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Side by Side Diff: ash/display/screen_position_controller.cc

Issue 1924703002: Rename gfx::Display/Screen to display::Display/Screen in ash (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 7 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 "ash/display/screen_position_controller.h" 5 #include "ash/display/screen_position_controller.h"
6 6
7 #include "ash/display/window_tree_host_manager.h" 7 #include "ash/display/window_tree_host_manager.h"
8 #include "ash/root_window_controller.h" 8 #include "ash/root_window_controller.h"
9 #include "ash/shell.h" 9 #include "ash/shell.h"
10 #include "ash/shell_window_ids.h" 10 #include "ash/shell_window_ids.h"
11 #include "ash/wm/common/window_state.h" 11 #include "ash/wm/common/window_state.h"
12 #include "ash/wm/system_modal_container_layout_manager.h" 12 #include "ash/wm/system_modal_container_layout_manager.h"
13 #include "ash/wm/window_properties.h" 13 #include "ash/wm/window_properties.h"
14 #include "ui/aura/client/capture_client.h" 14 #include "ui/aura/client/capture_client.h"
15 #include "ui/aura/client/focus_client.h" 15 #include "ui/aura/client/focus_client.h"
16 #include "ui/aura/window.h" 16 #include "ui/aura/window.h"
17 #include "ui/aura/window_event_dispatcher.h" 17 #include "ui/aura/window_event_dispatcher.h"
18 #include "ui/aura/window_tracker.h" 18 #include "ui/aura/window_tracker.h"
19 #include "ui/aura/window_tree_host.h" 19 #include "ui/aura/window_tree_host.h"
20 #include "ui/compositor/dip_util.h" 20 #include "ui/compositor/dip_util.h"
21 #include "ui/gfx/display.h" 21 #include "ui/display/display.h"
22 #include "ui/gfx/screen.h" 22 #include "ui/display/screen.h"
23 #include "ui/wm/core/window_util.h" 23 #include "ui/wm/core/window_util.h"
24 #include "ui/wm/public/activation_client.h" 24 #include "ui/wm/public/activation_client.h"
25 25
26 namespace ash { 26 namespace ash {
27 namespace { 27 namespace {
28 28
29 // Return true if the window or its ancestor has |kStayInSameRootWindowkey| 29 // Return true if the window or its ancestor has |kStayInSameRootWindowkey|
30 // property. 30 // property.
31 bool ShouldStayInSameRootWindow(const aura::Window* window) { 31 bool ShouldStayInSameRootWindow(const aura::Window* window) {
32 return window && (window->GetProperty(kStayInSameRootWindowKey) || 32 return window && (window->GetProperty(kStayInSameRootWindowKey) ||
33 ShouldStayInSameRootWindow(window->parent())); 33 ShouldStayInSameRootWindow(window->parent()));
34 } 34 }
35 35
36 // Move all transient children to |dst_root|, including the ones in 36 // Move all transient children to |dst_root|, including the ones in
37 // the child windows and transient children of the transient children. 37 // the child windows and transient children of the transient children.
38 void MoveAllTransientChildrenToNewRoot(const gfx::Display& display, 38 void MoveAllTransientChildrenToNewRoot(const display::Display& display,
39 aura::Window* window) { 39 aura::Window* window) {
40 aura::Window* dst_root = Shell::GetInstance() 40 aura::Window* dst_root = Shell::GetInstance()
41 ->window_tree_host_manager() 41 ->window_tree_host_manager()
42 ->GetRootWindowForDisplayId(display.id()); 42 ->GetRootWindowForDisplayId(display.id());
43 aura::Window::Windows transient_children = 43 aura::Window::Windows transient_children =
44 ::wm::GetTransientChildren(window); 44 ::wm::GetTransientChildren(window);
45 for (aura::Window::Windows::iterator iter = transient_children.begin(); 45 for (aura::Window::Windows::iterator iter = transient_children.begin();
46 iter != transient_children.end(); ++iter) { 46 iter != transient_children.end(); ++iter) {
47 aura::Window* transient_child = *iter; 47 aura::Window* transient_child = *iter;
48 int container_id = transient_child->parent()->id(); 48 int container_id = transient_child->parent()->id();
(...skipping 67 matching lines...) Expand 10 before | Expand all | Expand 10 after
116 *target_root = root_window; 116 *target_root = root_window;
117 *point = point_in_root; 117 *point = point_in_root;
118 } 118 }
119 119
120 void ScreenPositionController::ConvertPointToScreen( 120 void ScreenPositionController::ConvertPointToScreen(
121 const aura::Window* window, 121 const aura::Window* window,
122 gfx::Point* point) { 122 gfx::Point* point) {
123 const aura::Window* root = window->GetRootWindow(); 123 const aura::Window* root = window->GetRootWindow();
124 aura::Window::ConvertPointToTarget(window, root, point); 124 aura::Window::ConvertPointToTarget(window, root, point);
125 const gfx::Point display_origin = 125 const gfx::Point display_origin =
126 gfx::Screen::GetScreen() 126 display::Screen::GetScreen()
127 ->GetDisplayNearestWindow(const_cast<aura::Window*>(root)) 127 ->GetDisplayNearestWindow(const_cast<aura::Window*>(root))
128 .bounds() 128 .bounds()
129 .origin(); 129 .origin();
130 point->Offset(display_origin.x(), display_origin.y()); 130 point->Offset(display_origin.x(), display_origin.y());
131 } 131 }
132 132
133 void ScreenPositionController::ConvertPointFromScreen( 133 void ScreenPositionController::ConvertPointFromScreen(
134 const aura::Window* window, 134 const aura::Window* window,
135 gfx::Point* point) { 135 gfx::Point* point) {
136 const aura::Window* root = window->GetRootWindow(); 136 const aura::Window* root = window->GetRootWindow();
137 const gfx::Point display_origin = 137 const gfx::Point display_origin =
138 gfx::Screen::GetScreen() 138 display::Screen::GetScreen()
139 ->GetDisplayNearestWindow(const_cast<aura::Window*>(root)) 139 ->GetDisplayNearestWindow(const_cast<aura::Window*>(root))
140 .bounds() 140 .bounds()
141 .origin(); 141 .origin();
142 point->Offset(-display_origin.x(), -display_origin.y()); 142 point->Offset(-display_origin.x(), -display_origin.y());
143 aura::Window::ConvertPointToTarget(root, window, point); 143 aura::Window::ConvertPointToTarget(root, window, point);
144 } 144 }
145 145
146 void ScreenPositionController::ConvertHostPointToScreen( 146 void ScreenPositionController::ConvertHostPointToScreen(
147 aura::Window* root_window, 147 aura::Window* root_window,
148 gfx::Point* point) { 148 gfx::Point* point) {
149 aura::Window* root = root_window->GetRootWindow(); 149 aura::Window* root = root_window->GetRootWindow();
150 aura::Window* target_root = nullptr; 150 aura::Window* target_root = nullptr;
151 ConvertHostPointToRelativeToRootWindow(root, Shell::GetAllRootWindows(), 151 ConvertHostPointToRelativeToRootWindow(root, Shell::GetAllRootWindows(),
152 point, &target_root); 152 point, &target_root);
153 ConvertPointToScreen(target_root, point); 153 ConvertPointToScreen(target_root, point);
154 } 154 }
155 155
156 void ScreenPositionController::SetBounds(aura::Window* window, 156 void ScreenPositionController::SetBounds(aura::Window* window,
157 const gfx::Rect& bounds, 157 const gfx::Rect& bounds,
158 const gfx::Display& display) { 158 const display::Display& display) {
159 DCHECK_NE(-1, display.id()); 159 DCHECK_NE(-1, display.id());
160 if (!window->parent()->GetProperty(kUsesScreenCoordinatesKey)) { 160 if (!window->parent()->GetProperty(kUsesScreenCoordinatesKey)) {
161 window->SetBounds(bounds); 161 window->SetBounds(bounds);
162 return; 162 return;
163 } 163 }
164 164
165 // Don't move a window to other root window if: 165 // Don't move a window to other root window if:
166 // a) the window is a transient window. It moves when its 166 // a) the window is a transient window. It moves when its
167 // transient_parent moves. 167 // transient_parent moves.
168 // b) if the window or its ancestor has kStayInSameRootWindowkey. It's 168 // b) if the window or its ancestor has kStayInSameRootWindowkey. It's
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220 activation_client->ActivateWindow(active); 220 activation_client->ActivateWindow(active);
221 } 221 }
222 // TODO(oshima): We should not have to update the bounds again 222 // TODO(oshima): We should not have to update the bounds again
223 // below in theory, but we currently do need as there is a code 223 // below in theory, but we currently do need as there is a code
224 // that assumes that the bounds will never be overridden by the 224 // that assumes that the bounds will never be overridden by the
225 // layout mananger. We should have more explicit control how 225 // layout mananger. We should have more explicit control how
226 // constraints are applied by the layout manager. 226 // constraints are applied by the layout manager.
227 } 227 }
228 } 228 }
229 gfx::Point origin(bounds.origin()); 229 gfx::Point origin(bounds.origin());
230 const gfx::Point display_origin = gfx::Screen::GetScreen() 230 const gfx::Point display_origin = display::Screen::GetScreen()
231 ->GetDisplayNearestWindow(window) 231 ->GetDisplayNearestWindow(window)
232 .bounds() 232 .bounds()
233 .origin(); 233 .origin();
234 origin.Offset(-display_origin.x(), -display_origin.y()); 234 origin.Offset(-display_origin.x(), -display_origin.y());
235 window->SetBounds(gfx::Rect(origin, bounds.size())); 235 window->SetBounds(gfx::Rect(origin, bounds.size()));
236 } 236 }
237 237
238 } // namespace ash 238 } // namespace ash
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