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// 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.
#ifndef UI_AURA_ROOT_WINDOW_H_
#define UI_AURA_ROOT_WINDOW_H_
#pragma once
#include "base/basictypes.h"
#include "base/memory/ref_counted.h"
#include "base/memory/scoped_ptr.h"
#include "base/memory/weak_ptr.h"
#include "base/message_loop.h"
#include "ui/aura/aura_export.h"
#include "ui/aura/focus_manager.h"
#include "ui/aura/gestures/gesture_recognizer.h"
#include "ui/aura/window.h"
#include "ui/base/cursor/cursor.h"
#include "ui/base/events.h"
#include "ui/gfx/compositor/compositor.h"
#include "ui/gfx/compositor/compositor_observer.h"
#include "ui/gfx/compositor/layer_animation_observer.h"
#include "ui/gfx/native_widget_types.h"
#include "ui/gfx/point.h"
namespace gfx {
class Size;
}
namespace ui {
class LayerAnimationSequence;
class Transform;
}
namespace aura {
class RootWindow;
class RootWindowHost;
class RootWindowObserver;
class KeyEvent;
class MouseEvent;
class StackingClient;
class ScrollEvent;
class TouchEvent;
class GestureEvent;
// This class represents a lock on the compositor, that can be used to prevent a
// compositing pass from happening while we're waiting for an asynchronous
// event. The typical use case is when waiting for a renderer to produce a frame
// at the right size. The caller keeps a reference on this object, and drops the
// reference once it desires to release the lock.
// Note however that the lock is canceled after a short timeout to ensure
// responsiveness of the UI, so the compositor tree should be kept in a
// "reasonable" state while the lock is held.
// Don't instantiate this class directly, use RootWindow::GetCompositorLock.
class AURA_EXPORT CompositorLock :
public base::RefCounted<CompositorLock>,
public base::SupportsWeakPtr<CompositorLock> {
public:
~CompositorLock();
private:
friend class RootWindow;
CompositorLock(RootWindow* root_window);
void CancelLock();
RootWindow* root_window_;
DISALLOW_COPY_AND_ASSIGN(CompositorLock);
};
// RootWindow is responsible for hosting a set of windows.
class AURA_EXPORT RootWindow : public ui::CompositorDelegate,
public ui::CompositorObserver,
public Window,
public internal::FocusManager,
public ui::LayerAnimationObserver {
public:
explicit RootWindow(const gfx::Rect& initial_bounds);
virtual ~RootWindow();
static void set_hide_host_cursor(bool hide) {
hide_host_cursor_ = hide;
}
static bool hide_host_cursor() {
return hide_host_cursor_;
}
ui::Compositor* compositor() { return compositor_.get(); }
gfx::Point last_mouse_location() const { return last_mouse_location_; }
gfx::NativeCursor last_cursor() const { return last_cursor_; }
bool cursor_shown() const { return cursor_shown_; }
Window* mouse_pressed_handler() { return mouse_pressed_handler_; }
Window* capture_window() { return capture_window_; }
Window* focused_window() { return focused_window_; }
// Shows the root window host.
void ShowRootWindow();
// Sets the size of the root window.
void SetHostSize(const gfx::Size& size);
gfx::Size GetHostSize() const;
// Sets the bounds of the host window.
void SetHostBounds(const gfx::Rect& size);
// Sets the currently-displayed cursor. If the cursor was previously hidden
// via ShowCursor(false), it will remain hidden until ShowCursor(true) is
// called, at which point the cursor that was last set via SetCursor() will be
// used.
void SetCursor(gfx::NativeCursor cursor);
// Shows or hides the cursor.
void ShowCursor(bool show);
// Moves the cursor to the specified location relative to the root window.
void MoveCursorTo(const gfx::Point& location);
// Clips the cursor movement to |capture_window_|. Should be invoked only
// after SetCapture(). ReleaseCapture() implicitly removes any confines set
// using this function. Returns true if successful.
bool ConfineCursorToWindow();
// Draws the necessary set of windows.
void Draw();
// Draw the whole screen.
void ScheduleFullDraw();
// Handles a mouse event. Returns true if handled.
bool DispatchMouseEvent(MouseEvent* event);
// Handles a key event. Returns true if handled.
bool DispatchKeyEvent(KeyEvent* event);
// Handles a scroll event. Returns true if handled.
bool DispatchScrollEvent(ScrollEvent* event);
// Handles a touch event. Returns true if handled.
bool DispatchTouchEvent(TouchEvent* event);
// Handles a gesture event. Returns true if handled. Unlike the other
// event-dispatching function (e.g. for touch/mouse/keyboard events), gesture
// events are dispatched from GestureRecognizer instead of RootWindowHost.
bool DispatchGestureEvent(GestureEvent* event);
// Called when the host changes size.
void OnHostResized(const gfx::Size& size);
// Invoked when |window| is being destroyed.
void OnWindowDestroying(Window* window);
// Invoked when |window|'s bounds have changed. |contained_mouse| indicates if
// the bounds before change contained the |last_moust_location()|.
void OnWindowBoundsChanged(Window* window, bool contained_mouse);
// Invoked when |window|'s visibility is changed.
void OnWindowVisibilityChanged(Window* window, bool is_visible);
// Invoked when |window|'s tranfrom has changed. |contained_mouse|
// indicates if the bounds before change contained the
// |last_moust_location()|.
void OnWindowTransformed(Window* window, bool contained_mouse);
// Invoked when the keyboard mapping (in X11 terms: the mapping between
// keycodes and keysyms) has changed.
void OnKeyboardMappingChanged();
// Add/remove observer. There is no need to remove the observer if
// the root window is being deleted. In particular, you SHOULD NOT remove
// in |WindowObserver::OnWindowDestroying| of the observer observing
// the root window because it is too late to remove it.
void AddRootWindowObserver(RootWindowObserver* observer);
void RemoveRootWindowObserver(RootWindowObserver* observer);
// Posts |native_event| to the platform's event queue.
void PostNativeEvent(const base::NativeEvent& native_event);
// Converts |point| from the root window's coordinate system to native
// screen's.
void ConvertPointToNativeScreen(gfx::Point* point) const;
// Capture -------------------------------------------------------------------
// Sets capture to the specified window.
void SetCapture(Window* window);
// If |window| has mouse capture, the current capture window is set to NULL.
void ReleaseCapture(Window* window);
// Gesture Recognition -------------------------------------------------------
// When a touch event is dispatched to a Window, it can notify the RootWindow
// to queue the touch event for asynchronous gesture recognition. These are
// the entry points for the asynchronous processing of the queued touch
// events.
// Process the next touch event for gesture recognition. |processed| indicates
// whether the queued event was processed by the window or not.
void AdvanceQueuedTouchEvent(Window* window, bool processed);
GestureRecognizer* gesture_recognizer() const {
return gesture_recognizer_.get();
}
// Provided only for testing:
void SetGestureRecognizerForTesting(GestureRecognizer* gr);
// Returns the accelerated widget from the RootWindowHost.
gfx::AcceleratedWidget GetAcceleratedWidget();
#if !defined(NDEBUG)
// Toggles the host's full screen state.
void ToggleFullScreen();
#endif
// These methods are used to defer the processing of mouse events related
// to resize. A client (typically a RenderWidgetHostViewAura) can call
// HoldMouseMoves when an resize is initiated and then ReleaseMouseMoves
// once the resize is completed.
//
// More than one hold can be invoked and each hold must be cancelled by a
// release before we resume normal operation.
void HoldMouseMoves();
void ReleaseMouseMoves();
// Creates a compositor lock.
scoped_refptr<CompositorLock> GetCompositorLock();
// Sets if the window should be focused when shown.
void SetFocusWhenShown(bool focus_when_shown);
// Overridden from Window:
virtual RootWindow* GetRootWindow() OVERRIDE;
virtual const RootWindow* GetRootWindow() const OVERRIDE;
virtual void SetTransform(const ui::Transform& transform) OVERRIDE;
// Overridden from ui::CompositorDelegate:
virtual void ScheduleDraw() OVERRIDE;
// Overridden from ui::CompositorObserver:
virtual void OnCompositingStarted(ui::Compositor*) OVERRIDE;
virtual void OnCompositingEnded(ui::Compositor*) OVERRIDE;
private:
friend class Window;
friend class CompositorLock;
// Called whenever the mouse moves, tracks the current |mouse_moved_handler_|,
// sending exited and entered events as its value changes.
void HandleMouseMoved(const MouseEvent& event, Window* target);
// Called whenever the |capture_window_| changes.
// Sends capture changed events to event filters for old capture window.
void HandleMouseCaptureChanged(Window* old_capture_window);
bool ProcessMouseEvent(Window* target, MouseEvent* event);
bool ProcessKeyEvent(Window* target, KeyEvent* event);
ui::TouchStatus ProcessTouchEvent(Window* target, TouchEvent* event);
ui::GestureStatus ProcessGestureEvent(Window* target, GestureEvent* event);
bool ProcessGestures(GestureRecognizer::Gestures* gestures);
// Called when a Window is attached or detached from the RootWindow.
void OnWindowAddedToRootWindow(Window* window);
void OnWindowRemovedFromRootWindow(Window* window);
// Called when a window becomes invisible, either by being removed
// from root window hierachy, via SetVisible(false) or being destroyed.
// |destroyed| is set to true when the window is being destroyed.
void OnWindowHidden(Window* invisible, bool destroyed);
// Overridden from Window:
virtual bool CanFocus() const OVERRIDE;
virtual bool CanReceiveEvents() const OVERRIDE;
virtual internal::FocusManager* GetFocusManager() OVERRIDE;
// Overridden from ui::LayerAnimationObserver:
virtual void OnLayerAnimationEnded(
ui::LayerAnimationSequence* animation) OVERRIDE;
virtual void OnLayerAnimationScheduled(
ui::LayerAnimationSequence* animation) OVERRIDE;
virtual void OnLayerAnimationAborted(
ui::LayerAnimationSequence* animation) OVERRIDE;
// Overridden from FocusManager:
virtual void SetFocusedWindow(Window* window,
const aura::Event* event) OVERRIDE;
virtual Window* GetFocusedWindow() OVERRIDE;
virtual bool IsFocusedWindow(const Window* window) const OVERRIDE;
// Initializes the root window.
void Init();
// We hold and aggregate mouse drags as a way of throttling resizes when
// HoldMouseMoves() is called. The following methods are used to dispatch held
// and newly incoming mouse events, typically when an event other than a mouse
// drag needs dispatching or a matching ReleaseMouseMoves() is called.
bool DispatchMouseEventImpl(MouseEvent* event);
void DispatchHeldMouseMove();
// Parses the switch describing the initial size for the host window and
// returns bounds for the window.
gfx::Rect GetInitialHostWindowBounds() const;
// Posts a task to send synthesized mouse move event if there
// is no a pending task.
void PostMouseMoveEventAfterWindowChange();
// Creates and dispatches synthesized mouse move event using the
// current mouse location.
void SynthesizeMouseMoveEvent();
// Called by CompositorLock.
void UnlockCompositor();
scoped_ptr<ui::Compositor> compositor_;
scoped_ptr<RootWindowHost> host_;
// If set before the RootWindow is created, the cursor will be drawn within
// the Aura root window but hidden outside of it, and it'll remain hidden
// after the Aura window is closed.
static bool hide_host_cursor_;
// Used to schedule painting.
base::WeakPtrFactory<RootWindow> schedule_paint_factory_;
// Use to post mouse move event.
base::WeakPtrFactory<RootWindow> event_factory_;
// Last location seen in a mouse event.
gfx::Point last_mouse_location_;
// ui::EventFlags containing the current state of the mouse buttons.
int mouse_button_flags_;
// Last cursor set. Used for testing.
gfx::NativeCursor last_cursor_;
// Is the cursor currently shown? Used for testing.
bool cursor_shown_;
ObserverList<RootWindowObserver> observers_;
// The capture window. When not-null, this window receives all the mouse and
// touch events.
Window* capture_window_;
Window* mouse_pressed_handler_;
Window* mouse_moved_handler_;
Window* focused_window_;
// The gesture_recognizer_ for this.
scoped_ptr<GestureRecognizer> gesture_recognizer_;
bool synthesize_mouse_move_;
bool waiting_on_compositing_end_;
bool draw_on_compositing_end_;
bool defer_draw_scheduling_;
// How many holds are outstanding. We try to defer dispatching mouse moves
// while the count is > 0.
int mouse_move_hold_count_;
bool should_hold_mouse_moves_;
scoped_ptr<MouseEvent> held_mouse_move_;
CompositorLock* compositor_lock_;
bool draw_on_compositor_unlock_;
int draw_trace_count_;
DISALLOW_COPY_AND_ASSIGN(RootWindow);
};
} // namespace aura
#endif // UI_AURA_ROOT_WINDOW_H_