Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(3026)

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: Added reposition animation, shortened movement time, fixed what Terry commented. Created 6 years, 7 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View side-by-side diff with in-line comments
Download patch
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..d325f7e98312219b6b2b46ade27305179026afb1
--- /dev/null
+++ b/ash/wm/overview/window_grid.cc
@@ -0,0 +1,383 @@
+// 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"
+
+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;
+
+// In the conceptual overview table, the window margin is the space reserved
+// around the window within the cell. This margin does not overlap so the
+// closest distance between adjacent window_list will be twice this amount.
+const int kWindowMargin = 30;
+
+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 GetVectorFor(WindowSelector::Direction direction,
flackr 2014/05/29 20:04:25 nit: The name could better explain what the method
Nina 2014/06/02 22:04:38 Done.
+ const gfx::Rect& bounds) {
+ 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,
+ std::vector<WindowSelectorItem*> window_list)
+ : root_window_(root_window),
flackr 2014/05/29 20:04:25 nit: I believe the : should be indented 4 from the
Nina 2014/06/02 22:04:38 Done.
+ window_list_(window_list) {
flackr 2014/05/29 20:04:25 I believe this will create a copy when called and
Nina 2014/06/02 22:04:38 Done.
+ PositionWindows(true);
+}
+
+WindowGrid::~WindowGrid() {
+}
+
+WindowSelectorItem* 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 NULL;
+
+ 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 NULL;
flackr 2014/05/29 20:04:25 This seems like odd behavior to sometimes not retu
Nina 2014/06/02 22:04:38 Done.
+
+ // 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()) {
+ PositionWindows(true);
+
+ // If existing, reposition the selection widget.
+ if (selection_widget_) {
+ if (selected_index_ >= removed_index) {
+ if (selected_index_ != 0) {
flackr 2014/05/29 20:04:25 don't nest if's for a single condition, i.e. if (s
Nina 2014/06/02 22:04:38 Done.
+ 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(GetSelectionBounds());
+ }
+ }
+
+ return removed_item;
+}
+
+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())))));
+ 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());
+ target_bounds.Inset(kWindowMargin, kWindowMargin);
+ 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();
+}
+
+void WindowGrid::CreateSelectionWidget(WindowSelector::Direction direction) {
+ // Position the index in the "first" window relative to the chosen direction.
+ switch (direction) {
+ case WindowSelector::LEFT:
+ selected_index_ = window_list_.size() - 1;
+ break;
+ case WindowSelector::UP:
+ selected_index_ = num_rows_ * num_columns_ - 1;
+ if (selected_index_ >= window_list_.size())
+ selected_index_ -= num_columns_;
+ break;
+ case WindowSelector::RIGHT:
+ case WindowSelector::DOWN:
+ selected_index_ = 0;
+ break;
+ }
+ InitSelectionWidget(direction);
+}
+
+bool WindowGrid::Move(WindowSelector::Direction direction) {
+ DCHECK(selection_widget_);
+ bool out_of_bounds = MoveSelectedIndex(direction);
+
+ gfx::Vector2d fade_out_direction =
+ GetVectorFor(direction, selection_widget_->GetNativeWindow()->bounds());
+ // If the selection widget is already active, fade it out in the selection
+ // direction.
+ views::Widget* old_selection = selection_widget_.get();
+
+ // 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);
flackr 2014/05/29 20:04:25 It looks like you're always destroying the old sel
Nina 2014/06/02 22:04:38 Well actually when you are leaving the boundaries
flackr 2014/06/03 17:12:07 I think this is necessary. The animations of the t
Nina 2014/06/04 20:21:13 OK, done!
+ } else {
+ // The selection is out of the bounds of this grid, kill the selection
+ // widget.
+ selection_widget_.reset();
flackr 2014/05/29 20:04:25 You've already passed off the selection_widget_ po
Nina 2014/06/02 22:04:38 Yep. Removed.
+ }
+ 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);
+ 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 = GetSelectionBounds();
+ gfx::Vector2d fade_out_direction =
+ GetVectorFor(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()->window_label()->GetContentsView()->
+ NotifyAccessibilityEvent(ui::AX_EVENT_FOCUS, true);
flackr 2014/05/29 20:04:25 Perhaps we could even focus the current window sel
Nina 2014/06/02 22:04:38 I changed it so that it focuses the transparent bu
flackr 2014/06/03 17:12:07 Looks better! It's not actually focused but preten
Nina 2014/06/04 20:21:13 Yeah, we are artificially sending a "Focus" event
+}
+
+bool WindowGrid::MoveSelectedIndex(WindowSelector::Direction direction) {
+ bool out_of_bounds = false;
+ switch (direction) {
+ case WindowSelector::RIGHT:
+ if (selected_index_ >= window_list_.size() - 1)
+ out_of_bounds = true;
flackr 2014/05/29 20:04:25 Use early returns. It also feels strange that this
Nina 2014/06/02 22:04:38 Done.
+ else
+ selected_index_++;
+ break;
+ case WindowSelector::LEFT:
+ if (selected_index_ == 0)
+ out_of_bounds = 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_;
+ if (selected_index_ == 0 || selected_index_ >= window_list_.size())
+ out_of_bounds = true;
+ break;
+ case WindowSelector::UP:
+ if (selected_index_ == 0) {
+ out_of_bounds = true;
+ } else {
+ if (selected_index_ < num_columns_) {
+ selected_index_--;
flackr 2014/05/29 20:04:25 This seems odd, up is the same as left on the top
Nina 2014/06/02 22:04:38 Please see the new docs on the header file that ex
+ if (!(selected_index_ + num_columns_ >= window_list_.size())) {
+ selected_index_ += num_columns_ * (num_rows_ - 1);
+ if (selected_index_ >= window_list_.size())
+ selected_index_ -= num_columns_;
+ }
+ } else {
+ selected_index_ -= num_columns_;
+ }
+ }
+ break;
+ }
+ return out_of_bounds;
+}
+
+const gfx::Rect WindowGrid::GetSelectionBounds() const {
+ gfx::Rect bounds = SelectedWindow()->target_bounds();
+ bounds.Inset(-kWindowMargin, -kWindowMargin);
+ return bounds;
+}
+
+} // namespace ash

Powered by Google App Engine
This is Rietveld 408576698