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Unified Diff: ash/wm/session_state_controller.h

Issue 11091023: ash : Decouple power button controller and session state controller. (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: Fix power button cancel behaviour + unittest Created 8 years, 2 months ago
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Index: ash/wm/session_state_controller.h
diff --git a/ash/wm/session_state_controller.h b/ash/wm/session_state_controller.h
new file mode 100644
index 0000000000000000000000000000000000000000..fc3ae53f2c0086ff4bf3ef9eefd516e6e60da4d3
--- /dev/null
+++ b/ash/wm/session_state_controller.h
@@ -0,0 +1,277 @@
+// Copyright (c) 2012 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.
+
+#ifndef ASH_WM_SESSION_STATE_CONTROLLER_H_
+#define ASH_WM_SESSION_STATE_CONTROLLER_H_
+
+#include "ash/ash_export.h"
+#include "ash/shell_observer.h"
+#include "ash/wm/session_state_animator.h"
+#include "base/basictypes.h"
+#include "base/memory/scoped_ptr.h"
+#include "base/time.h"
+#include "base/timer.h"
+#include "ui/aura/root_window_observer.h"
+
+namespace gfx {
+class Rect;
+class Size;
+}
+
+namespace ui {
+class Layer;
+}
+
+namespace ash {
+
+namespace test {
+class PowerButtonControllerTest;
+}
+
+// Performs system-related functions on behalf of SessionStateController.
+class ASH_EXPORT SessionStateControllerDelegate {
+ public:
+ SessionStateControllerDelegate() {}
+ virtual ~SessionStateControllerDelegate() {}
+
+ virtual void RequestLockScreen() = 0;
+ virtual void RequestShutdown() = 0;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(SessionStateControllerDelegate);
+};
+
+// Displays onscreen animations and locks or suspends the system in response to
+// the power button being pressed or released.
+class ASH_EXPORT SessionStateController : public aura::RootWindowObserver,
+ public ShellObserver {
+ public:
+ // Amount of time that the power button needs to be held before we lock the
+ // screen.
+ static const int kLockTimeoutMs;
+
+ // Amount of time that the power button needs to be held before we shut down.
+ static const int kShutdownTimeoutMs;
+
+ // Amount of time to wait for our lock requests to be honored before giving
+ // up.
+ static const int kLockFailTimeoutMs;
+
+ // When the button has been held continuously from the unlocked state, amount
+ // of time that we wait after the screen locker window is shown before
+ // starting the pre-shutdown animation.
+ static const int kLockToShutdownTimeoutMs;
+
+ // Amount of time taken to scale the snapshot of the screen down to a
+ // slightly-smaller size once the user starts holding the power button. Used
+ // for both the pre-lock and pre-shutdown animations.
+ static const int kSlowCloseAnimMs;
+
+ // Amount of time taken to scale the snapshot of the screen back to its
+ // original size when the button is released.
+ static const int kUndoSlowCloseAnimMs;
+
+ // Amount of time taken to scale the snapshot down to a point in the center of
+ // the screen once the screen has been locked or we've been notified that the
+ // system is shutting down.
+ static const int kFastCloseAnimMs;
+
+ // Additional time (beyond kFastCloseAnimMs) to wait after starting the
+ // fast-close shutdown animation before actually requesting shutdown, to give
+ // the animation time to finish.
+ static const int kShutdownRequestDelayMs;
+
+ // Helper class used by tests to access internal state.
+ class ASH_EXPORT TestApi {
+ public:
+ explicit TestApi(SessionStateController* controller);
+
+ virtual ~TestApi();
+
+ bool lock_timer_is_running() const {
+ return controller_->lock_timer_.IsRunning();
+ }
+ bool lock_fail_timer_is_running() const {
+ return controller_->lock_fail_timer_.IsRunning();
+ }
+ bool lock_to_shutdown_timer_is_running() const {
+ return controller_->lock_to_shutdown_timer_.IsRunning();
+ }
+ bool shutdown_timer_is_running() const {
+ return controller_->pre_shutdown_timer_.IsRunning();
+ }
+ bool real_shutdown_timer_is_running() const {
+ return controller_->real_shutdown_timer_.IsRunning();
+ }
+
+ void trigger_lock_timeout() {
+ controller_->OnLockTimeout();
+ controller_->lock_timer_.Stop();
+ }
+ void trigger_lock_fail_timeout() {
+ controller_->OnLockFailTimeout();
+ controller_->lock_fail_timer_.Stop();
+ }
+ void trigger_lock_to_shutdown_timeout() {
+ controller_->OnLockToShutdownTimeout();
+ controller_->lock_to_shutdown_timer_.Stop();
+ }
+ void trigger_shutdown_timeout() {
+ controller_->OnPreShutdownAnimationTimeout();
+ controller_->pre_shutdown_timer_.Stop();
+ }
+ void trigger_real_shutdown_timeout() {
+ controller_->OnRealShutdownTimeout();
+ controller_->real_shutdown_timer_.Stop();
+ }
+ private:
+ SessionStateController* controller_; // not owned
+
+ DISALLOW_COPY_AND_ASSIGN(TestApi);
+ };
+
+ SessionStateController();
+ virtual ~SessionStateController();
+
+ // RootWindowObserver override:
+ virtual void OnRootWindowHostCloseRequested(
+ const aura::RootWindow* root) OVERRIDE;
+
+ // ShellObserver overrides:
+ virtual void OnLoginStateChanged(user::LoginStatus status) OVERRIDE;
+ virtual void OnAppTerminating() OVERRIDE;
+ virtual void OnLockStateChanged(bool locked) OVERRIDE;
+
+ void SetDelegate(SessionStateControllerDelegate* delegate);
+
+ // Returns true iff when we're in state when user session can be locked.
+ virtual bool IsEligibleForLock();
+
+ // Returns true if system is locked.
+ virtual bool IsLocked();
+
+ // Starts locking (with slow animation) that can be cancelled.
+ // After locking and |kLockToShutdownTimeoutMs| StartShutdownAnimation()
+ // will be called unless CancelShutdown() is called.
+ virtual void StartLockAnimation();
+
+ // Starts shutting down (with slow animation) that can be cancelled.
+ virtual void StartShutdownAnimation();
+
+ // Starts usual lock animation, but locks immediately.
+ // Unlike StartLockAnimation it does no lead to StartShutdownAnimation.
+ virtual void StartLockAnimationAndLockImmediately();
+
+ // Returns true if we have requested system to lock, but haven't received
+ // confirmation yet.
+ virtual bool LockRequested();
+
+ // Returns true if we are shutting down.
+ virtual bool ShutdownRequested();
+
+ // Returns true if we are within cancellable lock timeframe.
+ virtual bool CanCancelLockAnimation();
+
+ // Cancels locking and reverts lock animation.
+ virtual void CancelLockAnimation();
+
+ // Cancels locking and reverts lock animation with slightly different
+ // parameters. Seems to be some bug, but refactoring should keep all bugs.
+ // TODO(antrim): remove this, animations should actually be the same.
+ virtual void CancelLockWithOtherAnimation();
+
+ // Returns true if we are within cancellable shutdown timeframe.
+ virtual bool CanCancelShutdownAnimation();
+
+ // Cancels shutting down and reverts shutdown animation.
+ virtual void CancelShutdownAnimation();
+
+ // Called when Chrome gets a request to display the lock screen.
+ virtual void OnStartingLock();
+
+ // Displays the shutdown animation and requests shutdown when it's done.
+ virtual void RequestShutdown();
+
+ protected:
+ friend class test::PowerButtonControllerTest;
+
+ bool IsLoggedInAsNonGuest() const;
+
+ private:
+ void RequestShutdownImpl();
+
+ // Starts lock timer.
+ void StartLockTimer();
+
+ // Requests that the screen be locked and starts |lock_fail_timer_|.
+ void OnLockTimeout();
+
+ // Reverts the pre-lock animation, reports the error.
+ void OnLockFailTimeout();
+
+ // Starts timer for gap between lock and shutdown.
+ void StartLockToShutdownTimer();
+
+ // Calls StartShutdownAnimation().
+ void OnLockToShutdownTimeout();
+
+ // Starts timer for undoable shutdown animation.
+ void StartPreShutdownAnimationTimer();
+
+ // Calls RequestShutdownImpl();
+ void OnPreShutdownAnimationTimeout();
+
+ // Starts timer for final shutdown animation.
+ void StartRealShutdownTimer();
+
+ // Requests that the machine be shut down.
+ void OnRealShutdownTimeout();
+
+ // The current login status.
+ user::LoginStatus login_status_;
+
+ // Original login status from before we locked. LOGGED_IN_NONE if it's not
+ // locked.
+ user::LoginStatus unlocked_login_status_;
+
+ // Are we in the process of shutting the machine down?
+ bool shutting_down_;
+
+ // Indicates whether controller should proceed to (cancellable) shutdown after
+ // locking.
+ bool shutdown_after_lock_;
+
+ // Started when the user first presses the power button while in a
+ // logged-in-as-a-non-guest-user, unlocked state. When it fires, we lock the
+ // screen.
+ base::OneShotTimer<SessionStateController> lock_timer_;
+
+ // Started when we request that the screen be locked. When it fires, we
+ // assume that our request got dropped.
+ base::OneShotTimer<SessionStateController> lock_fail_timer_;
+
+ // Started when the screen is locked while the power button is held. Adds a
+ // delay between the appearance of the lock screen and the beginning of the
+ // pre-shutdown animation.
+ base::OneShotTimer<SessionStateController> lock_to_shutdown_timer_;
+
+ // Started when we begin displaying the pre-shutdown animation. When it
+ // fires, we start the shutdown animation and get ready to request shutdown.
+ base::OneShotTimer<SessionStateController> pre_shutdown_timer_;
+
+ // Started when we display the shutdown animation. When it fires, we actually
+ // request shutdown. Gives the animation time to complete before Chrome, X,
+ // etc. are shut down.
+ base::OneShotTimer<SessionStateController> real_shutdown_timer_;
+
+ scoped_ptr<internal::SessionStateAnimator> animator_;
+
+ scoped_ptr<SessionStateControllerDelegate> delegate_;
+
+ DISALLOW_COPY_AND_ASSIGN(SessionStateController);
+};
+
+} // namespace ash
+
+#endif // ASH_WM_SESSION_STATE_CONTROLLER_H_
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