| Index: ash/common/wm/forwarding_layer_delegate.cc
|
| diff --git a/ash/common/wm/forwarding_layer_delegate.cc b/ash/common/wm/forwarding_layer_delegate.cc
|
| index 822fd675a1a16d9d2e836c752b509cd039d8dbf6..55a12042f98821d70b9fe1b74e407d9ea8d0d181 100644
|
| --- a/ash/common/wm/forwarding_layer_delegate.cc
|
| +++ b/ash/common/wm/forwarding_layer_delegate.cc
|
| @@ -7,26 +7,24 @@
|
| #include "ash/common/wm_window.h"
|
| #include "base/callback.h"
|
| #include "ui/compositor/layer.h"
|
| +#include "ui/compositor/layer_owner.h"
|
|
|
| namespace ash {
|
| namespace wm {
|
|
|
| -ForwardingLayerDelegate::ForwardingLayerDelegate(WmWindow* original_window,
|
| - ui::LayerDelegate* delegate)
|
| - : original_window_(original_window), original_delegate_(delegate) {}
|
| +ForwardingLayerDelegate::ForwardingLayerDelegate(ui::Layer* new_layer,
|
| + ui::Layer* original_layer)
|
| + : client_layer_(new_layer),
|
| + original_layer_(original_layer),
|
| + scoped_observer_(this) {
|
| + scoped_observer_.Add(original_layer);
|
| +}
|
|
|
| ForwardingLayerDelegate::~ForwardingLayerDelegate() {}
|
|
|
| void ForwardingLayerDelegate::OnPaintLayer(const ui::PaintContext& context) {
|
| - if (!original_delegate_)
|
| - return;
|
| - // |original_delegate_| may have already been deleted or
|
| - // disconnected by this time. Check if |original_delegate_| is still
|
| - // used by the original_window tree, or skip otherwise.
|
| - if (IsDelegateValid(original_window_->GetLayer()))
|
| - original_delegate_->OnPaintLayer(context);
|
| - else
|
| - original_delegate_ = nullptr;
|
| + if (original_layer_ && original_layer_->delegate())
|
| + original_layer_->delegate()->OnPaintLayer(context);
|
| }
|
|
|
| void ForwardingLayerDelegate::OnDelegatedFrameDamage(
|
| @@ -42,14 +40,34 @@ base::Closure ForwardingLayerDelegate::PrepareForLayerBoundsChange() {
|
| return base::Closure();
|
| }
|
|
|
| -bool ForwardingLayerDelegate::IsDelegateValid(ui::Layer* layer) const {
|
| - if (layer->delegate() == original_delegate_)
|
| - return true;
|
| - for (auto* child : layer->children()) {
|
| - if (IsDelegateValid(child))
|
| - return true;
|
| - }
|
| - return false;
|
| +void ForwardingLayerDelegate::DidPaintLayer(ui::Layer* layer,
|
| + const gfx::Rect& rect) {
|
| + client_layer_->SchedulePaint(rect);
|
| +}
|
| +
|
| +void ForwardingLayerDelegate::SurfaceChanged(ui::Layer* layer) {
|
| + // This will delete the old layer and any descendants.
|
| + ui::LayerOwner old_client;
|
| + old_client.SetLayer(client_layer_);
|
| +
|
| + ui::LayerOwner* owner = layer->owner();
|
| + // The layer recreation step isn't recursive, but layers with surfaces don't
|
| + // tend to have children anyway. We may end up missing some children, but we
|
| + // can also reach that state if layers are ever added or removed.
|
| + // TODO(estade): address this if it ever becomes a practical issue.
|
| + std::unique_ptr<ui::Layer> recreated = owner->RecreateLayer();
|
| + client_layer_ = recreated.get();
|
| + old_client.layer()->parent()->Add(recreated.release());
|
| + old_client.layer()->parent()->Remove(old_client.layer());
|
| +
|
| + scoped_observer_.Remove(original_layer_);
|
| + original_layer_ = owner->layer();
|
| + scoped_observer_.Add(original_layer_);
|
| +}
|
| +
|
| +void ForwardingLayerDelegate::LayerDestroyed(ui::Layer* layer) {
|
| + original_layer_ = nullptr;
|
| + scoped_observer_.Remove(layer);
|
| }
|
|
|
| } // namespace wm
|
|
|