root/ui/wm/core/focus_controller.cc

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DEFINITIONS

This source file includes following definitions.
  1. StackTransientParentsBelowModalWindow
  2. observer_manager_
  3. AddObserver
  4. RemoveObserver
  5. ActivateWindow
  6. DeactivateWindow
  7. GetActiveWindow
  8. GetActivatableWindow
  9. GetToplevelWindow
  10. OnWillFocusWindow
  11. CanActivateWindow
  12. AddObserver
  13. RemoveObserver
  14. FocusWindow
  15. ResetFocusWithinActiveWindow
  16. GetFocusedWindow
  17. OnKeyEvent
  18. OnMouseEvent
  19. OnScrollEvent
  20. OnTouchEvent
  21. OnGestureEvent
  22. OnWindowVisibilityChanged
  23. OnWindowDestroying
  24. OnWindowHierarchyChanging
  25. OnWindowHierarchyChanged
  26. SetFocusedWindow
  27. SetActiveWindow
  28. WindowLostFocusFromDispositionChange
  29. WindowFocusedFromInputEvent

// 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/focus_controller.h"

#include "base/auto_reset.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/client/capture_client.h"
#include "ui/aura/client/focus_change_observer.h"
#include "ui/aura/env.h"
#include "ui/aura/window_tracker.h"
#include "ui/events/event.h"
#include "ui/wm/core/focus_rules.h"
#include "ui/wm/core/window_util.h"
#include "ui/wm/public/activation_change_observer.h"

namespace wm {
namespace {

// When a modal window is activated, we bring its entire transient parent chain
// to the front. This function must be called before the modal transient is
// stacked at the top to ensure correct stacking order.
void StackTransientParentsBelowModalWindow(aura::Window* window) {
  if (window->GetProperty(aura::client::kModalKey) != ui::MODAL_TYPE_WINDOW)
    return;

  aura::Window* transient_parent = wm::GetTransientParent(window);
  while (transient_parent) {
    transient_parent->parent()->StackChildAtTop(transient_parent);
    transient_parent = wm::GetTransientParent(transient_parent);
  }
}

}  // namespace

////////////////////////////////////////////////////////////////////////////////
// FocusController, public:

FocusController::FocusController(FocusRules* rules)
    : active_window_(NULL),
      focused_window_(NULL),
      updating_focus_(false),
      updating_activation_(false),
      rules_(rules),
      observer_manager_(this) {
  DCHECK(rules);
}

FocusController::~FocusController() {
}

////////////////////////////////////////////////////////////////////////////////
// FocusController, aura::client::ActivationClient implementation:

void FocusController::AddObserver(
    aura::client::ActivationChangeObserver* observer) {
  activation_observers_.AddObserver(observer);
}

void FocusController::RemoveObserver(
    aura::client::ActivationChangeObserver* observer) {
  activation_observers_.RemoveObserver(observer);
}

void FocusController::ActivateWindow(aura::Window* window) {
  FocusWindow(window);
}

void FocusController::DeactivateWindow(aura::Window* window) {
  if (window)
    FocusWindow(rules_->GetNextActivatableWindow(window));
}

aura::Window* FocusController::GetActiveWindow() {
  return active_window_;
}

aura::Window* FocusController::GetActivatableWindow(aura::Window* window) {
  return rules_->GetActivatableWindow(window);
}

aura::Window* FocusController::GetToplevelWindow(aura::Window* window) {
  return rules_->GetToplevelWindow(window);
}

bool FocusController::OnWillFocusWindow(aura::Window* window,
                                        const ui::Event* event) {
  NOTREACHED();
  return false;
}

bool FocusController::CanActivateWindow(aura::Window* window) const {
  return rules_->CanActivateWindow(window);
}

////////////////////////////////////////////////////////////////////////////////
// FocusController, aura::client::FocusClient implementation:

void FocusController::AddObserver(
    aura::client::FocusChangeObserver* observer) {
  focus_observers_.AddObserver(observer);
}

void FocusController::RemoveObserver(
    aura::client::FocusChangeObserver* observer) {
  focus_observers_.RemoveObserver(observer);
}

void FocusController::FocusWindow(aura::Window* window) {
  if (window &&
      (window->Contains(focused_window_) || window->Contains(active_window_))) {
    return;
  }

  // We should not be messing with the focus if the window has capture, unless
  // no has focus.
  if (window && (aura::client::GetCaptureWindow(window) == window) &&
      focused_window_) {
    return;
  }

  // Focusing a window also activates its containing activatable window. Note
  // that the rules could redirect activation activation and/or focus.
  aura::Window* focusable = rules_->GetFocusableWindow(window);
  aura::Window* activatable =
      focusable ? rules_->GetActivatableWindow(focusable) : NULL;

  // We need valid focusable/activatable windows in the event we're not clearing
  // focus. "Clearing focus" is inferred by whether or not |window| passed to
  // this function is non-NULL.
  if (window && (!focusable || !activatable))
    return;
  DCHECK((focusable && activatable) || !window);

  // Activation change observers may change the focused window. If this happens
  // we must not adjust the focus below since this will clobber that change.
  aura::Window* last_focused_window = focused_window_;
  if (!updating_activation_)
    SetActiveWindow(window, activatable);

  // If the window's ActivationChangeObserver shifted focus to a valid window,
  // we don't want to focus the window we thought would be focused by default.
  bool activation_changed_focus = last_focused_window != focused_window_;
  if (!updating_focus_ && (!activation_changed_focus || !focused_window_)) {
    if (active_window_ && focusable)
      DCHECK(active_window_->Contains(focusable));
    SetFocusedWindow(focusable);
  }
}

void FocusController::ResetFocusWithinActiveWindow(aura::Window* window) {
  DCHECK(window);
  if (!active_window_)
    return;
  if (!active_window_->Contains(window))
    return;
  SetFocusedWindow(window);
}

aura::Window* FocusController::GetFocusedWindow() {
  return focused_window_;
}

////////////////////////////////////////////////////////////////////////////////
// FocusController, ui::EventHandler implementation:
void FocusController::OnKeyEvent(ui::KeyEvent* event) {
}

void FocusController::OnMouseEvent(ui::MouseEvent* event) {
  if (event->type() == ui::ET_MOUSE_PRESSED)
    WindowFocusedFromInputEvent(static_cast<aura::Window*>(event->target()));
}

void FocusController::OnScrollEvent(ui::ScrollEvent* event) {
}

void FocusController::OnTouchEvent(ui::TouchEvent* event) {
}

void FocusController::OnGestureEvent(ui::GestureEvent* event) {
  if (event->type() == ui::ET_GESTURE_BEGIN &&
      event->details().touch_points() == 1) {
    WindowFocusedFromInputEvent(static_cast<aura::Window*>(event->target()));
  }
}

////////////////////////////////////////////////////////////////////////////////
// FocusController, aura::WindowObserver implementation:

void FocusController::OnWindowVisibilityChanged(aura::Window* window,
                                                bool visible) {
  if (!visible)
    WindowLostFocusFromDispositionChange(window, window->parent());
}

void FocusController::OnWindowDestroying(aura::Window* window) {
  WindowLostFocusFromDispositionChange(window, window->parent());
}

void FocusController::OnWindowHierarchyChanging(
    const HierarchyChangeParams& params) {
  if (params.receiver == active_window_ &&
      params.target->Contains(params.receiver) && (!params.new_parent ||
      aura::client::GetFocusClient(params.new_parent) !=
          aura::client::GetFocusClient(params.receiver))) {
    WindowLostFocusFromDispositionChange(params.receiver, params.old_parent);
  }
}

void FocusController::OnWindowHierarchyChanged(
    const HierarchyChangeParams& params) {
  if (params.receiver == focused_window_ &&
      params.target->Contains(params.receiver) && (!params.new_parent ||
      aura::client::GetFocusClient(params.new_parent) !=
          aura::client::GetFocusClient(params.receiver))) {
    WindowLostFocusFromDispositionChange(params.receiver, params.old_parent);
  }
}

////////////////////////////////////////////////////////////////////////////////
// FocusController, private:

void FocusController::SetFocusedWindow(aura::Window* window) {
  if (updating_focus_ || window == focused_window_)
    return;
  DCHECK(rules_->CanFocusWindow(window));
  if (window)
    DCHECK_EQ(window, rules_->GetFocusableWindow(window));

  base::AutoReset<bool> updating_focus(&updating_focus_, true);
  aura::Window* lost_focus = focused_window_;
  // Allow for the window losing focus to be deleted during dispatch. If it is
  // deleted pass NULL to observers instead of a deleted window.
  aura::WindowTracker window_tracker;
  if (lost_focus)
    window_tracker.Add(lost_focus);
  if (focused_window_ && observer_manager_.IsObserving(focused_window_) &&
      focused_window_ != active_window_) {
    observer_manager_.Remove(focused_window_);
  }
  focused_window_ = window;
  if (focused_window_ && !observer_manager_.IsObserving(focused_window_))
    observer_manager_.Add(focused_window_);

  FOR_EACH_OBSERVER(aura::client::FocusChangeObserver,
                    focus_observers_,
                    OnWindowFocused(focused_window_,
                                    window_tracker.Contains(lost_focus) ?
                                    lost_focus : NULL));
  if (window_tracker.Contains(lost_focus)) {
    aura::client::FocusChangeObserver* observer =
        aura::client::GetFocusChangeObserver(lost_focus);
    if (observer)
      observer->OnWindowFocused(focused_window_, lost_focus);
  }
  aura::client::FocusChangeObserver* observer =
      aura::client::GetFocusChangeObserver(focused_window_);
  if (observer) {
    observer->OnWindowFocused(
        focused_window_,
        window_tracker.Contains(lost_focus) ? lost_focus : NULL);
  }
}

void FocusController::SetActiveWindow(aura::Window* requested_window,
                                      aura::Window* window) {
  if (updating_activation_)
    return;

  if (window == active_window_) {
    if (requested_window) {
      FOR_EACH_OBSERVER(aura::client::ActivationChangeObserver,
                        activation_observers_,
                        OnAttemptToReactivateWindow(requested_window,
                                                    active_window_));
    }
    return;
  }

  DCHECK(rules_->CanActivateWindow(window));
  if (window)
    DCHECK_EQ(window, rules_->GetActivatableWindow(window));

  base::AutoReset<bool> updating_activation(&updating_activation_, true);
  aura::Window* lost_activation = active_window_;
  // Allow for the window losing activation to be deleted during dispatch. If
  // it is deleted pass NULL to observers instead of a deleted window.
  aura::WindowTracker window_tracker;
  if (lost_activation)
    window_tracker.Add(lost_activation);
  if (active_window_ && observer_manager_.IsObserving(active_window_) &&
      focused_window_ != active_window_) {
    observer_manager_.Remove(active_window_);
  }
  active_window_ = window;
  if (active_window_ && !observer_manager_.IsObserving(active_window_))
    observer_manager_.Add(active_window_);
  if (active_window_) {
    StackTransientParentsBelowModalWindow(active_window_);
    active_window_->parent()->StackChildAtTop(active_window_);
  }

  aura::client::ActivationChangeObserver* observer = NULL;
  if (window_tracker.Contains(lost_activation)) {
    observer = aura::client::GetActivationChangeObserver(lost_activation);
    if (observer)
      observer->OnWindowActivated(active_window_, lost_activation);
  }
  observer = aura::client::GetActivationChangeObserver(active_window_);
  if (observer) {
    observer->OnWindowActivated(
        active_window_,
        window_tracker.Contains(lost_activation) ? lost_activation : NULL);
  }
  FOR_EACH_OBSERVER(aura::client::ActivationChangeObserver,
                    activation_observers_,
                    OnWindowActivated(active_window_,
                                      window_tracker.Contains(lost_activation) ?
                                      lost_activation : NULL));
}

void FocusController::WindowLostFocusFromDispositionChange(
    aura::Window* window,
    aura::Window* next) {
  // A window's modality state will interfere with focus restoration during its
  // destruction.
  window->ClearProperty(aura::client::kModalKey);
  // TODO(beng): See if this function can be replaced by a call to
  //             FocusWindow().
  // Activation adjustments are handled first in the event of a disposition
  // changed. If an activation change is necessary, focus is reset as part of
  // that process so there's no point in updating focus independently.
  if (window == active_window_) {
    aura::Window* next_activatable = rules_->GetNextActivatableWindow(window);
    SetActiveWindow(NULL, next_activatable);
    if (!(active_window_ && active_window_->Contains(focused_window_)))
      SetFocusedWindow(next_activatable);
  } else if (window->Contains(focused_window_)) {
    // Active window isn't changing, but focused window might be.
    SetFocusedWindow(rules_->GetFocusableWindow(next));
  }
}

void FocusController::WindowFocusedFromInputEvent(aura::Window* window) {
  // Only focus |window| if it or any of its parents can be focused. Otherwise
  // FocusWindow() will focus the topmost window, which may not be the
  // currently focused one.
  if (rules_->CanFocusWindow(GetToplevelWindow(window)))
    FocusWindow(window);
}

}  // namespace wm

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