gecko-dev/servo/components/compositing/windowing.rs

158 строки
6.8 KiB
Rust

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
//! Abstract windowing methods. The concrete implementations of these can be found in `platform/`.
use compositor_thread::EventLoopWaker;
use euclid::TypedScale;
use gleam::gl;
use ipc_channel::ipc::IpcSender;
use msg::constellation_msg::{Key, KeyModifiers, KeyState, TopLevelBrowsingContextId, TraversalDirection};
use script_traits::{MouseButton, TouchEventType, TouchId};
use servo_geometry::{DeviceIndependentPixel, DeviceUintLength};
use servo_url::ServoUrl;
use std::fmt::{Debug, Error, Formatter};
use std::rc::Rc;
use style_traits::DevicePixel;
use webrender_api::{DeviceIntPoint, DevicePoint, DeviceUintSize, DeviceUintRect, ScrollLocation};
#[derive(Clone)]
pub enum MouseWindowEvent {
Click(MouseButton, DevicePoint),
MouseDown(MouseButton, DevicePoint),
MouseUp(MouseButton, DevicePoint),
}
/// Various debug and profiling flags that WebRender supports.
#[derive(Clone)]
pub enum WebRenderDebugOption {
Profiler,
TextureCacheDebug,
RenderTargetDebug,
}
/// Events that the windowing system sends to Servo.
#[derive(Clone)]
pub enum WindowEvent {
/// Sent when no message has arrived, but the event loop was kicked for some reason (perhaps
/// by another Servo subsystem).
///
/// FIXME(pcwalton): This is kind of ugly and may not work well with multiprocess Servo.
/// It's possible that this should be something like
/// `CompositorMessageWindowEvent(compositor_thread::Msg)` instead.
Idle,
/// Sent when part of the window is marked dirty and needs to be redrawn. Before sending this
/// message, the window must make the same GL context as in `PrepareRenderingEvent` current.
Refresh,
/// Sent when the window is resized.
Resize,
/// Sent when a new URL is to be loaded.
LoadUrl(TopLevelBrowsingContextId, ServoUrl),
/// Sent when a mouse hit test is to be performed.
MouseWindowEventClass(MouseWindowEvent),
/// Sent when a mouse move.
MouseWindowMoveEventClass(DevicePoint),
/// Touch event: type, identifier, point
Touch(TouchEventType, TouchId, DevicePoint),
/// Sent when the user scrolls. The first point is the delta and the second point is the
/// origin.
Scroll(ScrollLocation, DeviceIntPoint, TouchEventType),
/// Sent when the user zooms.
Zoom(f32),
/// Simulated "pinch zoom" gesture for non-touch platforms (e.g. ctrl-scrollwheel).
PinchZoom(f32),
/// Sent when the user resets zoom to default.
ResetZoom,
/// Sent when the user uses chrome navigation (i.e. backspace or shift-backspace).
Navigation(TopLevelBrowsingContextId, TraversalDirection),
/// Sent when the user quits the application
Quit,
/// Sent when a key input state changes
KeyEvent(Option<char>, Key, KeyState, KeyModifiers),
/// Sent when Ctr+R/Apple+R is called to reload the current page.
Reload(TopLevelBrowsingContextId),
/// Create a new top level browsing context
NewBrowser(ServoUrl, IpcSender<TopLevelBrowsingContextId>),
/// Close a top level browsing context
CloseBrowser(TopLevelBrowsingContextId),
/// Make a top level browsing context visible, hiding the previous
/// visible one.
SelectBrowser(TopLevelBrowsingContextId),
/// Toggles a debug flag in WebRender
ToggleWebRenderDebug(WebRenderDebugOption),
/// Capture current WebRender
CaptureWebRender,
}
impl Debug for WindowEvent {
fn fmt(&self, f: &mut Formatter) -> Result<(), Error> {
match *self {
WindowEvent::Idle => write!(f, "Idle"),
WindowEvent::Refresh => write!(f, "Refresh"),
WindowEvent::Resize => write!(f, "Resize"),
WindowEvent::KeyEvent(..) => write!(f, "Key"),
WindowEvent::LoadUrl(..) => write!(f, "LoadUrl"),
WindowEvent::MouseWindowEventClass(..) => write!(f, "Mouse"),
WindowEvent::MouseWindowMoveEventClass(..) => write!(f, "MouseMove"),
WindowEvent::Touch(..) => write!(f, "Touch"),
WindowEvent::Scroll(..) => write!(f, "Scroll"),
WindowEvent::Zoom(..) => write!(f, "Zoom"),
WindowEvent::PinchZoom(..) => write!(f, "PinchZoom"),
WindowEvent::ResetZoom => write!(f, "ResetZoom"),
WindowEvent::Navigation(..) => write!(f, "Navigation"),
WindowEvent::Quit => write!(f, "Quit"),
WindowEvent::Reload(..) => write!(f, "Reload"),
WindowEvent::NewBrowser(..) => write!(f, "NewBrowser"),
WindowEvent::CloseBrowser(..) => write!(f, "CloseBrowser"),
WindowEvent::SelectBrowser(..) => write!(f, "SelectBrowser"),
WindowEvent::ToggleWebRenderDebug(..) => write!(f, "ToggleWebRenderDebug"),
WindowEvent::CaptureWebRender => write!(f, "CaptureWebRender"),
}
}
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub enum AnimationState {
Idle,
Animating,
}
pub trait WindowMethods {
/// Presents the window to the screen (perhaps by page flipping).
fn present(&self);
/// Requests that the window system prepare a composite. Typically this will involve making
/// some type of platform-specific graphics context current. Returns true if the composite may
/// proceed and false if it should not.
fn prepare_for_composite(&self, width: DeviceUintLength, height: DeviceUintLength) -> bool;
/// Return the GL function pointer trait.
fn gl(&self) -> Rc<gl::Gl>;
/// Returns a thread-safe object to wake up the window's event loop.
fn create_event_loop_waker(&self) -> Box<EventLoopWaker>;
/// Get the coordinates of the native window, the screen and the framebuffer.
fn get_coordinates(&self) -> EmbedderCoordinates;
/// Does this window support a clipboard
fn supports_clipboard(&self) -> bool;
/// Set whether the application is currently animating.
/// Typically, when animations are active, the window
/// will want to avoid blocking on UI events, and just
/// run the event loop at the vsync interval.
fn set_animation_state(&self, _state: AnimationState);
}
#[derive(Clone, Copy, Debug)]
pub struct EmbedderCoordinates {
/// The pixel density of the display.
pub hidpi_factor: TypedScale<f32, DeviceIndependentPixel, DevicePixel>,
/// Size of the screen.
pub screen: DeviceUintSize,
/// Size of the available screen space (screen without toolbars and docks).
pub screen_avail: DeviceUintSize,
/// Size of the native window.
pub window: (DeviceUintSize, DeviceIntPoint),
/// Size of the GL buffer in the window.
pub framebuffer: DeviceUintSize,
/// Coordinates of the document within the framebuffer.
pub viewport: DeviceUintRect,
}