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Unified Diff: ash/wm/overview/window_grid.cc

Issue 251103005: Added arrow key navigation to Overview Mode (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Simplified RemoveWindow() Created 6 years, 7 months ago
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Index: ash/wm/overview/window_grid.cc
diff --git a/ash/wm/overview/window_grid.cc b/ash/wm/overview/window_grid.cc
new file mode 100644
index 0000000000000000000000000000000000000000..f79b60f6f33012641e8ad3fa5b2f4e48709c2e0b
--- /dev/null
+++ b/ash/wm/overview/window_grid.cc
@@ -0,0 +1,367 @@
+// Copyright 2014 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/overview/window_grid.h"
+
+#include "ash/screen_util.h"
+#include "ash/shell.h"
+#include "ash/shell_window_ids.h"
+#include "ash/wm/overview/scoped_transform_overview_window.h"
+#include "ash/wm/overview/window_selector.h"
+#include "ash/wm/overview/window_selector_item.h"
+#include "base/memory/scoped_vector.h"
+#include "third_party/skia/include/core/SkColor.h"
+#include "ui/aura/window.h"
+#include "ui/compositor/layer_animation_observer.h"
+#include "ui/compositor/scoped_layer_animation_settings.h"
+#include "ui/gfx/vector2d.h"
+#include "ui/views/background.h"
+#include "ui/views/view.h"
+#include "ui/views/widget/widget.h"
+#include "ui/wm/core/window_animations.h"
+
+namespace ash {
+namespace {
+
+// An observer which holds onto the passed widget until the animation is
+// complete.
+class CleanupWidgetAfterAnimationObserver : public ui::LayerAnimationObserver {
+ public:
+ explicit CleanupWidgetAfterAnimationObserver(
+ scoped_ptr<views::Widget> widget);
+
+ // ui::LayerAnimationObserver:
+ virtual void OnLayerAnimationEnded(
+ ui::LayerAnimationSequence* sequence) OVERRIDE;
+ virtual void OnLayerAnimationAborted(
+ ui::LayerAnimationSequence* sequence) OVERRIDE;
+ virtual void OnLayerAnimationScheduled(
+ ui::LayerAnimationSequence* sequence) OVERRIDE;
+
+ private:
+ virtual ~CleanupWidgetAfterAnimationObserver();
+
+ scoped_ptr<views::Widget> widget_;
+
+ DISALLOW_COPY_AND_ASSIGN(CleanupWidgetAfterAnimationObserver);
+};
+
+CleanupWidgetAfterAnimationObserver::CleanupWidgetAfterAnimationObserver(
+ scoped_ptr<views::Widget> widget)
+ : widget_(widget.Pass()) {
+ widget_->GetNativeWindow()->layer()->GetAnimator()->AddObserver(this);
+}
+
+CleanupWidgetAfterAnimationObserver::~CleanupWidgetAfterAnimationObserver() {
+ widget_->GetNativeWindow()->layer()->GetAnimator()->RemoveObserver(this);
+}
+
+void CleanupWidgetAfterAnimationObserver::OnLayerAnimationEnded(
+ ui::LayerAnimationSequence* sequence) {
+ delete this;
+}
+
+void CleanupWidgetAfterAnimationObserver::OnLayerAnimationAborted(
+ ui::LayerAnimationSequence* sequence) {
+ delete this;
+}
+
+void CleanupWidgetAfterAnimationObserver::OnLayerAnimationScheduled(
+ ui::LayerAnimationSequence* sequence) {
+}
+
+// A comparator for locating a given target window.
+struct WindowSelectorItemComparator
+ : public std::unary_function<WindowSelectorItem*, bool> {
+ explicit WindowSelectorItemComparator(const aura::Window* target_window)
+ : target(target_window) {
+ }
+
+ bool operator()(WindowSelectorItem* window) const {
+ return window->HasSelectableWindow(target);
+ }
+
+ const aura::Window* target;
+};
+
+// Conceptually the window overview is a table or grid of cells having this
+// fixed aspect ratio. The number of columns is determined by maximizing the
+// area of them based on the number of window_list.
+const float kCardAspectRatio = 4.0f / 3.0f;
+
+// The minimum number of cards along the major axis (i.e. horizontally on a
+// landscape orientation).
+const int kMinCardsMajor = 3;
+
+const int kOverviewSelectorTransitionMilliseconds = 100;
+
+// The color and opacity of the overview selector.
+const SkColor kWindowOverviewSelectionColor = SK_ColorBLACK;
+const unsigned char kWindowOverviewSelectorOpacity = 128;
+
+// Returns the vector for the fade in animation.
+gfx::Vector2d GetSlideVectorForFadeIn(WindowSelector::Direction direction,
+ const gfx::Rect& bounds) {
flackr 2014/06/03 17:12:07 nit: align.
Nina 2014/06/04 20:21:13 Done.
+ gfx::Vector2d vector;
+ switch (direction) {
+ case WindowSelector::DOWN:
+ vector.set_y(bounds.width());
+ break;
+ case WindowSelector::RIGHT:
+ vector.set_x(bounds.height());
+ break;
+ case WindowSelector::UP:
+ vector.set_y(-bounds.width());
+ break;
+ case WindowSelector::LEFT:
+ vector.set_x(-bounds.height());
+ break;
+ }
+ return vector;
+}
+
+} // namespace
+
+WindowGrid::WindowGrid(aura::Window* root_window,
+ const std::vector<WindowSelectorItem*>& windows)
+ : root_window_(root_window) {
flackr 2014/06/03 17:12:07 Sorry, I mean this should have only 4 spaces in fr
Nina 2014/06/04 20:21:13 Done.
+ for (std::vector<WindowSelectorItem*>::const_iterator iter = windows.begin();
+ iter != windows.end(); ++iter) {
+ if ((*iter)->GetRootWindow() == root_window)
+ window_list_.push_back(*iter);
+ }
+ DCHECK(!window_list_.empty());
+ PositionWindows(true);
+}
+
+WindowGrid::~WindowGrid() {
+}
+
+void WindowGrid::RemoveWindow(aura::Window* window) {
+ ScopedVector<WindowSelectorItem>::iterator iter =
+ std::find_if(window_list_.begin(), window_list_.end(),
+ WindowSelectorItemComparator(window));
+ if (iter == window_list_.end())
+ return;
+
+ WindowSelectorItem* removed_item = *iter;
+ removed_item->RemoveWindow(window);
+
+ // If there are still windows in this selector entry then the overview is
+ // still active and the active selection remains the same.
+ if (!removed_item->empty())
+ return;
+
+ // We need to get this value before we erase the window to prevent unspecified
+ // behavior.
+ size_t removed_index = iter - window_list_.begin();
+ window_list_.erase(iter);
+ if (!empty()) {
flackr 2014/06/03 17:12:07 How about early return here: if (empty()) return
Nina 2014/06/04 20:21:13 Done.
+ PositionWindows(true);
+
+ // If existing, reposition the selection widget.
+ if (selection_widget_) {
+ if (selected_index_ >= removed_index && selected_index_ != 0)
+ selected_index_--;
+ ui::ScopedLayerAnimationSettings animation_settings(
+ selection_widget_->GetNativeWindow()->layer()->GetAnimator());
+ animation_settings.SetTransitionDuration(
+ base::TimeDelta::FromMilliseconds(
+ ScopedTransformOverviewWindow::kTransitionMilliseconds));
+ animation_settings.SetPreemptionStrategy(
+ ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
+ selection_widget_->SetBounds(SelectedWindow()->target_bounds());
+ }
+ }
+}
+
+void WindowGrid::PositionWindows(bool animate) {
+ CHECK(!window_list_.empty());
+
+ gfx::Size window_size;
+ gfx::Rect total_bounds = ScreenUtil::ConvertRectToScreen(
+ root_window_,
+ ScreenUtil::GetDisplayWorkAreaBoundsInParent(
+ Shell::GetContainer(root_window_, kShellWindowId_DefaultContainer)));
+
+ // Find the minimum number of window_list per row that will fit all of the
+ // window_list on screen.
+ num_columns_ = std::max(
+ total_bounds.width() > total_bounds.height() ? kMinCardsMajor : 1,
+ static_cast<int>(ceil(sqrt(total_bounds.width() * window_list_.size() /
+ (kCardAspectRatio * total_bounds.height())))));
+ int num_rows = ((window_list_.size() + num_columns_ - 1) / num_columns_);
+ window_size.set_width(std::min(
+ static_cast<int>(total_bounds.width() / num_columns_),
+ static_cast<int>(total_bounds.height() * kCardAspectRatio / num_rows)));
+ window_size.set_height(window_size.width() / kCardAspectRatio);
+
+ // Calculate the X and Y offsets necessary to center the grid.
+ int x_offset = total_bounds.x() + ((window_list_.size() >= num_columns_ ? 0 :
+ (num_columns_ - window_list_.size()) * window_size.width()) +
+ (total_bounds.width() - num_columns_ * window_size.width())) / 2;
+ int y_offset = total_bounds.y() + (total_bounds.height() -
+ num_rows * window_size.height()) / 2;
+ for (size_t i = 0; i < window_list_.size(); ++i) {
+ gfx::Transform transform;
+ int column = i % num_columns_;
+ int row = i / num_columns_;
+ gfx::Rect target_bounds(window_size.width() * column + x_offset,
+ window_size.height() * row + y_offset,
+ window_size.width(),
+ window_size.height());
+ window_list_[i]->SetBounds(root_window_, target_bounds, animate);
+ }
+
+ // If we have less than |kMinCardsMajor| windows, adjust the column_ value to
+ // reflect how many "real" columns we have.
+ if (num_columns_ > window_list_.size())
+ num_columns_ = window_list_.size();
+}
+
+bool WindowGrid::Move(WindowSelector::Direction direction) {
+ bool out_of_bounds = MoveSelectedIndex(direction);
+ // If the selection widget is already active, fade it out in the selection
+ // direction.
+ if (selection_widget_) {
+ views::Widget* old_selection = selection_widget_.get();
+ gfx::Vector2d fade_out_direction =
+ GetSlideVectorForFadeIn(
+ direction, selection_widget_->GetNativeWindow()->bounds());
+
+ // CleanupWidgetAfterAnimationObserver will delete itself (and the
+ // widget) when the animation is complete.
+ new CleanupWidgetAfterAnimationObserver(selection_widget_.Pass());
+ ui::ScopedLayerAnimationSettings animation_settings(
+ old_selection->GetNativeWindow()->layer()->GetAnimator());
+ animation_settings.SetTransitionDuration(
+ base::TimeDelta::FromMilliseconds(
+ kOverviewSelectorTransitionMilliseconds));
+ animation_settings.SetPreemptionStrategy(
+ ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
+ old_selection->SetOpacity(0);
+ old_selection->GetNativeWindow()->SetBounds(
+ old_selection->GetNativeWindow()->bounds() + fade_out_direction);
+ old_selection->Hide();
+ }
+ if (!out_of_bounds) {
+ // The newly selected window is in this grid, animate a new selection
+ // widget.
+ InitSelectionWidget(direction);
+ }
+
+ return out_of_bounds;
+}
+
+WindowSelectorItem* WindowGrid::SelectedWindow() const {
+ CHECK(selected_index_ < window_list_.size());
+ return window_list_[selected_index_];
+}
+
+void WindowGrid::InitSelectionWidget(WindowSelector::Direction direction) {
+ selection_widget_.reset(new views::Widget);
+ views::Widget::InitParams params;
+ params.type = views::Widget::InitParams::TYPE_POPUP;
+ params.keep_on_top = false;
+ params.ownership = views::Widget::InitParams::WIDGET_OWNS_NATIVE_WIDGET;
+ params.opacity = views::Widget::InitParams::TRANSLUCENT_WINDOW;
+ params.parent = Shell::GetContainer(root_window_,
+ kShellWindowId_DefaultContainer);
+ params.accept_events = false;
+ selection_widget_->set_focus_on_creation(false);
+ selection_widget_->Init(params);
+ // Disable the "bounce in" animation when showing the window.
+ wm::SetWindowVisibilityAnimationTransition(
+ selection_widget_->GetNativeWindow(), wm::ANIMATE_NONE);
+ views::View* content_view = new views::View;
+ content_view->set_background(
+ views::Background::CreateSolidBackground(kWindowOverviewSelectionColor));
+ selection_widget_->SetContentsView(content_view);
+ selection_widget_->GetNativeWindow()->parent()->StackChildAtBottom(
+ selection_widget_->GetNativeWindow());
+
+ const gfx::Rect target_bounds = SelectedWindow()->target_bounds();
+ gfx::Vector2d fade_out_direction =
+ GetSlideVectorForFadeIn(direction, target_bounds);
+ gfx::Display dst_display = gfx::Screen::GetScreenFor(root_window_)->
+ GetDisplayMatching(target_bounds);
+
+ selection_widget_->Show();
+ // New selection widget starts with 0 opacity and fades in.
+ selection_widget_->GetNativeWindow()->layer()->SetOpacity(0);
+ selection_widget_->GetNativeWindow()->SetBoundsInScreen(
+ target_bounds - fade_out_direction, dst_display);
+ ui::ScopedLayerAnimationSettings animation_settings(
+ selection_widget_->GetNativeWindow()->layer()->GetAnimator());
+ animation_settings.SetTransitionDuration(base::TimeDelta::FromMilliseconds(
+ kOverviewSelectorTransitionMilliseconds));
+ animation_settings.SetPreemptionStrategy(
+ ui::LayerAnimator::IMMEDIATELY_ANIMATE_TO_NEW_TARGET);
+ selection_widget_->SetBounds(target_bounds);
+ selection_widget_->SetOpacity(kWindowOverviewSelectorOpacity);
+
+ // Send an a11y alert so that if ChromeVox is enabled, the item label is read.
+ SelectedWindow()->SendFocusAlert();
+}
+
+bool WindowGrid::MoveSelectedIndex(WindowSelector::Direction direction) {
+ if (selection_widget_) {
+ switch (direction) {
+ case WindowSelector::RIGHT:
+ if (selected_index_ >= window_list_.size() - 1)
+ return true;
+ else
flackr 2014/06/03 17:12:07 No need for else after early return, here and belo
Nina 2014/06/04 20:21:13 Done.
+ selected_index_++;
+ break;
+ case WindowSelector::LEFT:
+ if (selected_index_ == 0)
+ return true;
+ else
+ selected_index_--;
+ break;
+ case WindowSelector::DOWN:
+ if (selected_index_ + num_columns_ >= window_list_.size())
+ selected_index_ = (selected_index_ + 1) % num_columns_;
+ else
+ selected_index_ += num_columns_;
flackr 2014/06/03 17:12:07 how about just always add num_columns, and if >= w
Nina 2014/06/04 20:21:13 Done.
+ if (selected_index_ == 0 || selected_index_ >= window_list_.size())
flackr 2014/06/03 17:12:07 The latter part of this condition isn't possible a
Nina 2014/06/04 20:21:13 Done.
+ return true;
+ break;
+ case WindowSelector::UP:
+ if (selected_index_ == 0) {
+ return true;
+ } else {
+ if (selected_index_ < num_columns_) {
+ selected_index_--;
+ if (!(selected_index_ + num_columns_ >= window_list_.size())) {
flackr 2014/06/03 17:12:07 This looks like it will not work if there's only o
Nina 2014/06/04 20:21:13 But it will. If there is only one row, the only th
flackr 2014/06/04 22:25:06 Ah sorry, I was confused by the decrement being se
Nina 2014/06/05 18:04:34 Oh I didn't realize it would also work that way fo
+ selected_index_ +=
+ num_columns_ * (window_list_.size() / num_columns_);
+ if (selected_index_ >= window_list_.size())
+ selected_index_ -= num_columns_;
+ }
+ } else {
+ selected_index_ -= num_columns_;
+ }
+ }
+ break;
+ }
+ } else {
+ switch (direction) {
+ case WindowSelector::LEFT:
+ selected_index_ = window_list_.size() - 1;
+ break;
+ case WindowSelector::UP:
+ selected_index_ =
+ (window_list_.size() / num_columns_) * num_columns_ - 1;
+ break;
+ case WindowSelector::RIGHT:
+ case WindowSelector::DOWN:
+ selected_index_ = 0;
+ break;
+ }
flackr 2014/06/03 17:12:07 Can you move this to the top of the method and use
Nina 2014/06/04 20:21:13 Done.
+ }
+ return false;
+}
+
+} // namespace ash

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