blob: ebb0698c8f46c6b6262584883b4833de808d485d [file] [log] [blame]
// 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/lock_state_controller.h"
#include <algorithm>
#include "ash/accessibility_delegate.h"
#include "ash/ash_switches.h"
#include "ash/cancel_mode.h"
#include "ash/metrics/user_metrics_recorder.h"
#include "ash/shell.h"
#include "ash/shell_delegate.h"
#include "ash/shell_window_ids.h"
#include "ash/wm/session_state_animator.h"
#include "base/bind_helpers.h"
#include "base/command_line.h"
#include "base/strings/string_util.h"
#include "base/timer/timer.h"
#include "ui/aura/window_tree_host.h"
#include "ui/compositor/layer_animation_sequence.h"
#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/views/controls/menu/menu_controller.h"
#include "ui/wm/core/compound_event_filter.h"
#if defined(OS_CHROMEOS)
#include "base/sys_info.h"
#include "media/audio/sounds/sounds_manager.h"
#endif
#if defined(OS_CHROMEOS)
using media::SoundsManager;
#endif
namespace ash {
namespace {
#if defined(OS_CHROMEOS)
const int kMaxShutdownSoundDurationMs = 1500;
#endif
aura::Window* GetBackground() {
aura::Window* root_window = Shell::GetPrimaryRootWindow();
return Shell::GetContainer(root_window,
kShellWindowId_DesktopBackgroundContainer);
}
bool IsBackgroundHidden() {
return !GetBackground()->IsVisible();
}
void ShowBackground() {
ui::ScopedLayerAnimationSettings settings(
GetBackground()->layer()->GetAnimator());
settings.SetTransitionDuration(base::TimeDelta());
GetBackground()->Show();
}
void HideBackground() {
ui::ScopedLayerAnimationSettings settings(
GetBackground()->layer()->GetAnimator());
settings.SetTransitionDuration(base::TimeDelta());
GetBackground()->Hide();
}
// This observer is intended to use in cases when some action has to be taken
// once some animation successfully completes (i.e. it was not aborted).
// Observer will count a number of sequences it is attached to, and a number of
// finished sequences (either Ended or Aborted). Once these two numbers are
// equal, observer will delete itself, calling callback passed to constructor if
// there were no aborted animations.
// This way it can be either used to wait for some animation to be finished in
// multiple layers, to wait once a sequence of animations is finished in one
// layer or the mixture of both.
class AnimationFinishedObserver : public ui::LayerAnimationObserver {
public:
explicit AnimationFinishedObserver(base::Closure &callback)
: callback_(callback),
sequences_attached_(0),
sequences_completed_(0),
paused_(false) {
}
// Pauses observer: no checks will be made while paused. It can be used when
// a sequence has some immediate animations in the beginning, and for
// animations that can be tested with flag that makes all animations
// immediate.
void Pause() {
paused_ = true;
}
// Unpauses observer. It does a check and calls callback if conditions are
// met.
void Unpause() {
if (!paused_)
return;
paused_ = false;
if (sequences_completed_ == sequences_attached_) {
callback_.Run();
delete this;
}
}
private:
virtual ~AnimationFinishedObserver() {
}
// LayerAnimationObserver implementation
virtual void OnLayerAnimationEnded(
ui::LayerAnimationSequence* sequence) OVERRIDE {
sequences_completed_++;
if ((sequences_completed_ == sequences_attached_) && !paused_) {
callback_.Run();
delete this;
}
}
virtual void OnLayerAnimationAborted(
ui::LayerAnimationSequence* sequence) OVERRIDE {
sequences_completed_++;
if ((sequences_completed_ == sequences_attached_) && !paused_)
delete this;
}
virtual void OnLayerAnimationScheduled(
ui::LayerAnimationSequence* sequence) OVERRIDE {
}
virtual void OnAttachedToSequence(
ui::LayerAnimationSequence* sequence) OVERRIDE {
LayerAnimationObserver::OnAttachedToSequence(sequence);
sequences_attached_++;
}
// Callback to be called.
base::Closure callback_;
// Number of sequences this observer was attached to.
int sequences_attached_;
// Number of sequences either ended or aborted.
int sequences_completed_;
bool paused_;
DISALLOW_COPY_AND_ASSIGN(AnimationFinishedObserver);
};
} // namespace
const int LockStateController::kLockTimeoutMs = 400;
const int LockStateController::kShutdownTimeoutMs = 400;
const int LockStateController::kLockFailTimeoutMs = 8000;
const int LockStateController::kLockToShutdownTimeoutMs = 150;
const int LockStateController::kShutdownRequestDelayMs = 50;
LockStateController::TestApi::TestApi(LockStateController* controller)
: controller_(controller) {
}
LockStateController::TestApi::~TestApi() {
}
LockStateController::LockStateController()
: animator_(new SessionStateAnimator()),
login_status_(user::LOGGED_IN_NONE),
system_is_locked_(false),
shutting_down_(false),
shutdown_after_lock_(false),
animating_lock_(false),
can_cancel_lock_animation_(false),
weak_ptr_factory_(this) {
Shell::GetPrimaryRootWindow()->GetHost()->AddObserver(this);
}
LockStateController::~LockStateController() {
Shell::GetPrimaryRootWindow()->GetHost()->RemoveObserver(this);
}
void LockStateController::SetDelegate(LockStateControllerDelegate* delegate) {
delegate_.reset(delegate);
}
void LockStateController::AddObserver(LockStateObserver* observer) {
observers_.AddObserver(observer);
}
void LockStateController::RemoveObserver(LockStateObserver* observer) {
observers_.RemoveObserver(observer);
}
bool LockStateController::HasObserver(LockStateObserver* observer) {
return observers_.HasObserver(observer);
}
void LockStateController::StartLockAnimation(
bool shutdown_after_lock) {
if (animating_lock_)
return;
shutdown_after_lock_ = shutdown_after_lock;
can_cancel_lock_animation_ = true;
StartCancellablePreLockAnimation();
}
void LockStateController::StartShutdownAnimation() {
StartCancellableShutdownAnimation();
}
void LockStateController::StartLockAnimationAndLockImmediately() {
if (animating_lock_)
return;
StartImmediatePreLockAnimation(true /* request_lock_on_completion */);
}
bool LockStateController::LockRequested() {
return lock_fail_timer_.IsRunning();
}
bool LockStateController::ShutdownRequested() {
return shutting_down_;
}
bool LockStateController::CanCancelLockAnimation() {
return can_cancel_lock_animation_;
}
void LockStateController::CancelLockAnimation() {
if (!CanCancelLockAnimation())
return;
shutdown_after_lock_ = false;
animating_lock_ = false;
CancelPreLockAnimation();
}
bool LockStateController::CanCancelShutdownAnimation() {
return pre_shutdown_timer_.IsRunning() ||
shutdown_after_lock_ ||
lock_to_shutdown_timer_.IsRunning();
}
void LockStateController::CancelShutdownAnimation() {
if (!CanCancelShutdownAnimation())
return;
if (lock_to_shutdown_timer_.IsRunning()) {
lock_to_shutdown_timer_.Stop();
return;
}
if (shutdown_after_lock_) {
shutdown_after_lock_ = false;
return;
}
animator_->StartGlobalAnimation(
SessionStateAnimator::ANIMATION_UNDO_GRAYSCALE_BRIGHTNESS,
SessionStateAnimator::ANIMATION_SPEED_REVERT_SHUTDOWN);
pre_shutdown_timer_.Stop();
}
void LockStateController::OnStartingLock() {
if (shutting_down_ || system_is_locked_)
return;
if (animating_lock_)
return;
StartImmediatePreLockAnimation(false /* request_lock_on_completion */);
}
void LockStateController::RequestShutdown() {
if (shutting_down_)
return;
shutting_down_ = true;
Shell* shell = ash::Shell::GetInstance();
shell->cursor_manager()->HideCursor();
shell->cursor_manager()->LockCursor();
animator_->StartGlobalAnimation(
SessionStateAnimator::ANIMATION_GRAYSCALE_BRIGHTNESS,
SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN);
StartRealShutdownTimer(true);
}
void LockStateController::OnLockScreenHide(
base::Callback<void(void)>& callback) {
StartUnlockAnimationBeforeUIDestroyed(callback);
}
void LockStateController::SetLockScreenDisplayedCallback(
const base::Closure& callback) {
lock_screen_displayed_callback_ = callback;
}
void LockStateController::OnHostCloseRequested(
const aura::WindowTreeHost* host) {
Shell::GetInstance()->delegate()->Exit();
}
void LockStateController::OnLoginStateChanged(
user::LoginStatus status) {
if (status != user::LOGGED_IN_LOCKED)
login_status_ = status;
system_is_locked_ = (status == user::LOGGED_IN_LOCKED);
}
void LockStateController::OnAppTerminating() {
// If we hear that Chrome is exiting but didn't request it ourselves, all we
// can really hope for is that we'll have time to clear the screen.
// This is also the case when the user signs off.
if (!shutting_down_) {
shutting_down_ = true;
Shell* shell = ash::Shell::GetInstance();
shell->cursor_manager()->HideCursor();
shell->cursor_manager()->LockCursor();
animator_->StartAnimation(SessionStateAnimator::kAllContainersMask,
SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY,
SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE);
}
}
void LockStateController::OnLockStateChanged(bool locked) {
VLOG(1) << "OnLockStateChanged " << locked;
if (shutting_down_ || (system_is_locked_ == locked))
return;
system_is_locked_ = locked;
if (locked) {
StartPostLockAnimation();
lock_fail_timer_.Stop();
} else {
StartUnlockAnimationAfterUIDestroyed();
}
}
void LockStateController::OnLockFailTimeout() {
DCHECK(!system_is_locked_);
CHECK(false) << "We can not be sure about the lock state. Crash and let the "
<< "SessionManager end the session";
}
void LockStateController::StartLockToShutdownTimer() {
shutdown_after_lock_ = false;
lock_to_shutdown_timer_.Stop();
lock_to_shutdown_timer_.Start(
FROM_HERE,
base::TimeDelta::FromMilliseconds(kLockToShutdownTimeoutMs),
this, &LockStateController::OnLockToShutdownTimeout);
}
void LockStateController::OnLockToShutdownTimeout() {
DCHECK(system_is_locked_);
StartCancellableShutdownAnimation();
}
void LockStateController::StartPreShutdownAnimationTimer() {
pre_shutdown_timer_.Stop();
pre_shutdown_timer_.Start(
FROM_HERE,
animator_->GetDuration(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN),
this,
&LockStateController::OnPreShutdownAnimationTimeout);
}
void LockStateController::OnPreShutdownAnimationTimeout() {
VLOG(1) << "OnPreShutdownAnimationTimeout";
shutting_down_ = true;
Shell* shell = ash::Shell::GetInstance();
shell->cursor_manager()->HideCursor();
StartRealShutdownTimer(false);
}
void LockStateController::StartRealShutdownTimer(bool with_animation_time) {
base::TimeDelta duration =
base::TimeDelta::FromMilliseconds(kShutdownRequestDelayMs);
if (with_animation_time) {
duration +=
animator_->GetDuration(SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN);
}
#if defined(OS_CHROMEOS)
const AccessibilityDelegate* const delegate =
Shell::GetInstance()->accessibility_delegate();
base::TimeDelta sound_duration = delegate->PlayShutdownSound();
sound_duration =
std::min(sound_duration,
base::TimeDelta::FromMilliseconds(kMaxShutdownSoundDurationMs));
duration = std::max(duration, sound_duration);
#endif
real_shutdown_timer_.Start(
FROM_HERE, duration, this, &LockStateController::OnRealShutdownTimeout);
}
void LockStateController::OnRealShutdownTimeout() {
VLOG(1) << "OnRealShutdownTimeout";
DCHECK(shutting_down_);
#if defined(OS_CHROMEOS)
if (!base::SysInfo::IsRunningOnChromeOS()) {
ShellDelegate* delegate = Shell::GetInstance()->delegate();
if (delegate) {
delegate->Exit();
return;
}
}
#endif
Shell::GetInstance()->metrics()->RecordUserMetricsAction(
UMA_ACCEL_SHUT_DOWN_POWER_BUTTON);
delegate_->RequestShutdown();
}
void LockStateController::StartCancellableShutdownAnimation() {
Shell* shell = ash::Shell::GetInstance();
// Hide cursor, but let it reappear if the mouse moves.
shell->cursor_manager()->HideCursor();
animator_->StartGlobalAnimation(
SessionStateAnimator::ANIMATION_GRAYSCALE_BRIGHTNESS,
SessionStateAnimator::ANIMATION_SPEED_SHUTDOWN);
StartPreShutdownAnimationTimer();
}
void LockStateController::StartImmediatePreLockAnimation(
bool request_lock_on_completion) {
VLOG(1) << "StartImmediatePreLockAnimation " << request_lock_on_completion;
animating_lock_ = true;
StoreUnlockedProperties();
base::Closure next_animation_starter =
base::Bind(&LockStateController::PreLockAnimationFinished,
weak_ptr_factory_.GetWeakPtr(),
request_lock_on_completion);
AnimationFinishedObserver* observer =
new AnimationFinishedObserver(next_animation_starter);
observer->Pause();
animator_->StartAnimationWithObserver(
SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS,
SessionStateAnimator::ANIMATION_LIFT,
SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
observer);
animator_->StartAnimationWithObserver(
SessionStateAnimator::LAUNCHER,
SessionStateAnimator::ANIMATION_FADE_OUT,
SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
observer);
// Hide the screen locker containers so we can raise them later.
animator_->StartAnimation(SessionStateAnimator::LOCK_SCREEN_CONTAINERS,
SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY,
SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE);
AnimateBackgroundAppearanceIfNecessary(
SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, observer);
observer->Unpause();
DispatchCancelMode();
FOR_EACH_OBSERVER(LockStateObserver, observers_,
OnLockStateEvent(LockStateObserver::EVENT_LOCK_ANIMATION_STARTED));
}
void LockStateController::StartCancellablePreLockAnimation() {
animating_lock_ = true;
StoreUnlockedProperties();
VLOG(1) << "StartCancellablePreLockAnimation";
base::Closure next_animation_starter =
base::Bind(&LockStateController::PreLockAnimationFinished,
weak_ptr_factory_.GetWeakPtr(),
true /* request_lock */);
AnimationFinishedObserver* observer =
new AnimationFinishedObserver(next_animation_starter);
observer->Pause();
animator_->StartAnimationWithObserver(
SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS,
SessionStateAnimator::ANIMATION_LIFT,
SessionStateAnimator::ANIMATION_SPEED_UNDOABLE,
observer);
animator_->StartAnimationWithObserver(
SessionStateAnimator::LAUNCHER,
SessionStateAnimator::ANIMATION_FADE_OUT,
SessionStateAnimator::ANIMATION_SPEED_UNDOABLE,
observer);
// Hide the screen locker containers so we can raise them later.
animator_->StartAnimation(SessionStateAnimator::LOCK_SCREEN_CONTAINERS,
SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY,
SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE);
AnimateBackgroundAppearanceIfNecessary(
SessionStateAnimator::ANIMATION_SPEED_UNDOABLE, observer);
DispatchCancelMode();
FOR_EACH_OBSERVER(LockStateObserver, observers_,
OnLockStateEvent(LockStateObserver::EVENT_PRELOCK_ANIMATION_STARTED));
observer->Unpause();
}
void LockStateController::CancelPreLockAnimation() {
VLOG(1) << "CancelPreLockAnimation";
base::Closure next_animation_starter =
base::Bind(&LockStateController::LockAnimationCancelled,
weak_ptr_factory_.GetWeakPtr());
AnimationFinishedObserver* observer =
new AnimationFinishedObserver(next_animation_starter);
observer->Pause();
animator_->StartAnimationWithObserver(
SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS,
SessionStateAnimator::ANIMATION_UNDO_LIFT,
SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS,
observer);
animator_->StartAnimationWithObserver(
SessionStateAnimator::LAUNCHER,
SessionStateAnimator::ANIMATION_FADE_IN,
SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS,
observer);
AnimateBackgroundHidingIfNecessary(
SessionStateAnimator::ANIMATION_SPEED_UNDO_MOVE_WINDOWS, observer);
observer->Unpause();
}
void LockStateController::StartPostLockAnimation() {
VLOG(1) << "StartPostLockAnimation";
base::Closure next_animation_starter =
base::Bind(&LockStateController::PostLockAnimationFinished,
weak_ptr_factory_.GetWeakPtr());
AnimationFinishedObserver* observer =
new AnimationFinishedObserver(next_animation_starter);
observer->Pause();
animator_->StartAnimationWithObserver(
SessionStateAnimator::LOCK_SCREEN_CONTAINERS,
SessionStateAnimator::ANIMATION_RAISE_TO_SCREEN,
SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
observer);
observer->Unpause();
}
void LockStateController::StartUnlockAnimationBeforeUIDestroyed(
base::Closure& callback) {
VLOG(1) << "StartUnlockAnimationBeforeUIDestroyed";
animator_->StartAnimationWithCallback(
SessionStateAnimator::LOCK_SCREEN_CONTAINERS,
SessionStateAnimator::ANIMATION_LIFT,
SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
callback);
}
void LockStateController::StartUnlockAnimationAfterUIDestroyed() {
VLOG(1) << "StartUnlockAnimationAfterUIDestroyed";
base::Closure next_animation_starter =
base::Bind(&LockStateController::UnlockAnimationAfterUIDestroyedFinished,
weak_ptr_factory_.GetWeakPtr());
AnimationFinishedObserver* observer =
new AnimationFinishedObserver(next_animation_starter);
observer->Pause();
animator_->StartAnimationWithObserver(
SessionStateAnimator::NON_LOCK_SCREEN_CONTAINERS,
SessionStateAnimator::ANIMATION_DROP,
SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
observer);
animator_->StartAnimationWithObserver(
SessionStateAnimator::LAUNCHER,
SessionStateAnimator::ANIMATION_FADE_IN,
SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS,
observer);
AnimateBackgroundHidingIfNecessary(
SessionStateAnimator::ANIMATION_SPEED_MOVE_WINDOWS, observer);
observer->Unpause();
}
void LockStateController::LockAnimationCancelled() {
can_cancel_lock_animation_ = false;
RestoreUnlockedProperties();
}
void LockStateController::PreLockAnimationFinished(bool request_lock) {
VLOG(1) << "PreLockAnimationFinished";
can_cancel_lock_animation_ = false;
// Don't do anything (including starting the lock-fail timer) if the screen
// was already locked while the animation was going.
if (system_is_locked_) {
DCHECK(!request_lock) << "Got request to lock already-locked system "
<< "at completion of pre-lock animation";
return;
}
if (request_lock) {
Shell::GetInstance()->metrics()->RecordUserMetricsAction(
shutdown_after_lock_ ?
UMA_ACCEL_LOCK_SCREEN_POWER_BUTTON :
UMA_ACCEL_LOCK_SCREEN_LOCK_BUTTON);
delegate_->RequestLockScreen();
}
base::TimeDelta timeout =
base::TimeDelta::FromMilliseconds(kLockFailTimeoutMs);
#if defined(OS_CHROMEOS)
// Increase lock timeout for slower hardware, see http://crbug.com/350628
const std::string board = base::SysInfo::GetLsbReleaseBoard();
if (board == "x86-mario" ||
StartsWithASCII(board, "x86-alex", true /* case_sensitive */) ||
StartsWithASCII(board, "x86-zgb", true /* case_sensitive */)) {
timeout *= 2;
}
#endif
lock_fail_timer_.Start(
FROM_HERE, timeout, this, &LockStateController::OnLockFailTimeout);
}
void LockStateController::PostLockAnimationFinished() {
animating_lock_ = false;
VLOG(1) << "PostLockAnimationFinished";
FOR_EACH_OBSERVER(LockStateObserver, observers_,
OnLockStateEvent(LockStateObserver::EVENT_LOCK_ANIMATION_FINISHED));
if (!lock_screen_displayed_callback_.is_null()) {
lock_screen_displayed_callback_.Run();
lock_screen_displayed_callback_.Reset();
}
CHECK(!views::MenuController::GetActiveInstance());
if (shutdown_after_lock_) {
shutdown_after_lock_ = false;
StartLockToShutdownTimer();
}
}
void LockStateController::UnlockAnimationAfterUIDestroyedFinished() {
RestoreUnlockedProperties();
}
void LockStateController::StoreUnlockedProperties() {
if (!unlocked_properties_) {
unlocked_properties_.reset(new UnlockedStateProperties());
unlocked_properties_->background_is_hidden = IsBackgroundHidden();
}
if (unlocked_properties_->background_is_hidden) {
// Hide background so that it can be animated later.
animator_->StartAnimation(SessionStateAnimator::DESKTOP_BACKGROUND,
SessionStateAnimator::ANIMATION_HIDE_IMMEDIATELY,
SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE);
ShowBackground();
}
}
void LockStateController::RestoreUnlockedProperties() {
if (!unlocked_properties_)
return;
if (unlocked_properties_->background_is_hidden) {
HideBackground();
// Restore background visibility.
animator_->StartAnimation(SessionStateAnimator::DESKTOP_BACKGROUND,
SessionStateAnimator::ANIMATION_FADE_IN,
SessionStateAnimator::ANIMATION_SPEED_IMMEDIATE);
}
unlocked_properties_.reset();
}
void LockStateController::AnimateBackgroundAppearanceIfNecessary(
SessionStateAnimator::AnimationSpeed speed,
ui::LayerAnimationObserver* observer) {
if (unlocked_properties_.get() &&
unlocked_properties_->background_is_hidden) {
animator_->StartAnimationWithObserver(
SessionStateAnimator::DESKTOP_BACKGROUND,
SessionStateAnimator::ANIMATION_FADE_IN,
speed,
observer);
}
}
void LockStateController::AnimateBackgroundHidingIfNecessary(
SessionStateAnimator::AnimationSpeed speed,
ui::LayerAnimationObserver* observer) {
if (unlocked_properties_.get() &&
unlocked_properties_->background_is_hidden) {
animator_->StartAnimationWithObserver(
SessionStateAnimator::DESKTOP_BACKGROUND,
SessionStateAnimator::ANIMATION_FADE_OUT,
speed,
observer);
}
}
} // namespace ash