root/ash/wm/immersive_fullscreen_controller.cc

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DEFINITIONS

This source file includes following definitions.
  1. AsBubbleDelegate
  2. IsWindowTransientChildOf
  3. GetEventLocationInScreen
  4. GetDisplayBoundsInScreen
  5. StartObserving
  6. StopObserving
  7. UpdateRevealedLock
  8. OnWindowVisibilityChanged
  9. OnWindowDestroying
  10. weak_ptr_factory_
  11. Init
  12. SetEnabled
  13. IsEnabled
  14. IsRevealed
  15. GetRevealedLock
  16. SetupForTest
  17. OnMouseEvent
  18. OnTouchEvent
  19. OnGestureEvent
  20. OnWillChangeFocus
  21. OnDidChangeFocus
  22. OnWidgetDestroying
  23. OnWidgetActivationChanged
  24. AnimationEnded
  25. AnimationProgressed
  26. OnTransientChildAdded
  27. OnTransientChildRemoved
  28. LockRevealedState
  29. UnlockRevealedState
  30. EnableWindowObservers
  31. UpdateTopEdgeHoverTimer
  32. UpdateLocatedEventRevealedLock
  33. AcquireLocatedEventRevealedLock
  34. UpdateFocusRevealedLock
  35. UpdateRevealedLocksForSwipe
  36. GetAnimationDuration
  37. MaybeStartReveal
  38. OnSlideOpenAnimationCompleted
  39. MaybeEndReveal
  40. OnSlideClosedAnimationCompleted
  41. GetSwipeType
  42. ShouldIgnoreMouseEventAtLocation
  43. ShouldHandleGestureEvent
  44. RecreateBubbleManager

// 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/ash_constants.h"
#include "ash/shell.h"
#include "ash/wm/resize_handle_window_targeter.h"
#include "ash/wm/window_state.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/gfx/animation/slide_animation.h"
#include "ui/gfx/display.h"
#include "ui/gfx/point.h"
#include "ui/gfx/rect.h"
#include "ui/gfx/screen.h"
#include "ui/views/bubble/bubble_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;

// 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. 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 kMouseRevealBoundsHeight = 3;

// Returns the BubbleDelegateView corresponding to |maybe_bubble| if
// |maybe_bubble| is a bubble.
views::BubbleDelegateView* AsBubbleDelegate(aura::Window* maybe_bubble) {
  if (!maybe_bubble)
    return NULL;
  views::Widget* widget = views::Widget::GetWidgetForNativeView(maybe_bubble);
  if (!widget)
    return NULL;
  return widget->widget_delegate()->AsBubbleDelegate();
}

// 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 Shell::GetScreen()->GetDisplayNearestWindow(window).bounds();
}

}  // namespace

////////////////////////////////////////////////////////////////////////////////

// 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::BubbleManager
    : public aura::WindowObserver {
 public:
  explicit BubbleManager(ImmersiveFullscreenController* controller);
  virtual ~BubbleManager();

  // 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:
  virtual void OnWindowVisibilityChanged(aura::Window* window,
                                         bool visible) OVERRIDE;
  virtual 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.
  scoped_ptr<ImmersiveRevealedLock> revealed_lock_;

  DISALLOW_COPY_AND_ASSIGN(BubbleManager);
};

ImmersiveFullscreenController::BubbleManager::BubbleManager(
    ImmersiveFullscreenController* controller)
    : controller_(controller) {
}

ImmersiveFullscreenController::BubbleManager::~BubbleManager() {
  for (std::set<aura::Window*>::const_iterator it = bubbles_.begin();
       it != bubbles_.end(); ++it) {
    (*it)->RemoveObserver(this);
  }
}

void ImmersiveFullscreenController::BubbleManager::StartObserving(
    aura::Window* bubble) {
  if (bubbles_.insert(bubble).second) {
    bubble->AddObserver(this);
    UpdateRevealedLock();
  }
}

void ImmersiveFullscreenController::BubbleManager::StopObserving(
    aura::Window* bubble) {
  if (bubbles_.erase(bubble)) {
    bubble->RemoveObserver(this);
    UpdateRevealedLock();
  }
}

void ImmersiveFullscreenController::BubbleManager::UpdateRevealedLock() {
  bool has_visible_bubble = false;
  for (std::set<aura::Window*>::const_iterator it = bubbles_.begin();
       it != bubbles_.end(); ++it) {
    if ((*it)->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
    // BubbleDelegateView does not reposition its widget as a result of a
    // visibility change.
    for (std::set<aura::Window*>::const_iterator it = bubbles_.begin();
         it != bubbles_.end(); ++it) {
      AsBubbleDelegate(*it)->OnAnchorBoundsChanged();
    }
  }
}

void ImmersiveFullscreenController::BubbleManager::OnWindowVisibilityChanged(
    aura::Window*,
    bool visible) {
  UpdateRevealedLock();
}

void ImmersiveFullscreenController::BubbleManager::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(scoped_ptr<ui::EventTargeter>(
      new ResizeHandleWindowTargeter(native_window_, this)));
}

void ImmersiveFullscreenController::SetEnabled(WindowType window_type,
                                               bool enabled) {
  if (enabled_ == enabled)
    return;
  enabled_ = enabled;

  EnableWindowObservers(enabled_);

  // Auto hide the shelf in immersive fullscreen instead of hiding it.
  wm::GetWindowState(native_window_)->set_hide_shelf_when_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 {
      // Clearing focus is important because it closes focus-related popups like
      // the touch selection handles.
      widget_->GetFocusManager()->ClearFocus();
    }
  } 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()) {
    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::BubbleDelegateView* bubble_delegate = AsBubbleDelegate(transient);
  if (bubble_delegate &&
      bubble_delegate->GetAnchorView() &&
      top_container_->Contains(bubble_delegate->GetAnchorView())) {
    // 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_manager_->StartObserving(transient);
  }
}

void ImmersiveFullscreenController::OnTransientChildRemoved(
    aura::Window* window,
    aura::Window* transient) {
  bubble_manager_->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);

    RecreateBubbleManager();
  } 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 BubbleManager is observing
    // will become stale really quickly. Destroy BubbleManager and recreate it
    // when we start observing |native_window_| again.
    bubble_manager_.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();
    views::BubbleDelegateView* bubble_delegate =
        AsBubbleDelegate(active_window);
    if (bubble_delegate && bubble_delegate->anchor_widget()) {
      // BubbleManager 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 (event->type() != ui::ET_GESTURE_SCROLL_UPDATE)
    return SWIPE_NONE;
  // Make sure that it is a clear vertical gesture.
  if (abs(event->details().scroll_y()) <=
      kSwipeVerticalThresholdMultiplier * 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 =
      Shell::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::RecreateBubbleManager() {
  bubble_manager_.reset(new BubbleManager(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::BubbleDelegateView* bubble_delegate =
        AsBubbleDelegate(transient_child);
    if (bubble_delegate &&
        bubble_delegate->GetAnchorView() &&
        top_container_->Contains(bubble_delegate->GetAnchorView())) {
      bubble_manager_->StartObserving(transient_child);
    }
  }
}

}  // namespace ash

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