root/ui/wm/core/shadow_controller.cc

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DEFINITIONS

This source file includes following definitions.
  1. GetShadowTypeFromWindow
  2. ShouldUseSmallShadowForWindow
  3. GetShadowStyleForWindowLosingActive
  4. OnWindowInitialized
  5. OnWindowPropertyChanged
  6. OnWindowBoundsChanged
  7. OnWindowDestroyed
  8. OnWindowActivated
  9. ShouldShowShadowForWindow
  10. GetShadowForWindow
  11. HandlePossibleShadowVisibilityChange
  12. CreateShadowForWindow
  13. impl_
  14. OnWindowActivated
  15. GetShadowForWindow

// 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.

#include "ui/wm/core/shadow_controller.h"

#include <utility>

#include "base/command_line.h"
#include "base/logging.h"
#include "base/memory/linked_ptr.h"
#include "base/scoped_observer.h"
#include "ui/aura/env.h"
#include "ui/aura/env_observer.h"
#include "ui/aura/window.h"
#include "ui/aura/window_event_dispatcher.h"
#include "ui/aura/window_observer.h"
#include "ui/compositor/layer.h"
#include "ui/wm/core/shadow.h"
#include "ui/wm/core/shadow_types.h"
#include "ui/wm/core/window_util.h"
#include "ui/wm/public/activation_client.h"

using std::make_pair;

namespace wm {

namespace {

ShadowType GetShadowTypeFromWindow(aura::Window* window) {
  switch (window->type()) {
    case ui::wm::WINDOW_TYPE_NORMAL:
    case ui::wm::WINDOW_TYPE_PANEL:
    case ui::wm::WINDOW_TYPE_MENU:
    case ui::wm::WINDOW_TYPE_TOOLTIP:
      return SHADOW_TYPE_RECTANGULAR;
    default:
      break;
  }
  return SHADOW_TYPE_NONE;
}

bool ShouldUseSmallShadowForWindow(aura::Window* window) {
  switch (window->type()) {
    case ui::wm::WINDOW_TYPE_MENU:
    case ui::wm::WINDOW_TYPE_TOOLTIP:
      return true;
    default:
      break;
  }
  return false;
}

// Returns the shadow style to be applied to |losing_active| when it is losing
// active to |gaining_active|. |gaining_active| may be of a type that hides when
// inactive, and as such we do not want to render |losing_active| as inactive.
Shadow::Style GetShadowStyleForWindowLosingActive(
    aura::Window* losing_active,
    aura::Window* gaining_active) {
  if (gaining_active && aura::client::GetHideOnDeactivate(gaining_active)) {
    aura::Window::Windows::const_iterator it =
        std::find(GetTransientChildren(losing_active).begin(),
                  GetTransientChildren(losing_active).end(),
                  gaining_active);
    if (it != GetTransientChildren(losing_active).end())
      return Shadow::STYLE_ACTIVE;
  }
  return Shadow::STYLE_INACTIVE;
}

}  // namespace

// ShadowController::Impl ------------------------------------------------------

// Real implementation of the ShadowController. ShadowController observes
// ActivationChangeObserver, which are per ActivationClient, where as there is
// only a single Impl (as it observes all window creation by way of an
// EnvObserver).
class ShadowController::Impl :
      public aura::EnvObserver,
      public aura::WindowObserver,
      public base::RefCounted<Impl> {
 public:
  // Returns the singleton instance, destroyed when there are no more refs.
  static Impl* GetInstance();

  // aura::EnvObserver override:
  virtual void OnWindowInitialized(aura::Window* window) OVERRIDE;

  // aura::WindowObserver overrides:
  virtual void OnWindowPropertyChanged(
      aura::Window* window, const void* key, intptr_t old) OVERRIDE;
  virtual void OnWindowBoundsChanged(
      aura::Window* window,
      const gfx::Rect& old_bounds,
      const gfx::Rect& new_bounds) OVERRIDE;
  virtual void OnWindowDestroyed(aura::Window* window) OVERRIDE;

 private:
  friend class base::RefCounted<Impl>;
  friend class ShadowController;
  friend class ShadowController::TestApi;

  typedef std::map<aura::Window*, linked_ptr<Shadow> > WindowShadowMap;

  Impl();
  virtual ~Impl();

  // Forwarded from ShadowController.
  void OnWindowActivated(aura::Window* gained_active,
                         aura::Window* lost_active);

  // Checks if |window| is visible and contains a property requesting a shadow.
  bool ShouldShowShadowForWindow(aura::Window* window) const;

  // Returns |window|'s shadow from |window_shadows_|, or NULL if no shadow
  // exists.
  Shadow* GetShadowForWindow(aura::Window* window);

  // Updates the shadow styles for windows when activation changes.
  void HandleWindowActivationChange(aura::Window* gaining_active,
                                    aura::Window* losing_active);

  // Shows or hides |window|'s shadow as needed (creating the shadow if
  // necessary).
  void HandlePossibleShadowVisibilityChange(aura::Window* window);

  // Creates a new shadow for |window| and stores it in |window_shadows_|.  The
  // shadow's bounds are initialized and it is added to the window's layer.
  void CreateShadowForWindow(aura::Window* window);

  WindowShadowMap window_shadows_;

  ScopedObserver<aura::Window, aura::WindowObserver> observer_manager_;

  static Impl* instance_;

  DISALLOW_COPY_AND_ASSIGN(Impl);
};

// static
ShadowController::Impl* ShadowController::Impl::instance_ = NULL;

// static
ShadowController::Impl* ShadowController::Impl::GetInstance() {
  if (!instance_)
    instance_ = new Impl();
  return instance_;
}

void ShadowController::Impl::OnWindowInitialized(aura::Window* window) {
  observer_manager_.Add(window);
  SetShadowType(window, GetShadowTypeFromWindow(window));
  HandlePossibleShadowVisibilityChange(window);
}

void ShadowController::Impl::OnWindowPropertyChanged(aura::Window* window,
                                                     const void* key,
                                                     intptr_t old) {
  if (key == kShadowTypeKey) {
    HandlePossibleShadowVisibilityChange(window);
    return;
  }
}

void ShadowController::Impl::OnWindowBoundsChanged(
    aura::Window* window,
    const gfx::Rect& old_bounds,
    const gfx::Rect& new_bounds) {
  Shadow* shadow = GetShadowForWindow(window);
  if (shadow)
    shadow->SetContentBounds(gfx::Rect(new_bounds.size()));
}

void ShadowController::Impl::OnWindowDestroyed(aura::Window* window) {
  window_shadows_.erase(window);
  observer_manager_.Remove(window);
}

void ShadowController::Impl::OnWindowActivated(aura::Window* gained_active,
                                               aura::Window* lost_active) {
  if (gained_active) {
    Shadow* shadow = GetShadowForWindow(gained_active);
    if (shadow && !ShouldUseSmallShadowForWindow(gained_active))
      shadow->SetStyle(Shadow::STYLE_ACTIVE);
  }
  if (lost_active) {
    Shadow* shadow = GetShadowForWindow(lost_active);
    if (shadow && !ShouldUseSmallShadowForWindow(lost_active)) {
      shadow->SetStyle(GetShadowStyleForWindowLosingActive(lost_active,
                                                           gained_active));
    }
  }
}

bool ShadowController::Impl::ShouldShowShadowForWindow(
    aura::Window* window) const {
  const ShadowType type = GetShadowType(window);
  switch (type) {
    case SHADOW_TYPE_NONE:
      return false;
    case SHADOW_TYPE_RECTANGULAR:
      return true;
    default:
      NOTREACHED() << "Unknown shadow type " << type;
      return false;
  }
}

Shadow* ShadowController::Impl::GetShadowForWindow(aura::Window* window) {
  WindowShadowMap::const_iterator it = window_shadows_.find(window);
  return it != window_shadows_.end() ? it->second.get() : NULL;
}

void ShadowController::Impl::HandlePossibleShadowVisibilityChange(
    aura::Window* window) {
  const bool should_show = ShouldShowShadowForWindow(window);
  Shadow* shadow = GetShadowForWindow(window);
  if (shadow)
    shadow->layer()->SetVisible(should_show);
  else if (should_show && !shadow)
    CreateShadowForWindow(window);
}

void ShadowController::Impl::CreateShadowForWindow(aura::Window* window) {
  linked_ptr<Shadow> shadow(new Shadow());
  window_shadows_.insert(make_pair(window, shadow));

  shadow->Init(ShouldUseSmallShadowForWindow(window) ?
               Shadow::STYLE_SMALL : Shadow::STYLE_ACTIVE);
  shadow->SetContentBounds(gfx::Rect(window->bounds().size()));
  shadow->layer()->SetVisible(ShouldShowShadowForWindow(window));
  window->layer()->Add(shadow->layer());
}

ShadowController::Impl::Impl()
    : observer_manager_(this) {
  aura::Env::GetInstance()->AddObserver(this);
}

ShadowController::Impl::~Impl() {
  DCHECK_EQ(instance_, this);
  aura::Env::GetInstance()->RemoveObserver(this);
  instance_ = NULL;
}

// ShadowController ------------------------------------------------------------

ShadowController::ShadowController(
    aura::client::ActivationClient* activation_client)
    : activation_client_(activation_client),
      impl_(Impl::GetInstance()) {
  // Watch for window activation changes.
  activation_client_->AddObserver(this);
}

ShadowController::~ShadowController() {
  activation_client_->RemoveObserver(this);
}

void ShadowController::OnWindowActivated(aura::Window* gained_active,
                                         aura::Window* lost_active) {
  impl_->OnWindowActivated(gained_active, lost_active);
}

// ShadowController::TestApi ---------------------------------------------------

Shadow* ShadowController::TestApi::GetShadowForWindow(aura::Window* window) {
  return controller_->impl_->GetShadowForWindow(window);
}

}  // namespace wm

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