summaryrefslogtreecommitdiff
path: root/chromium/ash/wm/workspace_controller.cc
blob: e2ee3f5c22272ea90ae6a622fc4105d050566941 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
// Copyright (c) 2012 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/workspace_controller.h"

#include "ash/shelf/shelf_layout_manager.h"
#include "ash/shell.h"
#include "ash/shell_window_ids.h"
#include "ash/wm/base_layout_manager.h"
#include "ash/wm/property_util.h"
#include "ash/wm/window_animations.h"
#include "ash/wm/window_properties.h"
#include "ash/wm/window_util.h"
#include "ash/wm/workspace/workspace_event_handler.h"
#include "ash/wm/workspace/workspace_layout_manager.h"
#include "ui/aura/client/activation_client.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/root_window.h"
#include "ui/aura/window.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/scoped_layer_animation_settings.h"
#include "ui/views/corewm/visibility_controller.h"
#include "ui/views/corewm/window_animations.h"

namespace ash {
namespace internal {
namespace {

// Amount of time to pause before animating anything. Only used during initial
// animation (when logging in).
const int kInitialPauseTimeMS = 750;

}  // namespace

WorkspaceController::WorkspaceController(aura::Window* viewport)
    : viewport_(viewport),
      shelf_(NULL),
      event_handler_(new WorkspaceEventHandler(viewport_)) {
  SetWindowVisibilityAnimationTransition(
      viewport_, views::corewm::ANIMATE_NONE);
  // Do this so when animating out windows don't extend beyond the bounds.
  viewport_->layer()->SetMasksToBounds(true);

  // The layout-manager cannot be created in the initializer list since it
  // depends on the window to have been initialized.
  layout_manager_ = new WorkspaceLayoutManager(viewport_);
  viewport_->SetLayoutManager(layout_manager_);

  viewport_->Show();
}

WorkspaceController::~WorkspaceController() {
  viewport_->SetLayoutManager(NULL);
  viewport_->SetEventFilter(NULL);
  viewport_->RemovePreTargetHandler(event_handler_.get());
  viewport_->RemovePostTargetHandler(event_handler_.get());
}

WorkspaceWindowState WorkspaceController::GetWindowState() const {
  if (!shelf_)
    return WORKSPACE_WINDOW_STATE_DEFAULT;

  const gfx::Rect shelf_bounds(shelf_->GetIdealBounds());
  const aura::Window::Windows& windows(viewport_->children());
  bool window_overlaps_launcher = false;
  bool has_maximized_window = false;
  for (aura::Window::Windows::const_iterator i = windows.begin();
       i != windows.end(); ++i) {
    if (GetIgnoredByShelf(*i))
      continue;
    ui::Layer* layer = (*i)->layer();
    if (!layer->GetTargetVisibility() || layer->GetTargetOpacity() == 0.0f)
      continue;
    if (wm::IsWindowMaximized(*i)) {
      // An untracked window may still be fullscreen so we keep iterating when
      // we hit a maximized window.
      has_maximized_window = true;
    } else if (wm::IsWindowFullscreen(*i)) {
      return WORKSPACE_WINDOW_STATE_FULL_SCREEN;
    }
    if (!window_overlaps_launcher && (*i)->bounds().Intersects(shelf_bounds))
      window_overlaps_launcher = true;
  }
  if (has_maximized_window)
    return WORKSPACE_WINDOW_STATE_MAXIMIZED;

  return window_overlaps_launcher ?
      WORKSPACE_WINDOW_STATE_WINDOW_OVERLAPS_SHELF :
      WORKSPACE_WINDOW_STATE_DEFAULT;
}

void WorkspaceController::SetShelf(ShelfLayoutManager* shelf) {
  shelf_ = shelf;
  layout_manager_->SetShelf(shelf);
}

void WorkspaceController::DoInitialAnimation() {
  viewport_->Show();

  viewport_->layer()->SetOpacity(0.0f);
  SetTransformForScaleAnimation(
      viewport_->layer(), LAYER_SCALE_ANIMATION_ABOVE);

  // In order for pause to work we need to stop animations.
  viewport_->layer()->GetAnimator()->StopAnimating();

  {
    ui::ScopedLayerAnimationSettings settings(
        viewport_->layer()->GetAnimator());

    settings.SetPreemptionStrategy(ui::LayerAnimator::ENQUEUE_NEW_ANIMATION);
    viewport_->layer()->GetAnimator()->SchedulePauseForProperties(
        base::TimeDelta::FromMilliseconds(kInitialPauseTimeMS),
        ui::LayerAnimationElement::TRANSFORM,
        ui::LayerAnimationElement::OPACITY,
        ui::LayerAnimationElement::BRIGHTNESS,
        ui::LayerAnimationElement::VISIBILITY,
        -1);

    settings.SetTweenType(ui::Tween::EASE_OUT);
    settings.SetTransitionDuration(
        base::TimeDelta::FromMilliseconds(kCrossFadeDurationMS));
    viewport_->layer()->SetTransform(gfx::Transform());
    viewport_->layer()->SetOpacity(1.0f);
  }
}

}  // namespace internal
}  // namespace ash