gecko-dev/widget/windows/winrt/MetroInput.h

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