// Copyright 2018 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_MULTI_USER_MULTI_USER_WINDOW_MANAGER_IMPL_H_
#define ASH_MULTI_USER_MULTI_USER_WINDOW_MANAGER_IMPL_H_
#include <map>
#include <memory>
#include "ash/ash_export.h"
#include "ash/public/cpp/multi_user_window_manager.h"
#include "ash/public/cpp/session/session_observer.h"
#include "base/containers/flat_map.h"
#include "base/memory/raw_ptr.h"
#include "base/observer_list.h"
#include "base/time/time.h"
#include "components/account_id/account_id.h"
#include "ui/aura/window_observer.h"
#include "ui/display/display_observer.h"
#include "ui/wm/core/transient_window_observer.h"
namespace display {
enum class TabletState;
} // namespace display
namespace ash {
class MultiUserWindowManagerDelegate;
class UserSwitchAnimator;
// MultiUserWindowManager associates windows with users and ensures the
// appropriate set of windows are visible at the right time.
// MultiUserWindowManager must be explicitly told about the windows to manage.
// This is done by way of SetWindowOwner().
//
// Each window may be associated with two accounts. The owning account (the
// account supplied to SetWindowOwner()), and an account the window is shown
// with when the account is active. Typically the 'shown' account and 'owning'
// account are the same, but the user may choose to show a window from an other
// account, in which case the 'shown' account changes.
//
// Note:
// - aura::Window::Hide() is currently hiding the window and all owned transient
// children. However aura::Window::Show() is only showing the window itself.
// To address that, all transient children (and their children) are remembered
// in |transient_window_to_visibility_| and monitored to keep track of the
// visibility changes from the owning user. This way the visibility can be
// changed back to its requested state upon showing by us - or when the window
// gets detached from its current owning parent.
class ASH_EXPORT MultiUserWindowManagerImpl
: public MultiUserWindowManager,
public SessionObserver,
public aura::WindowObserver,
public ::wm::TransientWindowObserver,
public display::DisplayObserver {
public:
// The speed which should be used to perform animations.
enum AnimationSpeed {
ANIMATION_SPEED_NORMAL, // The normal animation speed.
ANIMATION_SPEED_FAST, // Unit test speed which test animations.
ANIMATION_SPEED_DISABLED // Unit tests which do not require animations.
};
MultiUserWindowManagerImpl(MultiUserWindowManagerDelegate* delegate,
const AccountId& account_id);
MultiUserWindowManagerImpl(const MultiUserWindowManagerImpl&) = delete;
MultiUserWindowManagerImpl& operator=(const MultiUserWindowManagerImpl&) =
delete;
~MultiUserWindowManagerImpl() override;
static MultiUserWindowManagerImpl* Get();
// MultiUserWindowManager:
void SetWindowOwner(aura::Window* window,
const AccountId& account_id) override;
void ShowWindowForUser(aura::Window* window,
const AccountId& account_id) override;
const AccountId& GetWindowOwner(const aura::Window* window) const override;
bool AreWindowsSharedAmongUsers() const override;
std::set<AccountId> GetOwnersOfVisibleWindows() const override;
const AccountId& GetUserPresentingWindow(
const aura::Window* window) const override;
const AccountId& CurrentAccountId() const override;
// SessionObserver:
void OnActiveUserSessionChanged(const AccountId& account_id) override;
// WindowObserver overrides:
void OnWindowDestroyed(aura::Window* window) override;
void OnWindowVisibilityChanging(aura::Window* window, bool visible) override;
void OnWindowVisibilityChanged(aura::Window* window, bool visible) override;
// TransientWindowObserver overrides:
void OnTransientChildAdded(aura::Window* window,
aura::Window* transient) override;
void OnTransientChildRemoved(aura::Window* window,
aura::Window* transient) override;
// display::DisplayObserver:
void OnDisplayTabletStateChanged(display::TabletState state) override;
// Disable any animations for unit tests.
void SetAnimationSpeedForTest(AnimationSpeed speed);
// Returns true when a user switch animation is running. For unit tests.
bool IsAnimationRunningForTest();
// Returns the current user for unit tests.
const AccountId& GetCurrentUserForTest() const;
private:
friend class MultiProfileSupportTest;
friend class UserSwitchAnimator;
class WindowEntry {
public:
explicit WindowEntry(const AccountId& account_id);
WindowEntry(const WindowEntry&) = delete;
WindowEntry& operator=(const WindowEntry&) = delete;
~WindowEntry();
// Returns the owner of this window. This cannot be changed.
const AccountId& owner() const { return owner_; }
// Returns the user for which this should be shown.
const AccountId& show_for_user() const { return show_for_user_; }
// Returns if the window should be shown for the "show user" or not.
bool show() const { return show_; }
// Set the user which will display the window on the owned desktop. If
// an empty user id gets passed the owner will be used.
void set_show_for_user(const AccountId& account_id) {
show_for_user_ = account_id.is_valid() ? account_id : owner_;
}
// Sets if the window gets shown for the active user or not.
void set_show(bool show) { show_ = show; }
private:
// The user id of the owner of this window.
const AccountId owner_;
// The user id of the user on which desktop the window gets shown.
AccountId show_for_user_;
// True if the window should be visible for the user which shows the window.
bool show_ = true;
};
using TransientWindowToVisibility = base::flat_map<aura::Window*, bool>;
using WindowToEntryMap =
std::map<aura::Window*, std::unique_ptr<WindowEntry>>;
// Returns true if the 'shown' owner of |window| is |account_id|.
bool IsWindowOnDesktopOfUser(aura::Window* window,
const AccountId& account_id) const;
// Returns the 'shown' owner.
const AccountId& GetUserPresentingWindow(aura::Window* window) const;
// Show a window for a user without switching the user.
// Returns true when the window moved to a new desktop.
bool ShowWindowForUserIntern(aura::Window* window,
const AccountId& account_id);
// Show / hide the given window. Note: By not doing this within the functions,
// this allows to either switching to different ways to show/hide and / or to
// distinguish state changes performed by this class vs. state changes
// performed by the others. Note furthermore that system modal dialogs will
// not get hidden. We will switch instead to the owners desktop.
// The |animation_time| is the time the animation should take, an empty value
// switches instantly.
void SetWindowVisibility(aura::Window* window,
bool visible,
base::TimeDelta animation_time = base::TimeDelta());
const WindowToEntryMap& window_to_entry() { return window_to_entry_; }
// Show the window and its transient children. However - if a transient child
// was turned invisible by some other operation, it will stay invisible.
// |animation_time| is the amount of time to animate.
void ShowWithTransientChildrenRecursive(aura::Window* window,
base::TimeDelta animation_time);
// Find the first owned window in the chain.
// Returns NULL when the window itself is owned.
aura::Window* GetOwningWindowInTransientChain(aura::Window* window) const;
// A |window| and its children were attached as transient children to an
// |owning_parent| and need to be registered. Note that the |owning_parent|
// itself will not be registered, but its children will.
void AddTransientOwnerRecursive(aura::Window* window,
aura::Window* owning_parent);
// A window and its children were removed from its parent and can be
// unregistered.
void RemoveTransientOwnerRecursive(aura::Window* window);
// Animate a |window| to be |visible| over a time of |animation_time|.
void SetWindowVisible(aura::Window* window,
bool visible,
base::TimeDelta aimation_time);
// Returns the time for an animation.
base::TimeDelta GetAdjustedAnimationTime(base::TimeDelta default_time) const;
raw_ptr<MultiUserWindowManagerDelegate> delegate_;
// A lookup to see to which user the given window belongs to, where and if it
// should get shown.
WindowToEntryMap window_to_entry_;
// A map which remembers for owned transient windows their own visibility.
TransientWindowToVisibility transient_window_to_visibility_;
// The currently selected active user. It is used to find the proper
// visibility state in various cases. The state is stored here instead of
// being read from the user manager to be in sync while a switch occurs.
AccountId current_account_id_;
// Suppress changes to the visibility flag while we are changing it ourselves.
bool suppress_visibility_changes_ = false;
// The speed which is used to perform any animations.
AnimationSpeed animation_speed_ = ANIMATION_SPEED_NORMAL;
// The animation between users.
std::unique_ptr<UserSwitchAnimator> animation_;
display::ScopedDisplayObserver display_observer_{this};
};
} // namespace ash
#endif // ASH_MULTI_USER_MULTI_USER_WINDOW_MANAGER_IMPL_H_