::Display& dst_display);
// Returns the target bounds of the window. If the window's layer is
// not animating, it simply returns the current bounds.
gfx::Rect GetTargetBounds() const;
// Marks the a portion of window as needing to be painted.
void SchedulePaintInRect(const gfx::Rect& rect);
// Stacks the specified child of this Window at the front of the z-order.
void StackChildAtTop(Window* child);
// Stacks |child| above |target|. Does nothing if |child| is already above
// |target|. Does not stack on top of windows with NULL layer delegates,
// see WindowTest.StackingMadrigal for details.
void StackChildAbove(Window* child, Window* target);
// Stacks the specified child of this window at the bottom of the z-order.
void StackChildAtBottom(Window* child);
// Stacks |child| below |target|. Does nothing if |child| is already below
// |target|.
void StackChildBelow(Window* child, Window* target);
// Tree operations.
void AddChild(Window* child);
void RemoveChild(Window* child);
const Windows& children() const { return children_; }
// Returns true if this Window contains |other| somewhere in its children.
bool Contains(const Window* other) const;
// Retrieves the first-level child with the specified id, or NULL if no first-
// level child is found matching |id|.
Window* GetChildById(int id);
const Window* GetChildById(int id) const;
// Converts |point| from |source|'s coordinates to |target|'s. If |source| is
// NULL, the function returns without modifying |point|. |target| cannot be
// NULL.
static void ConvertPointToTarget(const Window* source,
const Window* target,
gfx::Point* point);
static void ConvertRectToTarget(const Window* source,
const Window* target,
gfx::Rect* rect);
// Moves the cursor to the specified location relative to the window.
void MoveCursorTo(const gfx::Point& point_in_window);
// Returns the cursor for the specified point, in window coordinates.
gfx::NativeCursor GetCursor(const gfx::Point& point) const;
// Add/remove observer.
void AddObserver(WindowObserver* observer);
void RemoveObserver(WindowObserver* observer);
bool HasObserver(const WindowObserver* observer) const;
void set_ignore_events(bool ignore_events) { ignore_events_ = ignore_events; }
bool ignore_events() const { return ignore_events_; }
// Returns true if the |point_in_root| in root window's coordinate falls
// within this window's bounds. Returns false if the window is detached
// from root window.
bool ContainsPointInRoot(const gfx::Point& point_in_root) const;
// Returns true if relative-to-this-Window's-origin |local_point| falls
// within this Window's bounds.
bool ContainsPoint(const gfx::Point& local_point) const;
// Returns the Window that most closely encloses |local_point| for the
// purposes of event targeting.
Window* GetEventHandlerForPoint(const gfx::Point& local_point);
// Returns this window's toplevel window (the highest-up-the-tree ancestor
// that has a delegate set). The toplevel window may be |this|.
Window* GetToplevelWindow();
// Claims focus.
void Focus();
// Returns true if the Window is currently the focused window.
bool HasFocus() const;
// Returns true if the Window can be focused.
bool CanFocus() const;
// Returns true if the Window can receive events.
bool CanReceiveEvents() const;
// Does a capture on the window. This does nothing if the window isn't showing
// (VISIBILITY_SHOWN) or isn't contained in a valid window hierarchy.
void SetCapture();
// Releases a capture.
void ReleaseCapture();
// Returns true if this window has capture.
bool HasCapture();
// Suppresses painting window content by disgarding damaged rect and ignoring
// new paint requests. This is a one way operation and there is no way to
// reenable painting.
void SuppressPaint();
// NativeWidget::[GS]etNativeWindowProperty use strings as keys, and this is
// difficult to change while retaining compatibility with other platforms.
// TODO(benrg): Find a better solution.
void SetNativeWindowProperty(const char* key, void* value);
void* GetNativeWindowProperty(const char* key) const;
// Type of a function to delete a property that this window owns.
//typedef void (*PropertyDeallocator)(int64_t value);
// Overridden from ui::LayerDelegate:
void OnDeviceScaleFactorChanged(float device_scale_factor) override;
#if !defined(NDEBUG)
// These methods are useful when debugging.
std::string GetDebugInfo() const;
void PrintWindowHierarchy(int depth) const;
#endif
// Returns true if there was state needing to be cleaned up.
bool CleanupGestureState();
// Create a CompositorFrameSink for the aura::Window.
std::unique_ptr<cc::CompositorFrameSink> CreateCompositorFrameSink();
// Get the current cc::SurfaceId.
cc::SurfaceId GetSurfaceId() const;
protected:
// Deletes (or removes if not owned by parent) all child windows. Intended for
// use from the destructor.
void RemoveOrDestroyChildren();
// Overrides from ui::PropertyHandler
std::unique_ptr<ui::PropertyData> BeforePropertyChange(const void* key)
override;
void AfterPropertyChange(const void* key,
int64_t old_value,
std::unique_ptr<ui::PropertyData> data) override;
private:
friend class LayoutManager;
friend class PropertyConverter;
friend class WindowPort;
friend class WindowPortForShutdown;
friend class WindowTargeter;
friend class test::WindowTestApi;
// Returns true if the mouse pointer at relative-to-this-Window's-origin
// |local_point| can trigger an event for this Window.
// TODO(beng): A Window can supply a hit-test mask to cause some portions of
// itself to not trigger events, causing the events to fall through to the
// Window behind.
bool HitTest(const gfx::Point& local_point);
// Changes the bounds of the window without condition.
void SetBoundsInternal(const gfx::Rect& new_bounds);
// Updates the visible state of the layer, but does not make visible-state
// specific changes. Called from Show()/Hide().
void SetVisible(bool visible);
// Schedules a paint for the Window's entire bounds.
void SchedulePaint();
// Asks the delegate to paint the window.
void Paint(const ui::PaintContext& context);
// Gets a Window (either this one or a subwindow) containing |local_point|.
// If |return_tightest| is true, returns the tightest-containing (i.e.
// furthest down the hierarchy) Window containing the point; otherwise,
// returns the loosest. If |for_event_handling| is true, then hit-test masks
// are honored; otherwise, only bounds checks are performed.
Window* GetWindowForPoint(const gfx::Point& local_point,
bool return_tightest,
bool for_event_handling);
// Implementation of RemoveChild(). If |child| is being removed as the result
// of an add, |new_parent| is the new parent |child| is going to be parented
// to.
void RemoveChildImpl(Window* child, Window* new_parent);
// Called when this window's parent has changed.
void OnParentChanged();
// The various stacking functions call into this to do the actual stacking.
void StackChildRelativeTo(Window* child,
Window* target,
StackDirection direction);
// Invoked from StackChildRelativeTo() to stack the layers appropriately
// when stacking |child| relative to |target|.
void StackChildLayerRelativeTo(Window* child,
Window* target,
StackDirection direction);
// Called when this window's stacking order among its siblings is changed.
void OnStackingChanged();
// Notifies observers registered with this Window (and its subtree) when the
// Window has been added or is about to be removed from a RootWindow.
void NotifyRemovingFromRootWindow(Window* new_root);
void NotifyAddedToRootWindow();
// Methods implementing hierarchy change notifications. See WindowObserver for
// more details.
void NotifyWindowHierarchyChange(
const WindowObserver::HierarchyChangeParams& params);
// Notifies this window and its child hierarchy.
void NotifyWindowHierarchyChangeDown(
const WindowObserver::HierarchyChangeParams& params);
// Notifies this window and its parent hierarchy.
void NotifyWindowHierarchyChangeUp(
const WindowObserver::HierarchyChangeParams& params);
// Notifies this window's observers.
void NotifyWindowHierarchyChangeAtReceiver(
const WindowObserver::HierarchyChangeParams& params);
// Methods implementing visibility change notifications. See WindowObserver
// for more details.
void NotifyWindowVisibilityChanged(aura::Window* target, bool visible);
// Notifies this window's observers. Returns false if |this| was deleted
// during the call (by an observer), otherwise true.
bool NotifyWindowVisibilityChangedAtReceiver(aura::Window* target,
bool visible);
// Notifies this window and its child hierarchy. Returns false if
// |this| was deleted during the call (by an observer), otherwise
// true.
bool NotifyWindowVisibilityChangedDown(aura::Window* target, bool visible);
// Notifies this window and its parent hierarchy.
void NotifyWindowVisibilityChangedUp(aura::Window* target, bool visible);
// Notifies this window and its child hierarchy of a transform applied to
// |source|.
void NotifyAncestorWindowTransformed(Window* source);
// Overridden from ui::LayerDelegate:
void OnPaintLayer(const ui::PaintContext& context) override;
void OnDelegatedFrameDamage(const gfx::Rect& damage_rect_in_dip) override;
void OnLayerBoundsChanged(const gfx::Rect& old_bounds) override;
// Overridden from ui::EventTarget:
bool CanAcceptEvent(const ui::Event& event) override;
EventTarget* GetParentTarget() override;
std::unique_ptr<ui::EventTargetIterator> GetChildIterator() const override;
ui::EventTargeter* GetEventTargeter() override;
void ConvertEventToTarget(ui::EventTarget* target,
ui::LocatedEvent* event) override;
// Updates the layer name based on the window's name and id.
void UpdateLayerName();
// Window owns its corresponding WindowPort, but the ref is held as a raw
// pointer in |port_| so that it can still be accessed during destruction.
// This is important as deleting the WindowPort may result in trying to lookup
// the WindowPort associated with the Window.
//
// NOTE: this value is reset for windows that exist when WindowTreeClient
// is deleted.
std::unique_ptr<WindowPort> port_owner_;
WindowPort* port_;
// Bounds of this window relative to the parent. This is cached as the bounds
// of the Layer and Window are not necessarily the same. In particular bounds
// of the Layer are relative to the first ancestor with a Layer, where as this
// is relative to the parent Window.
gfx::Rect bounds_;
WindowTreeHost* host_;
ui::wm::WindowType type_;
// True if the Window is owned by its parent - i.e. it will be deleted by its
// parent during its parents destruction. True is the default.
bool owned_by_parent_;
WindowDelegate* delegate_;
// The Window's parent.
Window* parent_;
// Child windows. Topmost is last.
Windows children_;
// The visibility state of the window as set by Show()/Hide(). This may differ
// from the visibility of the underlying layer, which may remain visible after
// the window is hidden (e.g. to animate its disappearance).
bool visible_;
int id_;
// Whether layer is initialized as non-opaque. Defaults to false.
bool transparent_;
std::unique_ptr<LayoutManager> layout_manager_;
std::unique_ptr<ui::EventTargeter> targeter_;
// Makes the window pass all events through to any windows behind it.
bool ignore_events_;
base::ObserverList<WindowObserver, true> observers_;
DISALLOW_COPY_AND_ASSIGN(Window);
};
} // namespace aura
#endif // UI_AURA_WINDOW_H_