зеркало из https://github.com/mozilla/gecko-dev.git
293 строки
12 KiB
C++
293 строки
12 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* 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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#pragma once
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// Moz headers (alphabetical)
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#include "keyboardlayout.h" // mModifierKeyState
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#include "nsBaseHashtable.h" // mTouches
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#include "nsGUIEvent.h" // mTouchEvent (nsTouchEvent)
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#include "nsHashKeys.h" // type of key for mTouches
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#include "mozwrlbase.h"
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// System headers (alphabetical)
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#include <EventToken.h> // EventRegistrationToken
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#include <stdint.h> // uint32_t
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#include <wrl\client.h> // Microsoft::WRL::ComPtr class
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#include <wrl\implements.h> // Microsoft::WRL::InspectableClass macro
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// Moz forward declarations
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class MetroWidget;
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enum nsEventStatus;
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class nsGUIEvent;
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struct nsIntPoint;
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namespace mozilla {
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namespace dom {
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class Touch;
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}
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}
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// Windows forward declarations
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namespace ABI {
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namespace Windows {
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namespace Devices {
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namespace Input {
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enum PointerDeviceType;
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}
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};
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namespace Foundation {
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struct Point;
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};
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namespace UI {
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namespace Core {
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struct CorePhysicalKeyStatus;
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struct ICoreWindow;
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struct ICoreDispatcher;
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struct IAcceleratorKeyEventArgs;
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struct IKeyEventArgs;
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struct IPointerEventArgs;
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};
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namespace Input {
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struct IEdgeGesture;
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struct IEdgeGestureEventArgs;
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struct IGestureRecognizer;
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struct IManipulationCompletedEventArgs;
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struct IManipulationStartedEventArgs;
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struct IManipulationUpdatedEventArgs;
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struct IPointerPoint;
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struct IRightTappedEventArgs;
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struct ITappedEventArgs;
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struct ManipulationDelta;
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};
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};
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};
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};
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namespace mozilla {
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namespace widget {
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namespace winrt {
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class MetroInput : public Microsoft::WRL::RuntimeClass<IInspectable>
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{
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InspectableClass(L"MetroInput", BaseTrust);
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private:
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// Devices
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typedef ABI::Windows::Devices::Input::PointerDeviceType PointerDeviceType;
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// Foundation
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typedef ABI::Windows::Foundation::Point Point;
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// UI::Core
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typedef ABI::Windows::UI::Core::CorePhysicalKeyStatus CorePhysicalKeyStatus;
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typedef ABI::Windows::UI::Core::ICoreWindow ICoreWindow;
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typedef ABI::Windows::UI::Core::IAcceleratorKeyEventArgs \
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IAcceleratorKeyEventArgs;
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typedef ABI::Windows::UI::Core::ICoreDispatcher ICoreDispatcher;
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typedef ABI::Windows::UI::Core::IKeyEventArgs IKeyEventArgs;
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typedef ABI::Windows::UI::Core::IPointerEventArgs IPointerEventArgs;
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// UI::Input
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typedef ABI::Windows::UI::Input::IEdgeGesture IEdgeGesture;
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typedef ABI::Windows::UI::Input::IEdgeGestureEventArgs IEdgeGestureEventArgs;
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typedef ABI::Windows::UI::Input::IGestureRecognizer IGestureRecognizer;
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typedef ABI::Windows::UI::Input::IManipulationCompletedEventArgs \
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IManipulationCompletedEventArgs;
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typedef ABI::Windows::UI::Input::IManipulationStartedEventArgs \
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IManipulationStartedEventArgs;
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typedef ABI::Windows::UI::Input::IManipulationUpdatedEventArgs \
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IManipulationUpdatedEventArgs;
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typedef ABI::Windows::UI::Input::IPointerPoint IPointerPoint;
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typedef ABI::Windows::UI::Input::IRightTappedEventArgs IRightTappedEventArgs;
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typedef ABI::Windows::UI::Input::ITappedEventArgs ITappedEventArgs;
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typedef ABI::Windows::UI::Input::ManipulationDelta ManipulationDelta;
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public:
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MetroInput(MetroWidget* aWidget,
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ICoreWindow* aWindow,
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ICoreDispatcher* aDispatcher);
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virtual ~MetroInput();
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// This event is received from our CoreDispatcher. All keyboard and
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// character events are handled in this function. See function
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// definition for more info.
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HRESULT OnAcceleratorKeyActivated(ICoreDispatcher* aSender,
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IAcceleratorKeyEventArgs* aArgs);
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// These input events are received from our window. These are basic
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// pointer and keyboard press events. MetroInput responds to them
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// by sending gecko events and forwarding these input events to its
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// GestureRecognizer to be processed into more complex input events
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// (tap, rightTap, rotate, etc)
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HRESULT OnPointerWheelChanged(ICoreWindow* aSender,
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IPointerEventArgs* aArgs);
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HRESULT OnPointerPressed(ICoreWindow* aSender,
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IPointerEventArgs* aArgs);
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HRESULT OnPointerReleased(ICoreWindow* aSender,
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IPointerEventArgs* aArgs);
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HRESULT OnPointerMoved(ICoreWindow* aSender,
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IPointerEventArgs* aArgs);
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HRESULT OnPointerEntered(ICoreWindow* aSender,
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IPointerEventArgs* aArgs);
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HRESULT OnPointerExited(ICoreWindow* aSender,
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IPointerEventArgs* aArgs);
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// The Edge gesture event is special. It does not come from our window
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// or from our GestureRecognizer.
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HRESULT OnEdgeGestureStarted(IEdgeGesture* aSender,
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IEdgeGestureEventArgs* aArgs);
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HRESULT OnEdgeGestureCanceled(IEdgeGesture* aSender,
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IEdgeGestureEventArgs* aArgs);
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HRESULT OnEdgeGestureCompleted(IEdgeGesture* aSender,
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IEdgeGestureEventArgs* aArgs);
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// These events are raised by our GestureRecognizer in response to input
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// events that we forward to it. The ManipulationStarted,
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// ManipulationUpdated, and ManipulationEnded events are sent during
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// complex input gestures including pinch, swipe, and rotate. Note that
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// all three gestures can occur simultaneously.
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HRESULT OnManipulationStarted(IGestureRecognizer* aSender,
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IManipulationStartedEventArgs* aArgs);
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HRESULT OnManipulationUpdated(IGestureRecognizer* aSender,
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IManipulationUpdatedEventArgs* aArgs);
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HRESULT OnManipulationCompleted(IGestureRecognizer* aSender,
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IManipulationCompletedEventArgs* aArgs);
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HRESULT OnTapped(IGestureRecognizer* aSender, ITappedEventArgs* aArgs);
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HRESULT OnRightTapped(IGestureRecognizer* aSender,
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IRightTappedEventArgs* aArgs);
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private:
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Microsoft::WRL::ComPtr<ICoreWindow> mWindow;
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Microsoft::WRL::ComPtr<MetroWidget> mWidget;
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Microsoft::WRL::ComPtr<ICoreDispatcher> mDispatcher;
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Microsoft::WRL::ComPtr<IGestureRecognizer> mGestureRecognizer;
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ModifierKeyState mModifierKeyState;
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// Initialization/Uninitialization helpers
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void RegisterInputEvents();
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void UnregisterInputEvents();
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// Event processing helpers. See function definitions for more info.
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void OnKeyDown(uint32_t aVKey,
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CorePhysicalKeyStatus const& aKeyStatus);
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void OnKeyUp(uint32_t aVKey,
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CorePhysicalKeyStatus const& aKeyStatus);
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void OnCharacterReceived(uint32_t aVKey,
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CorePhysicalKeyStatus const& aKeyStatus);
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void OnPointerNonTouch(IPointerPoint* aPoint);
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void InitGeckoMouseEventFromPointerPoint(nsMouseEvent& aEvent,
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IPointerPoint* aPoint);
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void ProcessManipulationDelta(ManipulationDelta const& aDelta,
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Point const& aPosition,
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uint32_t aMagEventType,
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uint32_t aRotEventType);
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void DispatchEventIgnoreStatus(nsGUIEvent *aEvent);
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static nsEventStatus sThrowawayStatus;
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// The W3C spec states that "whether preventDefault has been called" should
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// be tracked on a per-touchpoint basis, but it also states that touchstart
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// and touchmove events can contain multiple changed points. At the time of
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// this writing, W3C touch events are in the process of being abandoned in
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// favor of W3C pointer events, so it is unlikely that this ambiguity will
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// be resolved. Additionally, nsPresShell tracks "whether preventDefault
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// has been called" on a per-touch-session basis. We will follow a similar
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// approach here.
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//
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// Specifically:
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// If preventDefault is called on the FIRST touchstart event of a touch
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// session, then no default actions associated with any touchstart,
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// touchmove, or touchend events will be taken. This means that no
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// mousedowns, mousemoves, mouseups, clicks, swipes, rotations,
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// magnifications, etc will be dispatched during this touch session;
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// only touchstart, touchmove, and touchend.
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//
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// If preventDefault is called on the FIRST touchmove event of a touch
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// session, then no default actions associated with the _touchmove_ events
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// will be dispatched. However, it is still possible that additional
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// events will be generated based on the touchstart and touchend events.
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// For example, a set of mousemove, mousedown, and mouseup events might
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// be sent if a tap is detected.
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bool mTouchStartDefaultPrevented;
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bool mTouchMoveDefaultPrevented;
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bool mIsFirstTouchMove;
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// In the old Win32 way of doing things, we would receive a WM_TOUCH event
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// that told us the state of every touchpoint on the touch surface. If
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// multiple touchpoints had moved since the last update we would learn
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// about all their movement simultaneously.
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//
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// In the new WinRT way of doing things, we receive a separate
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// PointerPressed/PointerMoved/PointerReleased event for each touchpoint
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// that has changed.
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//
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// When we learn of touch input, we dispatch gecko events in response.
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// With the new WinRT way of doing things, we would end up sending many
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// more gecko events than we would using the Win32 mechanism. E.g.,
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// for 5 active touchpoints, we would be sending 5 times as many gecko
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// events. This caused performance to visibly degrade on modestly-powered
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// machines. In response, we no longer send touch events immediately
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// upon receiving PointerPressed or PointerMoved. Instead, we store
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// the updated touchpoint info and record the fact that the touchpoint
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// has changed. If ever we try to update a touchpoint has already
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// changed, we dispatch a touch event containing all the changed touches.
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nsEventStatus mTouchEventStatus;
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nsTouchEvent mTouchEvent;
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void DispatchPendingTouchEvent();
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void DispatchPendingTouchEvent(nsEventStatus& status);
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nsBaseHashtable<nsUint32HashKey,
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nsRefPtr<mozilla::dom::Touch>,
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nsRefPtr<mozilla::dom::Touch> > mTouches;
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// When a key press is received, we convert the Windows virtual key
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// into a gecko virtual key to send in a gecko event.
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//
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// Source:
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// http://msdn.microsoft.com
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// /en-us/library/windows/apps/windows.system.virtualkey.aspx
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static uint32_t sVirtualKeyMap[255];
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static bool sIsVirtualKeyMapInitialized;
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static void InitializeVirtualKeyMap();
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static uint32_t GetMozKeyCode(uint32_t aKey);
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// Computes DOM key name index for the aVirtualKey.
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static KeyNameIndex GetDOMKeyNameIndex(uint32_t aVirtualKey);
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// These registration tokens are set when we register ourselves to receive
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// events from our window. We must hold on to them for the entire duration
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// that we want to receive these events. When we are done, we must
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// unregister ourself with the window using these tokens.
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EventRegistrationToken mTokenPointerPressed;
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EventRegistrationToken mTokenPointerReleased;
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EventRegistrationToken mTokenPointerMoved;
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EventRegistrationToken mTokenPointerEntered;
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EventRegistrationToken mTokenPointerExited;
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EventRegistrationToken mTokenPointerWheelChanged;
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// This registration token is set when we register ourselves to handle
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// the `AcceleratorKeyActivated` event received from our CoreDispatcher.
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// When we are done, we must unregister ourselves with the CoreDispatcher
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// using this token.
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EventRegistrationToken mTokenAcceleratorKeyActivated;
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// When we register ourselves to handle edge gestures, we receive a
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// token. To we unregister ourselves, we must use the token we received.
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EventRegistrationToken mTokenEdgeStarted;
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EventRegistrationToken mTokenEdgeCanceled;
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EventRegistrationToken mTokenEdgeCompleted;
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// These registration tokens are set when we register ourselves to receive
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// events from our GestureRecognizer. It's probably not a huge deal if we
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// don't unregister ourselves with our GestureRecognizer before destroying
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// the GestureRecognizer, but it can't hurt.
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EventRegistrationToken mTokenManipulationStarted;
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EventRegistrationToken mTokenManipulationUpdated;
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EventRegistrationToken mTokenManipulationCompleted;
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EventRegistrationToken mTokenTapped;
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EventRegistrationToken mTokenRightTapped;
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};
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} } }
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