#include "ui/aura/client/window_stacking_client.h"
#include "ui/aura/env.h"
#include "ui/aura/layout_manager.h"
-#include "ui/aura/root_window.h"
#include "ui/aura/window_delegate.h"
+#include "ui/aura/window_event_dispatcher.h"
#include "ui/aura/window_observer.h"
#include "ui/aura/window_tracker.h"
#include "ui/aura/window_tree_host.h"
#include "ui/compositor/compositor.h"
#include "ui/compositor/layer.h"
#include "ui/events/event_target_iterator.h"
-#include "ui/gfx/animation/multi_animation.h"
#include "ui/gfx/canvas.h"
#include "ui/gfx/path.h"
#include "ui/gfx/scoped_canvas.h"
explicit ScopedCursorHider(Window* window)
: window_(window),
hid_cursor_(false) {
- if (!window_->HasDispatcher())
+ if (!window_->IsRootWindow())
return;
const bool cursor_is_in_bounds = window_->GetBoundsInScreen().Contains(
Env::GetInstance()->last_mouse_location());
}
}
~ScopedCursorHider() {
- if (!window_->HasDispatcher())
+ if (!window_->IsRootWindow())
return;
// Update the device scale factor of the cursor client only when the last
};
Window::Window(WindowDelegate* delegate)
- : dispatcher_(NULL),
+ : host_(NULL),
type_(ui::wm::WINDOW_TYPE_UNKNOWN),
owned_by_parent_(true),
delegate_(delegate),
}
Window::~Window() {
- // |layer_| can be NULL during tests, or if this Window is layerless.
- if (layer_)
- layer_->SuppressPaint();
+ // |layer()| can be NULL during tests, or if this Window is layerless.
+ if (layer()) {
+ if (layer()->owner() == this)
+ layer()->CompleteAllAnimations();
+ layer()->SuppressPaint();
+ }
// Let the delegate know we're in the processing of destroying.
if (delegate_)
- delegate_->OnWindowDestroying();
+ delegate_->OnWindowDestroying(this);
FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowDestroying(this));
- // Let the root know so that it can remove any references to us.
- WindowEventDispatcher* dispatcher = GetDispatcher();
- if (dispatcher)
- dispatcher->OnWindowDestroying(this);
+ // TODO(beng): See comment in window_event_dispatcher.h. This shouldn't be
+ // necessary but unfortunately is right now due to ordering
+ // peculiarities. WED must be notified _after_ other observers
+ // are notified of pending teardown but before the hierarchy
+ // is actually torn down.
+ WindowTreeHost* host = GetHost();
+ if (host)
+ host->dispatcher()->OnPostNotifiedWindowDestroying(this);
+
+ // The window should have already had its state cleaned up in
+ // WindowEventDispatcher::OnWindowHidden(), but there have been some crashes
+ // involving windows being destroyed without being hidden first. See
+ // crbug.com/342040. This should help us debug the issue. TODO(tdresser):
+ // remove this once we determine why we have windows that are destroyed
+ // without being hidden.
+ bool window_incorrectly_cleaned_up = CleanupGestureState();
+ CHECK(!window_incorrectly_cleaned_up);
// Then destroy the children.
RemoveOrDestroyChildren();
parent_->RemoveChild(this);
if (delegate_)
- delegate_->OnWindowDestroyed();
+ delegate_->OnWindowDestroyed(this);
ObserverListBase<WindowObserver>::Iterator iter(observers_);
- WindowObserver* observer;
- while ((observer = iter.GetNext())) {
+ for (WindowObserver* observer = iter.GetNext(); observer;
+ observer = iter.GetNext()) {
RemoveObserver(observer);
observer->OnWindowDestroyed(this);
}
// If we have layer it will either be destroyed by |layer_owner_|'s dtor, or
// by whoever acquired it. We don't have a layer if Init() wasn't invoked or
// we are layerless.
- if (layer_) {
- layer_->set_delegate(NULL);
- layer_ = NULL;
- }
+ if (layer())
+ layer()->set_delegate(NULL);
+ DestroyLayer();
}
void Window::Init(WindowLayerType window_layer_type) {
if (window_layer_type != WINDOW_LAYER_NONE) {
- layer_ = new ui::Layer(WindowLayerTypeToUILayerType(window_layer_type));
- layer_owner_.reset(layer_);
- layer_->SetVisible(false);
- layer_->set_delegate(this);
- UpdateLayerName(name_);
- layer_->SetFillsBoundsOpaquely(!transparent_);
+ SetLayer(new ui::Layer(WindowLayerTypeToUILayerType(window_layer_type)));
+ layer()->SetVisible(false);
+ layer()->set_delegate(this);
+ UpdateLayerName();
+ layer()->SetFillsBoundsOpaquely(!transparent_);
}
Env::GetInstance()->NotifyWindowInitialized(this);
}
-ui::Layer* Window::RecreateLayer() {
- // Disconnect the old layer, but don't delete it.
- ui::Layer* old_layer = AcquireLayer();
- if (!old_layer)
- return NULL;
-
- bounds_.SetRect(0, 0, 0, 0);
-
- old_layer->set_delegate(NULL);
-
- layer_ = new ui::Layer(old_layer->type());
- layer_owner_.reset(layer_);
- layer_->SetVisible(old_layer->visible());
- layer_->set_scale_content(old_layer->scale_content());
- layer_->set_delegate(this);
- layer_->SetMasksToBounds(old_layer->GetMasksToBounds());
-
- if (delegate_)
- delegate_->DidRecreateLayer(old_layer, layer_);
-
- UpdateLayerName(name_);
- layer_->SetFillsBoundsOpaquely(!transparent_);
- // Install new layer as a sibling of the old layer, stacked below it.
- if (old_layer->parent()) {
- old_layer->parent()->Add(layer_);
- old_layer->parent()->StackBelow(layer_, old_layer);
- }
- // Migrate all the child layers over to the new layer. Copy the list because
- // the items are removed during iteration.
- std::vector<ui::Layer*> children_copy = old_layer->children();
- for (std::vector<ui::Layer*>::const_iterator it = children_copy.begin();
- it != children_copy.end();
- ++it) {
- ui::Layer* child = *it;
- layer_->Add(child);
- }
- return old_layer;
-}
-
void Window::SetType(ui::wm::WindowType type) {
// Cannot change type after the window is initialized.
- DCHECK(!layer_);
+ DCHECK(!layer());
type_ = type;
}
void Window::SetName(const std::string& name) {
name_ = name;
- if (layer_)
- UpdateLayerName(name_);
+ if (layer())
+ UpdateLayerName();
+}
+
+void Window::SetTitle(const base::string16& title) {
+ title_ = title;
+ FOR_EACH_OBSERVER(WindowObserver,
+ observers_,
+ OnWindowTitleChanged(this));
}
void Window::SetTransparent(bool transparent) {
transparent_ = transparent;
- if (layer_)
- layer_->SetFillsBoundsOpaquely(!transparent_);
+ if (layer())
+ layer()->SetFillsBoundsOpaquely(!transparent_);
+}
+
+void Window::SetFillsBoundsCompletely(bool fills_bounds) {
+ if (layer())
+ layer()->SetFillsBoundsCompletely(fills_bounds);
}
Window* Window::GetRootWindow() {
}
const Window* Window::GetRootWindow() const {
- return dispatcher_ ? this : parent_ ? parent_->GetRootWindow() : NULL;
+ return IsRootWindow() ? this : parent_ ? parent_->GetRootWindow() : NULL;
}
-WindowEventDispatcher* Window::GetDispatcher() {
- return const_cast<WindowEventDispatcher*>(const_cast<const Window*>(this)->
- GetDispatcher());
+WindowTreeHost* Window::GetHost() {
+ return const_cast<WindowTreeHost*>(const_cast<const Window*>(this)->
+ GetHost());
}
-const WindowEventDispatcher* Window::GetDispatcher() const {
+const WindowTreeHost* Window::GetHost() const {
const Window* root_window = GetRootWindow();
- return root_window ? root_window->dispatcher_ : NULL;
+ return root_window ? root_window->host_ : NULL;
}
void Window::Show() {
+ if (layer()) {
+ DCHECK_EQ(visible_, layer()->GetTargetVisibility());
+ // It is not allowed that a window is visible but the layers alpha is fully
+ // transparent since the window would still be considered to be active but
+ // could not be seen.
+ DCHECK(!(visible_ && layer()->GetTargetOpacity() == 0.0f));
+ }
SetVisible(true);
}
void Window::Hide() {
+ // RootWindow::OnVisibilityChanged will call ReleaseCapture.
SetVisible(false);
- ReleaseCapture();
}
bool Window::IsVisible() const {
for (const Window* window = this; window; window = window->parent()) {
if (!window->visible_)
return false;
- if (window->layer_)
- return window->layer_->IsDrawn();
+ if (window->layer())
+ return window->layer()->IsDrawn();
}
return false;
}
}
void Window::SetTransform(const gfx::Transform& transform) {
- if (!layer_) {
+ if (!layer()) {
// Transforms aren't supported on layerless windows.
NOTREACHED();
return;
}
- WindowEventDispatcher* dispatcher = GetDispatcher();
- bool contained_mouse = IsVisible() && dispatcher &&
- ContainsPointInRoot(dispatcher->GetLastMouseLocationInRoot());
- layer_->SetTransform(transform);
- if (dispatcher)
- dispatcher->OnWindowTransformed(this, contained_mouse);
+ FOR_EACH_OBSERVER(WindowObserver, observers_,
+ OnWindowTransforming(this));
+ layer()->SetTransform(transform);
+ FOR_EACH_OBSERVER(WindowObserver, observers_,
+ OnWindowTransformed(this));
}
void Window::SetLayoutManager(LayoutManager* layout_manager) {
layout_manager_->OnWindowAddedToLayout(*it);
}
+scoped_ptr<ui::EventTargeter>
+Window::SetEventTargeter(scoped_ptr<ui::EventTargeter> targeter) {
+ scoped_ptr<ui::EventTargeter> old_targeter = targeter_.Pass();
+ targeter_ = targeter.Pass();
+ return old_targeter.Pass();
+}
+
void Window::SetBounds(const gfx::Rect& new_bounds) {
if (parent_ && parent_->layout_manager())
parent_->layout_manager()->SetChildBounds(this, new_bounds);
- else
- SetBoundsInternal(new_bounds);
+ else {
+ // Ensure we don't go smaller than our minimum bounds.
+ gfx::Rect final_bounds(new_bounds);
+ if (delegate_) {
+ const gfx::Size& min_size = delegate_->GetMinimumSize();
+ final_bounds.set_width(std::max(min_size.width(), final_bounds.width()));
+ final_bounds.set_height(std::max(min_size.height(),
+ final_bounds.height()));
+ }
+ SetBoundsInternal(final_bounds);
+ }
}
void Window::SetBoundsInScreen(const gfx::Rect& new_bounds_in_screen,
}
gfx::Rect Window::GetTargetBounds() const {
- if (!layer_)
+ if (!layer())
return bounds();
- if (!parent_ || parent_->layer_)
- return layer_->GetTargetBounds();
+ if (!parent_ || parent_->layer())
+ return layer()->GetTargetBounds();
// We have a layer but our parent (who is valid) doesn't. This means the
// coordinates of the layer are relative to the first ancestor with a layer;
const aura::Window* ancestor_with_layer =
parent_->GetAncestorWithLayer(&offset);
if (!ancestor_with_layer)
- return layer_->GetTargetBounds();
+ return layer()->GetTargetBounds();
- gfx::Rect layer_target_bounds = layer_->GetTargetBounds();
+ gfx::Rect layer_target_bounds = layer()->GetTargetBounds();
layer_target_bounds -= offset;
return layer_target_bounds;
}
void Window::SchedulePaintInRect(const gfx::Rect& rect) {
- if (!layer_ && parent_) {
+ if (!layer() && parent_) {
// Notification of paint scheduled happens for the window with a layer.
gfx::Rect parent_rect(bounds().size());
parent_rect.Intersect(rect);
parent_rect.Offset(bounds().origin().OffsetFromOrigin());
parent_->SchedulePaintInRect(parent_rect);
}
- } else if (layer_ && layer_->SchedulePaint(rect)) {
+ } else if (layer() && layer()->SchedulePaint(rect)) {
FOR_EACH_OBSERVER(
WindowObserver, observers_, OnWindowPaintScheduled(this, rect));
}
gfx::Vector2d offset;
aura::Window* ancestor_with_layer = GetAncestorWithLayer(&offset);
+
+ child->parent_ = this;
+
if (ancestor_with_layer) {
offset += child->bounds().OffsetFromOrigin();
child->ReparentLayers(ancestor_with_layer->layer(), offset);
}
- child->parent_ = this;
-
children_.push_back(child);
if (layout_manager_)
layout_manager_->OnWindowAddedToLayout(child);
Window* root_window = GetRootWindow();
if (root_window && old_root != root_window) {
- root_window->GetDispatcher()->OnWindowAddedToRootWindow(child);
+ root_window->GetHost()->dispatcher()->OnWindowAddedToRootWindow(child);
child->NotifyAddedToRootWindow();
}
if (source->GetRootWindow() != target->GetRootWindow()) {
client::ScreenPositionClient* source_client =
client::GetScreenPositionClient(source->GetRootWindow());
- source_client->ConvertPointToScreen(source, point);
+ // |source_client| can be NULL in tests.
+ if (source_client)
+ source_client->ConvertPointToScreen(source, point);
client::ScreenPositionClient* target_client =
client::GetScreenPositionClient(target->GetRootWindow());
- target_client->ConvertPointFromScreen(target, point);
- } else if ((source != target) && (!source->layer_ || !target->layer_)) {
- if (!source->layer_) {
+ // |target_client| can be NULL in tests.
+ if (target_client)
+ target_client->ConvertPointFromScreen(target, point);
+ } else if ((source != target) && (!source->layer() || !target->layer())) {
+ if (!source->layer()) {
gfx::Vector2d offset_to_layer;
source = source->GetAncestorWithLayer(&offset_to_layer);
*point += offset_to_layer;
}
- if (!target->layer_) {
+ if (!target->layer()) {
gfx::Vector2d offset_to_layer;
target = target->GetAncestorWithLayer(&offset_to_layer);
*point -= offset_to_layer;
}
- ui::Layer::ConvertPointToLayer(source->layer_, target->layer_, point);
+ ui::Layer::ConvertPointToLayer(source->layer(), target->layer(), point);
} else {
- ui::Layer::ConvertPointToLayer(source->layer_, target->layer_, point);
+ ui::Layer::ConvertPointToLayer(source->layer(), target->layer(), point);
}
}
+// static
+void Window::ConvertRectToTarget(const Window* source,
+ const Window* target,
+ gfx::Rect* rect) {
+ DCHECK(rect);
+ gfx::Point origin = rect->origin();
+ ConvertPointToTarget(source, target, &origin);
+ rect->set_origin(origin);
+}
+
void Window::MoveCursorTo(const gfx::Point& point_in_window) {
Window* root_window = GetRootWindow();
DCHECK(root_window);
gfx::Point point_in_root(point_in_window);
ConvertPointToTarget(this, root_window, &point_in_root);
- root_window->GetDispatcher()->MoveCursorTo(point_in_root);
+ root_window->GetHost()->MoveCursorTo(point_in_root);
}
gfx::NativeCursor Window::GetCursor(const gfx::Point& point) const {
return delegate_ ? delegate_->GetCursor(point) : gfx::kNullCursor;
}
-void Window::SetEventFilter(ui::EventHandler* event_filter) {
- if (event_filter_)
- RemovePreTargetHandler(event_filter_.get());
- event_filter_.reset(event_filter);
- if (event_filter)
- AddPreTargetHandler(event_filter);
-}
-
void Window::AddObserver(WindowObserver* observer) {
+ observer->OnObservingWindow(this);
observers_.AddObserver(observer);
}
void Window::RemoveObserver(WindowObserver* observer) {
+ observer->OnUnobservingWindow(this);
observers_.RemoveObserver(observer);
}
return gfx::Rect(bounds().size()).Contains(local_point);
}
-bool Window::HitTest(const gfx::Point& local_point) {
- // Expand my bounds for hit testing (override is usually zero but it's
- // probably cheaper to do the math every time than to branch).
- gfx::Rect local_bounds(gfx::Point(), bounds().size());
- local_bounds.Inset(aura::Env::GetInstance()->is_touch_down() ?
- hit_test_bounds_override_outer_touch_ :
- hit_test_bounds_override_outer_mouse_);
-
- if (!delegate_ || !delegate_->HasHitTestMask())
- return local_bounds.Contains(local_point);
-
- gfx::Path mask;
- delegate_->GetHitTestMask(&mask);
-
- SkRegion clip_region;
- clip_region.setRect(local_bounds.x(), local_bounds.y(),
- local_bounds.width(), local_bounds.height());
- SkRegion mask_region;
- return mask_region.setPath(mask, clip_region) &&
- mask_region.contains(local_point.x(), local_point.y());
-}
-
Window* Window::GetEventHandlerForPoint(const gfx::Point& local_point) {
return GetWindowForPoint(local_point, true, true);
}
}
bool Window::CanFocus() const {
- if (dispatcher_)
+ if (IsRootWindow())
return IsVisible();
// NOTE: as part of focusing the window the ActivationClient may make the
}
bool Window::CanReceiveEvents() const {
- if (dispatcher_)
+ if (IsRootWindow())
return IsVisible();
// The client may forbid certain windows from receiving events at a given
Window* root_window = GetRootWindow();
if (!root_window)
return;
+ client::CaptureClient* capture_client = client::GetCaptureClient(root_window);
+ if (!capture_client)
+ return;
client::GetCaptureClient(root_window)->SetCapture(this);
}
Window* root_window = GetRootWindow();
if (!root_window)
return;
+ client::CaptureClient* capture_client = client::GetCaptureClient(root_window);
+ if (!capture_client)
+ return;
client::GetCaptureClient(root_window)->ReleaseCapture(this);
}
}
void Window::SuppressPaint() {
- if (layer_)
- layer_->SuppressPaint();
+ if (layer())
+ layer()->SuppressPaint();
}
// {Set,Get,Clear}Property are implemented in window_property.h.
void Window::OnDeviceScaleFactorChanged(float device_scale_factor) {
ScopedCursorHider hider(this);
- if (dispatcher_)
- dispatcher_->host()->OnDeviceScaleFactorChanged(device_scale_factor);
if (delegate_)
delegate_->OnDeviceScaleFactorChanged(device_scale_factor);
}
name().empty() ? "Unknown" : name().c_str(), id(),
bounds().x(), bounds().y(), bounds().width(), bounds().height(),
visible_ ? "WindowVisible" : "WindowHidden",
- layer_ ?
- (layer_->GetTargetVisibility() ? "LayerVisible" : "LayerHidden") :
+ layer() ?
+ (layer()->GetTargetVisibility() ? "LayerVisible" : "LayerHidden") :
"NoLayer",
- layer_ ? layer_->opacity() : 1.0f);
+ layer() ? layer()->opacity() : 1.0f);
}
void Window::PrintWindowHierarchy(int depth) const {
return iter->second.value;
}
-void Window::SetBoundsInternal(const gfx::Rect& new_bounds) {
- gfx::Rect actual_new_bounds(new_bounds);
+bool Window::HitTest(const gfx::Point& local_point) {
+ gfx::Rect local_bounds(bounds().size());
+ if (!delegate_ || !delegate_->HasHitTestMask())
+ return local_bounds.Contains(local_point);
- // Ensure we don't go smaller than our minimum bounds.
- if (delegate_) {
- const gfx::Size& min_size = delegate_->GetMinimumSize();
- actual_new_bounds.set_width(
- std::max(min_size.width(), actual_new_bounds.width()));
- actual_new_bounds.set_height(
- std::max(min_size.height(), actual_new_bounds.height()));
- }
+ gfx::Path mask;
+ delegate_->GetHitTestMask(&mask);
+
+ SkRegion clip_region;
+ clip_region.setRect(local_bounds.x(), local_bounds.y(),
+ local_bounds.width(), local_bounds.height());
+ SkRegion mask_region;
+ return mask_region.setPath(mask, clip_region) &&
+ mask_region.contains(local_point.x(), local_point.y());
+}
+void Window::SetBoundsInternal(const gfx::Rect& new_bounds) {
+ gfx::Rect actual_new_bounds(new_bounds);
gfx::Rect old_bounds = GetTargetBounds();
// Always need to set the layer's bounds -- even if it is to the same thing.
// This may cause important side effects such as stopping animation.
- if (!layer_) {
+ if (!layer()) {
const gfx::Vector2d origin_delta = new_bounds.OffsetFromOrigin() -
bounds_.OffsetFromOrigin();
bounds_ = new_bounds;
OffsetLayerBounds(origin_delta);
} else {
- if (parent_ && !parent_->layer_) {
+ if (parent_ && !parent_->layer()) {
gfx::Vector2d offset;
const aura::Window* ancestor_with_layer =
parent_->GetAncestorWithLayer(&offset);
if (ancestor_with_layer)
actual_new_bounds.Offset(offset);
}
- layer_->SetBounds(actual_new_bounds);
+ layer()->SetBounds(actual_new_bounds);
}
// If we are currently not the layer's delegate, we will not get bounds
// changed notification from the layer (this typically happens after animating
// hidden). We must notify ourselves.
- if (!layer_ || layer_->delegate() != this)
- OnWindowBoundsChanged(old_bounds, ContainsMouse());
+ if (!layer() || layer()->delegate() != this)
+ OnWindowBoundsChanged(old_bounds);
}
void Window::SetVisible(bool visible) {
- if ((layer_ && visible == layer_->GetTargetVisibility()) ||
- (!layer_ && visible == visible_))
+ if ((layer() && visible == layer()->GetTargetVisibility()) ||
+ (!layer() && visible == visible_))
return; // No change.
FOR_EACH_OBSERVER(WindowObserver, observers_,
OnWindowVisibilityChanging(this, visible));
- WindowEventDispatcher* dispatcher = GetDispatcher();
- if (dispatcher)
- dispatcher->DispatchMouseExitToHidingWindow(this);
-
client::VisibilityClient* visibility_client =
client::GetVisibilityClient(this);
if (visibility_client)
visibility_client->UpdateLayerVisibility(this, visible);
- else if (layer_)
- layer_->SetVisible(visible);
+ else if (layer())
+ layer()->SetVisible(visible);
visible_ = visible;
SchedulePaint();
if (parent_ && parent_->layout_manager_)
delegate_->OnWindowTargetVisibilityChanged(visible);
NotifyWindowVisibilityChanged(this, visible);
-
- if (dispatcher)
- dispatcher->OnWindowVisibilityChanged(this, visible);
}
void Window::SchedulePaint() {
void Window::PaintLayerlessChildren(gfx::Canvas* canvas) {
for (size_t i = 0, count = children_.size(); i < count; ++i) {
Window* child = children_[i];
- if (!child->layer_ && child->visible_) {
+ if (!child->layer() && child->visible_) {
gfx::ScopedCanvas scoped_canvas(canvas);
- if (canvas->ClipRect(child->bounds())) {
+ canvas->ClipRect(child->bounds());
+ if (!canvas->IsClipEmpty()) {
canvas->Translate(child->bounds().OffsetFromOrigin());
child->Paint(canvas);
}
FOR_EACH_OBSERVER(WindowObserver, observers_, OnWillRemoveWindow(child));
Window* root_window = child->GetRootWindow();
Window* new_root_window = new_parent ? new_parent->GetRootWindow() : NULL;
- if (root_window && root_window != new_root_window) {
- root_window->GetDispatcher()->OnWindowRemovedFromRootWindow(
- child, new_root_window);
- child->NotifyRemovingFromRootWindow();
- }
+ if (root_window && root_window != new_root_window)
+ child->NotifyRemovingFromRootWindow(new_root_window);
gfx::Vector2d offset;
GetAncestorWithLayer(&offset);
- child->UnparentLayers(!layer_, offset);
+ child->UnparentLayers(!layer(), offset);
child->parent_ = NULL;
Windows::iterator i = std::find(children_.begin(), children_.end(), child);
DCHECK(i != children_.end());
void Window::UnparentLayers(bool has_layerless_ancestor,
const gfx::Vector2d& offset) {
- if (!layer_) {
+ if (!layer()) {
const gfx::Vector2d new_offset = offset + bounds().OffsetFromOrigin();
for (size_t i = 0; i < children_.size(); ++i) {
children_[i]->UnparentLayers(true, new_offset);
// Only remove the layer if we still own it. Someone else may have acquired
// ownership of it via AcquireLayer() and may expect the hierarchy to go
// unchanged as the Window is destroyed.
- if (layer_owner_) {
- if (layer_->parent())
- layer_->parent()->Remove(layer_);
+ if (OwnsLayer()) {
+ if (layer()->parent())
+ layer()->parent()->Remove(layer());
if (has_layerless_ancestor) {
const gfx::Rect real_bounds(bounds_);
- gfx::Rect layer_bounds(layer_->bounds());
+ gfx::Rect layer_bounds(layer()->bounds());
layer_bounds.Offset(-offset);
- layer_->SetBounds(layer_bounds);
+ layer()->SetBounds(layer_bounds);
bounds_ = real_bounds;
}
}
void Window::ReparentLayers(ui::Layer* parent_layer,
const gfx::Vector2d& offset) {
- if (!layer_) {
+ if (!layer()) {
for (size_t i = 0; i < children_.size(); ++i) {
children_[i]->ReparentLayers(
parent_layer,
}
} else {
const gfx::Rect real_bounds(bounds());
- parent_layer->Add(layer_);
- gfx::Rect layer_bounds(layer_->bounds().size());
+ parent_layer->Add(layer());
+ gfx::Rect layer_bounds(layer()->bounds().size());
layer_bounds += offset;
- layer_->SetBounds(layer_bounds);
+ layer()->SetBounds(layer_bounds);
bounds_ = real_bounds;
}
}
void Window::OffsetLayerBounds(const gfx::Vector2d& offset) {
- if (!layer_) {
+ if (!layer()) {
for (size_t i = 0; i < children_.size(); ++i)
children_[i]->OffsetLayerBounds(offset);
} else {
- gfx::Rect layer_bounds(layer_->bounds());
+ gfx::Rect layer_bounds(layer()->bounds());
layer_bounds += offset;
- layer_->SetBounds(layer_bounds);
+ layer()->SetBounds(layer_bounds);
}
}
if (!ancestor_layer)
return;
- if (child->layer_ && target->layer_) {
+ if (child->layer() && target->layer()) {
if (direction == STACK_ABOVE)
- ancestor_layer->StackAbove(child->layer_, target->layer_);
+ ancestor_layer->StackAbove(child->layer(), target->layer());
else
- ancestor_layer->StackBelow(child->layer_, target->layer_);
+ ancestor_layer->StackBelow(child->layer(), target->layer());
return;
}
typedef std::vector<ui::Layer*> Layers;
FOR_EACH_OBSERVER(WindowObserver, observers_, OnWindowStackingChanged(this));
}
-void Window::NotifyRemovingFromRootWindow() {
+void Window::NotifyRemovingFromRootWindow(Window* new_root) {
FOR_EACH_OBSERVER(WindowObserver, observers_,
- OnWindowRemovingFromRootWindow(this));
+ OnWindowRemovingFromRootWindow(this, new_root));
for (Window::Windows::const_iterator it = children_.begin();
it != children_.end(); ++it) {
- (*it)->NotifyRemovingFromRootWindow();
+ (*it)->NotifyRemovingFromRootWindow(new_root);
}
}
}
}
-void Window::OnWindowBoundsChanged(const gfx::Rect& old_bounds,
- bool contained_mouse) {
- if (layer_) {
- bounds_ = layer_->bounds();
- if (parent_ && !parent_->layer_) {
+void Window::OnWindowBoundsChanged(const gfx::Rect& old_bounds) {
+ if (layer()) {
+ bounds_ = layer()->bounds();
+ if (parent_ && !parent_->layer()) {
gfx::Vector2d offset;
aura::Window* ancestor_with_layer =
parent_->GetAncestorWithLayer(&offset);
FOR_EACH_OBSERVER(WindowObserver,
observers_,
OnWindowBoundsChanged(this, old_bounds, bounds()));
- WindowEventDispatcher* dispatcher = GetDispatcher();
- if (dispatcher)
- dispatcher->OnWindowBoundsChanged(this, contained_mouse);
+}
+
+bool Window::CleanupGestureState() {
+ bool state_modified = false;
+ state_modified |= ui::GestureRecognizer::Get()->CancelActiveTouches(this);
+ state_modified |=
+ ui::GestureRecognizer::Get()->CleanupStateForConsumer(this);
+ for (Window::Windows::iterator iter = children_.begin();
+ iter != children_.end();
+ ++iter) {
+ state_modified |= (*iter)->CleanupGestureState();
+ }
+ return state_modified;
}
void Window::OnPaintLayer(gfx::Canvas* canvas) {
base::Closure Window::PrepareForLayerBoundsChange() {
return base::Bind(&Window::OnWindowBoundsChanged, base::Unretained(this),
- bounds(), ContainsMouse());
+ bounds());
}
bool Window::CanAcceptEvent(const ui::Event& event) {
return true;
// For located events (i.e. mouse, touch etc.), an assumption is made that
- // windows that don't have a delegate cannot process the event (see more in
- // GetWindowForPoint()). This assumption is not made for key events.
- return event.IsKeyEvent() || delegate_;
+ // windows that don't have a default event-handler cannot process the event
+ // (see more in GetWindowForPoint()). This assumption is not made for key
+ // events.
+ return event.IsKeyEvent() || target_handler();
}
ui::EventTarget* Window::GetParentTarget() {
- if (dispatcher_) {
+ if (IsRootWindow()) {
return client::GetEventClient(this) ?
client::GetEventClient(this)->GetToplevelEventTarget() :
Env::GetInstance();
static_cast<Window*>(target));
}
-void Window::UpdateLayerName(const std::string& name) {
+void Window::UpdateLayerName() {
#if !defined(NDEBUG)
- DCHECK(layer_);
+ DCHECK(layer());
std::string layer_name(name_);
if (layer_name.empty())
if (id_ != -1)
layer_name += " " + base::IntToString(id_);
- layer_->set_name(layer_name);
+ layer()->set_name(layer_name);
#endif
}
bool Window::ContainsMouse() {
bool contains_mouse = false;
if (IsVisible()) {
- WindowEventDispatcher* dispatcher = GetDispatcher();
- contains_mouse = dispatcher &&
- ContainsPointInRoot(dispatcher->GetLastMouseLocationInRoot());
+ WindowTreeHost* host = GetHost();
+ contains_mouse = host &&
+ ContainsPointInRoot(host->dispatcher()->GetLastMouseLocationInRoot());
}
return contains_mouse;
}
const Window* Window::GetAncestorWithLayer(gfx::Vector2d* offset) const {
for (const aura::Window* window = this; window; window = window->parent()) {
- if (window->layer_)
+ if (window->layer())
return window;
if (offset)
*offset += window->bounds().OffsetFromOrigin();