Chromium Code Reviews| OLD | NEW |
|---|---|
| 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_resizer.h" | |
| 9 #include "ash/wm/window_util.h" | 10 #include "ash/wm/window_util.h" |
| 10 #include "ui/aura/window.h" | 11 #include "ui/aura/window.h" |
| 11 #include "ui/aura/window_delegate.h" | 12 #include "ui/aura/window_delegate.h" |
| 12 #include "ui/gfx/compositor/layer.h" | 13 #include "ui/gfx/compositor/layer.h" |
| 13 #include "ui/gfx/screen.h" | 14 #include "ui/gfx/screen.h" |
| 14 | 15 |
| 15 WindowPositioner::WindowPositioner() | 16 WindowPositioner::WindowPositioner() |
| 16 : pop_position_offset_increment_x(0), | 17 : pop_position_offset_increment_x(0), |
| 17 pop_position_offset_increment_y(0), | 18 pop_position_offset_increment_y(0), |
| 18 popup_position_offset_from_screen_corner_x(0), | 19 popup_position_offset_from_screen_corner_x(0), |
| (...skipping 29 matching lines...) Expand all Loading... | |
| 48 aura::Window* window = ash::wm::GetActiveWindow(); | 49 aura::Window* window = ash::wm::GetActiveWindow(); |
| 49 const gfx::Rect work_area = window && window->IsVisible() ? | 50 const gfx::Rect work_area = window && window->IsVisible() ? |
| 50 gfx::Screen::GetMonitorWorkAreaNearestWindow(window) : | 51 gfx::Screen::GetMonitorWorkAreaNearestWindow(window) : |
| 51 gfx::Screen::GetPrimaryMonitorWorkArea(); | 52 gfx::Screen::GetPrimaryMonitorWorkArea(); |
| 52 // Only try to reposition the popup when it is not spanning the entire | 53 // Only try to reposition the popup when it is not spanning the entire |
| 53 // screen. | 54 // screen. |
| 54 if ((old_pos.width() + popup_position_offset_from_screen_corner_x >= | 55 if ((old_pos.width() + popup_position_offset_from_screen_corner_x >= |
| 55 work_area.width()) || | 56 work_area.width()) || |
| 56 (old_pos.height() + popup_position_offset_from_screen_corner_y >= | 57 (old_pos.height() + popup_position_offset_from_screen_corner_y >= |
| 57 work_area.height())) | 58 work_area.height())) |
| 58 return old_pos; | 59 return AlignPopupPosition(old_pos, work_area, grid); |
| 59 const gfx::Rect result = SmartPopupPosition(old_pos, work_area); | 60 const gfx::Rect result = SmartPopupPosition(old_pos, work_area, grid); |
| 60 if (!result.IsEmpty()) | 61 if (!result.IsEmpty()) |
| 61 return result; | 62 return AlignPopupPosition(result, work_area, grid); |
| 62 return NormalPopupPosition(old_pos, work_area); | 63 return NormalPopupPosition(old_pos, work_area); |
| 63 } | 64 } |
| 64 | 65 |
| 65 gfx::Rect WindowPositioner::NormalPopupPosition( | 66 gfx::Rect WindowPositioner::NormalPopupPosition( |
| 66 const gfx::Rect& old_pos, | 67 const gfx::Rect& old_pos, |
| 67 const gfx::Rect& work_area) { | 68 const gfx::Rect& work_area) { |
| 68 int w = old_pos.width(); | 69 int w = old_pos.width(); |
| 69 int h = old_pos.height(); | 70 int h = old_pos.height(); |
| 70 // Note: The 'last_popup_position' is checked and kept relative to the | 71 // 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 | 72 // screen size. The offsetting will be done in the last step when the |
| (...skipping 18 matching lines...) Expand all Loading... | |
| 90 int y = last_popup_position_y_; | 91 int y = last_popup_position_y_; |
| 91 if (!reset) { | 92 if (!reset) { |
| 92 last_popup_position_x_ += pop_position_offset_increment_x; | 93 last_popup_position_x_ += pop_position_offset_increment_x; |
| 93 last_popup_position_y_ += pop_position_offset_increment_y; | 94 last_popup_position_y_ += pop_position_offset_increment_y; |
| 94 } | 95 } |
| 95 return gfx::Rect(x + work_area.x(), y + work_area.y(), w, h); | 96 return gfx::Rect(x + work_area.x(), y + work_area.y(), w, h); |
| 96 } | 97 } |
| 97 | 98 |
| 98 gfx::Rect WindowPositioner::SmartPopupPosition( | 99 gfx::Rect WindowPositioner::SmartPopupPosition( |
| 99 const gfx::Rect& old_pos, | 100 const gfx::Rect& old_pos, |
| 100 const gfx::Rect& work_area) { | 101 const gfx::Rect& work_area, |
| 102 int grid) { | |
| 101 const std::vector<aura::Window*> windows = | 103 const std::vector<aura::Window*> windows = |
| 102 ash::WindowCycleController::BuildWindowList(); | 104 ash::WindowCycleController::BuildWindowList(); |
| 103 | 105 |
| 104 std::vector<const gfx::Rect*> regions; | 106 std::vector<const gfx::Rect*> regions; |
| 105 // Process the window list and check if we can bail immediately. | 107 // Process the window list and check if we can bail immediately. |
| 106 for (size_t i = 0; i < windows.size(); i++) { | 108 for (size_t i = 0; i < windows.size(); i++) { |
| 107 // We only include opaque and visible windows. | 109 // We only include opaque and visible windows. |
| 108 if (windows[i] && windows[i]->IsVisible() && windows[i]->layer() && | 110 if (windows[i] && windows[i]->IsVisible() && windows[i]->layer() && |
| 109 (!windows[i]->transparent() || | 111 (!windows[i]->transparent() || |
| 110 windows[i]->layer()->GetTargetOpacity() == 1.0)) { | 112 windows[i]->layer()->GetTargetOpacity() == 1.0)) { |
| (...skipping 32 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
| 143 } | 145 } |
| 144 // Note: The passing (x,y,w,h) window is always relative to the work area's | 146 // Note: The passing (x,y,w,h) window is always relative to the work area's |
| 145 // origin. | 147 // origin. |
| 146 for (; x_increment > 0 ? (x < x_end) : (x > x_end); x += x_increment) { | 148 for (; x_increment > 0 ? (x < x_end) : (x > x_end); x += x_increment) { |
| 147 int y = 0; | 149 int y = 0; |
| 148 while (y + h <= work_area.height()) { | 150 while (y + h <= work_area.height()) { |
| 149 size_t i; | 151 size_t i; |
| 150 for (i = 0; i < regions.size(); i++) { | 152 for (i = 0; i < regions.size(); i++) { |
| 151 if (regions[i]->Intersects(gfx::Rect(x + work_area.x(), | 153 if (regions[i]->Intersects(gfx::Rect(x + work_area.x(), |
| 152 y + work_area.y(), w, h))) { | 154 y + work_area.y(), w, h))) { |
| 153 y = regions[i]->y() + regions[i]->height() - work_area.y(); | 155 y = regions[i]->bottom() - work_area.y(); |
| 156 if (grid > 1) { | |
| 157 // Align to the (next) grid step. | |
| 158 y = ash::WindowResizer::AlignToGridRoundUp(y, grid); | |
| 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, | |
|
sky
2012/04/13 23:37:29
nit: work_space -> work_area. If you really want w
Mr4D (OOO till 08-26)
2012/04/14 00:19:45
Done.
| |
| 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) | |
| 186 x = work_space.right() - w; | |
| 187 if (abs(pos.bottom() - work_space.bottom()) < grid) | |
| 188 y = work_space.bottom() - h; | |
| 189 return gfx::Rect(x, y, w, h); | |
| 190 } | |
| OLD | NEW |