1 // Copyright 2019 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "ash/wm/collision_detection/collision_detection_utils.h"
6
7 #include "ash/keyboard/ui/keyboard_ui_controller.h"
8 #include "ash/public/cpp/shelf_types.h"
9 #include "ash/public/cpp/shell_window_ids.h"
10 #include "ash/shelf/shelf.h"
11 #include "ash/shelf/shelf_layout_manager.h"
12 #include "ash/shell.h"
13 #include "ash/wm/work_area_insets.h"
14 #include "base/macros.h"
15 #include "ui/base/class_property.h"
16 #include "ui/wm/core/coordinate_conversion.h"
17
18 DEFINE_UI_CLASS_PROPERTY_TYPE(ash::CollisionDetectionUtils::RelativePriority)
19
20 namespace ash {
21
22 namespace {
23
24 // A property key to store whether the a window should be ignored for window
25 // collision detection. For example, StatusBubble windows.
DEFINE_UI_CLASS_PROPERTY_KEY(bool,kIgnoreForWindowCollisionDetection,false)26 DEFINE_UI_CLASS_PROPERTY_KEY(bool, kIgnoreForWindowCollisionDetection, false)
27
28 // A property key to store a window's collision detection priority, used to
29 // resolve collisions between multiple windows which are both using
30 // CollisionDetectionUtils.
31 DEFINE_UI_CLASS_PROPERTY_KEY(
32 CollisionDetectionUtils::RelativePriority,
33 kCollisionDetectionRelativePriority,
34 CollisionDetectionUtils::RelativePriority::kDefault)
35
36 bool ShouldIgnoreWindowForCollision(
37 const aura::Window* window,
38 CollisionDetectionUtils::RelativePriority priority) {
39 if (window->GetProperty(kIgnoreForWindowCollisionDetection))
40 return true;
41
42 DCHECK_NE(CollisionDetectionUtils::RelativePriority::kDefault, priority);
43
44 // Only ignore a window if our priority is greater than theirs. Lower priority
45 // windows need to move for higher priority windows, and windows do not need
46 // to move for a window of their own priority.
47 return static_cast<int>(priority) >=
48 static_cast<int>(
49 window->GetProperty(kCollisionDetectionRelativePriority));
50 }
51
ComputeCollisionRectFromBounds(const gfx::Rect & bounds,const aura::Window * parent,bool inset=true)52 gfx::Rect ComputeCollisionRectFromBounds(const gfx::Rect& bounds,
53 const aura::Window* parent,
54 bool inset = true) {
55 gfx::Rect collision_rect = bounds;
56 ::wm::ConvertRectToScreen(parent, &collision_rect);
57 if (inset) {
58 collision_rect.Inset(-kCollisionWindowWorkAreaInsetsDp,
59 -kCollisionWindowWorkAreaInsetsDp);
60 }
61 return collision_rect;
62 }
63
CollectCollisionRects(const display::Display & display,CollisionDetectionUtils::RelativePriority priority)64 std::vector<gfx::Rect> CollectCollisionRects(
65 const display::Display& display,
66 CollisionDetectionUtils::RelativePriority priority) {
67 DCHECK_NE(CollisionDetectionUtils::RelativePriority::kDefault, priority);
68 std::vector<gfx::Rect> rects;
69 auto* root_window = Shell::GetRootWindowForDisplayId(display.id());
70 if (root_window) {
71 // Check SettingsBubbleContainer windows.
72 auto* settings_bubble_container =
73 root_window->GetChildById(kShellWindowId_SettingBubbleContainer);
74 for (auto* window : settings_bubble_container->children()) {
75 if (!window->IsVisible() && !window->GetTargetBounds().IsEmpty())
76 continue;
77 if (ShouldIgnoreWindowForCollision(window, priority))
78 continue;
79 // Use the target bounds in case an animation is in progress.
80 rects.push_back(ComputeCollisionRectFromBounds(window->GetTargetBounds(),
81 window->parent()));
82 }
83
84 // Check auto-hide shelf, which isn't included normally in the work area:
85 auto* shelf = Shelf::ForWindow(root_window);
86 auto* shelf_window = shelf->GetWindow();
87 if (shelf->IsVisible() &&
88 !ShouldIgnoreWindowForCollision(shelf_window, priority))
89 rects.push_back(ComputeCollisionRectFromBounds(
90 shelf_window->GetTargetBounds(), shelf_window->parent()));
91
92 // The hotseat doesn't span the whole width of the display, but to allow
93 // a PIP window to be slided horizontally along the hotseat, we extend the
94 // width of the hotseat to that of the display.
95 auto* hotseat_widget = shelf->hotseat_widget();
96 if (hotseat_widget) {
97 auto* hotseat_window = hotseat_widget->GetNativeWindow();
98 gfx::Rect hotseat_rect{root_window->bounds().x(),
99 hotseat_window->GetTargetBounds().y(),
100 root_window->bounds().width(),
101 hotseat_window->GetTargetBounds().height()};
102 if (hotseat_widget->state() != HotseatState::kHidden &&
103 hotseat_widget->state() != HotseatState::kNone &&
104 !ShouldIgnoreWindowForCollision(hotseat_window, priority)) {
105 rects.push_back(ComputeCollisionRectFromBounds(
106 hotseat_rect, hotseat_window->parent()));
107 }
108 }
109
110 // Check the Automatic Clicks windows.
111 // TODO(Katie): The PIP isn't re-triggered to check the accessibility bubble
112 // windows when the autoclick window moves, just when the PIP moves or
113 // another system window. Need to ensure that changing the autoclick menu
114 // position triggers the PIP to re-check its bounds. crbug.com/954546.
115 auto* accessibility_bubble_container =
116 root_window->GetChildById(kShellWindowId_AccessibilityBubbleContainer);
117 for (auto* window : accessibility_bubble_container->children()) {
118 if (!window->IsVisible() && !window->GetTargetBounds().IsEmpty())
119 continue;
120 if (ShouldIgnoreWindowForCollision(window, priority))
121 continue;
122 // Use the target bounds in case an animation is in progress.
123 if (priority ==
124 CollisionDetectionUtils::RelativePriority::kAutomaticClicksMenu &&
125 window->GetProperty(kCollisionDetectionRelativePriority) ==
126 CollisionDetectionUtils::RelativePriority::
127 kAutomaticClicksScrollMenu) {
128 // The autoclick menu widget and autoclick scroll menu widget are 0dip
129 // apart because they must be drawn at 8dips apart including drop
130 // shadow. This special case means we should not add an inset if we
131 // are calculating collision rects for the autoclick menu.
132 rects.push_back(ComputeCollisionRectFromBounds(
133 window->GetTargetBounds(), window->parent(),
134 false /* do not inset */));
135 } else {
136 rects.push_back(ComputeCollisionRectFromBounds(
137 window->GetTargetBounds(), window->parent()));
138 }
139 }
140 }
141
142 auto* keyboard_controller = keyboard::KeyboardUIController::Get();
143 if (keyboard_controller->IsEnabled() &&
144 keyboard_controller->GetActiveContainerType() ==
145 keyboard::ContainerType::kFloating &&
146 keyboard_controller->GetRootWindow() == root_window &&
147 !keyboard_controller->GetVisualBoundsInScreen().IsEmpty() &&
148 !ShouldIgnoreWindowForCollision(keyboard_controller->GetKeyboardWindow(),
149 priority)) {
150 rects.push_back(ComputeCollisionRectFromBounds(
151 keyboard_controller->visual_bounds_in_root(),
152 /*parent=*/root_window));
153 }
154
155 return rects;
156 }
157
158 // Finds the candidate points |center| could be moved to. One of these points
159 // is guaranteed to be the minimum distance to move |center| to make it not
160 // intersect any of the rectangles in |collision_rects|.
CollectCandidatePoints(const gfx::Point & center,const std::vector<gfx::Rect> & collision_rects)161 std::vector<gfx::Point> CollectCandidatePoints(
162 const gfx::Point& center,
163 const std::vector<gfx::Rect>& collision_rects) {
164 std::vector<gfx::Point> candidate_points;
165 candidate_points.reserve(4 * collision_rects.size() * collision_rects.size() +
166 4 * collision_rects.size() + 1);
167 // There are four cases for how the window will move.
168 // Case #1: Touches 0 obstacles. This corresponds to not moving.
169 // Case #2: Touches 1 obstacle.
170 // The result window will be touching one edge of the obstacle.
171 // Case #3: Touches 2 obstacles.
172 // The result window will be touching one horizontal and one vertical edge
173 // from two different obstacles.
174 // Case #4: Touches more than 2 obstacles. This is handled in case #3.
175
176 // Case #2.
177 // Rects include the left and top edges, so subtract 1 for those.
178 // Prioritize horizontal movement before vertical movement.
179 bool intersects = false;
180 for (const auto& rectA : collision_rects) {
181 intersects = intersects || rectA.Contains(center);
182 candidate_points.emplace_back(rectA.x() - 1, center.y());
183 candidate_points.emplace_back(rectA.right(), center.y());
184 candidate_points.emplace_back(center.x(), rectA.y() - 1);
185 candidate_points.emplace_back(center.x(), rectA.bottom());
186 }
187 // Case #1: Touching zero obstacles, so don't move the window.
188 if (!intersects)
189 return {};
190
191 // Case #3: Add candidate points corresponding to each pair of horizontal
192 // and vertical edges.
193 for (const auto& rectA : collision_rects) {
194 for (const auto& rectB : collision_rects) {
195 // Continuing early here isn't necessary but makes fewer candidate points.
196 if (&rectA == &rectB)
197 continue;
198 candidate_points.emplace_back(rectA.x() - 1, rectB.y() - 1);
199 candidate_points.emplace_back(rectA.x() - 1, rectB.bottom());
200 candidate_points.emplace_back(rectA.right(), rectB.y() - 1);
201 candidate_points.emplace_back(rectA.right(), rectB.bottom());
202 }
203 }
204 return candidate_points;
205 }
206
207 // Finds the candidate point with the shortest distance to |center| that is
208 // inside |work_area| and does not intersect any gfx::Rect in |rects|.
ComputeBestCandidatePoint(const gfx::Point & center,const gfx::Rect & work_area,const std::vector<gfx::Rect> & rects)209 gfx::Point ComputeBestCandidatePoint(const gfx::Point& center,
210 const gfx::Rect& work_area,
211 const std::vector<gfx::Rect>& rects) {
212 auto candidate_points = CollectCandidatePoints(center, rects);
213 int64_t best_dist = -1;
214 gfx::Point best_point = center;
215 for (const auto& point : candidate_points) {
216 if (!work_area.Contains(point))
217 continue;
218 bool viable = true;
219 for (const auto& rect : rects) {
220 if (rect.Contains(point)) {
221 viable = false;
222 break;
223 }
224 }
225 if (!viable)
226 continue;
227 int64_t dist = (point - center).LengthSquared();
228 if (dist < best_dist || best_dist == -1) {
229 best_dist = dist;
230 best_point = point;
231 }
232 }
233 return best_point;
234 }
235
236 } // namespace
237
GetMovementArea(const display::Display & display)238 gfx::Rect CollisionDetectionUtils::GetMovementArea(
239 const display::Display& display) {
240 gfx::Rect work_area =
241 WorkAreaInsets::ForWindow(Shell::GetRootWindowForDisplayId(display.id()))
242 ->user_work_area_bounds();
243
244 work_area.Inset(kCollisionWindowWorkAreaInsetsDp,
245 kCollisionWindowWorkAreaInsetsDp);
246 return work_area;
247 }
248
AdjustToFitMovementAreaByGravity(const display::Display & display,const gfx::Rect & bounds_in_screen)249 gfx::Rect CollisionDetectionUtils::AdjustToFitMovementAreaByGravity(
250 const display::Display& display,
251 const gfx::Rect& bounds_in_screen) {
252 gfx::Rect resting_bounds = bounds_in_screen;
253 gfx::Rect area = GetMovementArea(display);
254 resting_bounds.AdjustToFit(area);
255 const CollisionDetectionUtils::Gravity gravity =
256 GetGravityToClosestEdge(resting_bounds, area);
257 return GetAdjustedBoundsByGravity(resting_bounds, area, gravity);
258 }
259
GetRestingPosition(const display::Display & display,const gfx::Rect & bounds_in_screen,CollisionDetectionUtils::RelativePriority priority)260 gfx::Rect CollisionDetectionUtils::GetRestingPosition(
261 const display::Display& display,
262 const gfx::Rect& bounds_in_screen,
263 CollisionDetectionUtils::RelativePriority priority) {
264 gfx::Rect resting_bounds =
265 AdjustToFitMovementAreaByGravity(display, bounds_in_screen);
266 return AvoidObstacles(display, resting_bounds, priority);
267 }
268
IgnoreWindowForCollisionDetection(aura::Window * window)269 void CollisionDetectionUtils::IgnoreWindowForCollisionDetection(
270 aura::Window* window) {
271 window->SetProperty(kIgnoreForWindowCollisionDetection, true);
272 }
273
MarkWindowPriorityForCollisionDetection(aura::Window * window,RelativePriority priority)274 void CollisionDetectionUtils::MarkWindowPriorityForCollisionDetection(
275 aura::Window* window,
276 RelativePriority priority) {
277 window->SetProperty(kCollisionDetectionRelativePriority, priority);
278 }
279
AvoidObstacles(const display::Display & display,const gfx::Rect & bounds_in_screen,RelativePriority priority)280 gfx::Rect CollisionDetectionUtils::AvoidObstacles(
281 const display::Display& display,
282 const gfx::Rect& bounds_in_screen,
283 RelativePriority priority) {
284 gfx::Rect work_area = GetMovementArea(display);
285 auto rects = CollectCollisionRects(display, priority);
286 // The worst case for this should be: floating keyboard + one system tray +
287 // the volume shifter + autoclick bubble menu, which is 4 windows.
288 DCHECK(rects.size() <= 15)
289 << "CollisionDetectionUtils::AvoidObstacles is N^3 and "
290 "should be optimized if there are a lot of "
291 "windows. Please see crrev.com/c/1221427 for a "
292 "description of an N^2 algorithm.";
293 return AvoidObstaclesInternal(work_area, rects, bounds_in_screen, priority);
294 }
295
296 // Returns the result of adjusting |bounds| according to |gravity| inside
297 // |region|.
GetAdjustedBoundsByGravity(const gfx::Rect & bounds,const gfx::Rect & region,CollisionDetectionUtils::Gravity gravity)298 gfx::Rect CollisionDetectionUtils::GetAdjustedBoundsByGravity(
299 const gfx::Rect& bounds,
300 const gfx::Rect& region,
301 CollisionDetectionUtils::Gravity gravity) {
302 switch (gravity) {
303 case CollisionDetectionUtils::Gravity::kGravityLeft:
304 return gfx::Rect(region.x(), bounds.y(), bounds.width(), bounds.height());
305 case CollisionDetectionUtils::Gravity::kGravityRight:
306 return gfx::Rect(region.right() - bounds.width(), bounds.y(),
307 bounds.width(), bounds.height());
308 case CollisionDetectionUtils::Gravity::kGravityTop:
309 return gfx::Rect(bounds.x(), region.y(), bounds.width(), bounds.height());
310 case CollisionDetectionUtils::Gravity::kGravityBottom:
311 return gfx::Rect(bounds.x(), region.bottom() - bounds.height(),
312 bounds.width(), bounds.height());
313 default:
314 NOTREACHED();
315 }
316 return bounds;
317 }
318
319 CollisionDetectionUtils::Gravity
GetGravityToClosestEdge(const gfx::Rect & bounds,const gfx::Rect & region)320 CollisionDetectionUtils::GetGravityToClosestEdge(const gfx::Rect& bounds,
321 const gfx::Rect& region) {
322 const gfx::Insets insets = region.InsetsFrom(bounds);
323 int minimum_edge_dist = std::min(insets.left(), insets.right());
324 minimum_edge_dist = std::min(minimum_edge_dist, insets.top());
325 minimum_edge_dist = std::min(minimum_edge_dist, insets.bottom());
326
327 if (insets.left() == minimum_edge_dist) {
328 return CollisionDetectionUtils::Gravity::kGravityLeft;
329 } else if (insets.right() == minimum_edge_dist) {
330 return CollisionDetectionUtils::Gravity::kGravityRight;
331 } else if (insets.top() == minimum_edge_dist) {
332 return CollisionDetectionUtils::Gravity::kGravityTop;
333 } else {
334 return CollisionDetectionUtils::Gravity::kGravityBottom;
335 }
336 }
337
AvoidObstaclesInternal(const gfx::Rect & work_area,const std::vector<gfx::Rect> & rects,const gfx::Rect & bounds_in_screen,RelativePriority priority)338 gfx::Rect CollisionDetectionUtils::AvoidObstaclesInternal(
339 const gfx::Rect& work_area,
340 const std::vector<gfx::Rect>& rects,
341 const gfx::Rect& bounds_in_screen,
342 RelativePriority priority) {
343 gfx::Rect inset_work_area = work_area;
344
345 // For even sized bounds, there is no 'center' integer point, so we need
346 // to adjust the obstacles and work area to account for this.
347 inset_work_area.Inset(
348 bounds_in_screen.width() / 2, bounds_in_screen.height() / 2,
349 (bounds_in_screen.width() - 1) / 2, (bounds_in_screen.height() - 1) / 2);
350 std::vector<gfx::Rect> inset_rects(rects);
351 for (auto& rect : inset_rects) {
352 // Reduce the collision resolution problem from rectangles-rectangle
353 // resolution to rectangles-point resolution, by expanding each obstacle
354 // by |bounds_in_screen| size.
355 rect.Inset(-(bounds_in_screen.width() - 1) / 2,
356 -(bounds_in_screen.height() - 1) / 2,
357 -bounds_in_screen.width() / 2, -bounds_in_screen.height() / 2);
358 }
359
360 gfx::Point moved_center = ComputeBestCandidatePoint(
361 bounds_in_screen.CenterPoint(), inset_work_area, inset_rects);
362 gfx::Rect moved_bounds = bounds_in_screen;
363 moved_bounds.Offset(moved_center - bounds_in_screen.CenterPoint());
364 return moved_bounds;
365 }
366
367 } // namespace ash
368