#include "ash/system/accessibility/mouse_keys/mouse_keys_bubble_controller.h"
#include "ash/accessibility/mouse_keys/mouse_keys_controller.h"
#include "ash/shell.h"
#include "ash/system/accessibility/mouse_keys/mouse_keys_bubble_view.h"
#include "ash/wm/collision_detection/collision_detection_utils.h"
namespace ash {
MouseKeysBubbleController::MouseKeysBubbleController() = default;
MouseKeysBubbleController::~MouseKeysBubbleController() {
if (widget_ && !widget_->IsClosed()) {
widget_->CloseNow();
}
StopTimer();
}
void MouseKeysBubbleController::StopTimer() {
if (timer_.IsRunning()) {
timer_.Stop();
}
}
void MouseKeysBubbleController::UpdateMouseKeysBubblePosition(
gfx::Point position) {
if (mouse_keys_bubble_view_) {
mouse_keys_bubble_view_->SetAnchorRect(gfx::Rect(position, gfx::Size()));
}
}
void MouseKeysBubbleController::UpdateBubble(
bool visible,
MouseKeysBubbleIconType icon,
const std::optional<std::u16string>& text) {
EnsureInitialize();
gfx::Point bubble_position =
Shell::Get()->mouse_keys_controller()->GetLastMousePositionDips();
bubble_position.Offset(16, 16);
UpdateMouseKeysBubblePosition(bubble_position);
Update(icon, text);
widget_->SetVisible(visible);
if (timer_.IsRunning()) {
timer_.Reset();
} else {
timer_.Start(
FROM_HERE, base::Seconds(2),
base::BindRepeating(&MouseKeysBubbleController::HideWidgetAfterDelay,
GetWeakPtr()));
}
}
void MouseKeysBubbleController::HideWidgetAfterDelay() {
if (widget_) {
widget_->Hide();
}
}
void MouseKeysBubbleController::OnViewIsDeleting(views::View* observed_view) {
if (observed_view != mouse_keys_bubble_view_) {
return;
}
StopTimer();
mouse_keys_bubble_view_->views::View::RemoveObserver(this);
mouse_keys_bubble_view_ = nullptr;
widget_ = nullptr;
}
void MouseKeysBubbleController::EnsureInitialize() {
if (widget_) {
return;
}
mouse_keys_bubble_view_ = new MouseKeysBubbleView();
mouse_keys_bubble_view_->views::View::AddObserver(this);
widget_ =
views::BubbleDialogDelegateView::CreateBubble(mouse_keys_bubble_view_);
widget_->SetZOrderLevel(ui::ZOrderLevel::kFloatingUIElement);
CollisionDetectionUtils::MarkWindowPriorityForCollisionDetection(
widget_->GetNativeWindow(),
CollisionDetectionUtils::RelativePriority::kMouseKeysBubble);
}
void MouseKeysBubbleController::Update(
MouseKeysBubbleIconType icon,
const std::optional<std::u16string>& text) {
DCHECK(mouse_keys_bubble_view_);
DCHECK(widget_);
mouse_keys_bubble_view_->Update(icon, text);
gfx::Rect new_bounds = widget_->GetWindowBoundsInScreen();
gfx::Rect display_bounds =
display::Screen::Get()->GetDisplayMatching(new_bounds).bounds();
new_bounds.AdjustToFit(display_bounds);
gfx::Rect resting_bounds = CollisionDetectionUtils::AvoidObstacles(
display::Screen::Get()->GetDisplayNearestWindow(
widget_->GetNativeWindow()),
new_bounds, CollisionDetectionUtils::RelativePriority::kMouseKeysBubble);
widget_->SetBounds(resting_bounds);
}
}