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Unified Diff: ash/wm/overview/window_selector.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_selector.cc
diff --git a/ash/wm/overview/window_selector.cc b/ash/wm/overview/window_selector.cc
index cb66caa45d44d2dd744d19d9d548d8ad3a35114e..68b88b9a6d306a4de9279a63b9b1aa7e96043140 100644
--- a/ash/wm/overview/window_selector.cc
+++ b/ash/wm/overview/window_selector.cc
@@ -10,11 +10,11 @@
#include "ash/ash_switches.h"
#include "ash/metrics/user_metrics_recorder.h"
#include "ash/root_window_controller.h"
-#include "ash/screen_util.h"
#include "ash/shell.h"
#include "ash/shell_window_ids.h"
#include "ash/switchable_windows.h"
#include "ash/wm/overview/scoped_transform_overview_window.h"
+#include "ash/wm/overview/window_grid.h"
#include "ash/wm/overview/window_selector_delegate.h"
#include "ash/wm/overview/window_selector_item.h"
#include "ash/wm/overview/window_selector_panels.h"
@@ -29,7 +29,6 @@
#include "ui/aura/window.h"
#include "ui/aura/window_event_dispatcher.h"
#include "ui/aura/window_observer.h"
-#include "ui/compositor/layer_animation_observer.h"
#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/events/event.h"
#include "ui/gfx/screen.h"
@@ -42,16 +41,21 @@ namespace ash {
namespace {
-// 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 windows.
-const float kCardAspectRatio = 4.0f / 3.0f;
+// A comparator for locating a grid with a given root window.
+struct RootWindowGridComparator
+ : public std::unary_function<WindowGrid*, bool> {
+ explicit RootWindowGridComparator(const aura::Window* root_window)
+ : root_window_(root_window) {
+ }
+
+ bool operator()(WindowGrid* grid) const {
+ return (grid->root_window() == root_window_);
+ }
-// The minimum number of cards along the major axis (i.e. horizontally on a
-// landscape orientation).
-const int kMinCardsMajor = 3;
+ const aura::Window* root_window_;
+};
-// A comparator for locating a given target window.
+// A comparator for locating a WindowSelectorItem that contains a given target.
flackr 2014/06/03 17:12:07 Why would using WindowSelectorItemTargetComparator
Nina 2014/06/04 20:21:13 Yes, this is more reasonable. We still use this co
struct WindowSelectorItemComparator
: public std::unary_function<WindowSelectorItem*, bool> {
explicit WindowSelectorItemComparator(const aura::Window* target_window)
@@ -65,53 +69,6 @@ struct WindowSelectorItemComparator
const aura::Window* target;
};
-// 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 selectable window given a targeted window.
struct WindowSelectorItemTargetComparator
: public std::unary_function<WindowSelectorItem*, bool> {
@@ -151,6 +108,18 @@ void UpdateShelfVisibility() {
}
}
+// Returns true if a window is contained in any of the windows passed on the
+// list.
+bool ContainedIn(const aura::Window* window,
+ const std::vector<WindowSelectorItem*>& window_list) {
flackr 2014/06/03 17:12:07 nit: Seems like you can use find_in with the Windo
Nina 2014/06/04 20:21:13 Done.
+ for (std::vector<WindowSelectorItem*>::const_iterator iter =
+ window_list.begin(); iter != window_list.end(); ++iter) {
+ if ((*iter)->Contains(window))
+ return true;
+ }
+ return false;
+}
+
} // namespace
WindowSelector::WindowSelector(const WindowList& windows,
@@ -158,13 +127,16 @@ WindowSelector::WindowSelector(const WindowList& windows,
: delegate_(delegate),
restore_focus_window_(aura::client::GetFocusClient(
Shell::GetPrimaryRootWindow())->GetFocusedWindow()),
- ignore_activations_(false) {
+ ignore_activations_(false),
+ selected_grid_index_(0) {
DCHECK(delegate_);
- if (restore_focus_window_)
+ if (restore_focus_window_) {
flackr 2014/06/03 17:12:07 nit: no curlies { } for single line block
Nina 2014/06/04 20:21:13 Done.
restore_focus_window_->AddObserver(this);
+ }
std::vector<WindowSelectorPanels*> panels_items;
+ std::vector<WindowSelectorItem*> overview_items;
for (size_t i = 0; i < windows.size(); ++i) {
WindowSelectorItem* item = NULL;
if (windows[i] != restore_focus_window_)
@@ -182,7 +154,7 @@ WindowSelector::WindowSelector(const WindowList& windows,
if (iter == panels_items.end()) {
panels_item = new WindowSelectorPanels();
panels_items.push_back(panels_item);
- windows_.push_back(panels_item);
+ overview_items.push_back(panels_item);
} else {
panels_item = *iter;
}
@@ -190,12 +162,13 @@ WindowSelector::WindowSelector(const WindowList& windows,
item = panels_item;
} else {
item = new WindowSelectorWindow(windows[i]);
- windows_.push_back(item);
+ overview_items.push_back(item);
}
// Verify that the window has been added to an item in overview.
CHECK(item->Contains(windows[i]));
}
flackr 2014/06/03 17:12:07 All of this building the list of overview items co
Nina 2014/06/04 20:21:13 Done. I also moved the window removal code to the
- UMA_HISTOGRAM_COUNTS_100("Ash.WindowSelector.Items", windows_.size());
+ DCHECK(!overview_items.empty());
+ UMA_HISTOGRAM_COUNTS_100("Ash.WindowSelector.Items", overview_items.size());
// Observe window activations and switchable containers on all root windows
// for newly created windows during overview.
@@ -211,7 +184,40 @@ WindowSelector::WindowSelector(const WindowList& windows,
}
}
- StartOverview();
+ // Remove focus from active window before entering overview.
+ aura::client::GetFocusClient(
+ Shell::GetPrimaryRootWindow())->FocusWindow(NULL);
+
+ Shell* shell = Shell::GetInstance();
flackr 2014/06/03 17:12:07 Shell::GetInstance() is also used on 175, move bef
Nina 2014/06/04 20:21:13 Done.
+ shell->OnOverviewModeStarting();
flackr 2014/06/03 17:12:07 OnOverviewModeStarting should be sent before we st
Nina 2014/06/04 20:21:13 Done.
+
+ for (WindowSelectorItemList::iterator iter = overview_items.begin();
+ iter != overview_items.end(); ++iter) {
+ (*iter)->PrepareForOverview();
+ }
+
+ // Build the window_grid list
+ aura::Window::Windows root_window_list = Shell::GetAllRootWindows();
+ for (size_t i = 0; i < root_window_list.size(); ++i) {
+ // Make sure the root window hosts at least one overview window.
+ if (std::find_if(overview_items.begin(), overview_items.end(),
+ WindowSelectorItemForRoot(root_window_list[i])) !=
+ overview_items.end()) {
+ grid_list_.push_back(new WindowGrid(root_window_list[i],
+ overview_items));
+ }
+ }
+ DCHECK(!grid_list_.empty());
+
+ shell->PrependPreTargetHandler(this);
+ shell->GetScreen()->AddObserver(this);
+ shell->metrics()->RecordUserMetricsAction(UMA_WINDOW_OVERVIEW);
+ HideAndTrackNonOverviewWindows(overview_items);
+ // Send an a11y alert.
+ shell->accessibility_delegate()->TriggerAccessibilityAlert(
+ A11Y_ALERT_WINDOW_OVERVIEW_MODE_ENTERED);
+
+ UpdateShelfVisibility();
}
WindowSelector::~WindowSelector() {
@@ -249,7 +255,7 @@ WindowSelector::~WindowSelector() {
shell->OnOverviewModeEnding();
// Clearing the window list resets the ignored_by_shelf flag on the windows.
- windows_.clear();
+ grid_list_.clear();
UpdateShelfVisibility();
}
@@ -261,16 +267,43 @@ void WindowSelector::OnKeyEvent(ui::KeyEvent* event) {
if (event->type() != ui::ET_KEY_PRESSED)
return;
- if (event->key_code() == ui::VKEY_ESCAPE) {
- CancelSelection();
- event->SetHandled();
+ bool handled = true;
+
+ switch (event->key_code()) {
+ case ui::VKEY_ESCAPE:
+ CancelSelection();
+ break;
+ case ui::VKEY_UP:
+ Move(WindowSelector::UP);
+ break;
+ case ui::VKEY_DOWN:
+ Move(WindowSelector::DOWN);
+ break;
+ case ui::VKEY_RIGHT:
+ Move(WindowSelector::RIGHT);
+ break;
+ case ui::VKEY_LEFT:
+ Move(WindowSelector::LEFT);
+ break;
+ case ui::VKEY_RETURN:
+ wm::GetWindowState(
+ grid_list_[selected_grid_index_]->
+ SelectedWindow()->SelectionWindow())->Activate();
+ break;
+ default:
+ // Not a key we are interested in.
+ handled = false;
+ break;
}
+ if (handled)
+ event->SetHandled();
}
void WindowSelector::OnDisplayAdded(const gfx::Display& display) {
}
void WindowSelector::OnDisplayRemoved(const gfx::Display& display) {
+ CancelSelection();
flackr 2014/06/03 17:12:07 TODO(nsatragno): Keep window selection active on r
Nina 2014/06/04 20:21:13 This does sound like a good idea. Adding TODO.
}
void WindowSelector::OnDisplayMetricsChanged(const gfx::Display& display,
@@ -295,39 +328,45 @@ void WindowSelector::OnWindowAdded(aura::Window* new_window) {
}
void WindowSelector::OnWindowDestroying(aura::Window* window) {
- // window is one of a container, the restore_focus_window and/or
- // one of the selectable windows in overview.
- ScopedVector<WindowSelectorItem>::iterator iter =
- std::find_if(windows_.begin(), windows_.end(),
- WindowSelectorItemComparator(window));
window->RemoveObserver(this);
observed_windows_.erase(window);
if (window == restore_focus_window_)
restore_focus_window_ = NULL;
- if (iter == windows_.end())
- return;
- (*iter)->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 (!(*iter)->empty())
- return;
+ // Find the grid corresponding to the window's root window.
+ ScopedVector<WindowGrid>::iterator grid_iter =
+ std::find_if(grid_list_.begin(), grid_list_.end(),
+ RootWindowGridComparator(window->GetRootWindow()));
- windows_.erase(iter);
- if (windows_.empty()) {
- CancelSelection();
+ // If the a container or the |restore_focus_window_| are destroyed but not
+ // part of the overview, they will not be found in the grid list. Nothing
+ // else to do.
+ if (grid_iter == grid_list_.end())
return;
+
+ (*grid_iter)->RemoveWindow(window);
+
+ if ((*grid_iter)->empty()) {
+ grid_list_.erase(grid_iter);
+ selected_grid_index_ = 0;
flackr 2014/06/03 17:12:07 TODO, For more than 2 displays / grids the new sel
Nina 2014/06/04 20:21:13 Added TODO although this would not be a problem cu
+ if (grid_list_.size() == 0)
+ CancelSelection();
}
- PositionWindows(true);
}
void WindowSelector::OnWindowBoundsChanged(aura::Window* window,
flackr 2014/06/03 17:12:07 Bounds changed should really be handled in the Win
Nina 2014/06/04 20:21:13 This should be relatively easy to implement. Added
const gfx::Rect& old_bounds,
const gfx::Rect& new_bounds) {
- ScopedVector<WindowSelectorItem>::iterator iter =
- std::find_if(windows_.begin(), windows_.end(),
+ ScopedVector<WindowGrid>::iterator grid =
+ std::find_if(grid_list_.begin(), grid_list_.end(),
+ RootWindowGridComparator(window->GetRootWindow()));
+ if (grid == grid_list_.end())
+ return;
+ const std::vector<WindowSelectorItem*> windows = (*grid)->window_list();
+ ScopedVector<WindowSelectorItem>::const_iterator iter =
+ std::find_if(windows.begin(), windows.end(),
WindowSelectorItemTargetComparator(window));
- if (iter == windows_.end())
+ if (iter == windows.end())
return;
// Immediately finish any active bounds animation.
@@ -343,11 +382,18 @@ void WindowSelector::OnWindowActivated(aura::Window* gained_active,
if (ignore_activations_ || !gained_active)
return;
- ScopedVector<WindowSelectorItem>::iterator iter = std::find_if(
- windows_.begin(), windows_.end(),
+ ScopedVector<WindowGrid>::iterator grid =
+ std::find_if(grid_list_.begin(), grid_list_.end(),
+ RootWindowGridComparator(gained_active->GetRootWindow()));
+ if (grid == grid_list_.end())
+ return;
+ const std::vector<WindowSelectorItem*> windows = (*grid)->window_list();
+
+ ScopedVector<WindowSelectorItem>::const_iterator iter = std::find_if(
+ windows.begin(), windows.end(),
WindowSelectorItemComparator(gained_active));
- if (iter != windows_.end())
+ if (iter != windows.end())
(*iter)->RestoreWindowOnExit(gained_active);
// Don't restore focus on exit if a window was just activated.
@@ -360,95 +406,15 @@ void WindowSelector::OnAttemptToReactivateWindow(aura::Window* request_active,
OnWindowActivated(request_active, actual_active);
}
-void WindowSelector::StartOverview() {
- // Remove focus from active window before entering overview.
- aura::client::GetFocusClient(
- Shell::GetPrimaryRootWindow())->FocusWindow(NULL);
-
- Shell* shell = Shell::GetInstance();
- shell->OnOverviewModeStarting();
-
- for (WindowSelectorItemList::iterator iter = windows_.begin();
- iter != windows_.end(); ++iter) {
- (*iter)->PrepareForOverview();
- }
- PositionWindows(/* animate */ true);
- DCHECK(!windows_.empty());
- shell->PrependPreTargetHandler(this);
- shell->GetScreen()->AddObserver(this);
- shell->metrics()->RecordUserMetricsAction(UMA_WINDOW_OVERVIEW);
- HideAndTrackNonOverviewWindows();
- // Send an a11y alert.
- shell->accessibility_delegate()->TriggerAccessibilityAlert(
- A11Y_ALERT_WINDOW_OVERVIEW_MODE_ENTERED);
-
- UpdateShelfVisibility();
-}
-
-bool WindowSelector::Contains(const aura::Window* window) {
- for (WindowSelectorItemList::iterator iter = windows_.begin();
- iter != windows_.end(); ++iter) {
- if ((*iter)->Contains(window))
- return true;
- }
- return false;
-}
-
void WindowSelector::PositionWindows(bool animate) {
- aura::Window::Windows root_window_list = Shell::GetAllRootWindows();
- for (size_t i = 0; i < root_window_list.size(); ++i)
- PositionWindowsFromRoot(root_window_list[i], animate);
-}
-
-void WindowSelector::PositionWindowsFromRoot(aura::Window* root_window,
- bool animate) {
- std::vector<WindowSelectorItem*> windows;
- for (WindowSelectorItemList::iterator iter = windows_.begin();
- iter != windows_.end(); ++iter) {
- if ((*iter)->GetRootWindow() == root_window)
- windows.push_back(*iter);
- }
-
- if (windows.empty())
- return;
-
- 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 windows per row that will fit all of the
- // windows on screen.
- size_t columns = std::max(
- total_bounds.width() > total_bounds.height() ? kMinCardsMajor : 1,
- static_cast<int>(ceil(sqrt(total_bounds.width() * windows.size() /
- (kCardAspectRatio * total_bounds.height())))));
- size_t rows = ((windows.size() + columns - 1) / columns);
- window_size.set_width(std::min(
- static_cast<int>(total_bounds.width() / columns),
- static_cast<int>(total_bounds.height() * kCardAspectRatio / 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() + ((windows.size() >= columns ? 0 :
- (columns - windows.size()) * window_size.width()) +
- (total_bounds.width() - columns * window_size.width())) / 2;
- int y_offset = total_bounds.y() + (total_bounds.height() -
- rows * window_size.height()) / 2;
- for (size_t i = 0; i < windows.size(); ++i) {
- gfx::Transform transform;
- int column = i % columns;
- int row = i / columns;
- gfx::Rect target_bounds(window_size.width() * column + x_offset,
- window_size.height() * row + y_offset,
- window_size.width(),
- window_size.height());
- windows[i]->SetBounds(root_window, target_bounds, animate);
+ for (ScopedVector<WindowGrid>::iterator iter = grid_list_.begin();
+ iter != grid_list_.end(); iter++) {
+ (*iter)->PositionWindows(animate);
}
}
-void WindowSelector::HideAndTrackNonOverviewWindows() {
+void WindowSelector::HideAndTrackNonOverviewWindows(
+ const std::vector<WindowSelectorItem*>& overview_items) {
// Add the windows to hidden_windows first so that if any are destroyed
// while hiding them they are tracked.
aura::Window::Windows root_windows = Shell::GetAllRootWindows();
@@ -460,7 +426,7 @@ void WindowSelector::HideAndTrackNonOverviewWindows() {
for (aura::Window::Windows::const_iterator iter =
container->children().begin(); iter != container->children().end();
++iter) {
- if (Contains(*iter) || !(*iter)->IsVisible())
+ if (ContainedIn(*iter, overview_items) || !(*iter)->IsVisible())
continue;
hidden_windows_.Add(*iter);
}
@@ -503,4 +469,14 @@ void WindowSelector::ResetFocusRestoreWindow(bool focus) {
restore_focus_window_ = NULL;
}
+void WindowSelector::Move(Direction direction) {
+ if (grid_list_[selected_grid_index_]->Move(direction)) {
+ // The grid reported that the movement command corresponds to the next
+ // root window, identify it and call Move() on it to initialize the
+ // selection widget.
flackr 2014/06/03 17:12:07 TODO: If there are more than 2 monitors, move betw
Nina 2014/06/04 20:21:13 Added TODO. Again, this will not be a problem for
+ selected_grid_index_ = (selected_grid_index_ + 1) % grid_list_.size();
+ grid_list_[selected_grid_index_]->Move(direction);
+ }
+}
+
} // namespace ash

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