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