#include "ui/wm/core/window_util.h"
#include "base/functional/bind.h"
#include "base/memory/raw_ptr.h"
#include "ui/aura/client/aura_constants.h"
#include "ui/aura/window.h"
#include "ui/compositor/layer.h"
#include "ui/compositor/layer_tree_owner.h"
#include "ui/display/screen.h"
#include "ui/display/types/display_constants.h"
#include "ui/wm/core/transient_window_manager.h"
#include "ui/wm/core/window_properties.h"
#include "ui/wm/public/activation_client.h"
namespace {
void CloneChildren(ui::Layer* to_clone,
ui::Layer* parent,
const wm::MapLayerFunc& map_func) { … }
void MirrorChildren(ui::Layer* to_mirror,
ui::Layer* parent,
bool sync_bounds) { … }
}
namespace wm {
void ActivateWindow(aura::Window* window) { … }
void DeactivateWindow(aura::Window* window) { … }
bool IsActiveWindow(const aura::Window* window) { … }
bool CanActivateWindow(const aura::Window* window) { … }
void SetWindowFullscreen(aura::Window* window,
bool fullscreen,
int64_t target_display_id) { … }
bool WindowStateIs(const aura::Window* window, ui::WindowShowState state) { … }
ui::WindowShowState GetWindowState(const aura::Window* window) { … }
void SetWindowState(aura::Window* window, ui::WindowShowState state) { … }
void Restore(aura::Window* window) { … }
void Unminimize(aura::Window* window) { … }
aura::Window* GetActivatableWindow(aura::Window* window) { … }
aura::Window* GetToplevelWindow(aura::Window* window) { … }
const aura::Window* GetToplevelWindow(const aura::Window* window) { … }
std::unique_ptr<ui::LayerTreeOwner> RecreateLayers(ui::LayerOwner* root) { … }
std::unique_ptr<ui::LayerTreeOwner> RecreateLayersWithClosure(
ui::LayerOwner* root,
const MapLayerFunc& map_func) { … }
std::unique_ptr<ui::LayerTreeOwner> MirrorLayers(
ui::LayerOwner* root, bool sync_bounds) { … }
aura::Window* GetTransientParent(aura::Window* window) { … }
const aura::Window* GetTransientParent(const aura::Window* window) { … }
const std::vector<raw_ptr<aura::Window, VectorExperimental>>&
GetTransientChildren(const aura::Window* window) { … }
aura::Window* GetTransientRoot(aura::Window* window) { … }
void AddTransientChild(aura::Window* parent, aura::Window* child) { … }
void RemoveTransientChild(aura::Window* parent, aura::Window* child) { … }
bool HasTransientAncestor(const aura::Window* window,
const aura::Window* ancestor) { … }
}