// 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 <map> #include <string> #include <vector> #include "base/basictypes.h" #include "base/compiler_specific.h" #include "base/memory/scoped_ptr.h" #include "base/observer_list.h" #include "base/strings/string16.h" #include "ui/aura/aura_export.h" #include "ui/aura/window_layer_type.h" #include "ui/aura/window_observer.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/insets.h" #include "ui/gfx/native_widget_types.h" #include "ui/gfx/rect.h" #include "ui/wm/public/window_types.h" namespace gfx { class Display; class Transform; class Vector2d; } namespace ui { class EventHandler; class Layer; class Texture; } namespace aura { class LayoutManager; class WindowDelegate; class WindowObserver; class WindowTreeHost; // Defined in window_property.h (which we do not include) template<typename T> struct WindowProperty; 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: // Used when stacking windows. enum StackDirection { STACK_ABOVE, STACK_BELOW }; typedef std::vector<Window*> Windows; explicit Window(WindowDelegate* delegate); virtual ~Window(); // Initializes the window. This creates the window's layer. void Init(WindowLayerType 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& name() const { return name_; } void SetName(const std::string& name); const base::string16 title() const { return title_; } void set_title(const base::string16& title) { title_ = title; } bool transparent() const { return transparent_; } 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. virtual Window* GetRootWindow(); virtual const Window* GetRootWindow() const; WindowTreeHost* GetHost(); const WindowTreeHost* GetHost() const; void set_host(WindowTreeHost* host) { host_ = host; } bool IsRootWindow() const { return !!host_; } // The Window does not own this object. void set_user_data(void* user_data) { user_data_ = user_data; } void* user_data() const { return user_data_; } // 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; virtual 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. scoped_ptr<ui::EventTargeter> SetEventTargeter( scoped_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 coordintates. // If present, the window's parent's LayoutManager may adjust the bounds. void SetBoundsInScreen(const gfx::Rect& new_bounds_in_screen_coords, const gfx::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. virtual 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; // Sets an 'event filter' for the window. An 'event filter' for a Window is // a pre-target event handler, where the window owns the handler. A window // can have only one such event filter. Setting a new filter removes and // destroys any previously installed filter. void SetEventFilter(ui::EventHandler* event_filter); // Add/remove observer. void AddObserver(WindowObserver* observer); void RemoveObserver(WindowObserver* observer); bool HasObserver(WindowObserver* observer); void set_ignore_events(bool ignore_events) { ignore_events_ = ignore_events; } bool ignore_events() const { return ignore_events_; } // Sets the window to grab hits for an area extending |insets| pixels inside // its bounds (even if that inner region overlaps a child window). This can be // used to create an invisible non-client area that overlaps the client area. void set_hit_test_bounds_override_inner(const gfx::Insets& insets) { hit_test_bounds_override_inner_ = insets; } gfx::Insets hit_test_bounds_override_inner() const { return hit_test_bounds_override_inner_; } // 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 the topmost Window with a delegate containing |local_point|. Window* GetTopWindowContainingPoint(const gfx::Point& local_point); // Returns this window's toplevel window (the highest-up-the-tree anscestor // that has a delegate set). The toplevel window may be |this|. Window* GetToplevelWindow(); // Claims or relinquishes the claim to focus. void Focus(); void Blur(); // Returns true if the Window is currently the focused window. bool HasFocus() const; // Returns true if the Window can be focused. virtual bool CanFocus() const; // Returns true if the Window can receive events. virtual 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(); // Sets the |value| of the given window |property|. Setting to the default // value (e.g., NULL) removes the property. The caller is responsible for the // lifetime of any object set as a property on the Window. template<typename T> void SetProperty(const WindowProperty<T>* property, T value); // Returns the value of the given window |property|. Returns the // property-specific default value if the property was not previously set. template<typename T> T GetProperty(const WindowProperty<T>* property) const; // Sets the |property| to its default value. Useful for avoiding a cast when // setting to NULL. template<typename T> void ClearProperty(const WindowProperty<T>* property); // 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 value); // Overridden from ui::LayerDelegate: virtual 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(); protected: // Deletes (or removes if not owned by parent) all child windows. Intended for // use from the destructor. void RemoveOrDestroyChildren(); private: friend class test::WindowTestApi; friend class LayoutManager; friend class WindowTargeter; // Called by the public {Set,Get,Clear}Property functions. int64 SetPropertyInternal(const void* key, const char* name, PropertyDeallocator deallocator, int64 value, int64 default_value); int64 GetPropertyInternal(const void* key, int64 default_value) const; // 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 and invokes PaintLayerlessChildren() // to paint any children with no layers. void Paint(gfx::Canvas* canvas); // Paints any layerless children to |canvas|. void PaintLayerlessChildren(gfx::Canvas* canvas); // 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); // If this Window has a layer the layer's parent is set to NULL, otherwise // UnparentLayers() is invoked on all the children. |offset| is the offset // relative to the nearest ancestor with a layer. void UnparentLayers(bool has_layerless_ancestor, const gfx::Vector2d& offset); // If this Window has a layer it is added to |parent| and the origin set to // |offset|. Otherwise this recurses through the children invoking // ReparentLayers(). The net effect is both setting the parent of layers to // |parent| as well as updating bounds of windows with a layerless ancestor. void ReparentLayers(ui::Layer* parent, const gfx::Vector2d& offset); // Offsets the first encountered Windows with layers by |offset|. This // recurses through all layerless Windows, stopping at windows with layers. void OffsetLayerBounds(const gfx::Vector2d& offset); // 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); // Invoked when the bounds of the window changes. This may be invoked directly // by us, or from the closure returned by PrepareForLayerBoundsChange() after // the bounds of the layer has changed. |old_bounds| is the previous bounds. void OnWindowBoundsChanged(const gfx::Rect& old_bounds); // Overridden from ui::LayerDelegate: virtual void OnPaintLayer(gfx::Canvas* canvas) OVERRIDE; virtual base::Closure PrepareForLayerBoundsChange() OVERRIDE; // Overridden from ui::EventTarget: virtual bool CanAcceptEvent(const ui::Event& event) OVERRIDE; virtual EventTarget* GetParentTarget() OVERRIDE; virtual scoped_ptr<ui::EventTargetIterator> GetChildIterator() const OVERRIDE; virtual ui::EventTargeter* GetEventTargeter() OVERRIDE; virtual void ConvertEventToTarget(ui::EventTarget* target, ui::LocatedEvent* event) OVERRIDE; // Updates the layer name based on the window's name and id. void UpdateLayerName(); // Returns true if the mouse is currently within our bounds. bool ContainsMouse(); // Returns the first ancestor (starting at |this|) with a layer. |offset| is // set to the offset from |this| to the first ancestor with a layer. |offset| // may be NULL. Window* GetAncestorWithLayer(gfx::Vector2d* offset) { return const_cast<Window*>( const_cast<const Window*>(this)->GetAncestorWithLayer(offset)); } const Window* GetAncestorWithLayer(gfx::Vector2d* offset) const; // 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_; std::string name_; base::string16 title_; // Whether layer is initialized as non-opaque. bool transparent_; scoped_ptr<ui::EventHandler> event_filter_; scoped_ptr<LayoutManager> layout_manager_; scoped_ptr<ui::EventTargeter> targeter_; void* user_data_; // Makes the window pass all events through to any windows behind it. bool ignore_events_; // See set_hit_test_bounds_override_inner(). gfx::Insets hit_test_bounds_override_inner_; ObserverList<WindowObserver, true> observers_; // Value struct to keep the name and deallocator for this property. // Key cannot be used for this purpose because it can be char* or // WindowProperty<>. struct Value { const char* name; int64 value; PropertyDeallocator deallocator; }; std::map<const void*, Value> prop_map_; DISALLOW_COPY_AND_ASSIGN(Window); }; } // namespace aura #endif // UI_AURA_WINDOW_H_