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// 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.
#ifndef ASH_WM_LOCK_STATE_CONTROLLER_IMPL2_H_
#define ASH_WM_LOCK_STATE_CONTROLLER_IMPL2_H_
#include "ash/ash_export.h"
#include "ash/shell_observer.h"
#include "ash/wm/lock_state_controller.h"
#include "ash/wm/session_state_animator.h"
#include "base/basictypes.h"
#include "base/memory/scoped_ptr.h"
#include "base/time/time.h"
#include "base/timer/timer.h"
#include "ui/aura/root_window_observer.h"
namespace gfx {
class Rect;
class Size;
}
namespace ui {
class Layer;
}
namespace ash {
namespace test {
class LockStateControllerImpl2Test;
}
// Displays onscreen animations and locks or suspends the system in response to
// the power button being pressed or released.
// Lock workflow:
// Entry points:
// * StartLockAnimation (bool shutdown after lock) - starts lock that can be
// cancelled.
// * StartLockAnimationAndLockImmediately - starts uninterruptible lock
// animation.
// This leads to call of either StartImmediatePreLockAnimation or
// StartCancellablePreLockAnimation. Once they complete
// PreLockAnimationFinished is called, and system lock is requested.
// Once system locks and lock UI is created, OnLockStateChanged is called, and
// StartPostLockAnimation is called. In PostLockAnimationFinished two
// things happen : EVENT_LOCK_ANIMATION_FINISHED notification is sent (it
// triggers third part of animation within lock UI), and check for continuing to
// shutdown is made.
//
// Unlock workflow:
// WebUI does first part of animation, and calls OnLockScreenHide(callback) that
// triggers StartUnlockAnimationBeforeUIDestroyed(callback). Once callback is
// called at the end of the animation, lock UI is deleted, system unlocks, and
// OnLockStateChanged is called. It leads to
// StartUnlockAnimationAfterUIDestroyed.
class ASH_EXPORT LockStateControllerImpl2 : public LockStateController {
public:
// Helper class used by tests to access internal state.
class ASH_EXPORT TestApi {
public:
explicit TestApi(LockStateControllerImpl2* controller);
virtual ~TestApi();
bool lock_fail_timer_is_running() const {
return controller_->lock_fail_timer_.IsRunning();
}
bool lock_to_shutdown_timer_is_running() const {
return controller_->lock_to_shutdown_timer_.IsRunning();
}
bool shutdown_timer_is_running() const {
return controller_->pre_shutdown_timer_.IsRunning();
}
bool real_shutdown_timer_is_running() const {
return controller_->real_shutdown_timer_.IsRunning();
}
bool is_animating_lock() const {
return controller_->animating_lock_;
}
bool is_lock_cancellable() const {
return controller_->CanCancelLockAnimation();
}
void trigger_lock_fail_timeout() {
controller_->OnLockFailTimeout();
controller_->lock_fail_timer_.Stop();
}
void trigger_lock_to_shutdown_timeout() {
controller_->OnLockToShutdownTimeout();
controller_->lock_to_shutdown_timer_.Stop();
}
void trigger_shutdown_timeout() {
controller_->OnPreShutdownAnimationTimeout();
controller_->pre_shutdown_timer_.Stop();
}
void trigger_real_shutdown_timeout() {
controller_->OnRealShutdownTimeout();
controller_->real_shutdown_timer_.Stop();
}
private:
LockStateControllerImpl2* controller_; // not owned
DISALLOW_COPY_AND_ASSIGN(TestApi);
};
LockStateControllerImpl2();
virtual ~LockStateControllerImpl2();
// RootWindowObserver override:
virtual void OnRootWindowHostCloseRequested(
const aura::RootWindow* root) OVERRIDE;
// ShellObserver overrides:
virtual void OnLoginStateChanged(user::LoginStatus status) OVERRIDE;
virtual void OnAppTerminating() OVERRIDE;
virtual void OnLockStateChanged(bool locked) OVERRIDE;
// LockStateController overrides:
virtual void StartLockAnimation(bool shutdown_after_lock) OVERRIDE;
virtual void StartShutdownAnimation() OVERRIDE;
virtual void StartLockAnimationAndLockImmediately() OVERRIDE;
virtual bool LockRequested() OVERRIDE;
virtual bool ShutdownRequested() OVERRIDE;
virtual bool CanCancelLockAnimation() OVERRIDE;
virtual void CancelLockAnimation() OVERRIDE;
virtual bool CanCancelShutdownAnimation() OVERRIDE;
virtual void CancelShutdownAnimation() OVERRIDE;
virtual void OnStartingLock() OVERRIDE;
virtual void RequestShutdown() OVERRIDE;
virtual void OnLockScreenHide(base::Closure& callback) OVERRIDE;
virtual void SetLockScreenDisplayedCallback(base::Closure& callback) OVERRIDE;
protected:
friend class test::LockStateControllerImpl2Test;
private:
struct UnlockedStateProperties {
bool background_is_hidden;
};
void RequestShutdownImpl();
// Reverts the pre-lock animation, reports the error.
void OnLockFailTimeout();
// Starts timer for gap between lock and shutdown.
void StartLockToShutdownTimer();
// Calls StartShutdownAnimation().
void OnLockToShutdownTimeout();
// Starts timer for undoable shutdown animation.
void StartPreShutdownAnimationTimer();
// Calls RequestShutdownImpl();
void OnPreShutdownAnimationTimeout();
// Starts timer for final shutdown animation.
// If |with_animation_time| is true, it will also include time of "fade to
// white" shutdown animation.
void StartRealShutdownTimer(bool with_animation_time);
// Requests that the machine be shut down.
void OnRealShutdownTimeout();
// Starts shutdown animation that can be cancelled and starts pre-shutdown
// timer.
void StartCancellableShutdownAnimation();
// Starts non-cancellable animation and starts real shutdown timer that
// includes animation time.
void StartShutdownAnimationImpl();
// Triggers late animations on the lock screen.
void OnLockScreenAnimationFinished();
// If |request_lock_on_completion| is true, a lock request will be sent
// after the pre-lock animation completes. (The pre-lock animation is
// also displayed in response to already-in-progress lock requests; in
// these cases an additional lock request is undesirable.)
void StartImmediatePreLockAnimation(bool request_lock_on_completion);
void StartCancellablePreLockAnimation();
void CancelPreLockAnimation();
void StartPostLockAnimation();
// This method calls |callback| when animation completes.
void StartUnlockAnimationBeforeUIDestroyed(base::Closure &callback);
void StartUnlockAnimationAfterUIDestroyed();
// These methods are called when corresponding animation completes.
void LockAnimationCancelled();
void PreLockAnimationFinished(bool request_lock);
void PostLockAnimationFinished();
void UnlockAnimationAfterUIDestroyedFinished();
// Stores properties of UI that have to be temporarily modified while locking.
void StoreUnlockedProperties();
void RestoreUnlockedProperties();
// Fades in background layer with |speed| if it was hidden in unlocked state.
void AnimateBackgroundAppearanceIfNecessary(
ash::internal::SessionStateAnimator::AnimationSpeed speed,
ui::LayerAnimationObserver* observer);
// Fades out background layer with |speed| if it was hidden in unlocked state.
void AnimateBackgroundHidingIfNecessary(
ash::internal::SessionStateAnimator::AnimationSpeed speed,
ui::LayerAnimationObserver* observer);
// The current login status, or original login status from before we locked.
user::LoginStatus login_status_;
// Current lock status.
bool system_is_locked_;
// Are we in the process of shutting the machine down?
bool shutting_down_;
// Indicates whether controller should proceed to (cancellable) shutdown after
// locking.
bool shutdown_after_lock_;
// Indicates that controller displays lock animation.
bool animating_lock_;
// Indicates that lock animation can be undone.
bool can_cancel_lock_animation_;
scoped_ptr<UnlockedStateProperties> unlocked_properties_;
// Started when we request that the screen be locked. When it fires, we
// assume that our request got dropped.
base::OneShotTimer<LockStateControllerImpl2> lock_fail_timer_;
// Started when the screen is locked while the power button is held. Adds a
// delay between the appearance of the lock screen and the beginning of the
// pre-shutdown animation.
base::OneShotTimer<LockStateControllerImpl2> lock_to_shutdown_timer_;
// Started when we begin displaying the pre-shutdown animation. When it
// fires, we start the shutdown animation and get ready to request shutdown.
base::OneShotTimer<LockStateControllerImpl2> pre_shutdown_timer_;
// Started when we display the shutdown animation. When it fires, we actually
// request shutdown. Gives the animation time to complete before Chrome, X,
// etc. are shut down.
base::OneShotTimer<LockStateControllerImpl2> real_shutdown_timer_;
base::Closure lock_screen_displayed_callback_;
DISALLOW_COPY_AND_ASSIGN(LockStateControllerImpl2);
};
} // namespace ash
#endif // ASH_WM_LOCK_STATE_CONTROLLER_IMPL2_H_