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ash / wm / desks / desk_bar_view_base.h [blame]
// Copyright 2023 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef ASH_WM_DESKS_DESK_BAR_VIEW_BASE_H_
#define ASH_WM_DESKS_DESK_BAR_VIEW_BASE_H_
#include <memory>
#include "ash/ash_export.h"
#include "ash/wm/desks/default_desk_button.h"
#include "ash/wm/desks/desk_drag_proxy.h"
#include "ash/wm/desks/desk_icon_button.h"
#include "ash/wm/desks/desk_mini_view.h"
#include "ash/wm/desks/desks_controller.h"
#include "ash/wm/desks/scroll_arrow_button.h"
#include "base/memory/raw_ptr.h"
#include "base/scoped_observation.h"
#include "ui/aura/window_occlusion_tracker.h"
#include "ui/base/metadata/metadata_header_macros.h"
#include "ui/events/event.h"
#include "ui/views/controls/scroll_view.h"
#include "ui/views/view.h"
#include "ui/views/widget/widget.h"
namespace gfx {
class Rect;
} // namespace gfx
namespace ash {
class DeskBarHoverObserver;
class OverviewGrid;
class WindowOcclusionCalculator;
// Base class for desk bar views, including desk bar view within overview and
// desk bar view for the desk button.
class ASH_EXPORT DeskBarViewBase : public views::View,
public DesksController::Observer {
METADATA_HEADER(DeskBarViewBase, views::View)
public:
enum class Type {
kOverview,
kDeskButton,
};
enum class State {
kZero,
kExpanded,
};
enum class LibraryUiVisibility {
// Library UI visibility is yet to checked or needs an update. The bar will
// check all prerequisites and the desk model.
kToBeChecked,
// Library UI should be visible.
kVisible,
// Library UI should be hidden.
kHidden,
};
DeskBarViewBase(const DeskBarViewBase&) = delete;
DeskBarViewBase& operator=(const DeskBarViewBase&) = delete;
// Return the preferred height of the desk bar that exists on `root` with
// `state`.
static int GetPreferredBarHeight(aura::Window* root, Type type, State state);
// Return the preferred state for the desk bar given `type`.
static State GetPreferredState(Type type);
// Create and returns the widget that contains the desk bar view of `type`.
// The returned widget has no contents view yet, and hasn't been shown yet.
static std::unique_ptr<views::Widget>
CreateDeskWidget(aura::Window* root, const gfx::Rect& bounds, Type type);
Type type() const { return type_; }
State state() const { return state_; }
aura::Window* root() const { return root_; }
bool pause_layout() const { return pause_layout_; }
void set_pause_layout(bool value) { pause_layout_ = value; }
const gfx::Point& last_dragged_item_screen_location() const {
return last_dragged_item_screen_location_;
}
bool dragged_item_over_bar() const { return dragged_item_over_bar_; }
OverviewGrid* overview_grid() const { return overview_grid_.get(); }
const std::vector<raw_ptr<DeskMiniView, VectorExperimental>>& mini_views()
const {
return mini_views_;
}
views::View* background_view() { return background_view_; }
DefaultDeskButton* default_desk_button() { return default_desk_button_; }
const DefaultDeskButton* default_desk_button() const {
return default_desk_button_;
}
DeskIconButton* new_desk_button() { return new_desk_button_; }
const DeskIconButton* new_desk_button() const { return new_desk_button_; }
// May return null. See comments above `GetOrCreateLibraryButton()`.
DeskIconButton* library_button() { return library_button_; }
const DeskIconButton* library_button() const { return library_button_; }
views::Label* library_button_label() { return library_button_label_; }
const views::Label* library_button_label() const {
return library_button_label_;
}
views::Label* new_desk_button_label() { return new_desk_button_label_; }
const views::Label* new_desk_button_label() const {
return new_desk_button_label_;
}
void set_library_ui_visibility(LibraryUiVisibility library_ui_visibility) {
library_ui_visibility_ = library_ui_visibility;
}
// Sets the animation abort handle. Please note, it will abort the existing
// animation first (if there is one) when a new one comes.
void set_animation_abort_handle(
std::unique_ptr<views::AnimationAbortHandle> animation_abort_handle) {
animation_abort_handle_ = std::move(animation_abort_handle);
}
// views::View:
void Layout(PassKey) override;
bool OnMousePressed(const ui::MouseEvent& event) override;
void OnGestureEvent(ui::GestureEvent* event) override;
// Initialize and create mini_views for any pre-existing desks, before the
// bar was created. `desk_bar_widget_window` is desk bar `Widget`'s
// corresponding "native window".
void Init(aura::Window* desk_bar_widget_window);
// Return true if it is currently in zero state.
bool IsZeroState() const;
// If a desk is in a drag & drop cycle.
bool IsDraggingDesk() const;
// Return true if a desk name is being modified using its mini view's
// DeskNameView on this bar.
bool IsDeskNameBeingModified() const;
// If the focused `view` is outside of the scroll view's visible bounds,
// scrolls the bar to make sure it can always be seen. Please note, `view`
// must be a child of `contents_view_`.
void ScrollToShowViewIfNecessary(const views::View* view);
// Return the mini_view associated with `desk` or nullptr if no mini_view
// has been created for it yet.
DeskMiniView* FindMiniViewForDesk(const Desk* desk) const;
// Get the index of a desk mini view in the `mini_views`.
int GetMiniViewIndex(const DeskMiniView* mini_view) const;
void OnNewDeskButtonPressed(
DesksCreationRemovalSource desks_creation_removal_source);
// Bring focus to the name view of the desk with `desk_index`.
void NudgeDeskName(int desk_index);
// If in expanded state, updates the border color of the `library_button_` and
// the active desk's mini view`.
void UpdateButtonsForSavedDeskGrid();
// Updates the visibility of all buttons in the desk bar and schedules a
// layout of the desk bar if any button's visibility changes.
void UpdateDeskButtonsVisibility();
// Update the visibility of the saved desk library button based on whether
// the saved desk feature is enabled and the user has any saved desks.
void UpdateLibraryButtonVisibility();
// Updates visibility of the label under the new desk button to
// `new_visibility`. If `layout_if_changed` is true and the label's visibility
// changes, the desk bar get asynchronously laid out after this call.
void UpdateNewDeskButtonLabelVisibility(bool new_visibility,
bool layout_if_changed);
// Called to update state of `button` and apply the scale animation to the
// button. For the new desk button, this is called when the make the new desk
// button a drop target for the window being dragged or at the end of the
// drag. For the library button, this is called when the library is clicked at
// the expanded state. Please note this will only be used to switch the states
// of the `button` between the expanded and active.
void UpdateDeskIconButtonState(DeskIconButton* button,
DeskIconButton::State target_state);
// Update the visibility state of the close buttons on all the mini_views as
// a result of mouse and gesture events.
void OnHoverStateMayHaveChanged();
void OnGestureTap(const gfx::Rect& screen_rect, bool is_long_gesture);
// Indicate if it should show the library UI in the bar. This will only query
// the desk model when needed.
bool ShouldShowLibraryUi();
// Called when an item is being dragged in overview mode to update whether it
// is currently intersecting with this view, and the `screen_location` of the
// current drag position.
void SetDragDetails(const gfx::Point& screen_location,
bool dragged_item_over_bar);
// Handle the mouse press event from a desk preview.
void HandlePressEvent(DeskMiniView* mini_view, const ui::LocatedEvent& event);
// Handle the gesture long press event from a desk preview.
void HandleLongPressEvent(DeskMiniView* mini_view,
const ui::LocatedEvent& event);
// Handle the drag event from a desk preview.
void HandleDragEvent(DeskMiniView* mini_view, const ui::LocatedEvent& event);
// Handle the release event from a desk preview. Return true if a drag event
// is ended.
bool HandleReleaseEvent(DeskMiniView* mini_view,
const ui::LocatedEvent& event);
// Handle the click event from a desk preview.
void HandleClickEvent(DeskMiniView* mini_view);
// Fires when `desk_activation_timer_` is over.
void OnActivateDeskTimer(const base::Uuid& uuid);
// Finalize any unfinished drag & drop. Initialize a new drag proxy.
void InitDragDesk(DeskMiniView* mini_view,
const gfx::PointF& location_in_screen);
// Start to drag. Scale up the drag proxy. `is_mouse_dragging` is true when
// triggered by mouse/trackpad, false when triggered by touch.
void StartDragDesk(DeskMiniView* mini_view,
const gfx::PointF& location_in_screen,
bool is_mouse_dragging);
// Reorder desks according to the drag proxy's location.
void ContinueDragDesk(DeskMiniView* mini_view,
const gfx::PointF& location_in_screen);
// If the desk is dropped by user (`end_by_user` = true), scale down and snap
// back the drag proxy. Otherwise, directly finalize the drag & drop. Note
// that when we want to end the current drag immediately, if the drag is
// initialized but did not start, `FinalizeDragDesk` should be use; if the
// drag started, `EndDragDesk` should be used with `end_by_user` = false.
void EndDragDesk(DeskMiniView* mini_view, bool end_by_user);
// Reset the drag view and the drag proxy.
void FinalizeDragDesk();
// DesksController::Observer:
void OnDeskAdded(const Desk* desk, bool from_undo) override;
void OnDeskRemoved(const Desk* desk) override;
void OnDeskReordered(int old_index, int new_index) override;
void OnDeskActivationChanged(const Desk* activated,
const Desk* deactivated) override;
void OnDeskNameChanged(const Desk* desk,
const std::u16string& new_name) override;
// This is used for the initialization, the expansion, or just the update of
// child components.
// Given input parameter values of {`initializing_bar_view`,
// `expanding_bar_view`}, this does different things as following.
// 1. {false, false}
// When a desk is added from the expanded state, the bar remains
// expanded.
// 2. {true, false}
// When the bar is being initialized, the bar will switch to either the
// zero state or the expanded state.
// 3. {false, true}
// When the bar is being expanded, the bar will switch to the expanded
// state. This is when a desk is added from the zero state, or by the
// interaction of bar UI, such as clicking the default desk button,
// dragging overview item over new desk button, clicking the library
// button, etc.
// 4. {true, true}
// Not a valid input.
// TODO(b/277969403): Improve and simplify this overloaded function by moving
// logic to `SwitchToZeroState` and `SwitchToExpandedState`.
void UpdateNewMiniViews(bool initializing_bar_view, bool expanding_bar_view);
// Animate the bar from the zero state to the expanded state.
void SwitchToExpandedState();
// Triggered when the bar UI update is done. This is triggered when the bar is
// done with its animation or when `desk_activation_timer_` fires.
void OnUiUpdateDone();
// Accessors for UI elements that are lazily constructed for performance
// reasons. Creates them if they don't exist. Only use if they should be
// visible.
DeskIconButton& GetOrCreateLibraryButton();
views::Label& GetOrCreateNewDeskButtonLabel();
// Gets full available bounds for the desk bar widget.
virtual gfx::Rect GetAvailableBounds() const = 0;
// Updates bar widget and bar view bounds as preferred. This is needed for
// dynamic width for the bar.
virtual void UpdateBarBounds();
protected:
friend class DeskBarScrollViewLayout;
friend class DesksTestApi;
class AddDeskAnimation;
class DeskIconButtonScaleAnimation;
class LibraryButtonVisibilityAnimation;
class NewDeskButtonPressedScroll;
class PostLayoutOperation;
class RemoveDeskAnimation;
class ReorderDeskAnimation;
class ScrollForActiveMiniView;
DeskBarViewBase(
aura::Window* root,
Type type,
base::WeakPtr<WindowOcclusionCalculator> window_occlusion_calculator);
~DeskBarViewBase() override;
// Return the X offset of the first mini_view on the left (if there's one),
// or the X offset of this view's center point when there are no mini_views.
// This offset is used to calculate the amount by which the mini_views should
// be moved when performing the mini_view creation or deletion animations.
int GetFirstMiniViewXOffset() const;
// Returns the descendant views of the desk bar which animate on desk addition
// or removal, mapped to their current X screen coordinates.
base::flat_map<views::View*, int> GetAnimatableViewsCurrentXMap() const;
// Determine the new index of the dragged desk at the position of
// `location_in_screen`.
int DetermineMoveIndex(int location_in_screen) const;
// Update the visibility of `left_scroll_button_` and `right_scroll_button_`.
// Show `left_scroll_button_` if there are contents outside of the left edge
// of the `scroll_view_`, the same for `right_scroll_button_` based on the
// right side of the `scroll_view_`.
void UpdateScrollButtonsVisibility();
// We will show a fade in gradient besides `left_scroll_button_` and a fade
// out gradient besides `right_scroll_button_`. Show the gradient only when
// the corresponding scroll button is visible.
void UpdateGradientMask();
// Scroll the desk bar to the previous or next page. The page size is the
// width of the scroll view, the contents that are outside of the scroll view
// will be clipped and can not be seen.
void ScrollToPreviousPage();
void ScrollToNextPage();
// Get the adjusted scroll position based on `position` to make sure no desk
// preview is cropped at the start position of the scrollable bar.
int GetAdjustedUncroppedScrollPosition(int position) const;
void OnLibraryButtonPressed();
// This function cycles through `mini_views_` and updates the tooltip for each
// mini view's desk action buttons.
void MaybeUpdateDeskActionButtonTooltips();
// Initializes `scroll_view_` if `IsScrollingRequired()`. No-op if
// `scroll_view_` is already initialized. Should be called any time the width
// of the desk bar may have increased, as that may necessitate scrolling.
void InitScrollingIfRequired();
// Initializes `scroll_view_` and re-parents `contents_view_` if it's
// set.
void InitScrolling();
// Whether scrolling is an actual possibility (i.e. the width of the
// `contents_view_` is close to, or exceeds the width of the screen). In
// practice, this happens when the user has many desks, which field metrics
// suggest is very rare.
bool IsScrollingRequired() const;
// Whether `scroll_view_` and all other scrolling UI elements are initialized.
bool IsScrollingInitialized() const;
// Parent view that holds all of the contents. Either the `scroll_view_` or
// the `contents_view_`, depending on whether scrolling is active.
views::View& GetTopLevelViewWithContents();
// Scrollview callbacks.
void OnContentsScrolled();
void OnContentsScrollEnded();
// If drag a desk over a scroll button (i.e., the desk intersects the button),
// scroll the desk bar. If the desk is dropped or leaves the button, end
// scroll. Return true if the scroll is triggered. Return false if the scroll
// is ended.
bool MaybeScrollByDraggedDesk();
// Maybe refreshes `overview_grid_` bounds on desk bar `state_` changed.
void MaybeRefreshOverviewGridBounds();
const Type type_ = Type::kOverview;
State state_ = State::kZero;
// True if it needs to hold `Layout` until the bounds animation is completed.
// `Layout` is expensive and will be called on bounds changes, which means it
// will be called lots of times during the bounds changes animation. This is
// done to eliminate the unnecessary `Layout` calls during the animation.
bool pause_layout_ = false;
// Mini view whose preview is being dragged.
raw_ptr<DeskMiniView> drag_view_ = nullptr;
// The screen location of the most recent drag position. This value is valid
// only when the below `dragged_item_over_bar_` is true.
gfx::Point last_dragged_item_screen_location_;
// True when the drag location of the overview item is intersecting with this
// view.
bool dragged_item_over_bar_ = false;
// This controls whether or not to show the library UI, e.g. the library
// button.
LibraryUiVisibility library_ui_visibility_ =
LibraryUiVisibility::kToBeChecked;
// The `OverviewGrid` that contains this object if this is a `Type::kOverview`
// bar, nullptr otherwise.
base::WeakPtr<OverviewGrid> overview_grid_;
// The views representing desks mini_views. They're owned by views hierarchy.
std::vector<raw_ptr<DeskMiniView, VectorExperimental>> mini_views_;
// The view representing the desk bar background view. It's owned by views
// hierarchy. It exists only in the shelf desk bar as it's needed for
// animation.
raw_ptr<views::View> background_view_ = nullptr;
// Put the contents in a `ScrollView` to support scrollable desks. Due to
// `ScrollView`'s added latency even when scrolling is a non-factor, this is
// only initialized if `IsScrollingRequired()` is true. If that's not the
// case, `contents_view_` is a direct child of this view.
raw_ptr<views::ScrollView> scroll_view_ = nullptr;
// Parent of the desk bar's primary contents (mainly mini views and buttons).
// Set as contents of `scroll_view_` if scrolling is enabled, otherwise a
// direct child of `DeskBarViewBase`. Always non-null.
raw_ptr<views::View> contents_view_ = nullptr;
// The default desk button, the new desk button and the library button.
raw_ptr<DefaultDeskButton> default_desk_button_ = nullptr;
raw_ptr<DeskIconButton> new_desk_button_ = nullptr;
raw_ptr<DeskIconButton> library_button_ = nullptr;
// Labels to be shown under the desk icon buttons when they're at the active
// state.
raw_ptr<views::Label> new_desk_button_label_ = nullptr;
raw_ptr<views::Label> library_button_label_ = nullptr;
// Scroll arrow buttons.
raw_ptr<ScrollArrowButton> left_scroll_button_ = nullptr;
raw_ptr<ScrollArrowButton> right_scroll_button_ = nullptr;
// Observe mouse events on the desk bar widget and updates the states of the
// mini_views accordingly.
std::unique_ptr<DeskBarHoverObserver> hover_observer_;
// Drag proxy for the dragged desk.
std::unique_ptr<DeskDragProxy> drag_proxy_;
// ScrollView callback subscriptions.
base::CallbackListSubscription on_contents_scrolled_subscription_;
base::CallbackListSubscription on_contents_scroll_ended_subscription_;
// A timer to wait on desk activation before desk bar animation is finished.
base::OneShotTimer desk_activation_timer_;
const raw_ptr<aura::Window> root_;
std::unique_ptr<views::AnimationAbortHandle> animation_abort_handle_;
// Test closure that runs after the UI has been updated asynchronously.
base::OnceClosure on_update_ui_closure_for_testing_;
const base::WeakPtr<WindowOcclusionCalculator> window_occlusion_calculator_;
const base::RepeatingClosure desk_icon_button_state_changed_cb_;
// Ordered list of operations to run after the next `Layout()` call ends.
// This is a short-lived "to-do" list of things that require a layout to
// complete first before they can be run. The list is cleared after the layout
// completes. In practice, there is usually 1 element in this list.
std::vector<std::unique_ptr<PostLayoutOperation>>
pending_post_layout_operations_;
};
} // namespace ash
#endif // ASH_WM_DESKS_DESK_BAR_VIEW_BASE_H_