Chromium Code Reviews| Index: ash/wm/window_selector.cc |
| diff --git a/ash/wm/window_selector.cc b/ash/wm/window_selector.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..39e696455acebe17449849064e3d1fd0fa7cc36e |
| --- /dev/null |
| +++ b/ash/wm/window_selector.cc |
| @@ -0,0 +1,190 @@ |
| +// Copyright (c) 2013 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 "ash/wm/window_selector.h" |
| + |
| +#include <algorithm> |
| + |
| +#include "ash/screen_ash.h" |
| +#include "ash/shell.h" |
| +#include "ash/shell_window_ids.h" |
| +#include "ash/wm/window_selector_delegate.h" |
| +#include "ash/wm/window_util.h" |
| +#include "base/memory/scoped_ptr.h" |
| +#include "ui/aura/client/aura_constants.h" |
| +#include "ui/aura/root_window.h" |
| +#include "ui/aura/window.h" |
| +#include "ui/base/events/event.h" |
| +#include "ui/compositor/scoped_layer_animation_settings.h" |
| +#include "ui/gfx/interpolated_transform.h" |
| +#include "ui/gfx/transform_util.h" |
| +#include "ui/views/corewm/window_animations.h" |
| + |
| +namespace ash { |
| + |
| +namespace { |
| + |
| +const float kCardAspectRatio = 4.0f / 3.0f; |
| +const int kWindowMargin = 20; |
| +const int kMinCardsMajor = 3; |
| +const int kOverviewTransitionMilliseconds = 100; |
| + |
| +// Applies a transform to |window| to fit within |target_bounds| while |
| +// maintaining its aspect ratio. |
| +void TransformWindowToFitBounds(aura::Window* window, |
| + const gfx::Rect& target_bounds) { |
| + const gfx::Rect bounds = window->bounds(); |
| + float scale = std::min(1.0f, |
| + std::min((float)target_bounds.width() / bounds.width(), |
|
sky
2013/07/30 16:39:19
static_cast
flackr
2013/07/31 20:06:12
Done.
|
| + (float)target_bounds.height() / bounds.height())); |
| + gfx::Transform transform; |
| + gfx::Vector2d offset( |
| + 0.5 * (target_bounds.width() - scale * bounds.width()), |
| + 0.5 * (target_bounds.height() - scale * bounds.height())); |
| + transform.Translate(target_bounds.x() - bounds.x() + offset.x(), |
| + target_bounds.y() - bounds.y() + offset.y()); |
| + transform.Scale(scale, scale); |
| + window->layer()->SetTransform(transform); |
|
sky
2013/07/30 16:39:19
Why go through layer directly? Additionally, what
flackr
2013/07/31 20:06:12
Calling SetTransform on Window now, done.
If some
|
| +} |
| + |
| +} // namespace |
| + |
| +WindowSelector::WindowSelector(const WindowList& windows, |
| + WindowSelectorDelegate* delegate) |
| + : windows_(windows), |
| + delegate_(delegate) { |
| + DCHECK(delegate_); |
| + for (size_t i = 0; i < windows_.size(); ++i) { |
| + windows_[i]->AddObserver(this); |
| + if (windows_[i]->GetProperty(aura::client::kShowStateKey) == |
| + ui::SHOW_STATE_MINIMIZED) { |
| + windows_[i]->layer()->SetVisible(true); |
| + windows_[i]->layer()->SetOpacity(1); |
| + } |
| + } |
| + PositionWindows(); |
| + ash::Shell::GetInstance()->AddPreTargetHandler(this); |
| +} |
| + |
| +WindowSelector::~WindowSelector() { |
| + for (size_t i = 0; i < windows_.size(); i++) { |
| + ui::ScopedLayerAnimationSettings animation_settings( |
| + windows_[i]->layer()->GetAnimator()); |
| + animation_settings.SetPreemptionStrategy( |
| + ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET); |
| + animation_settings.SetTransitionDuration( |
| + base::TimeDelta::FromMilliseconds(kOverviewTransitionMilliseconds)); |
| + windows_[i]->RemoveObserver(this); |
| + if (windows_[i]->GetProperty(aura::client::kShowStateKey) == |
| + ui::SHOW_STATE_MINIMIZED) { |
| + windows_[i]->layer()->SetOpacity(0); |
| + windows_[i]->layer()->SetVisible(false); |
| + } |
| + gfx::Transform transform; |
| + windows_[i]->layer()->SetTransform(transform); |
| + } |
| + ash::Shell::GetInstance()->RemovePreTargetHandler(this); |
| +} |
| + |
| +void WindowSelector::OnEvent(ui::Event* event) { |
| + // TODO(flackr): This will prevent anything else from working while overview |
| + // mode is active. This should only stop events from being sent to the windows |
| + // in the overview but still allow interaction with the launcher / tray and |
| + // hotkeys http://crbug.com/264289. |
| + EventHandler::OnEvent(event); |
| + event->StopPropagation(); |
| +} |
| + |
| +void WindowSelector::OnMouseEvent(ui::MouseEvent* event) { |
| + if (event->type() != ui::ET_MOUSE_RELEASED) |
|
sky
2013/07/30 16:39:19
I believe this code means you can mouse down on on
flackr
2013/07/31 20:06:12
It seems that we send the released event to the wi
|
| + return; |
| + HandleSelectionEvent(event); |
| +} |
| + |
| +void WindowSelector::OnGestureEvent(ui::GestureEvent* event) { |
| + if (event->type() != ui::ET_GESTURE_TAP) |
| + return; |
| + HandleSelectionEvent(event); |
| +} |
| + |
| +void WindowSelector::OnWindowDestroyed(aura::Window* window) { |
| + WindowList::iterator iter = |
| + std::find(windows_.begin(), windows_.end(), window); |
| + if (iter != windows_.end()) { |
|
sky
2013/07/30 16:39:19
Shouldn't this be a DCHECK?
flackr
2013/07/31 20:06:12
Done.
|
| + windows_.erase(iter); |
| + PositionWindows(); |
| + } |
| +} |
|
sky
2013/07/30 16:39:19
What if windows_ goes empty here?
flackr
2013/07/31 20:06:12
Bad things happen, since you have no more targets
|
| + |
| +void WindowSelector::HandleSelectionEvent(ui::Event* event) { |
| + aura::Window* target = static_cast<aura::Window*>(event->target()); |
| + |
| + for (size_t i = 0; i < windows_.size(); i++) { |
| + if (windows_[i]->Contains(target)) { |
| + // The delegate may delete the WindowSelector, assume the object may no |
| + // longer valid after calling this. |
| + delegate_->SelectWindow(windows_[i]); |
| + return; |
| + } |
| + } |
| +} |
| + |
| +void WindowSelector::PositionWindows() { |
| + Shell::RootWindowList root_window_list = Shell::GetAllRootWindows(); |
| + for (size_t i = 0; i < root_window_list.size(); ++i) { |
| + WindowList windows_in_root; |
| + for (size_t j = 0; j < windows_.size(); ++j) { |
|
sky
2013/07/30 16:39:19
nit: 2 thoughts here, its up to you if you want to
flackr
2013/07/31 20:06:12
I suspect this will change somewhat with alt-tab c
|
| + if (windows_[j]->GetRootWindow() == root_window_list[i]) { |
|
sky
2013/07/30 16:39:19
nit: no {}
flackr
2013/07/31 20:06:12
Done.
|
| + windows_in_root.push_back(windows_[j]); |
| + } |
| + } |
| + PositionWindowsOnRoot(root_window_list[i], windows_in_root); |
|
sky
2013/07/30 16:39:19
Do you want to invoke this if windows_in_root is e
flackr
2013/07/31 20:06:12
Added early exit in PositionWindowsOnRoot.
|
| + } |
| +} |
| + |
| +void WindowSelector::PositionWindowsOnRoot(aura::RootWindow* root_window, |
| + const WindowList& windows) { |
| + gfx::Size window_size; |
| + gfx::Rect total_bounds = ScreenAsh::GetDisplayWorkAreaBoundsInParent( |
| + Shell::GetContainer(root_window, |
| + internal::kShellWindowId_DefaultContainer)); |
| + |
| + // Find the minimum number of windows per row that will fit all of the |
| + // windows on screen. |
| + size_t windows_per_row = 1; |
| + if (total_bounds.width() > total_bounds.height()) |
| + windows_per_row = kMinCardsMajor; |
| + for (;; ++windows_per_row) { |
|
sky
2013/07/30 16:39:19
Seems like there has to be a better way to calcula
flackr
2013/07/31 20:06:12
Done.
|
| + window_size.set_width(total_bounds.width() / windows_per_row); |
| + window_size.set_height(window_size.width() / kCardAspectRatio); |
| + if (windows_per_row * (total_bounds.height() / |
| + window_size.height()) >= windows.size()) |
| + break; |
| + } |
| + // Calculate the Y offset necessary to vertically center the stack. |
| + int x_offset = total_bounds.x() + (windows.size() >= windows_per_row ? 0 : |
| + (windows_per_row - windows.size()) * window_size.width() / 2); |
| + int y_offset = total_bounds.y() + (total_bounds.height() - |
| + ((windows.size() + windows_per_row - 1) / windows_per_row) * |
| + window_size.height()) / 2; |
| + for (size_t i = 0; i < windows.size(); ++i) { |
| + ui::ScopedLayerAnimationSettings animation_settings( |
| + windows[i]->layer()->GetAnimator()); |
| + animation_settings.SetPreemptionStrategy( |
| + ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET); |
| + animation_settings.SetTransitionDuration( |
| + base::TimeDelta::FromMilliseconds(kOverviewTransitionMilliseconds)); |
| + gfx::Transform transform; |
| + int column = i % windows_per_row; |
| + int row = i / windows_per_row; |
| + gfx::Rect target_bounds(window_size.width() * column + x_offset, |
| + window_size.height() * row + y_offset, |
| + window_size.width(), |
| + window_size.height()); |
| + target_bounds.Inset(kWindowMargin, kWindowMargin); |
| + TransformWindowToFitBounds(windows[i], target_bounds); |
| + } |
| +} |
| + |
| +} // namespace ash |