// Copyright 2013 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/shelf/overflow_bubble_view.h"
#include <algorithm>
#include "ash/root_window_controller.h"
#include "ash/shelf/shelf_layout_manager.h"
#include "ash/shelf/shelf_view.h"
#include "ash/shell.h"
#include "ash/shell_window_ids.h"
#include "ui/events/event.h"
#include "ui/gfx/insets.h"
#include "ui/gfx/screen.h"
#include "ui/views/bubble/bubble_frame_view.h"
#include "ui/views/widget/widget.h"
namespace ash {
namespace internal {
namespace {
// Max bubble size to screen size ratio.
const float kMaxBubbleSizeToScreenRatio = 0.5f;
// Inner padding in pixels for shelf view inside bubble.
const int kPadding = 2;
// Padding space in pixels between ShelfView's left/top edge to its contents.
const int kShelfViewLeadingInset = 8;
} // namespace
OverflowBubbleView::OverflowBubbleView()
: shelf_view_(NULL) {
}
OverflowBubbleView::~OverflowBubbleView() {
}
void OverflowBubbleView::InitOverflowBubble(views::View* anchor,
ShelfView* shelf_view) {
// set_anchor_view needs to be called before GetShelfLayoutManagerForLauncher
// can be called.
SetAnchorView(anchor);
set_arrow(GetBubbleArrow());
set_background(NULL);
set_color(SkColorSetARGB(kLauncherBackgroundAlpha, 0, 0, 0));
set_margins(gfx::Insets(kPadding, kPadding, kPadding, kPadding));
set_move_with_anchor(true);
// Overflow bubble should not get focus. If it get focus when it is shown,
// active state item is changed to running state.
set_use_focusless(true);
// Makes bubble view has a layer and clip its children layers.
SetPaintToLayer(true);
SetFillsBoundsOpaquely(false);
layer()->SetMasksToBounds(true);
shelf_view_ = shelf_view;
AddChildView(shelf_view_);
set_parent_window(Shell::GetContainer(
anchor->GetWidget()->GetNativeWindow()->GetRootWindow(),
internal::kShellWindowId_ShelfBubbleContainer));
views::BubbleDelegateView::CreateBubble(this);
}
bool OverflowBubbleView::IsHorizontalAlignment() const {
ShelfLayoutManager* shelf_layout_manager = GetShelfLayoutManagerForLauncher();
return shelf_layout_manager ?
shelf_layout_manager->IsHorizontalAlignment() :
false;
}
const gfx::Size OverflowBubbleView::GetContentsSize() const {
return static_cast<views::View*>(shelf_view_)->GetPreferredSize();
}
// Gets arrow location based on shelf alignment.
views::BubbleBorder::Arrow OverflowBubbleView::GetBubbleArrow() const {
ShelfLayoutManager* shelf_layout_manager = GetShelfLayoutManagerForLauncher();
return shelf_layout_manager ?
shelf_layout_manager->SelectValueForShelfAlignment(
views::BubbleBorder::BOTTOM_LEFT,
views::BubbleBorder::LEFT_TOP,
views::BubbleBorder::RIGHT_TOP,
views::BubbleBorder::TOP_LEFT) :
views::BubbleBorder::NONE;
}
void OverflowBubbleView::ScrollByXOffset(int x_offset) {
const gfx::Rect visible_bounds(GetContentsBounds());
const gfx::Size contents_size(GetContentsSize());
DCHECK_GE(contents_size.width(), visible_bounds.width());
int x = std::min(contents_size.width() - visible_bounds.width(),
std::max(0, scroll_offset_.x() + x_offset));
scroll_offset_.set_x(x);
}
void OverflowBubbleView::ScrollByYOffset(int y_offset) {
const gfx::Rect visible_bounds(GetContentsBounds());
const gfx::Size contents_size(GetContentsSize());
DCHECK_GE(contents_size.width(), visible_bounds.width());
int y = std::min(contents_size.height() - visible_bounds.height(),
std::max(0, scroll_offset_.y() + y_offset));
scroll_offset_.set_y(y);
}
gfx::Size OverflowBubbleView::GetPreferredSize() {
gfx::Size preferred_size = GetContentsSize();
const gfx::Rect monitor_rect = Shell::GetScreen()->GetDisplayNearestPoint(
GetAnchorRect().CenterPoint()).work_area();
if (!monitor_rect.IsEmpty()) {
if (IsHorizontalAlignment()) {
preferred_size.set_width(std::min(
preferred_size.width(),
static_cast<int>(monitor_rect.width() *
kMaxBubbleSizeToScreenRatio)));
} else {
preferred_size.set_height(std::min(
preferred_size.height(),
static_cast<int>(monitor_rect.height() *
kMaxBubbleSizeToScreenRatio)));
}
}
return preferred_size;
}
void OverflowBubbleView::Layout() {
shelf_view_->SetBoundsRect(gfx::Rect(
gfx::PointAtOffsetFromOrigin(-scroll_offset_), GetContentsSize()));
}
void OverflowBubbleView::ChildPreferredSizeChanged(views::View* child) {
// When contents size is changed, ContentsBounds should be updated before
// calculating scroll offset.
SizeToContents();
// Ensures |shelf_view_| is still visible.
if (IsHorizontalAlignment())
ScrollByXOffset(0);
else
ScrollByYOffset(0);
Layout();
}
bool OverflowBubbleView::OnMouseWheel(const ui::MouseWheelEvent& event) {
// The MouseWheelEvent was changed to support both X and Y offsets
// recently, but the behavior of this function was retained to continue
// using Y offsets only. Might be good to simply scroll in both
// directions as in OverflowBubbleView::OnScrollEvent.
if (IsHorizontalAlignment())
ScrollByXOffset(-event.y_offset());
else
ScrollByYOffset(-event.y_offset());
Layout();
return true;
}
ShelfLayoutManager*
OverflowBubbleView::GetShelfLayoutManagerForLauncher() const {
return GetAnchorView() ?
ShelfLayoutManager::ForLauncher(
GetAnchorView()->GetWidget()->GetNativeView()) :
NULL;
}
void OverflowBubbleView::OnScrollEvent(ui::ScrollEvent* event) {
ScrollByXOffset(-event->x_offset());
ScrollByYOffset(-event->y_offset());
Layout();
event->SetHandled();
}
gfx::Rect OverflowBubbleView::GetBubbleBounds() {
views::BubbleBorder* border = GetBubbleFrameView()->bubble_border();
gfx::Insets bubble_insets = border->GetInsets();
const int border_size =
views::BubbleBorder::is_arrow_on_horizontal(arrow()) ?
bubble_insets.left() : bubble_insets.top();
const int arrow_offset = border_size + kPadding + kShelfViewLeadingInset +
ShelfLayoutManager::GetPreferredShelfSize() / 2;
const gfx::Size content_size = GetPreferredSize();
border->set_arrow_offset(arrow_offset);
const gfx::Rect anchor_rect = GetAnchorRect();
gfx::Rect bubble_rect = GetBubbleFrameView()->GetUpdatedWindowBounds(
anchor_rect,
content_size,
false);
gfx::Rect monitor_rect = Shell::GetScreen()->GetDisplayNearestPoint(
anchor_rect.CenterPoint()).work_area();
int offset = 0;
if (views::BubbleBorder::is_arrow_on_horizontal(arrow())) {
if (bubble_rect.x() < monitor_rect.x())
offset = monitor_rect.x() - bubble_rect.x();
else if (bubble_rect.right() > monitor_rect.right())
offset = monitor_rect.right() - bubble_rect.right();
bubble_rect.Offset(offset, 0);
border->set_arrow_offset(anchor_rect.CenterPoint().x() - bubble_rect.x());
} else {
if (bubble_rect.y() < monitor_rect.y())
offset = monitor_rect.y() - bubble_rect.y();
else if (bubble_rect.bottom() > monitor_rect.bottom())
offset = monitor_rect.bottom() - bubble_rect.bottom();
bubble_rect.Offset(0, offset);
border->set_arrow_offset(anchor_rect.CenterPoint().y() - bubble_rect.y());
}
GetBubbleFrameView()->SchedulePaint();
return bubble_rect;
}
} // namespace internal
} // namespace ash