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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "ui/aura/window.h" | 5 #include "ui/aura/window.h" |
6 | 6 |
7 #include <algorithm> | 7 #include <algorithm> |
8 | 8 |
9 #include "base/logging.h" | 9 #include "base/logging.h" |
10 #include "ui/aura/desktop.h" | 10 #include "ui/aura/desktop.h" |
11 #include "ui/aura/event.h" | 11 #include "ui/aura/event.h" |
12 #include "ui/aura/event_filter.h" | 12 #include "ui/aura/event_filter.h" |
13 #include "ui/aura/focus_manager.h" | 13 #include "ui/aura/focus_manager.h" |
14 #include "ui/aura/layout_manager.h" | 14 #include "ui/aura/layout_manager.h" |
15 #include "ui/aura/window_delegate.h" | 15 #include "ui/aura/window_delegate.h" |
16 #include "ui/gfx/canvas_skia.h" | 16 #include "ui/gfx/canvas_skia.h" |
17 #include "ui/gfx/compositor/compositor.h" | 17 #include "ui/gfx/compositor/compositor.h" |
18 #include "ui/gfx/compositor/layer.h" | 18 #include "ui/gfx/compositor/layer.h" |
19 | 19 |
20 namespace aura { | 20 namespace aura { |
21 | 21 |
| 22 using internal::RootWindow; |
| 23 |
22 Window::Window(WindowDelegate* delegate) | 24 Window::Window(WindowDelegate* delegate) |
23 : delegate_(delegate), | 25 : delegate_(delegate), |
24 visibility_(VISIBILITY_HIDDEN), | 26 visibility_(VISIBILITY_HIDDEN), |
25 parent_(NULL), | 27 parent_(NULL), |
26 id_(-1), | 28 id_(-1), |
27 user_data_(NULL) { | 29 user_data_(NULL) { |
28 } | 30 } |
29 | 31 |
30 Window::~Window() { | 32 Window::~Window() { |
31 // Let the delegate know we're in the processing of destroying. | 33 // Let the delegate know we're in the processing of destroying. |
32 if (delegate_) | 34 if (delegate_) |
33 delegate_->OnWindowDestroying(); | 35 delegate_->OnWindowDestroying(); |
34 | 36 |
35 // Update the FocusManager in case we were focused. This must be done before | 37 // Let the root know so that it can remove any references to us. |
36 // we are removed from the hierarchy otherwise we won't be able to find the | 38 RootWindow* root = GetRoot(); |
37 // FocusManager. | 39 if (root) |
38 internal::FocusManager* focus_manager = GetFocusManager(); | 40 root->WindowDestroying(this); |
39 if (focus_manager && focus_manager->focused_window() == this) | |
40 focus_manager->SetFocusedWindow(NULL); | |
41 | 41 |
42 // Then destroy the children. | 42 // Then destroy the children. |
43 while (!children_.empty()) { | 43 while (!children_.empty()) { |
44 Window* child = children_[0]; | 44 Window* child = children_[0]; |
45 delete child; | 45 delete child; |
46 // Deleting the child so remove it from out children_ list. | 46 // Deleting the child so remove it from out children_ list. |
47 DCHECK(std::find(children_.begin(), children_.end(), child) == | 47 DCHECK(std::find(children_.begin(), children_.end(), child) == |
48 children_.end()); | 48 children_.end()); |
49 } | 49 } |
50 // And let the delegate do any post cleanup. | 50 // And let the delegate do any post cleanup. |
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63 } | 63 } |
64 | 64 |
65 void Window::SetVisibility(Visibility visibility) { | 65 void Window::SetVisibility(Visibility visibility) { |
66 if (visibility_ == visibility) | 66 if (visibility_ == visibility) |
67 return; | 67 return; |
68 | 68 |
69 visibility_ = visibility; | 69 visibility_ = visibility; |
70 layer_->set_visible(visibility_ != VISIBILITY_HIDDEN); | 70 layer_->set_visible(visibility_ != VISIBILITY_HIDDEN); |
71 if (layer_->visible()) | 71 if (layer_->visible()) |
72 SchedulePaint(); | 72 SchedulePaint(); |
| 73 if (visibility_ != VISIBILITY_SHOWN) |
| 74 ReleaseCapture(); |
73 } | 75 } |
74 | 76 |
75 void Window::SetLayoutManager(LayoutManager* layout_manager) { | 77 void Window::SetLayoutManager(LayoutManager* layout_manager) { |
76 layout_manager_.reset(layout_manager); | 78 layout_manager_.reset(layout_manager); |
77 } | 79 } |
78 | 80 |
79 void Window::SetBounds(const gfx::Rect& bounds, int anim_ms) { | 81 void Window::SetBounds(const gfx::Rect& bounds, int anim_ms) { |
80 // TODO: support anim_ms | 82 // TODO: support anim_ms |
81 // TODO: funnel this through the Desktop. | 83 // TODO: funnel this through the Desktop. |
82 bool was_move = bounds_.size() == bounds.size(); | 84 bool was_move = bounds_.size() == bounds.size(); |
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192 return handler; | 194 return handler; |
193 } | 195 } |
194 } | 196 } |
195 return delegate_ ? this : NULL; | 197 return delegate_ ? this : NULL; |
196 } | 198 } |
197 | 199 |
198 internal::FocusManager* Window::GetFocusManager() { | 200 internal::FocusManager* Window::GetFocusManager() { |
199 return parent_ ? parent_->GetFocusManager() : NULL; | 201 return parent_ ? parent_->GetFocusManager() : NULL; |
200 } | 202 } |
201 | 203 |
| 204 void Window::SetCapture() { |
| 205 if (visibility_ != VISIBILITY_SHOWN) |
| 206 return; |
| 207 |
| 208 RootWindow* root = GetRoot(); |
| 209 if (!root) |
| 210 return; |
| 211 |
| 212 root->SetCapture(this); |
| 213 } |
| 214 |
| 215 void Window::ReleaseCapture() { |
| 216 RootWindow* root = GetRoot(); |
| 217 if (!root) |
| 218 return; |
| 219 |
| 220 root->ReleaseCapture(this); |
| 221 } |
| 222 |
| 223 bool Window::HasCapture() { |
| 224 RootWindow* root = GetRoot(); |
| 225 return root && root->capture_window() == this; |
| 226 } |
| 227 |
| 228 internal::RootWindow* Window::GetRoot() { |
| 229 return parent_ ? parent_->GetRoot() : NULL; |
| 230 } |
| 231 |
202 void Window::SchedulePaint() { | 232 void Window::SchedulePaint() { |
203 SchedulePaintInRect(gfx::Rect(0, 0, bounds_.width(), bounds_.height())); | 233 SchedulePaintInRect(gfx::Rect(0, 0, bounds_.width(), bounds_.height())); |
204 } | 234 } |
205 | 235 |
206 void Window::OnPaintLayer(gfx::Canvas* canvas) { | 236 void Window::OnPaintLayer(gfx::Canvas* canvas) { |
207 delegate_->OnPaint(canvas); | 237 delegate_->OnPaint(canvas); |
208 } | 238 } |
209 | 239 |
210 } // namespace aura | 240 } // namespace aura |
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