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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.
#include "ash/wm/overview/window_overview.h"
#include <algorithm>
#include "ash/screen_ash.h"
#include "ash/shell.h"
#include "ash/shell_delegate.h"
#include "ash/shell_window_ids.h"
#include "ash/wm/mru_window_tracker.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/root_window.h"
#include "ui/aura/window.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) {
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();
}
ash::Shell::GetInstance()->PrependPreTargetHandler(this);
Shell* shell = Shell::GetInstance();
shell->delegate()->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::GetInstance()->RemovePreTargetHandler(this);
UMA_HISTOGRAM_MEDIUM_TIMES(
"Ash.WindowSelector.TimeInOverview",
base::Time::Now() - overview_start_time_);
}
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->HitTest(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() {
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]);
// Copy the children list as it can change during iteration.
aura::Window::Windows children(container->children());
for (aura::Window::Windows::const_iterator iter = children.begin();
iter != children.end(); ++iter) {
if (GetTargetedWindow(*iter) || !(*iter)->IsVisible())
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();
(*iter)->layer()->SetOpacity(0);
hidden_windows_.Add(*iter);
}
}
}
}
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 = ScreenAsh::ConvertRectToScreen(root_window,
ScreenAsh::GetDisplayWorkAreaBoundsInParent(
Shell::GetContainer(root_window,
internal::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(),
internal::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