blob: 75aa0dcc8d074844c267a2a70ffc96d2cc2c26b3 [file] [log] [blame]
// 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 "ash/ash_export.h"
#include "ash/login/ui/login_button.h"
#include "ui/compositor/layer_animation_observer.h"
#include "ui/views/bubble/bubble_dialog_delegate_view.h"
#include "ui/views/view.h"
#include "ui/views/widget/widget_observer.h"
namespace ash {
class LoginBubbleHandler;
// Base bubble view for login screen bubbles.
class ASH_EXPORT LoginBaseBubbleView : public views::View,
public ui::LayerAnimationObserver {
enum class PositioningStrategy {
// Try to show the bubble after the anchor (on the right side in LTR), if
// there is no space show before.
// Try to show the bubble before the anchor (on the left side in LTR), if
// there is no space show after.
// Show the bubble above the anchor.
// Show the bubble on the bottom left of the anchor.
// Without specifying a parent_window, the bubble will default to being in the
// same container as anchor_view.
explicit LoginBaseBubbleView(views::View* anchor_view);
explicit LoginBaseBubbleView(views::View* anchor_view,
gfx::NativeView parent_window);
~LoginBaseBubbleView() override;
LoginBaseBubbleView(const LoginBaseBubbleView&) = delete;
LoginBaseBubbleView& operator=(const LoginBaseBubbleView&) = delete;
void Show();
void Hide();
// Returns the button responsible for opening this bubble.
virtual LoginButton* GetBubbleOpener() const;
// Returns whether or not this bubble should show persistently.
bool is_persistent() const { return is_persistent_; }
// Change the persistence of the bubble.
void set_persistent(bool is_persistent) { is_persistent_ = is_persistent; }
void SetAnchorView(views::View* anchor_view);
views::View* GetAnchorView() const { return anchor_view_; }
// ui::LayerAnimationObserver:
void OnLayerAnimationEnded(ui::LayerAnimationSequence* sequence) override;
void OnLayerAnimationAborted(ui::LayerAnimationSequence* sequence) override;
void OnLayerAnimationScheduled(
ui::LayerAnimationSequence* sequence) override {}
// views::View:
gfx::Size CalculatePreferredSize() const override;
void Layout() override;
void OnBlur() override;
void set_positioning_strategy(PositioningStrategy positioning_strategy) {
positioning_strategy_ = positioning_strategy;
void SetPadding(int horizontal_padding, int vertical_padding);
// Return area where bubble could be shown in.
gfx::Rect GetBoundsAvailableToShowBubble() const;
void set_notify_alert_on_show(bool notify_alert_on_show) {
notify_a11y_alert_on_show_ = notify_alert_on_show;
// Create a layer for this view if doesn't exist.
void EnsureLayer();
// Return bounds of the anchors root view. This bounds excludes virtual
// keyboard.
gfx::Rect GetRootViewBounds() const;
// Return bounds of working area. This bounds excludes shelf.
gfx::Rect GetWorkArea() const;
void ScheduleAnimation(bool visible);
// Determine the position of the bubble prior to showing.
gfx::Point CalculatePosition();
views::View* anchor_view_;
std::unique_ptr<LoginBubbleHandler> bubble_handler_;
bool is_persistent_ = false;
// Positioning strategy of the bubble.
PositioningStrategy positioning_strategy_ = PositioningStrategy::kShowBelow;
int horizontal_padding_ = 0;
int vertical_padding_ = 0;
// Whether or not to read an alert when the bubble is shown.
bool notify_a11y_alert_on_show_ = true;
} // namespace ash