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Side by Side Diff: chrome/browser/ui/views/ash/window_positioner.cc

Issue 9969164: Ignoring alignment when it pushes a window out of the screen (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Moving align to grid functionality into WindowPositioner / WindowSizer Created 8 years, 8 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 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 "chrome/browser/ui/views/ash/window_positioner.h" 5 #include "chrome/browser/ui/views/ash/window_positioner.h"
6 6
7 #include "ash/shell.h" 7 #include "ash/shell.h"
8 #include "ash/wm/window_cycle_controller.h" 8 #include "ash/wm/window_cycle_controller.h"
9 #include "ash/wm/window_util.h" 9 #include "ash/wm/window_util.h"
10 #include "ui/aura/window.h" 10 #include "ui/aura/window.h"
(...skipping 37 matching lines...) Expand 10 before | Expand all | Expand 10 after
48 aura::Window* window = ash::wm::GetActiveWindow(); 48 aura::Window* window = ash::wm::GetActiveWindow();
49 const gfx::Rect work_area = window && window->IsVisible() ? 49 const gfx::Rect work_area = window && window->IsVisible() ?
50 gfx::Screen::GetMonitorWorkAreaNearestWindow(window) : 50 gfx::Screen::GetMonitorWorkAreaNearestWindow(window) :
51 gfx::Screen::GetPrimaryMonitorWorkArea(); 51 gfx::Screen::GetPrimaryMonitorWorkArea();
52 // Only try to reposition the popup when it is not spanning the entire 52 // Only try to reposition the popup when it is not spanning the entire
53 // screen. 53 // screen.
54 if ((old_pos.width() + popup_position_offset_from_screen_corner_x >= 54 if ((old_pos.width() + popup_position_offset_from_screen_corner_x >=
55 work_area.width()) || 55 work_area.width()) ||
56 (old_pos.height() + popup_position_offset_from_screen_corner_y >= 56 (old_pos.height() + popup_position_offset_from_screen_corner_y >=
57 work_area.height())) 57 work_area.height()))
58 return old_pos; 58 return AlignPopupPosition(old_pos, work_area, grid);
59 const gfx::Rect result = SmartPopupPosition(old_pos, work_area); 59 const gfx::Rect result = SmartPopupPosition(old_pos, work_area, grid);
60 if (!result.IsEmpty()) 60 if (!result.IsEmpty())
61 return result; 61 return AlignPopupPosition(result, work_area, grid);
62 return NormalPopupPosition(old_pos, work_area); 62 return NormalPopupPosition(old_pos, work_area);
63 } 63 }
64 64
65 gfx::Rect WindowPositioner::NormalPopupPosition( 65 gfx::Rect WindowPositioner::NormalPopupPosition(
66 const gfx::Rect& old_pos, 66 const gfx::Rect& old_pos,
67 const gfx::Rect& work_area) { 67 const gfx::Rect& work_area) {
68 int w = old_pos.width(); 68 int w = old_pos.width();
69 int h = old_pos.height(); 69 int h = old_pos.height();
70 // Note: The 'last_popup_position' is checked and kept relative to the 70 // Note: The 'last_popup_position' is checked and kept relative to the
71 // screen size. The offsetting will be done in the last step when the 71 // screen size. The offsetting will be done in the last step when the
(...skipping 18 matching lines...) Expand all
90 int y = last_popup_position_y_; 90 int y = last_popup_position_y_;
91 if (!reset) { 91 if (!reset) {
92 last_popup_position_x_ += pop_position_offset_increment_x; 92 last_popup_position_x_ += pop_position_offset_increment_x;
93 last_popup_position_y_ += pop_position_offset_increment_y; 93 last_popup_position_y_ += pop_position_offset_increment_y;
94 } 94 }
95 return gfx::Rect(x + work_area.x(), y + work_area.y(), w, h); 95 return gfx::Rect(x + work_area.x(), y + work_area.y(), w, h);
96 } 96 }
97 97
98 gfx::Rect WindowPositioner::SmartPopupPosition( 98 gfx::Rect WindowPositioner::SmartPopupPosition(
99 const gfx::Rect& old_pos, 99 const gfx::Rect& old_pos,
100 const gfx::Rect& work_area) { 100 const gfx::Rect& work_area,
101 int grid) {
101 const std::vector<aura::Window*> windows = 102 const std::vector<aura::Window*> windows =
102 ash::WindowCycleController::BuildWindowList(); 103 ash::WindowCycleController::BuildWindowList();
103 104
104 std::vector<const gfx::Rect*> regions; 105 std::vector<const gfx::Rect*> regions;
105 // Process the window list and check if we can bail immediately. 106 // Process the window list and check if we can bail immediately.
106 for (size_t i = 0; i < windows.size(); i++) { 107 for (size_t i = 0; i < windows.size(); i++) {
107 // We only include opaque and visible windows. 108 // We only include opaque and visible windows.
108 if (windows[i] && windows[i]->IsVisible() && windows[i]->layer() && 109 if (windows[i] && windows[i]->IsVisible() && windows[i]->layer() &&
109 (!windows[i]->transparent() || 110 (!windows[i]->transparent() ||
110 windows[i]->layer()->GetTargetOpacity() == 1.0)) { 111 windows[i]->layer()->GetTargetOpacity() == 1.0)) {
(...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after
143 } 144 }
144 // Note: The passing (x,y,w,h) window is always relative to the work area's 145 // Note: The passing (x,y,w,h) window is always relative to the work area's
145 // origin. 146 // origin.
146 for (; x_increment > 0 ? (x < x_end) : (x > x_end); x += x_increment) { 147 for (; x_increment > 0 ? (x < x_end) : (x > x_end); x += x_increment) {
147 int y = 0; 148 int y = 0;
148 while (y + h <= work_area.height()) { 149 while (y + h <= work_area.height()) {
149 size_t i; 150 size_t i;
150 for (i = 0; i < regions.size(); i++) { 151 for (i = 0; i < regions.size(); i++) {
151 if (regions[i]->Intersects(gfx::Rect(x + work_area.x(), 152 if (regions[i]->Intersects(gfx::Rect(x + work_area.x(),
152 y + work_area.y(), w, h))) { 153 y + work_area.y(), w, h))) {
153 y = regions[i]->y() + regions[i]->height() - work_area.y(); 154 y = regions[i]->bottom() - work_area.y();
155 // Align to the next 'full' grid step.
156 if (grid > 1) {
157 // Align to the grid.
158 y += (grid - (y + grid - 1) % grid) % grid;
sky 2012/04/13 19:44:02 I don't understand this code. I'm sure I missing s
Mr4D (OOO till 08-26) 2012/04/13 20:47:39 y / grid * grid: Certainly not. The compiler (wind
sky 2012/04/13 21:42:03 That sounds like a compiler bug, we have code like
Mr4D (OOO till 08-26) 2012/04/13 22:33:48 It is not exactly a compiler bug - it is a behavio
159 }
154 break; 160 break;
155 } 161 }
156 } 162 }
157 if (i >= regions.size()) 163 if (i >= regions.size())
158 return gfx::Rect(x + work_area.x(), y + work_area.y(), w, h); 164 return gfx::Rect(x + work_area.x(), y + work_area.y(), w, h);
159 } 165 }
160 } 166 }
161 } 167 }
162 return gfx::Rect(0, 0, 0, 0); 168 return gfx::Rect(0, 0, 0, 0);
163 } 169 }
170
171 gfx::Rect WindowPositioner::AlignPopupPosition(
172 const gfx::Rect& pos,
173 const gfx::Rect& work_space,
174 int grid) {
175 if (grid <= 1)
176 return pos;
177
178 int x = pos.x() - (pos.x() - work_space.x()) % grid;
179 int y = pos.y() - (pos.y() - work_space.y()) % grid;
180 int w = pos.width();
181 int h = pos.height();
182
183 // If the alignment was pushing the window out of the screen, we ignore the
184 // alignment for that call.
185 if (abs(pos.right() - work_space.right()) < grid) {
sky 2012/04/13 19:44:02 nit: no {} here and 188
Mr4D (OOO till 08-26) 2012/04/13 20:47:39 Done.
186 x = work_space.right() - w;
187 }
188 if (abs(pos.bottom() - work_space.bottom()) < grid) {
189 y = work_space.bottom() - h;
190 }
191 return gfx::Rect(x, y, w, h);
192 }
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