replace OVERRIDE and FINAL with override and final in ash/
[chromium-blink-merge.git] / ash / wm / lock_state_controller.h
blob5db14eb2d5571a3c6a1cef9aeeb82d3eb40763f1
1 // Copyright 2013 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.
5 #ifndef ASH_WM_LOCK_STATE_CONTROLLER_H_
6 #define ASH_WM_LOCK_STATE_CONTROLLER_H_
8 #include "ash/ash_export.h"
9 #include "ash/shell_observer.h"
10 #include "ash/wm/lock_state_observer.h"
11 #include "ash/wm/session_state_animator.h"
12 #include "base/basictypes.h"
13 #include "base/memory/scoped_ptr.h"
14 #include "base/memory/weak_ptr.h"
15 #include "base/observer_list.h"
16 #include "base/time/time.h"
17 #include "base/timer/timer.h"
18 #include "ui/aura/window_tree_host_observer.h"
20 namespace gfx {
21 class Rect;
22 class Size;
25 namespace ui {
26 class Layer;
29 namespace ash {
31 namespace test {
32 class LockStateControllerTest;
33 class PowerButtonControllerTest;
36 // Performs system-related functions on behalf of LockStateController.
37 class ASH_EXPORT LockStateControllerDelegate {
38 public:
39 LockStateControllerDelegate() {}
40 virtual ~LockStateControllerDelegate() {}
42 virtual void RequestLockScreen() = 0;
43 virtual void RequestShutdown() = 0;
45 private:
46 DISALLOW_COPY_AND_ASSIGN(LockStateControllerDelegate);
49 // Displays onscreen animations and locks or suspends the system in response to
50 // the power button being pressed or released.
51 // Lock workflow:
52 // Entry points:
53 // * StartLockAnimation (bool shutdown after lock) - starts lock that can be
54 // cancelled.
55 // * StartLockAnimationAndLockImmediately (bool shutdown after lock) - starts
56 // uninterruptible lock animation.
57 // This leads to call of either StartImmediatePreLockAnimation or
58 // StartCancellablePreLockAnimation. Once they complete
59 // PreLockAnimationFinished is called, and system lock is requested.
60 // Once system locks and lock UI is created, OnLockStateChanged is called, and
61 // StartPostLockAnimation is called. In PostLockAnimationFinished two
62 // things happen : EVENT_LOCK_ANIMATION_FINISHED notification is sent (it
63 // triggers third part of animation within lock UI), and check for continuing to
64 // shutdown is made.
66 // Unlock workflow:
67 // WebUI does first part of animation, and calls OnLockScreenHide(callback) that
68 // triggers StartUnlockAnimationBeforeUIDestroyed(callback). Once callback is
69 // called at the end of the animation, lock UI is deleted, system unlocks, and
70 // OnLockStateChanged is called. It leads to
71 // StartUnlockAnimationAfterUIDestroyed.
72 class ASH_EXPORT LockStateController : public aura::WindowTreeHostObserver,
73 public ShellObserver {
74 public:
75 // Amount of time that the power button needs to be held before we lock the
76 // screen.
77 static const int kLockTimeoutMs;
79 // Amount of time that the power button needs to be held before we shut down.
80 static const int kShutdownTimeoutMs;
82 // Amount of time to wait for our lock requests to be honored before giving
83 // up.
84 static const int kLockFailTimeoutMs;
86 // When the button has been held continuously from the unlocked state, amount
87 // of time that we wait after the screen locker window is shown before
88 // starting the pre-shutdown animation.
89 static const int kLockToShutdownTimeoutMs;
91 // Additional time (beyond kFastCloseAnimMs) to wait after starting the
92 // fast-close shutdown animation before actually requesting shutdown, to give
93 // the animation time to finish.
94 static const int kShutdownRequestDelayMs;
96 // Helper class used by tests to access internal state.
97 class ASH_EXPORT TestApi {
98 public:
99 explicit TestApi(LockStateController* controller);
101 virtual ~TestApi();
103 bool lock_fail_timer_is_running() const {
104 return controller_->lock_fail_timer_.IsRunning();
106 bool lock_to_shutdown_timer_is_running() const {
107 return controller_->lock_to_shutdown_timer_.IsRunning();
109 bool shutdown_timer_is_running() const {
110 return controller_->pre_shutdown_timer_.IsRunning();
112 bool real_shutdown_timer_is_running() const {
113 return controller_->real_shutdown_timer_.IsRunning();
115 bool is_animating_lock() const {
116 return controller_->animating_lock_;
118 bool is_lock_cancellable() const {
119 return controller_->CanCancelLockAnimation();
122 void trigger_lock_fail_timeout() {
123 controller_->OnLockFailTimeout();
124 controller_->lock_fail_timer_.Stop();
126 void trigger_lock_to_shutdown_timeout() {
127 controller_->OnLockToShutdownTimeout();
128 controller_->lock_to_shutdown_timer_.Stop();
130 void trigger_shutdown_timeout() {
131 controller_->OnPreShutdownAnimationTimeout();
132 controller_->pre_shutdown_timer_.Stop();
134 void trigger_real_shutdown_timeout() {
135 controller_->OnRealShutdownTimeout();
136 controller_->real_shutdown_timer_.Stop();
139 private:
140 LockStateController* controller_; // not owned
142 DISALLOW_COPY_AND_ASSIGN(TestApi);
145 LockStateController();
146 virtual ~LockStateController();
148 void SetDelegate(scoped_ptr<LockStateControllerDelegate> delegate);
150 void AddObserver(LockStateObserver* observer);
151 void RemoveObserver(LockStateObserver* observer);
152 bool HasObserver(LockStateObserver* observer);
154 // Starts locking (with slow animation) that can be cancelled.
155 // After locking and |kLockToShutdownTimeoutMs| StartShutdownAnimation()
156 // will be called unless CancelShutdownAnimation() is called, if
157 // |shutdown_after_lock| is true.
158 void StartLockAnimation(bool shutdown_after_lock);
160 // Starts shutting down (with slow animation) that can be cancelled.
161 void StartShutdownAnimation();
163 // Starts usual lock animation, but locks immediately. After locking and
164 // |kLockToShutdownTimeoutMs| StartShutdownAnimation() will be called unless
165 // CancelShutdownAnimation() is called, if |shutdown_after_lock| is true.
166 void StartLockAnimationAndLockImmediately(bool shutdown_after_lock);
168 // Returns true if we have requested system to lock, but haven't received
169 // confirmation yet.
170 bool LockRequested();
172 // Returns true if we are shutting down.
173 bool ShutdownRequested();
175 // Returns true if we are within cancellable lock timeframe.
176 bool CanCancelLockAnimation();
178 // Cancels locking and reverts lock animation.
179 void CancelLockAnimation();
181 // Returns true if we are within cancellable shutdown timeframe.
182 bool CanCancelShutdownAnimation();
184 // Cancels shutting down and reverts shutdown animation.
185 void CancelShutdownAnimation();
187 // Called when Chrome gets a request to display the lock screen.
188 void OnStartingLock();
190 // Displays the shutdown animation and requests shutdown when it's done.
191 void RequestShutdown();
193 // Called when ScreenLocker is ready to close, but not yet destroyed.
194 // Can be used to display "hiding" animations on unlock.
195 // |callback| will be called when all animations are done.
196 void OnLockScreenHide(base::Closure& callback);
198 // Sets up the callback that should be called once lock animation is finished.
199 // Callback is guaranteed to be called once and then discarded.
200 void SetLockScreenDisplayedCallback(const base::Closure& callback);
202 // aura::WindowTreeHostObserver override:
203 virtual void OnHostCloseRequested(const aura::WindowTreeHost* host) override;
205 // ShellObserver overrides:
206 virtual void OnLoginStateChanged(user::LoginStatus status) override;
207 virtual void OnAppTerminating() override;
208 virtual void OnLockStateChanged(bool locked) override;
210 void set_animator_for_test(SessionStateAnimator* animator) {
211 animator_.reset(animator);
214 private:
215 friend class test::PowerButtonControllerTest;
216 friend class test::LockStateControllerTest;
218 struct UnlockedStateProperties {
219 bool background_is_hidden;
222 // Reverts the pre-lock animation, reports the error.
223 void OnLockFailTimeout();
225 // Starts timer for gap between lock and shutdown.
226 void StartLockToShutdownTimer();
228 // Calls StartShutdownAnimation().
229 void OnLockToShutdownTimeout();
231 // Starts timer for undoable shutdown animation.
232 void StartPreShutdownAnimationTimer();
234 // Calls StartRealShutdownTimer().
235 void OnPreShutdownAnimationTimeout();
237 // Starts timer for final shutdown animation.
238 // If |with_animation_time| is true, it will also include time of "fade to
239 // white" shutdown animation.
240 void StartRealShutdownTimer(bool with_animation_time);
242 // Requests that the machine be shut down.
243 void OnRealShutdownTimeout();
245 // Starts shutdown animation that can be cancelled and starts pre-shutdown
246 // timer.
247 void StartCancellableShutdownAnimation();
249 // If |request_lock_on_completion| is true, a lock request will be sent
250 // after the pre-lock animation completes. (The pre-lock animation is
251 // also displayed in response to already-in-progress lock requests; in
252 // these cases an additional lock request is undesirable.)
253 void StartImmediatePreLockAnimation(bool request_lock_on_completion);
254 void StartCancellablePreLockAnimation();
255 void CancelPreLockAnimation();
256 void StartPostLockAnimation();
257 // This method calls |callback| when animation completes.
258 void StartUnlockAnimationBeforeUIDestroyed(base::Closure &callback);
259 void StartUnlockAnimationAfterUIDestroyed();
261 // These methods are called when corresponding animation completes.
262 void LockAnimationCancelled();
263 void PreLockAnimationFinished(bool request_lock);
264 void PostLockAnimationFinished();
265 void UnlockAnimationAfterUIDestroyedFinished();
267 // Stores properties of UI that have to be temporarily modified while locking.
268 void StoreUnlockedProperties();
269 void RestoreUnlockedProperties();
271 // Fades in background layer with |speed| if it was hidden in unlocked state.
272 void AnimateBackgroundAppearanceIfNecessary(
273 ash::SessionStateAnimator::AnimationSpeed speed,
274 SessionStateAnimator::AnimationSequence* animation_sequence);
276 // Fades out background layer with |speed| if it was hidden in unlocked state.
277 void AnimateBackgroundHidingIfNecessary(
278 ash::SessionStateAnimator::AnimationSpeed speed,
279 SessionStateAnimator::AnimationSequence* animation_sequence);
281 scoped_ptr<SessionStateAnimator> animator_;
283 scoped_ptr<LockStateControllerDelegate> delegate_;
285 ObserverList<LockStateObserver> observers_;
287 // The current login status, or original login status from before we locked.
288 user::LoginStatus login_status_;
290 // Current lock status.
291 bool system_is_locked_;
293 // Are we in the process of shutting the machine down?
294 bool shutting_down_;
296 // Indicates whether controller should proceed to (cancellable) shutdown after
297 // locking.
298 bool shutdown_after_lock_;
300 // Indicates that controller displays lock animation.
301 bool animating_lock_;
303 // Indicates that lock animation can be undone.
304 bool can_cancel_lock_animation_;
306 scoped_ptr<UnlockedStateProperties> unlocked_properties_;
308 // Started when we request that the screen be locked. When it fires, we
309 // assume that our request got dropped.
310 base::OneShotTimer<LockStateController> lock_fail_timer_;
312 // Started when the screen is locked while the power button is held. Adds a
313 // delay between the appearance of the lock screen and the beginning of the
314 // pre-shutdown animation.
315 base::OneShotTimer<LockStateController> lock_to_shutdown_timer_;
317 // Started when we begin displaying the pre-shutdown animation. When it
318 // fires, we start the shutdown animation and get ready to request shutdown.
319 base::OneShotTimer<LockStateController> pre_shutdown_timer_;
321 // Started when we display the shutdown animation. When it fires, we actually
322 // request shutdown. Gives the animation time to complete before Chrome, X,
323 // etc. are shut down.
324 base::OneShotTimer<LockStateController> real_shutdown_timer_;
326 base::Closure lock_screen_displayed_callback_;
328 base::WeakPtrFactory<LockStateController> weak_ptr_factory_;
330 DISALLOW_COPY_AND_ASSIGN(LockStateController);
333 } // namespace ash
335 #endif // ASH_WM_LOCK_STATE_CONTROLLER_H_