| Index: aura/window.cc
|
| diff --git a/aura/window.cc b/aura/window.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..41a4af263c297e75b7c9f02b7056ae9afcddf938
|
| --- /dev/null
|
| +++ b/aura/window.cc
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| @@ -0,0 +1,83 @@
|
| +// Copyright (c) 2011 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 "aura/window.h"
|
| +
|
| +#include "aura/desktop.h"
|
| +#include "aura/window_delegate.h"
|
| +#include "third_party/skia/include/core/SkCanvas.h"
|
| +#include "ui/gfx/compositor/compositor.h"
|
| +#include "ui/gfx/compositor/layer.h"
|
| +
|
| +namespace aura {
|
| +
|
| +// TODO: do we need to support child windows?
|
| +Window::Window(Desktop* desktop)
|
| + : desktop_(desktop),
|
| + delegate_(NULL),
|
| + visibility_(VISIBILITY_HIDDEN),
|
| + // TODO: Need to make layers lazily create the texture.
|
| + layer_(new ui::Layer(desktop->compositor())),
|
| + needs_paint_all_(true) {
|
| +}
|
| +
|
| +Window::~Window() {
|
| +}
|
| +
|
| +void Window::SetVisibility(Visibility visibility) {
|
| + if (visibility_ == visibility)
|
| + return;
|
| +
|
| + visibility_ = visibility;
|
| + if (visibility_ == VISIBILITY_SHOWN) {
|
| + // TODO: move to top of window stack?
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| + desktop_->AddWindow(this);
|
| + } else {
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| + // TODO: hide?
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| + desktop_->RemoveWindow(this);
|
| + }
|
| +}
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| +
|
| +void Window::SetBounds(const gfx::Rect& bounds, int anim_ms) {
|
| + // TODO: support anim_ms
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| + // TODO: funnel this through the Desktop.
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| + bounds_ = bounds;
|
| + layer_->set_bounds(bounds);
|
| +}
|
| +
|
| +void Window::SchedulePaint(const gfx::Rect& bounds) {
|
| + if (dirty_rect_.IsEmpty())
|
| + dirty_rect_ = bounds;
|
| + else
|
| + dirty_rect_ = dirty_rect_.Union(bounds);
|
| +}
|
| +
|
| +void Window::SetCanvas(const SkCanvas& canvas, const gfx::Point& origin) {
|
| + // TODO: figure out how this is going to work when animating the layer. In
|
| + // particular if we're animating the size then the underyling Texture is going
|
| + // to be unhappy if we try to set a texture on a size bigger than the size of
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| + // the texture.
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| + layer_->SetCanvas(canvas, origin);
|
| +}
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| +
|
| +void Window::Draw() {
|
| + if (visibility_ != VISIBILITY_HIDDEN)
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| + layer_->Draw();
|
| +}
|
| +
|
| +void Window::UpdateLayerCanvas() {
|
| + if (needs_paint_all_) {
|
| + needs_paint_all_ = false;
|
| + dirty_rect_ = gfx::Rect(0, 0, bounds().width(), bounds().height());
|
| + }
|
| + gfx::Rect dirty_rect = dirty_rect_.Intersect(
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| + gfx::Rect(0, 0, bounds().width(), bounds().height()));
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| + dirty_rect_.SetRect(0, 0, 0, 0);
|
| + if (dirty_rect.IsEmpty())
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| + return;
|
| + if (delegate_)
|
| + delegate_->OnPaint(dirty_rect);
|
| +}
|
| +
|
| +} // namespace aura
|
|
|