root/ash/wm/overview/window_overview.cc

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DEFINITIONS

This source file includes following definitions.
  1. OnLayerAnimationEnded
  2. OnLayerAnimationAborted
  3. OnLayerAnimationScheduled
  4. cursor_client_
  5. SetSelection
  6. OnWindowsChanged
  7. MoveToSingleRootWindow
  8. OnKeyEvent
  9. OnMouseEvent
  10. OnScrollEvent
  11. OnTouchEvent
  12. GetEventTarget
  13. GetTargetedWindow
  14. HideAndTrackNonOverviewWindows
  15. PositionWindows
  16. PositionWindowsFromRoot
  17. PositionWindowsOnRoot
  18. InitializeSelectionWidget
  19. GetSelectionBounds

// 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/overview/window_overview.h"

#include <algorithm>

#include "ash/metrics/user_metrics_recorder.h"
#include "ash/screen_util.h"
#include "ash/shell.h"
#include "ash/shell_window_ids.h"
#include "ash/switchable_windows.h"
#include "ash/wm/overview/scoped_transform_overview_window.h"
#include "ash/wm/overview/window_selector.h"
#include "ash/wm/overview/window_selector_item.h"
#include "base/metrics/histogram.h"
#include "third_party/skia/include/core/SkColor.h"
#include "ui/aura/client/cursor_client.h"
#include "ui/aura/window.h"
#include "ui/aura/window_event_dispatcher.h"
#include "ui/compositor/layer_animation_observer.h"
#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/events/event.h"
#include "ui/views/background.h"
#include "ui/views/widget/widget.h"

namespace ash {

namespace {

// Conceptually the window overview is a table or grid of cells having this
// fixed aspect ratio. The number of columns is determined by maximizing the
// area of them based on the number of windows.
const float kCardAspectRatio = 4.0f / 3.0f;

// In the conceptual overview table, the window margin is the space reserved
// around the window within the cell. This margin does not overlap so the
// closest distance between adjacent windows will be twice this amount.
const int kWindowMargin = 30;

// The minimum number of cards along the major axis (i.e. horizontally on a
// landscape orientation).
const int kMinCardsMajor = 3;

// The duration of transition animations on the overview selector.
const int kOverviewSelectorTransitionMilliseconds = 100;

// The color and opacity of the overview selector.
const SkColor kWindowOverviewSelectionColor = SK_ColorBLACK;
const float kWindowOverviewSelectionOpacity = 0.5f;

// The padding or amount of the window selector widget visible around the edges
// of the currently selected window.
const int kWindowOverviewSelectionPadding = 25;

// A comparator for locating a given target window.
struct WindowSelectorItemComparator
    : public std::unary_function<WindowSelectorItem*, bool> {
  explicit WindowSelectorItemComparator(const aura::Window* target_window)
      : target(target_window) {
  }

  bool operator()(WindowSelectorItem* window) const {
    return window->TargetedWindow(target) != NULL;
  }

  const aura::Window* target;
};

// An observer which holds onto the passed widget until the animation is
// complete.
class CleanupWidgetAfterAnimationObserver : public ui::LayerAnimationObserver {
 public:
  explicit CleanupWidgetAfterAnimationObserver(
      scoped_ptr<views::Widget> widget);

  // ui::LayerAnimationObserver:
  virtual void OnLayerAnimationEnded(
      ui::LayerAnimationSequence* sequence) OVERRIDE;
  virtual void OnLayerAnimationAborted(
      ui::LayerAnimationSequence* sequence) OVERRIDE;
  virtual void OnLayerAnimationScheduled(
      ui::LayerAnimationSequence* sequence) OVERRIDE;

 private:
  virtual ~CleanupWidgetAfterAnimationObserver();

  scoped_ptr<views::Widget> widget_;

  DISALLOW_COPY_AND_ASSIGN(CleanupWidgetAfterAnimationObserver);
};

CleanupWidgetAfterAnimationObserver::CleanupWidgetAfterAnimationObserver(
    scoped_ptr<views::Widget> widget)
    : widget_(widget.Pass()) {
  widget_->GetNativeWindow()->layer()->GetAnimator()->AddObserver(this);
}

CleanupWidgetAfterAnimationObserver::~CleanupWidgetAfterAnimationObserver() {
  widget_->GetNativeWindow()->layer()->GetAnimator()->RemoveObserver(this);
}

void CleanupWidgetAfterAnimationObserver::OnLayerAnimationEnded(
    ui::LayerAnimationSequence* sequence) {
  delete this;
}

void CleanupWidgetAfterAnimationObserver::OnLayerAnimationAborted(
    ui::LayerAnimationSequence* sequence) {
  delete this;
}

void CleanupWidgetAfterAnimationObserver::OnLayerAnimationScheduled(
    ui::LayerAnimationSequence* sequence) {
}

}  // namespace

WindowOverview::WindowOverview(WindowSelector* window_selector,
                               WindowSelectorItemList* windows,
                               aura::Window* single_root_window)
    : window_selector_(window_selector),
      windows_(windows),
      selection_index_(0),
      single_root_window_(single_root_window),
      overview_start_time_(base::Time::Now()),
      cursor_client_(NULL) {
  Shell* shell = Shell::GetInstance();
  shell->OnOverviewModeStarting();
  for (WindowSelectorItemList::iterator iter = windows_->begin();
       iter != windows_->end(); ++iter) {
    (*iter)->PrepareForOverview();
  }
  PositionWindows();
  DCHECK(!windows_->empty());
  cursor_client_ = aura::client::GetCursorClient(
      windows_->front()->GetRootWindow());
  if (cursor_client_) {
    cursor_client_->SetCursor(ui::kCursorPointer);
    cursor_client_->ShowCursor();
    // TODO(flackr): Only prevent cursor changes for windows in the overview.
    // This will be easier to do without exposing the overview mode code if the
    // cursor changes are moved to ToplevelWindowEventHandler::HandleMouseMoved
    // as suggested there.
    cursor_client_->LockCursor();
  }
  shell->PrependPreTargetHandler(this);
  shell->metrics()->RecordUserMetricsAction(UMA_WINDOW_OVERVIEW);
  HideAndTrackNonOverviewWindows();
}

WindowOverview::~WindowOverview() {
  const aura::WindowTracker::Windows hidden_windows = hidden_windows_.windows();
  for (aura::WindowTracker::Windows::const_iterator iter =
       hidden_windows.begin(); iter != hidden_windows.end(); ++iter) {
    ui::ScopedLayerAnimationSettings settings(
        (*iter)->layer()->GetAnimator());
    settings.SetTransitionDuration(base::TimeDelta::FromMilliseconds(
        ScopedTransformOverviewWindow::kTransitionMilliseconds));
    settings.SetPreemptionStrategy(
        ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
    (*iter)->Show();
    (*iter)->layer()->SetOpacity(1);
  }
  if (cursor_client_)
    cursor_client_->UnlockCursor();
  ash::Shell* shell = ash::Shell::GetInstance();
  shell->RemovePreTargetHandler(this);
  UMA_HISTOGRAM_MEDIUM_TIMES(
      "Ash.WindowSelector.TimeInOverview",
      base::Time::Now() - overview_start_time_);
  shell->OnOverviewModeEnding();
}

void WindowOverview::SetSelection(size_t index) {
  gfx::Rect target_bounds(GetSelectionBounds(index));

  if (selection_widget_) {
    // If the selection widget is already active, determine the animation to
    // use to animate the widget to the new bounds.
    int change = static_cast<int>(index) - static_cast<int>(selection_index_);
    int windows = static_cast<int>(windows_->size());
    // If moving from the first to the last or last to the first index,
    // convert the delta to be +/- 1.
    if (windows > 2 && abs(change) == windows - 1) {
      if (change < 0)
        change += windows;
      else
        change -= windows;
    }
    if (selection_index_ < windows_->size() &&
        (*windows_)[selection_index_]->target_bounds().y() !=
            (*windows_)[index]->target_bounds().y() &&
        abs(change) == 1) {
      // The selection has changed forward or backwards by one with a change
      // in the height of the target. In this case create a new selection widget
      // to fade in on the new position and animate and fade out the old one.
      gfx::Display dst_display = gfx::Screen::GetScreenFor(
          selection_widget_->GetNativeWindow())->GetDisplayMatching(
              target_bounds);
      gfx::Vector2d fade_out_direction(
          change * ((*windows_)[selection_index_]->target_bounds().width() +
                    2 * kWindowMargin), 0);
      aura::Window* old_selection = selection_widget_->GetNativeWindow();

      // CleanupWidgetAfterAnimationObserver will delete itself (and the
      // widget) when the animation is complete.
      new CleanupWidgetAfterAnimationObserver(selection_widget_.Pass());
      ui::ScopedLayerAnimationSettings animation_settings(
          old_selection->layer()->GetAnimator());
      animation_settings.SetTransitionDuration(
          base::TimeDelta::FromMilliseconds(
              kOverviewSelectorTransitionMilliseconds));
      animation_settings.SetPreemptionStrategy(
          ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
      old_selection->SetBoundsInScreen(
          GetSelectionBounds(selection_index_) + fade_out_direction,
          dst_display);
      old_selection->layer()->SetOpacity(0);
      InitializeSelectionWidget();
      selection_widget_->GetNativeWindow()->SetBoundsInScreen(
          target_bounds - fade_out_direction, dst_display);
    }
    ui::ScopedLayerAnimationSettings animation_settings(
        selection_widget_->GetNativeWindow()->layer()->GetAnimator());
    animation_settings.SetTransitionDuration(base::TimeDelta::FromMilliseconds(
        kOverviewSelectorTransitionMilliseconds));
    animation_settings.SetPreemptionStrategy(
        ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
    selection_widget_->SetBounds(target_bounds);
    selection_widget_->GetNativeWindow()->layer()->SetOpacity(
        kWindowOverviewSelectionOpacity);
  } else {
    InitializeSelectionWidget();
    selection_widget_->SetBounds(target_bounds);
    selection_widget_->GetNativeWindow()->layer()->SetOpacity(
        kWindowOverviewSelectionOpacity);
  }
  selection_index_ = index;
}

void WindowOverview::OnWindowsChanged() {
  PositionWindows();
}

void WindowOverview::MoveToSingleRootWindow(aura::Window* root_window) {
  single_root_window_ = root_window;
  PositionWindows();
}

void WindowOverview::OnKeyEvent(ui::KeyEvent* event) {
  if (GetTargetedWindow(static_cast<aura::Window*>(event->target())))
    event->StopPropagation();
  if (event->type() != ui::ET_KEY_PRESSED)
    return;

  if (event->key_code() == ui::VKEY_ESCAPE)
    window_selector_->CancelSelection();
}

void WindowOverview::OnMouseEvent(ui::MouseEvent* event) {
  aura::Window* target = GetEventTarget(event);
  if (!target)
    return;

  event->StopPropagation();
  if (event->type() != ui::ET_MOUSE_RELEASED)
    return;

  window_selector_->SelectWindow(target);
}

void WindowOverview::OnScrollEvent(ui::ScrollEvent* event) {
  // Set the handled flag to prevent delivering scroll events to the window but
  // still allowing other pretarget handlers to process the scroll event.
  if (GetTargetedWindow(static_cast<aura::Window*>(event->target())))
    event->SetHandled();
}

void WindowOverview::OnTouchEvent(ui::TouchEvent* event) {
  // Existing touches should be allowed to continue. This prevents getting
  // stuck in a gesture or with pressed fingers being tracked elsewhere.
  if (event->type() != ui::ET_TOUCH_PRESSED)
    return;

  aura::Window* target = GetEventTarget(event);
  if (!target)
    return;

  // TODO(flackr): StopPropogation prevents generation of gesture events.
  // We should find a better way to prevent events from being delivered to
  // the window, perhaps a transparent window in front of the target window
  // or using EventClientImpl::CanProcessEventsWithinSubtree and then a tap
  // gesture could be used to activate the window.
  event->SetHandled();
  window_selector_->SelectWindow(target);
}

aura::Window* WindowOverview::GetEventTarget(ui::LocatedEvent* event) {
  aura::Window* target = static_cast<aura::Window*>(event->target());
  // If the target window doesn't actually contain the event location (i.e.
  // mouse down over the window and mouse up elsewhere) then do not select the
  // window.
  if (!target->ContainsPoint(event->location()))
    return NULL;

  return GetTargetedWindow(target);
}

aura::Window* WindowOverview::GetTargetedWindow(aura::Window* window) {
  for (WindowSelectorItemList::iterator iter = windows_->begin();
       iter != windows_->end(); ++iter) {
    aura::Window* selected = (*iter)->TargetedWindow(window);
    if (selected)
      return selected;
  }
  return NULL;
}

void WindowOverview::HideAndTrackNonOverviewWindows() {
  // Add the windows to hidden_windows first so that if any are destroyed
  // while hiding them they are tracked.
  aura::Window::Windows root_windows = Shell::GetAllRootWindows();
  for (aura::Window::Windows::const_iterator root_iter = root_windows.begin();
       root_iter != root_windows.end(); ++root_iter) {
    for (size_t i = 0; i < kSwitchableWindowContainerIdsLength; ++i) {
      aura::Window* container = Shell::GetContainer(*root_iter,
          kSwitchableWindowContainerIds[i]);
      for (aura::Window::Windows::const_iterator iter =
           container->children().begin(); iter != container->children().end();
           ++iter) {
        if (GetTargetedWindow(*iter) || !(*iter)->IsVisible())
          continue;
        hidden_windows_.Add(*iter);
      }
    }
  }

  // Copy the window list as it can change during iteration.
  const aura::WindowTracker::Windows hidden_windows(hidden_windows_.windows());
  for (aura::WindowTracker::Windows::const_iterator iter =
       hidden_windows.begin(); iter != hidden_windows.end(); ++iter) {
    if (!hidden_windows_.Contains(*iter))
      continue;
    ui::ScopedLayerAnimationSettings settings(
        (*iter)->layer()->GetAnimator());
    settings.SetTransitionDuration(base::TimeDelta::FromMilliseconds(
        ScopedTransformOverviewWindow::kTransitionMilliseconds));
    settings.SetPreemptionStrategy(
        ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
    (*iter)->Hide();
    // Hiding the window can result in it being destroyed.
    if (!hidden_windows_.Contains(*iter))
      continue;
    (*iter)->layer()->SetOpacity(0);
  }
}

void WindowOverview::PositionWindows() {
  if (single_root_window_) {
    std::vector<WindowSelectorItem*> windows;
    for (WindowSelectorItemList::iterator iter = windows_->begin();
         iter != windows_->end(); ++iter) {
      windows.push_back(*iter);
    }
    PositionWindowsOnRoot(single_root_window_, windows);
  } else {
    aura::Window::Windows root_window_list = Shell::GetAllRootWindows();
    for (size_t i = 0; i < root_window_list.size(); ++i)
      PositionWindowsFromRoot(root_window_list[i]);
  }
}

void WindowOverview::PositionWindowsFromRoot(aura::Window* root_window) {
  std::vector<WindowSelectorItem*> windows;
  for (WindowSelectorItemList::iterator iter = windows_->begin();
       iter != windows_->end(); ++iter) {
    if ((*iter)->GetRootWindow() == root_window)
      windows.push_back(*iter);
  }
  PositionWindowsOnRoot(root_window, windows);
}

void WindowOverview::PositionWindowsOnRoot(
    aura::Window* root_window,
    const std::vector<WindowSelectorItem*>& windows) {
  if (windows.empty())
    return;

  gfx::Size window_size;
  gfx::Rect total_bounds = ScreenUtil::ConvertRectToScreen(
      root_window,
      ScreenUtil::GetDisplayWorkAreaBoundsInParent(
          Shell::GetContainer(root_window, kShellWindowId_DefaultContainer)));

  // Find the minimum number of windows per row that will fit all of the
  // windows on screen.
  size_t columns = std::max(
      total_bounds.width() > total_bounds.height() ? kMinCardsMajor : 1,
      static_cast<int>(ceil(sqrt(total_bounds.width() * windows.size() /
                                 (kCardAspectRatio * total_bounds.height())))));
  size_t rows = ((windows.size() + columns - 1) / columns);
  window_size.set_width(std::min(
      static_cast<int>(total_bounds.width() / columns),
      static_cast<int>(total_bounds.height() * kCardAspectRatio / rows)));
  window_size.set_height(window_size.width() / kCardAspectRatio);

  // Calculate the X and Y offsets necessary to center the grid.
  int x_offset = total_bounds.x() + ((windows.size() >= columns ? 0 :
      (columns - windows.size()) * window_size.width()) +
      (total_bounds.width() - columns * window_size.width())) / 2;
  int y_offset = total_bounds.y() + (total_bounds.height() -
      rows * window_size.height()) / 2;
  for (size_t i = 0; i < windows.size(); ++i) {
    gfx::Transform transform;
    int column = i % columns;
    int row = i / columns;
    gfx::Rect target_bounds(window_size.width() * column + x_offset,
                            window_size.height() * row + y_offset,
                            window_size.width(),
                            window_size.height());
    target_bounds.Inset(kWindowMargin, kWindowMargin);
    windows[i]->SetBounds(root_window, target_bounds);
  }
}

void WindowOverview::InitializeSelectionWidget() {
  selection_widget_.reset(new views::Widget);
  views::Widget::InitParams params;
  params.type = views::Widget::InitParams::TYPE_POPUP;
  params.can_activate = false;
  params.keep_on_top = false;
  params.ownership = views::Widget::InitParams::WIDGET_OWNS_NATIVE_WIDGET;
  params.opacity = views::Widget::InitParams::OPAQUE_WINDOW;
  params.parent = Shell::GetContainer(single_root_window_
                                          ? single_root_window_
                                          : windows_->front()->GetRootWindow(),
                                      kShellWindowId_DefaultContainer);
  params.accept_events = false;
  selection_widget_->set_focus_on_creation(false);
  selection_widget_->Init(params);
  views::View* content_view = new views::View;
  content_view->set_background(
      views::Background::CreateSolidBackground(kWindowOverviewSelectionColor));
  selection_widget_->SetContentsView(content_view);
  selection_widget_->Show();
  selection_widget_->GetNativeWindow()->parent()->StackChildAtBottom(
      selection_widget_->GetNativeWindow());
  selection_widget_->GetNativeWindow()->layer()->SetOpacity(0);
}

gfx::Rect WindowOverview::GetSelectionBounds(size_t index) {
  gfx::Rect bounds((*windows_)[index]->bounds());
  bounds.Inset(-kWindowOverviewSelectionPadding,
               -kWindowOverviewSelectionPadding);
  return bounds;
}

}  // namespace ash

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